Arma 3
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CO-5 Molos Cache Raid
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop
Scenario Type: Infantry
Scenario Map: Altis
File Size
Posted
Updated
853.865 KB
11 Nov, 2013 @ 3:17am
5 Jan, 2019 @ 9:06pm
19 Change Notes ( view )

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CO-5 Molos Cache Raid

Description
Lead your 5 man strike squad on a mission to destroy an FIA insurgent cache in the town of Molos. With dawn quickly approaching the team must quickly move to accomplish their objective and exfiltrate before enemy reinforcements overwhelm them.

Features:
Random patrols
CQB
Vanilla revive
Spectator script
Estimated time to complete is 40-45 minutes.
Intended for groups of players to work together.
17 Comments
Variable 15 Jan, 2017 @ 1:19pm 
Great mission, we played it after all this time and had it not had Farook's revive it would have been perfect! Any chance for a version without it? We'd love to give this another go.
Stick 15 Jan, 2017 @ 1:19pm 
Nicw mission., but needs up dating!
Varanon 15 Jan, 2017 @ 1:19pm 
Great mission. Unfortunately, the revive script bugged out and left me without a possibility to be revived. I loved the atmosphere and the stealthy approach!
Alwarren 15 Jan, 2017 @ 1:19pm 
Great mission, I like it. Sadly, since we play with ACE Farooq's revive craps out and makes it impossible to heal yourself, so any injury was game over. Still, great mission!
Imperator  [author] 26 Nov, 2014 @ 1:23pm 
Thanks for the feedback can cerbero_es! I appreciate it. Stay tuned for a new update in a few days with some minor changes.
El Calvi 26 Nov, 2014 @ 9:24am 
Very nice infiltration mission! Thanks for update it so we could play even a year after you upload it.
Imperator  [author] 12 Jan, 2014 @ 12:41am 
Thanks for the feedback Gundy :)
Gundy 16 Dec, 2013 @ 10:03am 
Failed to mention, played on a dedicated server.
Gundy 16 Dec, 2013 @ 10:02am 
Okay, finally got to play the mission with two of my friends. Quite nice, like the settings. The "staging" trigger area could be a bit larger, so you don't have to exactly cross that spot.

Ran into an issue when we tried to blow up the weapons stash. We used a whole bunch of explosives next to the crates, but the task never finished. The large crate did disappear, but the two lengthy ones didn't. From my point of view a single charge should have done the job. Maybe this is due to the patch a while ago that reduced the effectiveness of the charges?
It is also possible that we broke the mission by folding the stationary launcher and mortar prior to touching of the explosives?

Thanks for the mission!
Gundy 12 Dec, 2013 @ 3:33am 
Just tried briefly on a dedicated server, running 1.08, just by myself. On a first glance it seems to work fine, thank you.