Difference between revisions of "Synced Fire"
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*3x MTVR (1x MTVR Repair, 1x MTVR Ammo, 1x MTVR Fuel) | *3x MTVR (1x MTVR Repair, 1x MTVR Ammo, 1x MTVR Fuel) | ||
Armour Composite Platoon | Armour Composite Platoon | ||
− | * | + | *2x AAVP-7A1 |
Aviation Combat Element | Aviation Combat Element | ||
*2x UH-1Y (Gunship) | *2x UH-1Y (Gunship) |
Revision as of 01:49, 21 June 2022
Synced Fire | |
---|---|
Author | Key |
Map | Altis |
Gamemode | COOP |
Type | Main Op |
Player Count | 69+3 |
Latest Version | v2.0.0 |
Repository | yesn't |
“ | I think I just baited all of Europe into this fight | „ |
~ Unrelated EU4 MP session against a coalition smile |
Description
Elements of the 15th Marines Expeditionary Unit (SOC) have been deployed to open up a second frontline in the ongoing conflict between NATO and the Republic of Altis and Stratis.
Assets
Ground Combat Element
- 1x LAV-C2
- 4x RG-31 Mk5E M2
- 1x RG-31 Mk. 19
- 1x 1x M1025 Recon SOV (M2)
- 3x MTVR (1x MTVR Repair, 1x MTVR Ammo, 1x MTVR Fuel)
Armour Composite Platoon
- 2x AAVP-7A1
Aviation Combat Element
- 2x UH-1Y (Gunship)
- 1x CH-53E Super Stallion | 2x UH-1Y (Transport)
Notes
Changelog
Version 2.1.1 (Awaiting Audit
Loadouts
- added Squad Corpsman to XPT Loadouts (oops)
- added Insignia watameBob
AI
- removed some AI from 3 | Phaseline Charlie
Other Changes
- Updated template to 0.8.1
- Changed 2 brackets to parentheses in setupVehicle (AVVP/7A1) (thanks Blah for pointing it out <3)
Version 2.1.0
Loadouts
- most of Infantry switched from M27 IAR to M16A4 (and M16A4 M203 UGL to certain roles) (I would use an M4 but we don't got that)
- Scout Sniper switched from M40A3 to M2010
- Carrying capabilities of Machine Gunner and Rifleman (AT - MAAWS) adjusted (Rifleman (AT - MAAWS) now also carries 3x HEAT (1 in launcher) and 1x HE Rocket Round)
- added XPTCustomLoadouts for peeps :)
- Resupply Boxes adjusted (lower capacities)
Platoon Composition revised
- Squad Element and Fireteam Elements are now seperate groups (BFT reasons smile)
- Added Assistant Squad Leader to each Squad
- Gator Gunner combined with Crew Commander (with 15 man Squads now applied)
- removed Gator 3
Adjusted ACE Medical Settings
- Time Coefficient PAK - 1.0 -> 0.5
- Self PAK Usage - No -> Yes
AI
- added dynamic contact/positions throughout AO
- Garrisoned AI removed from some objectives in 3 | Phaseline Charlie
Other Changes
- moved Laptop
- Static Map Markers adjusted
- Point Challenger moved
- Gunfighter 10/11 moved back to USS Aqours
- Teleport swapped from addAction to holdAction (Teleport is now based from a banner)
- Respawn set to 30 seconds for vehicle respawn directly on module (the one on description.ext didn't work? insta respawns)
Version 2.0.0
Playerbase
- Adjusted medical items in all non-medical personnel (except for Roughneck)
- Added Forward Air Controller in Ionia 1
- Replaced in each squad (Ionia 1-1/1-2) of 1x Rifleman to be Rifleman (CLS) and 1x Automatic Rifleman (M27 IAR) to Squad Designated Marksman
- Added two new elements (Noven - Logistics + 1x MTVR Repair, 1x MTVR Ammo, 1x MTVR Fuel
| (Roughneck - Recon SFs Team + 1x M1025 Recon SOV (M2))
Mission
- Moved Gunfighter 10/11s' Helicopter/Crew toward Staging Point watameBob
- Added vehicle respawn + more logistics boxes
- Added another Task in 3 | Phaseline Charlie
- Adjusted Hostile AA positions/presence
- Adjusted AI units
- All main objectives are now shown at mission start
- Added teleporters (VR Gate) to and back from Staging Point watameBob and USS Aqours
Version 1.0
- Initial Release