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1 Give a Teamswitch to the player's gang.
2 Give a specific weapon to the group! Russian spetsnaz can afford a silenced sniper, and binoculars, perhaps a silenced light machine gun. Give more varied customization so that the fighters are not the same as in the slides incubator.
3 You don't need so many addons. You don't need so many RHS and CUP at the same time, as this duplicates the content of the mods in many ways. Especially in such a short mission. The number of mods can be drastically reduced.
+ Great atmosphere
+ Great stealth-mission
My only improvement suggestion would be to make squad-mates playable. I first planned to use squad-mate 2 to take care of first objective and player charter 1 go straight away to FOB but unfortenly this wasn't possible.
But I still managed fully ghost this mission (no detection, no single shot and UAZ rigged AND I even made it to RV 21:58:40 so even the explosives didn't blow up during the mission as I was so fast. :D )
Either way thumbed up, liked and put a follow in case new stuff ever comes. One of the best ArmA-franchise stealth-mission.
If you take down sentries, note that there is also an enemy awake inside the outpost manning the radio, who, if you aren't careful, will hear you firing and raise the alarm. Try the following:
- Save the game before you get too close to the outpost.
- Eliminate the two roving sentries first, preferably from an oblique angle where the guys at the campfire won't hear if you or your AI buddies miss a shot. One hangs out near the DShK, the other one occasionally takes a look into the forest.
- If you want to take down the two militia near the fire, again, from an angle where any misses won't hit or pass near the outpost. I recommend doing this yourself; the AI fire a lot.