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Posts posted by Johnson
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Hope you're not scared of heights for this one
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Considering people run around with UCP helmets with their MARPAT uniforms, I don't reckon they'll notice the helmet change. Now that you mention it, I can't unsee it though.
- WinterMute, Noah_Hero and RiverWolf
- 3
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14 people (so far) with GM :))))))))))))
The Cold War is feeling pretty hot rn tbh- WinterMute, SiegeSix, RiverWolf and 1 other
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Big thanks to everyone for coming to that mission, hope everyone enjoyed it!
- applechaser and FrOzT
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- 1
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- MidnightRunner, FrOzT, Jenkins and 1 other
- 4
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- Minipily and SkullCollector
- 2
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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/ZTyVq7owUsk) for 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 - enemy] The Los Zetas Cartel ("Zetas", "Zs")
- [INDEP - enemy] Mexican 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:
- Bomer, FrOzT, applechaser and 4 others
- 7
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Might have to put my Corporal face on for this attack
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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).
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Spoiler
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- Minipily, Havoc and Sho_Iwaizumi
- 3
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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
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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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When's the next test, ngl pretty hyped about it. Big fan of IA4 compared to Lib personally.
Task Force Sol – Ghost Recon 7/12/2021
in Events
Posted
"Group 14", "separate briefings"