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Xwatt

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  1. Now my next question: do we want to strictly follow the squad structure? Or do we replace roles such as the assistant automatic rifleman with more specialist roles such as a marksman and an engineer. or do we create a new squad for more specialist roles?
  2. I’ll look into possibly replacing our squad structure to the American Structure, as beautifully pointed out by both Jenkins and Gambit. its unlikely we will see the introduction this week, but most likely for next week. If anyone opposes this idea please do let me know below with some reasons why they may disagree with this squad structure. my intentions with this mission is that I just go straight off what the community wants, and what’s in their interest, I too have been hearing that squad lead roles have been taxing and somewhat scary for newcomers. So I do think that implementing this structure might help us to ease some of the people who want to TL. Thanks for the suggestions, keep them coming!
  3. Ok, I think I can accomodate for both parties here: my suggestion. We add the save gear to map > settings. You use it if you don't want to go through the hassle of getting the kit everytime you respawn, or you don't use it if you want play purely for the immersion. It's down to the player then if they want to take the more arcade or realism route.
  4. Thanks for the feedback Derp. We will add some armour and things to the officer to weigh him down and to lessen his stamina. This will be added in an upcoming version.
  5. fixed.. I have been playing way too much EU1 haha
  6. [EU2] Zeus Operations - Malden Reprisal [Week Five] 15:00 UTC Server Details: IP: 136.243.150.72:2302 Port: 2302 Mods Required: TFAR CBA_A3 TS adress: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC Expected Mission Length: 150+ minutes (may go over or under expected mission length) Player Slots: 60 Brief Summary: Last week, we completed our takeover of Southern Malden. Now, we must move North. This week, we will have to tackle the hills and the mountainous terrain of Central Malden. While there is no definitive objective like our previous weeks, instead we must scout the area and tackle possible NATO infastructures such as recon camps, watchtowers and small bases. Expect long range combat, along with a long, tiresome hike on the hills of Malden. Vortex will be key, as we will need them to scout out possible objectives and squads, as we have no definite location on enemy assets across the terrain. ==============================================================================================
  7. I see Scar took the roll in the title quite literally
  8. well, I saw you using autohover with a Ghost Hawk, not an MH-9, but I don't want to add any more flame to this argument, just want to state the facts.
  9. There was a bit of an issue and I forgot to edit the event start time: From this sunday and onwards: Even Start Time: 15:00 UTC
  10. [EU2] Zeus Operations - Malden Reprisal [Week Four] 15:00 UTC Server Details: IP: 144.76.82.169:2602 Port: 2602 Mods Required: TFAR CBA_A3 TS adress: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC Expected Mission Length: 150+ minutes (may go over or under expected mission length) Player Slots: 60 Brief Summary: Last week, we fought through 4 major towns in Sourthern Malden. This week, we will take the final point in southern Malden, the Peninsula. We will start out by battling through dense vegetation and forestry, as we have gotten intel that a NATO UAV has crashed, and we can recover the codes it was carrying with it. We must get to this UAV before NATO can recover it and extract it from the area. Secondly, we will move further south down the peninsula to breach the NATO defensive line. This spans horizontally across the peninsula and it set as a barrier that NATO will attempt to use to stop us in our tracks. After this, we will attack a NATO logistics FOB, a heavily fortified base stationed in the flat plains of southern Malden. Lastly we will take the docks, which NATO uses as a strategic point to export and import goods across the island of Malden. ==============================================================================================
  11. that really wasn't my inention but alright
  12. Some Malden Reprisal Week Three Moments.
  13. There are a few new mechanics I feel I should make clear to everyone: Arsenal: For the forseeable future, and unless feedback is entirely negative, the Arsenal will no longer be available for players. Instead, this has been swapped out for custom weapon crates that the Zeus makes before the mission starts. The main reason I have done this is for customisability, as I can choose what gear I want to give each players each week on the fly, without having to make a whole new version for arsenal restrictions. I can limit the gear that you get a spawn, so there might be more of a dependancy for Vortex to do ammol drops. I can also do other little features, such as provide only short range scopes for CQB weeks, and long range scopes for long range combat weeks. The main drawback of this is, you can take whatever you want out of these crates without being stopped by arsenal restrictions. I am going to trust that the team leaders of the squads can micro manage this, and make sure a medic isn't running around with an RPK and a RPG for example, I trust that we will be mature enough to discipline ourselves to the correct gear we should have, and this comes from feedback I have recieved that we should give more freedom to the players. Interrogations and Surrenders: As you would have seen if you were here last week, with TFAR Zeus can now control units and speak through local chat. This has opened up for roleplaying and dynamic scenarios. A new mechanic I will be adding is that players can force NATO players to surrender, and they can lead them back to the closest respawn point (more about this coming) to gain intel about the current or future missions. This will not happen often, maybe once a mission, maybe twice. I will not use this a lot. If theres ONE player left in a building you are raiding, you can shout "surrender" or the NATO player will shout "I surrender" to let you know they have surrendered. if you are shouting surrender and there is no response, a Zeus is not controlling that unit, therefore they wont hear you. In the case there is silence, just kill the AI. but if a NATO player responds, you can tell them to drop their weapons and vest. some NATO units have suicide vests, and you will know this if they have a vest on them and they are refusing to drop it, or if you look at the unit and go into your scroll wheel, you will see a "boom" option on them. Suicide bombers will be rare, and maybe happen only once a mission, or maybe not at all in the mission. Once you have disarmed the NATO unit, lead him back to the nearest respawn point and that will count as a succesful hostage taken. Respawn Points: After you have taken an objective, there will now be a respawn point at that objective in place. At that respawn point there will only be an ammo crate, which will be much more limited than the one at the starting FOB. it's main purpose it to serve as a quick resupply point, and a faster way to insert into the mission. Armour assets and helicopters will still be found at the starting FOB. Civillian Interaction: In towns there will be a few civillians roaming around. They will either give you intel, run away, or not respond at all. Occasioanlly they may be a little rude if you suddenly approach them too, this will vary from civillian to civillian. It's important rememeber these are civvies, and they will not give you significant intel, as they would have no actual knowledge about the enemy, other than what they can see or a maybe a conversation between two NATO soldiers that they overheard. Do not kill civillians if they dont respond or run away. War Crimes will be severely looked down upon. Civillian interaction should not be a priority, and always listen to your SL if they tell you not to focus on the civillians and instead to focus on the objective.
  14. [EU2] Zeus Operations - Malden Reprisal [Week Three] 17:00 UTC Server Details: IP: 144.76.82.169:2602 Port: 2602 Mods Required: TFAR CBA_A3 TS adress: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17:00 UTC Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 60 Brief Summary: We had a call from a private number this morning. It was the Guerrillas. They moved in to Le Port just after we had taken it last week, and are willing to aid us with some explosives to destroy that ammo depot we didn't hit. The Guerrillas made it clear they are seeking an alliance, but they won't be afraid to fire back if we decide to go loud on them. This is not in any of our interests, and we would like to make the deal smooth and as quickly as possible. To transport the explosives from Le Port to the ammo cache, this will need to be done through Zamak's or Vortex preferably, as this would be the most effecient way. After we have taken the ammo cache, we have four towns we must invade. First we will move across the MSR to Chapoi. Next, the teams will split, as one team will head to the small town of Saint Marie up North, while another group pushes South to Cancon. After this we will Attack the coastal city of La Riviere, where will set up camp for the coming weeks ahead. ==============================================================================================
  15. Please Start Reminding Me To Do Changelogs: - [Added] TFAR - [Tweaked] Weapons On The Ground From Dead Units Can Now Be Picked Up And Used - [Tweaked] New Difficulty Settings - No Crosshairs, No Mines On the Map, Harder AI, (and much more) - [Tweaked] Everyone in FSG Can Now Acess The Mortar
  16. Mission Name: [EU2] Zeus Operations - Malden Reprisal [Week Two] 17:00 UTC Server Details: IP: 144.76.82.169:2602 Port: 2602 Mods Required: TFAR CBA_A3 TS adress: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17:00 UTC Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 60 Brief Summary: Last week, we set our first footsteps on the mainland of Malden, as we took over the harbour that was blocking us from our initial insertion. Now we must delve right into the heart of the southern peninsula, in what will most definitely be an action packed CQB endeavor. We will begin just West of the harbour, where we haven gotten Intel about a NATO officer, in which it must be a high priority of ours to execute him, to shake NATO's hierarchy. After this we will head south, where we must destroy experimental technologies that have been placed in the hands of our enemies. Next, we must Take Le Port, a city that is littered with NATO forces, from the streets to the houses. This will be a difficult siege, and we can expect to lose many soldiers in this grudging battle. Just West of Le Port is a power plant, in which NATO are defending as the power plant is resource heavy. Lastly we will head North up the road, in which we must destroy a NATO ammo cache, and it is here that we will settle for our next endeavors. ==================================================================================================
  17. Xwatt

    Pawnee Spotted

  18. Xwatt

    Malden Reprisal - Week One

    Big Thank You to everyone who participated!
  19. After conclusive testing, we have decided to use TFAR as the radio mod of choice for our [EU2] Zeus Operations. To keep it short, we decided to use TFAR over ACRE as TFAR natively supports vehicle intercom, whereas ACRE requires ACE to access this function. We will use TFAR in the upcoming operation this Sunday, and to make this transition easier, on the following days, we will be online on EU2 and TS to teach you how to set up and operate TFAR effectively; Thursday 22nd August at 18:00 UTC (7PM BST) Friday 23rd August at 18:00 UTC (7PM BST) TFAR Download Link: https://steamcommunity.com/sharedfiles/filedetails/?id=894678801&searchtext=task+force+arrowhead Based on community feedback, we hope that implementing TFAR will help aid communications and bring an overall smoother experience to the operations.
  20. Mission Name: [EU2] Zeus Operations - Malden Reprisal [Week One] 17:00 UTC Server Details: IP: 144.76.82.169:2602 Port: 2602 TS adress: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17:00 UTC Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 60 Brief Summary: This morning, news broke out about the overthrow of AAF forces on the island in Stratis. We are an AAF platoon stationed on Malden, for small training coalitions. So far, we have kept peace with our neighbouring NATO forces, but we are planning on disbanding these relations. We are only a small force stationed in a corner of the island, but we plan to seek revenge for our fallen soldiers on the island of Stratis. Malden is a NATO controlled island, and therefore we have a lot of ground to attack before we can assert our dominance in the region. After we prepare ourselves in our training camp on the most westerly point of a sub-island of Malden, we will make ourselves known by destorying a NATO Motor Pool, where NATO has stashed valuable armour assets. The sheer blast of these vehicles will surely make our presence known and let NATO know of our intentions. Next, we will raid the military base, which is the biggest stronghold on the island. After that we will move slightly North, where NATO hold their training drills, which they occasionally invite us to for training coalitions. After that, we will gain control of the docks, from which we set off for mainland Malden, where will settle on and establish ourselves for the coming battles. ==================================================================================================
  21. - [Added] All Ground Side Rewards Will Now Be Spawned At The Side Mission. If Nobody Claims It Within 10 Minutes, It Will Be Moved Back To Side Reward Spawn By The Server (This Does Not Include Air Side Rewards, They Will Spawn At Side Reward Spawn, Or The Carrier Respectively) Taken From The I&A 3.3.34 Changelog
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