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Johnson

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Posts posted by Johnson

  1. PRE-BRIEFING (5)

    Although only one of their two targets were captured last mission, the OCA now plan to use the panicked remaining Pérez brother as bait in luring out whats left of the cartel on the island. Time is of the essence as their window of opportunity is quickly closing…

     

    993025327_prebrief5.thumb.jpg.cba5e23205369aefcb359c90f66c2566.jpg

  2. 1819297315_finalecollage.thumb.jpg.918a23e5f90dc4d5a24aa6a19a876943.jpg

     

     

    Hello all,

     

    I figured it was about time to make an official forum post for Operation Chingados (Chapter Three) since we're hoping to launch this Saturday (March 6th). Similarly to Chapter One and Two, this new thread will be used to announce each weekly mission so that players are able to have a grasp of the situation pre-briefing if they so desire.

     

    I also wanted to throw in a summary of my recap video (https://youtu.be/ZTyVq7owUskfor anyone who didn't watch or understand it so that players are all on the same page come launch, although this is by no means a necessity.

     

    As always, everyone is welcome and encouraged to join and I'm really looking forward to seeing you all in the field!

    - Johnson

     

     

    What is Operation Chingados?

    • Mexican War on Drugs style campaign
    • Interactive story driven missions
    • Semi-hardcore gameplay

     

    Who are the factions?

    • [BLUFOR - players] Operation Chingados Agency (OCA)
    • [OPFOR - enemyThe Los Zetas Cartel ("Zetas", "Zs")
    • [INDEP - enemyMexican Federal Police ("Federales", "Feds")

     

    What is the story so far?

    • Chapter One: OCA arrive on the island / multiple Federales-assisted raids on Los Zetas / possible police corruption
    • Chapter Two: Conflict greatly escalates / OCA start to suffer / both sides take severe losses / OCA second-in-command assassinated by Federales
    • Chapter Three (prelude): Federales and Los Zetas working together / OCA on the defensive / island falling into chaos

     

    What is the structure/roles?

    • Four squads + command (Alpha, Bravo, Charlie, Delta + Omega)
    • Two teams per squad (6 men per squad, 3 men per team)
    • Team 1: Squad Leader, Medic, Operator / Team 2: Team Leader, Breacher, Operator

     

    MOD PRESET:

     

     

    Operation ChingadosZEN.html

     

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  3. Have an Arsenal request: if possible, the BAF L7A2 GPMG would be great. The RHS M420s are very inaccurate and hard to use automatic past 200m, plus the RHS M420s and their ammo are pretty heavy which isn't great for the amount of legwork we usually do.

     

    The BAF GPMG would compliment the RHS ones as its lighter, can take 200 round belts and its usable at pretty long range (but the RHS ones can get scopes). 

  4. 6 hours ago, Ryko said:

    but for vehicles Arma is a lot more tricky

    Not an ideal solution but could it recognise if you kill certain units - say crew members - and have them valued at a much higher score. Obviously not ideal and comes with its own problems, but the vehicles are only as good as the crew inside them after all. If a player disabled a MBT and then killed the crew after they bailed, he would be rewarded for his efforts 

  5. Bit of a niche request; but would there be any way to customise vehicle ammunition loadouts since vehicles are kinda "earned" so it would be awesome to get to choose exactly how you want it.
     

    For example: the Rhino MGS has a default loadout of 12x APFSDS, 8x HEAT, 8x HE-T and 4x ATGMs. Since it's a tank destroyer, crewmen might want to drop the HE-T for some extra APFSDS - or maybe there's CAS up and the crew are only interested in taking out lighter vehicles so they only want HEAT etc. etc.

     

     

     

     

    Either way doing vehicle crews on I&A4 is hella fun

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