GHPC - Deliberate Destruction│ Any% - 05:57
This one takes the cake so far in terms of being inconsistent and frustrating. I really really hope I am missing something here and someone quickly finds a consistent sub 5 strat or something. At least some of the problems seem to be bugs rather than intentional design. Where to start...
1. Briefing says victory is at 80% destruction of enemy assets - this is not true, only 100% count (probably a bug that will be fixed?)
2. The trigger for the counterattack is borked or inhumanly specific. I can't even get it to happen half the time, and that's without vehicle switching or anything as well (also probably unintentional?)
3. Sometimes certain units retreat backwards towards the counterattack spawns, but they don't return. Meaning as long as 1) applies, the player will always have to go out of their way to hunt down those units (no idea if this is intentional or not and will be "fixed")
4. Even if the counterattack is triggered and contains all units still left for mission completion, there are 3 different spots for these counter units to spawn. 2 on the right (one pictured in this video, this is also the place that one or two of the possible right side BRDMs will sometimes retreat to), one on the left. Usually only one of these will be active, but I think it can even be 2 (not sure, might have just spotted retreated units there in freecam and mistook them for counterattack units). The counterattack is currently delayed so much even after the event is triggered, going towards them and killing them at their spawn is always the fastest option. So to get good times, the player always has to figure out which spawn has the units and get there ASAP. The best possible option is the spawn furthest right, which can sometimes only have 3 BRDMs, which could be taken out by 2PLT right at the start while letting 3PLT take out the tanks and everything else at the objective. But good luck getting this setup (note: you would also need to get the flank BRDMs on the right, otherwise you will have to go far left with 1PLT and intercept them quickly before one of them has the chance to escape, and also hope you don't get the fleeing T-55 which also always goes left). Usually you can spot a T-55 counter spawn on the right easily by the IR-spotlight shining on the right, but getting the 3 right side counter BRDMs is indistinguishable from not getting any right side counter.
tl;dr: unit spawn variations mean unless you grind for specific RNG setup, you always have to waste time figuring out where what is
5. Fire support bugs (I think/hope). Once your units are spotted, there is a scripted arty strike on the village. While this is happening, you can still click the arty button but you can't actually call in your own strike. This means you have to be quick with your arty against the ATGMs (which can be in 3 different spots along the treeline on the hill, so you can't pre-aim). And you do want to hit the ATGMs with arty, otherwise your M60s are likely to waste all their Sabot on them and get wrecked (or at least not kill) the T-55s. I also assume this same problem applies once the scripted illumination rounds appear, since I was never able to call in more after my first call despite the button being active.
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