I'm really happy to see asymmetrical PvP being done, this was really neat. While I do think that Opfor could have had some more explosives, them losing their AA so early really did them in badly. It would definitely have turned a tide here.
well. It was kind off interesting to watch but underwhelming at best. OPFOR had zero chances from the very start. If it is an op for Karmakut and his squad to have fun shooting unarmed and unprepared guys - then OK, if it is real PvP or at least something to call it MILSIM - it is very much unfair. I don't know will someone see it or not, but if someone who directly involved with this ops my suggestions would be: 1. OPFOR should have IEDs, RPGs (including at least some OG rounds), mines and a bunch of grenades. First of all it is very realistic for guerillas to have everything mined and trapped and second of all main fighting strategy of any guerillas is ambushes with IEDs + RPGs so it is very underwhelming to see no use of them at all. If it would be allowed those BLUFOR guys won't be stacking 20 dudes in one building as they did and it is very realistic, to spread out across compounds to prevent main source of casualities durning that kind of wars (explosions). 2. OPFOR should be allowed to loot NVGs. It is really stupid that they aren't allowed to do it, because clearly even a child knows how to use them (put them on and that's it). 3. OPFOR should at least have some mortars, maybe with low ammo count but at the very least with the ability to fire flares. How can they do anything if they literally can see 25m - 50m in front of them with apache and drones flying above. 4. OPFOR should have unlimited lives with timer. I don't know, maybe something like 5 min to respawn after death or something like that. Because they have no chance of fighting Apache + drones + NVGs without this kind of number advantage. That would be fair and very interesting asymmetrical PvP, where every side actually will be forced to use their advantages and be smart about it - what we saw here was just a slaughter. For example if OPFOR had at least several IEDs, RPGs and a 1-2 hidden mortars - BLUFOR would be smacked on their first objective because they have some strange habbit of staying in big groups within 5m of each other. Why OPFOR didn't have them - no idea, i can't name a single modern insurgency force in the world that did not extensevily use IEDs and RPGs, so i will just write this op off as Karmakut having some fun with his squad slaughtering unprepared and almost unarmed players and call it a MILSIM. But if it would have been a real MILSIM - half of his squad would be blown up by an RPG and other half by an IED or grenade-trap (im looking at you 1 building with 20 dudes in it). It also actually would give recon guys a really interesting objective of for example finding and tracking insurgents with RPGs to prevent them from firing and finding mortar positions to prevent them from firing, that would be a real recon-intellegence work. Also talking about OPFOR losing AA - it would not matter at all, as Apache can hover 7km away from any danger and OPFOR didn't had a chance to spot it in complete darkness 7kms away and even if they did spot it - they didn't had a chance (a car, a truck or something else) to get close to it to actually properly fire at it.
@@dw_bh5009 Hopefully I can provide a little bit of information for which can clear up some misconceptions. 1: We OPFOR do have access to RPGs and Hand grenades. But these were severely limited (10 RPGs). We are not allowed IEDs as it would cause KOG to act very slow. We supposedly have to wait for an explosive sniffing dog mod to be developed before we can have IEDs. 2: OPFOR is allowed to loot every single piece of equipment off KOG except for the uniform which is scripted so this cannot occur. 3: OPFOR had mortars this operation. This is how we provided illumination. Illumnation was dropped over each cache. High explosive rounds were also dropped. A KOG squad was actually wiped on the second cache. by a mortar round. It should be added we had serious problems with innacuracy with the circular error of probability about 800m 4: Although Liru was stating OPFOR had 3 lives. This operation we only had 2. Extras: This operation was the first time OPFOR had access to HE ammunition (We technically weren't meant to). This was also the first time in many operations where hasty mortar teams were strung together and co-ordinated on a company level. Accuracy was a major issue here. If we were accurate the game would of been completely different. In regards to the AA. We OPFOR are provided 3 IGLA Manpads. These are pretty much useless because view distance is locked to less than 1800m and beyond that is an immense fog. All drones, planes and helicopters are above this fog and impossible to spot. Now even if the iglas had hit these aircraft they would of not gone down. A Chinnok was tested by KOG prior and required 3 Iglas shots from any direction to go down. And the only confirmed Igla shot in all of Kill KOG history was when an Igla struck a Little Bird. The little bird was not ripped in half but instead only lost its tail rotor (A FIM-92 can snap a MI-8 In half) . It proceeded to RTB, no casulties. The BLUFOR airstack for this operation consisted of: 3x AH-64 Apaches 2x A-10 Warthogs 2x MQ-9 Reaper 1x Little bird
At the time of this comment I've watched the first hour. And I've to agree with tixsen1. Blufor had all the advantages you expect from a modern army, but Opfor didn't have much of the advantages an irregular fighting force has but had all the disadvantages with lacking technology and missing leadership. Must've been a nice OP for Blufor but I'd imagine Opfor didn't have much fun being slaughtered 'out of nowhere' without any real way to get back at the attackers. Next to no opportunity to use guerrilla tactics since the ROE were basically 'you see something move, shoot at it'. The map itself is nice and the idea of the tunnelsystem is nice as well. But general balancing needs a lot of work for a PVP OP. As it stands it really might've been PVE as well.
you definitely need to do a music super cut to "America Fk Yeah" as redfor keep getting shredded hahaha ... and ,aybe throw in some blue on blue cause MURICA hahahaha 😂 That op was awesome the few things i think would make it better is giving rpg's to redfor not a ton maybe have some in the target caches they can use for ambushes ... and maybe some of the boom vests could be given to the last say 5 remaining guys and i know this was an op with no civ's but hopefully later events will have some civilian assets just to make air at least have to confirm before annihilating (i get why this 1 was a civ clear ao its still realistic as some towns would be ordered to evac as any one left would be considered a threat) i think this format is really awesome and i cant wait to see more, if my pc could handle it i would so go be apache bait... or run logistics..
More thoughts. So why doesnt opfor have a single night vision for their command element? A spotting recon soldier, tasked to spot those lasers, or guide spotlights. And then can order in a mortar team with flares to drop them over friendly positions to catch bluefor. It'd be an interesting equalizer. Yet still leave a lot of baseline advantage to Bluefor. But certainly increase the risk for Bluefor to find trouble.
Hey Liru. Using your general rule of thumb of playing fair, rather than playing to win. Could you negotiate with Karma to act as a high command for Opfor? Because they needed an action plan, and some cohesive leadership. Your role would be to tell the squad leaders what to keep doing and order their positioning, while combat lead organizes timing and activities. Whilst you mostly act as a third party showing the action as combat lead leads their soldiers.
Watching this, it felt like why even need blufor vs players, when you can replace players with just easy AI and be done with (same outcome). Next time maybe try to make it more dynamic and buff the opfor. Here are some suggestions, IED/ Mines, No harming building in down (because US wants support from locals), No firing on unarmed civilians, suicide bombs and so on. So players can work different tactics and act like humans because this felt like watching real ppl do what standard AI can do. This is just my feedback after watching the video. It is more realistic if AIR sees toyota drive in and can't shoot right away maybe they are unarmed civilians/ suicide car/ armed fighters AIR dosen't see that and needs to coordinate with ground.
Having the choice to bring 'civilian' trucks matched with truly non-combat machines to decoy would create interesting dynamic of 'mobile? Check. Armed? No. stuffed with people? Yes. are the passengers in Military kit? Yes. Probably combatants, check for guns. But prepare to engage if it stops.' Civilians shouldn't bring hunting rifles to a combat setting.
@@glenmcgillivray4707 well. It was kind off interesting to watch but underwhelming at best. OPFOR had zero chances from the very start. If it is an op for Karmakut and his squad to have fun - it is understandable, if it is real PvP - it is very much unfair. I don't know will someone see it or not, but if someone who directly involved with this ops my suggestions would be: 1. OPFOR should have IEDs, RPGs (including at least some OG rounds), mines and a bunch of grenades. First of all it is very realistic for guerillas to have everything mined and trapped and second of all main fighting strategy of any guerillas is ambushes with IEDs + RPGs so it is very underwhelming to see no use of them at all. If it would be allowed those BLUFOR guys won't be stacking 20 dudes in one building as they did and it is very realistic, to spread out across compounds to prevent main source of casualities durning that kind of wars (explosions). 2. OPFOR should be allowed to loot NVGs. It is really stupid that they aren't allowed to do it, because clearly even a child knows how to use them (put them on and that's it). 3. OPFOR should at least have some mortars, maybe with low ammo count but at the very least with the ability to fire flares. How can they do anything if they literally can see 25m - 50m in front of them with apache and drones flying above. 4. OPFOR should have unlimited lives with timer. I don't know, maybe something like 5 min to respawn after death or something like that. Because they have no chance of fighting Apache + drones + NVGs without this kind of number advantage. That would be fair and very interesting asymmetrical PvP, where every side actually will be forced to use their advantages and be smart about it - what we saw here was just a slaughter. For example if OPFOR had at least several IEDs, RPGs and a 1-2 hidden mortars - BLUFOR would be smacked on their first objective because they have some strange habbit of staying in big groups within 5m of each other. Why OPFOR didn't have them - no idea, i can't name a single modern insurgency force in the world that did not extensevily use IEDs and RPGs, so i will just write this op off as Karmakut having some fun with his squad slaughtering unprepared and almost unarmed players and call it a MILSIM. But if it would have been a real MILSIM - half of his squad would be blown up by an RPG and other half by an IED or grenade-trap (im looking at you 1 building with 20 dudes in it). It also actually would give recon guys a really interesting objective of for example finding and tracking insurgents with RPGs to prevent them from firing and finding mortar positions to prevent them from firing, that would be a real recon-intellegence work.
@@dw_bh5009 did you notice at the end? Opfors remnants got their mortar face on. A shame they didn't during the night, not spread out their kit during the early phases to drop off troops later. But the purpose of KillKOG is for KOG to mow down players. Lirus newest ops are still unbalanced but due to the existence of civilian player characters you can't just Apache everything into dust.
@@glenmcgillivray4707 did not watch to the end unfortunatelly, maybe will watch today Yeah, it is far more interesting with civis but even then there are still some stupid rules like "do not fire at them before they fire at you" or "do not use your explosives if it will cause too much casualties" WHYYYYY??? I mean, it is the only advantage guerillas have - surprise attacks and ambushes to catch them off-guard. So I really do not understand why is it prohibited. I mean, it is only BLUFORs problem that they did not identify an ambush before hand and that they bunched up 20 dudes in one place. And that would also give them a real MILSIM experience where you don't know from what direction and in what time you could be fired upon, or which civi actually is not a civi, but a guerilla insurgent. I am just really thinking about how it must be for OPFOR to spend 4-5 hours on an op for them to be just killed 3 times out of nowhere without any means to fight back. And the single purpose would be KOG having some fun and call it a "real MILSIM". That would be a dream to see actual assymetrical PvP op where BLUFOR can use whatever they want and OPFOR is not restricted to use all the guerilla arsenal as well (like IEDs, RPGs, ambushes, masking as civis and so on).
You should clip the part when the opponent notice the apache and talk about it. Caption of the video: what thr taliban are saying when they notice an apache in the distance
Fun map but someone should have drawn some tunnel lines for the map. So the guests know the network but karma will not. Scale might be reduced and marks for ambush sites.
OPFOR in KillKOG is AIs set to "Passive, Hold fire" for Karmakut and his squad to have fun killing and call it "the most realistic MILSIM", even though in a real MILSIM situation they would be welcomed by some RPGs and IEDs and probably had a lot of casualties as they have some stupid habbit of bunching up in a group of 10-20 within 5m from each other asking for a good explosion.
@@dw_bh5009 And in a true MILSIM Checkpoint scenario, the check point guards would run and call for backup at the first sign of trouble. But in a Check Point RP (Roll play)the guards hang around and see how long they can "hold" so to speak. My point is both KillKOG nor Check point RP are closer to Roll playing scenarios than MILSIM. Without some notable consequences that give the player anxiety (getting hurt by paint balls, etc) in a scenario, you don't really have MILSIM you have roleplaying. Roleplaying isn't bad and is generally a lot of fun but isn't comparable to real world MILSIM.
@@Reactor89 Yeah. 20% of players that MILSIMing should experince a long lasting PTSD, otherwise it is not a MILSIM =/ Btw, my point was that even from an RP point of view it is kind of too small chance for OPFOR to bring even some kind of toruble to BLUFOR, I am just imagining myself in the place of an OPFOR player. You wait 1-2 hour for an op to start, then you standing another 1 hour on your designated objective and then you getting shredded by an Apache with no way to fight back. Then another 1 hour passes as you wait for your second life. And you getting killed by a guy with a NVG from 400m away as soon as you get on objective. Then the same with third. And even if you was smart, stayed hidden in the bushes, BLUFOR did not check your building (btw those guys did not check no buildings at all) and you are in a perfect position to hit them in their back - you still can't do it because 1. you can't fire an RPG at them 2. you can't place an IED on them 3. you can't take their NVGs, and you just stumbling their at night and getting killed anyway no matter what. So after +- 5 hours all you have is you was shot 3 times in the dark out of nowhere with no way to be smart about it. I would imagine not many would like to participate in the next op like that.
@@dw_bh5009 Definitely a some seal clubbing of OPFOR here, very much the feeling I got watching this. Guards in a checkpoint RP get a similar type of abuse and it's a problem with both scenarios. Only one side gets to have the "fun".
Just listened to some Hindu-esque and you're right! I always saw it as more middle eastern based off of Kharak being more of a desert planet and the original HW3 project was supposed to be called the Sands of Time, which in hindsight makes my 13 year old brain seem a little racist from over a decade ago but *shrugs*
There needs to be m9onlight to be realistic. In real life nvgs don't see in pitch black. They need a little residual light to reflect images. And the depth perception is shit. But if they have thermals they don't need light
well. It was kind off interesting to watch but underwhelming at best. OPFOR had zero chances from the very start. If it is an op for Karmakut and his squad to have some fun and call it "a milsim" - it is understandable, if it is real PvP or it least simulation of a real combat environment - it is very much unfair. I don't know will someone see it or not, but if someone who directly involved with this ops will - my suggestions would be: 1. OPFOR should have IEDs, RPGs (including at least some OG rounds), mines and a bunch of grenades. First of all it is very realistic for guerillas to have everything mined and trapped and second of all main fighting strategy of any guerillas is ambushes with IEDs + RPGs so it is very underwhelming to see no use of them at all. If it would be allowed those BLUFOR guys won't be stacking 20 dudes in one building as they did and it is very realistic, to spread out across compounds to prevent main source of casualities durning that kind of wars (explosions). 2. OPFOR should be allowed to loot NVGs. It is really stupid that they aren't allowed to do it, because clearly even a child knows how to use them (put them on and that's it). 3. OPFOR should at least have some mortars, maybe with low ammo count but at the very least with the ability to fire flares. How can they do anything if they literally can see 25m - 50m in front of them with apache and drones flying above. 4. OPFOR should have unlimited lives with timer. I don't know, maybe something like 5 min to respawn after death or something like that. Because they have no chance of fighting Apache + drones + NVGs without this kind of number advantage. That would be fair and very interesting asymmetrical PvP, where every side actually will be forced to use their advantages and be smart about it - what we saw here was just a slaughter. For example if OPFOR had at least several IEDs, RPGs and a 1-2 hidden mortars - BLUFOR would be smacked on their first objective because they have some strange habbit of staying in big groups within 5m of each other. Why OPFOR didn't have them - no idea, i can't name a single modern insurgency force in the world that did not extensevily use IEDs and RPGs, so i will just write this op off as Karmakut having some fun with his squad slaughtering unprepared and almost unarmed players and call it a MILSIM. But if it would have been a real MILSIM - half of his squad would be blown up by an RPG and other half by an IED or grenade-trap (im looking at you 1 building with 20 dudes in it). It also actually would give recon guys a really interesting objective of for example finding and tracking insurgents with RPGs to prevent them from firing and finding mortar positions to prevent them from firing, that would be a real recon-intellegence work. And it also will give guys with mine-trackers some use - to find and disarm any kind of traps.
"they got two techys here, or as I like to call them, Apachee bait." LOOOOOOOOL
I'm really happy to see asymmetrical PvP being done, this was really neat. While I do think that Opfor could have had some more explosives, them losing their AA so early really did them in badly. It would definitely have turned a tide here.
well. It was kind off interesting to watch but underwhelming at best. OPFOR had zero chances from the very start. If it is an op for Karmakut and his squad to have fun shooting unarmed and unprepared guys - then OK, if it is real PvP or at least something to call it MILSIM - it is very much unfair.
I don't know will someone see it or not, but if someone who directly involved with this ops my suggestions would be:
1. OPFOR should have IEDs, RPGs (including at least some OG rounds), mines and a bunch of grenades. First of all it is very realistic for guerillas to have everything mined and trapped and second of all main fighting strategy of any guerillas is ambushes with IEDs + RPGs so it is very underwhelming to see no use of them at all. If it would be allowed those BLUFOR guys won't be stacking 20 dudes in one building as they did and it is very realistic, to spread out across compounds to prevent main source of casualities durning that kind of wars (explosions).
2. OPFOR should be allowed to loot NVGs. It is really stupid that they aren't allowed to do it, because clearly even a child knows how to use them (put them on and that's it).
3. OPFOR should at least have some mortars, maybe with low ammo count but at the very least with the ability to fire flares. How can they do anything if they literally can see 25m - 50m in front of them with apache and drones flying above.
4. OPFOR should have unlimited lives with timer. I don't know, maybe something like 5 min to respawn after death or something like that. Because they have no chance of fighting Apache + drones + NVGs without this kind of number advantage.
That would be fair and very interesting asymmetrical PvP, where every side actually will be forced to use their advantages and be smart about it - what we saw here was just a slaughter. For example if OPFOR had at least several IEDs, RPGs and a 1-2 hidden mortars - BLUFOR would be smacked on their first objective because they have some strange habbit of staying in big groups within 5m of each other. Why OPFOR didn't have them - no idea, i can't name a single modern insurgency force in the world that did not extensevily use IEDs and RPGs, so i will just write this op off as Karmakut having some fun with his squad slaughtering unprepared and almost unarmed players and call it a MILSIM. But if it would have been a real MILSIM - half of his squad would be blown up by an RPG and other half by an IED or grenade-trap (im looking at you 1 building with 20 dudes in it). It also actually would give recon guys a really interesting objective of for example finding and tracking insurgents with RPGs to prevent them from firing and finding mortar positions to prevent them from firing, that would be a real recon-intellegence work.
Also talking about OPFOR losing AA - it would not matter at all, as Apache can hover 7km away from any danger and OPFOR didn't had a chance to spot it in complete darkness 7kms away and even if they did spot it - they didn't had a chance (a car, a truck or something else) to get close to it to actually properly fire at it.
@@dw_bh5009 Hopefully I can provide a little bit of information for which can clear up some misconceptions.
1: We OPFOR do have access to RPGs and Hand grenades. But these were severely limited (10 RPGs). We are not allowed IEDs as it would cause KOG to act very slow. We supposedly have to wait for an explosive sniffing dog mod to be developed before we can have IEDs.
2: OPFOR is allowed to loot every single piece of equipment off KOG except for the uniform which is scripted so this cannot occur.
3: OPFOR had mortars this operation. This is how we provided illumination. Illumnation was dropped over each cache. High explosive rounds were also dropped. A KOG squad was actually wiped on the second cache. by a mortar round. It should be added we had serious problems with innacuracy with the circular error of probability about 800m
4: Although Liru was stating OPFOR had 3 lives. This operation we only had 2.
Extras: This operation was the first time OPFOR had access to HE ammunition (We technically weren't meant to). This was also the first time in many operations where hasty mortar teams were strung together and co-ordinated on a company level. Accuracy was a major issue here. If we were accurate the game would of been completely different.
In regards to the AA. We OPFOR are provided 3 IGLA Manpads. These are pretty much useless because view distance is locked to less than 1800m and beyond that is an immense fog. All drones, planes and helicopters are above this fog and impossible to spot. Now even if the iglas had hit these aircraft they would of not gone down. A Chinnok was tested by KOG prior and required 3 Iglas shots from any direction to go down. And the only confirmed Igla shot in all of Kill KOG history was when an Igla struck a Little Bird. The little bird was not ripped in half but instead only lost its tail rotor (A FIM-92 can snap a MI-8 In half) . It proceeded to RTB, no casulties.
The BLUFOR airstack for this operation consisted of:
3x AH-64 Apaches
2x A-10 Warthogs
2x MQ-9 Reaper
1x Little bird
At the time of this comment I've watched the first hour. And I've to agree with tixsen1. Blufor had all the advantages you expect from a modern army, but Opfor didn't have much of the advantages an irregular fighting force has but had all the disadvantages with lacking technology and missing leadership.
Must've been a nice OP for Blufor but I'd imagine Opfor didn't have much fun being slaughtered 'out of nowhere' without any real way to get back at the attackers. Next to no opportunity to use guerrilla tactics since the ROE were basically 'you see something move, shoot at it'. The map itself is nice and the idea of the tunnelsystem is nice as well. But general balancing needs a lot of work for a PVP OP. As it stands it really might've been PVE as well.
Vod Chanell: _*set to notify interesting only_
YT: _*send notify to me 20 sec after vod released_
Me: _* suspicious violin sound *_ 🤨
Im in your walls :)
@@lirusvods1546 don't tell me you are in that little future capsule I put in my cemented foundation of my soon-to-be home...
you definitely need to do a music super cut to "America Fk Yeah" as redfor keep getting shredded hahaha ... and ,aybe throw in some blue on blue cause MURICA hahahaha 😂
That op was awesome the few things i think would make it better is giving rpg's to redfor not a ton maybe have some in the target caches they can use for ambushes ... and maybe some of the boom vests could be given to the last say 5 remaining guys
and i know this was an op with no civ's but hopefully later events will have some civilian assets just to make air at least have to confirm before annihilating (i get why this 1 was a civ clear ao its still realistic as some towns would be ordered to evac as any one left would be considered a threat)
i think this format is really awesome and i cant wait to see more,
if my pc could handle it i would so go be apache bait... or run logistics..
More thoughts.
So why doesnt opfor have a single night vision for their command element?
A spotting recon soldier, tasked to spot those lasers, or guide spotlights.
And then can order in a mortar team with flares to drop them over friendly positions to catch bluefor.
It'd be an interesting equalizer. Yet still leave a lot of baseline advantage to Bluefor. But certainly increase the risk for Bluefor to find trouble.
Hello, our server will not respond when there are 110 players, can you tell me what your server setup is like, basic.cfg
Hey Liru. Using your general rule of thumb of playing fair, rather than playing to win.
Could you negotiate with Karma to act as a high command for Opfor?
Because they needed an action plan, and some cohesive leadership.
Your role would be to tell the squad leaders what to keep doing and order their positioning, while combat lead organizes timing and activities.
Whilst you mostly act as a third party showing the action as combat lead leads their soldiers.
Watching this, it felt like why even need blufor vs players, when you can replace players with just easy AI and be done with (same outcome). Next time maybe try to make it more dynamic and buff the opfor. Here are some suggestions, IED/ Mines, No harming building in down (because US wants support from locals), No firing on unarmed civilians, suicide bombs and so on. So players can work different tactics and act like humans because this felt like watching real ppl do what standard AI can do. This is just my feedback after watching the video. It is more realistic if AIR sees toyota drive in and can't shoot right away maybe they are unarmed civilians/ suicide car/ armed fighters AIR dosen't see that and needs to coordinate with ground.
Having the choice to bring 'civilian' trucks matched with truly non-combat machines to decoy would create interesting dynamic of 'mobile? Check. Armed? No. stuffed with people? Yes. are the passengers in Military kit? Yes. Probably combatants, check for guns. But prepare to engage if it stops.'
Civilians shouldn't bring hunting rifles to a combat setting.
@@glenmcgillivray4707 well. It was kind off interesting to watch but underwhelming at best. OPFOR had zero chances from the very start. If it is an op for Karmakut and his squad to have fun - it is understandable, if it is real PvP - it is very much unfair. I don't know will someone see it or not, but if someone who directly involved with this ops my suggestions would be:
1. OPFOR should have IEDs, RPGs (including at least some OG rounds), mines and a bunch of grenades. First of all it is very realistic for guerillas to have everything mined and trapped and second of all main fighting strategy of any guerillas is ambushes with IEDs + RPGs so it is very underwhelming to see no use of them at all. If it would be allowed those BLUFOR guys won't be stacking 20 dudes in one building as they did and it is very realistic, to spread out across compounds to prevent main source of casualities durning that kind of wars (explosions).
2. OPFOR should be allowed to loot NVGs. It is really stupid that they aren't allowed to do it, because clearly even a child knows how to use them (put them on and that's it).
3. OPFOR should at least have some mortars, maybe with low ammo count but at the very least with the ability to fire flares. How can they do anything if they literally can see 25m - 50m in front of them with apache and drones flying above.
4. OPFOR should have unlimited lives with timer. I don't know, maybe something like 5 min to respawn after death or something like that. Because they have no chance of fighting Apache + drones + NVGs without this kind of number advantage.
That would be fair and very interesting asymmetrical PvP, where every side actually will be forced to use their advantages and be smart about it - what we saw here was just a slaughter. For example if OPFOR had at least several IEDs, RPGs and a 1-2 hidden mortars - BLUFOR would be smacked on their first objective because they have some strange habbit of staying in big groups within 5m of each other. Why OPFOR didn't have them - no idea, i can't name a single modern insurgency force in the world that did not extensevily use IEDs and RPGs, so i will just write this op off as Karmakut having some fun with his squad slaughtering unprepared and almost unarmed players and call it a MILSIM. But if it would have been a real MILSIM - half of his squad would be blown up by an RPG and other half by an IED or grenade-trap (im looking at you 1 building with 20 dudes in it). It also actually would give recon guys a really interesting objective of for example finding and tracking insurgents with RPGs to prevent them from firing and finding mortar positions to prevent them from firing, that would be a real recon-intellegence work.
@@dw_bh5009 did you notice at the end?
Opfors remnants got their mortar face on.
A shame they didn't during the night, not spread out their kit during the early phases to drop off troops later.
But the purpose of KillKOG is for KOG to mow down players.
Lirus newest ops are still unbalanced but due to the existence of civilian player characters you can't just Apache everything into dust.
@@glenmcgillivray4707 did not watch to the end unfortunatelly, maybe will watch today
Yeah, it is far more interesting with civis but even then there are still some stupid rules like "do not fire at them before they fire at you" or "do not use your explosives if it will cause too much casualties" WHYYYYY??? I mean, it is the only advantage guerillas have - surprise attacks and ambushes to catch them off-guard. So I really do not understand why is it prohibited. I mean, it is only BLUFORs problem that they did not identify an ambush before hand and that they bunched up 20 dudes in one place. And that would also give them a real MILSIM experience where you don't know from what direction and in what time you could be fired upon, or which civi actually is not a civi, but a guerilla insurgent.
I am just really thinking about how it must be for OPFOR to spend 4-5 hours on an op for them to be just killed 3 times out of nowhere without any means to fight back. And the single purpose would be KOG having some fun and call it a "real MILSIM".
That would be a dream to see actual assymetrical PvP op where BLUFOR can use whatever they want and OPFOR is not restricted to use all the guerilla arsenal as well (like IEDs, RPGs, ambushes, masking as civis and so on).
You should clip the part when the opponent notice the apache and talk about it. Caption of the video: what thr taliban are saying when they notice an apache in the distance
Only 20 min into video. I'm dieing laughing already 😂
What script are u using for the lighting? Is this a feature of ZEN that I don't know about?
yep! just hit the L key and it comes up!
@@lirusvods1546 Thank you king
Fun map but someone should have drawn some tunnel lines for the map. So the guests know the network but karma will not.
Scale might be reduced and marks for ambush sites.
I wonder if Liru would agree;
Opfor in KillKOG = Guards in a check point RP
Follow up, Liru have you ever seen the guards "win" in a checkpoint RP?
OPFOR in KillKOG is AIs set to "Passive, Hold fire" for Karmakut and his squad to have fun killing and call it "the most realistic MILSIM", even though in a real MILSIM situation they would be welcomed by some RPGs and IEDs and probably had a lot of casualties as they have some stupid habbit of bunching up in a group of 10-20 within 5m from each other asking for a good explosion.
@@dw_bh5009 And in a true MILSIM Checkpoint scenario, the check point guards would run and call for backup at the first sign of trouble.
But in a Check Point RP (Roll play)the guards hang around and see how long they can "hold" so to speak.
My point is both KillKOG nor Check point RP are closer to Roll playing scenarios than MILSIM.
Without some notable consequences that give the player anxiety (getting hurt by paint balls, etc) in a scenario, you don't really have MILSIM you have roleplaying. Roleplaying isn't bad and is generally a lot of fun but isn't comparable to real world MILSIM.
@@Reactor89 Yeah. 20% of players that MILSIMing should experince a long lasting PTSD, otherwise it is not a MILSIM =/
Btw, my point was that even from an RP point of view it is kind of too small chance for OPFOR to bring even some kind of toruble to BLUFOR, I am just imagining myself in the place of an OPFOR player. You wait 1-2 hour for an op to start, then you standing another 1 hour on your designated objective and then you getting shredded by an Apache with no way to fight back. Then another 1 hour passes as you wait for your second life. And you getting killed by a guy with a NVG from 400m away as soon as you get on objective. Then the same with third. And even if you was smart, stayed hidden in the bushes, BLUFOR did not check your building (btw those guys did not check no buildings at all) and you are in a perfect position to hit them in their back - you still can't do it because 1. you can't fire an RPG at them 2. you can't place an IED on them 3. you can't take their NVGs, and you just stumbling their at night and getting killed anyway no matter what. So after +- 5 hours all you have is you was shot 3 times in the dark out of nowhere with no way to be smart about it. I would imagine not many would like to participate in the next op like that.
@@dw_bh5009 Definitely a some seal clubbing of OPFOR here, very much the feeling I got watching this.
Guards in a checkpoint RP get a similar type of abuse and it's a problem with both scenarios. Only one side gets to have the "fun".
To be honest…I always thought Homeworld music felt more Hindu-esque, but…I can see it having a Middle-Eastern style…
Just listened to some Hindu-esque and you're right! I always saw it as more middle eastern based off of Kharak being more of a desert planet and the original HW3 project was supposed to be called the Sands of Time, which in hindsight makes my 13 year old brain seem a little racist from over a decade ago but *shrugs*
41:13 You see, Kharak is a desert planet......
Except the music is from Homeworld 2
@@blademaster2390 you think people gonna change their ways just for finding out their long lost origins? bruh
Look, how about we just wait till HW3 comes out and ill start using THAT music instead xD
Opfor needs unlimited lives. There in a their own country. Any civi can migrate to fight.
There needs to be m9onlight to be realistic. In real life nvgs don't see in pitch black. They need a little residual light to reflect images. And the depth perception is shit. But if they have thermals they don't need light
Also opfor should get flares and hand flares to throw or shoot at bluefor or molotovs or Chem lights or somthing
well. It was kind off interesting to watch but underwhelming at best. OPFOR had zero chances from the very start. If it is an op for Karmakut and his squad to have some fun and call it "a milsim" - it is understandable, if it is real PvP or it least simulation of a real combat environment - it is very much unfair. I don't know will someone see it or not, but if someone who directly involved with this ops will - my suggestions would be:
1. OPFOR should have IEDs, RPGs (including at least some OG rounds), mines and a bunch of grenades. First of all it is very realistic for guerillas to have everything mined and trapped and second of all main fighting strategy of any guerillas is ambushes with IEDs + RPGs so it is very underwhelming to see no use of them at all. If it would be allowed those BLUFOR guys won't be stacking 20 dudes in one building as they did and it is very realistic, to spread out across compounds to prevent main source of casualities durning that kind of wars (explosions).
2. OPFOR should be allowed to loot NVGs. It is really stupid that they aren't allowed to do it, because clearly even a child knows how to use them (put them on and that's it).
3. OPFOR should at least have some mortars, maybe with low ammo count but at the very least with the ability to fire flares. How can they do anything if they literally can see 25m - 50m in front of them with apache and drones flying above.
4. OPFOR should have unlimited lives with timer. I don't know, maybe something like 5 min to respawn after death or something like that. Because they have no chance of fighting Apache + drones + NVGs without this kind of number advantage.
That would be fair and very interesting asymmetrical PvP, where every side actually will be forced to use their advantages and be smart about it - what we saw here was just a slaughter. For example if OPFOR had at least several IEDs, RPGs and a 1-2 hidden mortars - BLUFOR would be smacked on their first objective because they have some strange habbit of staying in big groups within 5m of each other. Why OPFOR didn't have them - no idea, i can't name a single modern insurgency force in the world that did not extensevily use IEDs and RPGs, so i will just write this op off as Karmakut having some fun with his squad slaughtering unprepared and almost unarmed players and call it a MILSIM. But if it would have been a real MILSIM - half of his squad would be blown up by an RPG and other half by an IED or grenade-trap (im looking at you 1 building with 20 dudes in it). It also actually would give recon guys a really interesting objective of for example finding and tracking insurgents with RPGs to prevent them from firing and finding mortar positions to prevent them from firing, that would be a real recon-intellegence work. And it also will give guys with mine-trackers some use - to find and disarm any kind of traps.