Difference between revisions of "Operation PTSD"
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== Version 3.1.1 == | == Version 3.1.1 == | ||
− | + | Changelog | |
− | + | *Reworked objective progression | |
− | + | *Added area of high concertation where the is intel for objective progression it is unknown which location has Intel for Progression to the player base. | |
− | + | *Changed Helmet | |
− | + | *Changed Uniform | |
− | + | *Removed 1x Bradley | |
− | + | *Moved spawn location to FOB to the north of Fallujah | |
− | + | *Added logi role/helicopter | |
− | + | *Gave auto rifleman mg-3 instead of ACR-C with drum mag | |
− | + | *Added limited arsenal resupply | |
− | + | *Swapped maws for JAV | |
− | + | *Removed NVGs | |
− | + | *Removed 200 AI | |
− | + | *Added Heli patrol (might have to be removed) | |
− | + | *Added IEDs | |
− | + | *Extended final base wall | |
− | + | *Changed patrolling AI to be dynamical simulated | |
− | + | *Grouped all garrisoned AI together | |
− | + | *Reduced Alpha on Zone markers 100 to 50 | |
− | + | *Added more mine warning signs because tmtm | |
− | + | *Road checkpoint now as ap mine dispensers that trigger if to close | |
− | + | *Added a few machine guns to the final base wall | |
− | + | *Updated Briefing | |
− | + | Notes | |
− | How the new progression works is that there are three pieces of intel around the city in the areas of high concentration on once collected it will trigger the final objective to show up. | + | *How the new progression works is that there are three pieces of intel around the city in the areas of high concentration on once collected it will trigger the final objective to show up. |
This is achieved with an alive check on all three pieces of intel | This is achieved with an alive check on all three pieces of intel |
Latest revision as of 01:04, 12 November 2020
Operation PTSD | |
---|---|
Author | Operator Chan |
Map | Fallujah |
Gamemode | COOP |
Type | Main Op |
Player Count | 83+2 |
Latest Version | 3.1.1 |
Repository |
“ | *Get ready to clench your butt* | „ |
~ *Loading Screen* |
Description
You are a small US division clearing out the last remnants of a failed coup d'etat in the state of Iraq
Assets
- 1x M1A1 Abrams
- 1x Bradley IFV
- 12x M1237
- 1x UH-60M<br/All assets are on a 7 minute respawn timer
Changelog
Version 1.0.3
Initial release
Version 3.1.1
Changelog
- Reworked objective progression
- Added area of high concertation where the is intel for objective progression it is unknown which location has Intel for Progression to the player base.
- Changed Helmet
- Changed Uniform
- Removed 1x Bradley
- Moved spawn location to FOB to the north of Fallujah
- Added logi role/helicopter
- Gave auto rifleman mg-3 instead of ACR-C with drum mag
- Added limited arsenal resupply
- Swapped maws for JAV
- Removed NVGs
- Removed 200 AI
- Added Heli patrol (might have to be removed)
- Added IEDs
- Extended final base wall
- Changed patrolling AI to be dynamical simulated
- Grouped all garrisoned AI together
- Reduced Alpha on Zone markers 100 to 50
- Added more mine warning signs because tmtm
- Road checkpoint now as ap mine dispensers that trigger if to close
- Added a few machine guns to the final base wall
- Updated Briefing
Notes
- How the new progression works is that there are three pieces of intel around the city in the areas of high concentration on once collected it will trigger the final objective to show up.
This is achieved with an alive check on all three pieces of intel