Difference between revisions of "Kuma Hunt"

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| type = {{type_main_op}}
 
| type = {{type_main_op}}
 
| playercount = 84+3
 
| playercount = 84+3
| version = 1.1.1
+
| version = 1.1.2
 
| repository = https://dev.tmtm.gg/petghost/kuma-hunt
 
| repository = https://dev.tmtm.gg/petghost/kuma-hunt
 
}}
 
}}
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== Changelog ==
 
== Changelog ==
 +
=== Version 1.1.2 ===
 +
* Removed task marker locations and marked an AO. Now you'll have to find the tanks first.
 +
* Added Titan AA to supply crates (just in case)
 +
* Fixed everything
 
=== Version 1.1.1 ===
 
=== Version 1.1.1 ===
 
* Slight loadout changes
 
* Slight loadout changes

Latest revision as of 14:00, 30 November 2020

Kuma Hunt
Author PetGhost
Map Altis
Gamemode COOP
Type Main Op
Player Count 84+3
Latest Version 1.1.2
Repository https://dev.tmtm.gg/petghost/kuma-hunt


We have progressed past the need for carriers...

Description

Helicopter infantry hunt tanks with Titan missiles.
In order to reach the high player count; players are organized into two platoons, each with three squads and their helicopters. If there are fewer players, the platoon structure is not needed.
You should not have more helicopters than infantry squads. The intention is for each helicopter to be on their squad's radio net and provide fire support where possible.

Assets

  • UH-80 Ghost Hawk for each squad
  • MH-9 Hummingbirds for command squads
  • Supply crates which can be loaded into helicopters and airdropped or unloaded normally. These crates will only appear after ten minutes so infantry cannot raid them at mission start.

Changelog

Version 1.1.2

  • Removed task marker locations and marked an AO. Now you'll have to find the tanks first.
  • Added Titan AA to supply crates (just in case)
  • Fixed everything

Version 1.1.1

  • Slight loadout changes
  • Reorganized slots, added engineers (only for repairs) to command squads
  • Added logistic HEMTTs

Version 1.1

  • Removed friendly AI for the end objective, Zeus can spawn some if they want to
  • Moved supplies to a more central location, since they can't be dragged or carried and need to be loaded into helicopters
  • UH-80s are now green
  • Removed confusing grid coordinate thing on markers
  • Added realistic loadouts. Supply crates already have relevent objects
  • Made mission start earlier in the day so it does not get dark at the end
  • Forgot to actually submit for audit. Oops

Version 1

  • It's like Carrier Jazz but without the carrier. No more falling through static objects and teleporting every player to the same point on respawn. (hopefully)