Difference between revisions of "Synced Fire"
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| type = {{type_main_op}} | | type = {{type_main_op}} | ||
| playercount = 69+3 | | playercount = 69+3 | ||
− | | version = v2.2. | + | | version = v2.2.2 |
| repository = yesn't | | repository = yesn't | ||
}} | }} |
Revision as of 14:28, 21 April 2023
Synced Fire | |
---|---|
Author | Key |
Map | Altis |
Gamemode | COOP |
Type | Main Op |
Player Count | 69+3 |
Latest Version | v2.2.2 |
Repository | yesn't |
“ | I think I just baited all of Europe into this fight | „ |
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 2.3.0
Platoon Composition
- reverted to the funny M27 IAR loadout for most loadouts
- removed Automatic Rifleman (M249) + Assistant
- Squad Designated Marksman added
- Squad Composition changed
- + suppressors for most
Mission
- added dynamic location
- removed a funny at guy
- moved laptop
- added the ability for respawned personnel to notify ground elements to request reinsertion
Version 2.2.3
Mission
- s p l i n t s
Version 2.2.2
Mission
- Capture mission in PL Charlie adjusted
Readjusted ACE Medical Settings to own Preset
- Shared Equipment : Medic First
<br?>- Splint/Tourniquet : 5 Seconds
- PAK : Doctor
- PAK Location : Anywhere
- Self PAK : Yes
- Time Co-Eff : 0.5
- IV Duration : 10 Seconds
- CPR Chance (Max) : 50 Percent
Misc
- still can't english so adjusted some more wordings watameBob
Version 2.2.1
Mission
- Capture mission in PL Charlie adjusted
- Some AI positioning changed/added
Peeps
- adjusted Roughneck | Element Leader loadout (changed LR Radio cause it had independent encryption :clueless:)
Template
- Changed AI Damnage Threshold (80% -> 70%)
Misc
- adjusted Briefing wording (thank you Whale for actively correctting my grammar while saying said brief <3)
Version 2.2.0
AI
- Added basic AI Garrisons to all hostile locations (~800 AI uhh)
Mission
- Dynamic Simulation distanced increased (1000m -> 1500m)
- Moved Laptop
- Revamped secret c:
- Phaseline 3 Revamped
Template
- Changed AI Damnage Threshold (100% -> 80%)
- Adjusted CBA Settings (AI Unconscious was enabled? oops)
Other Changes
- added a few more textures :)
Version 2.1.2
- every change from 2.1.1
Other Changes
- changed CBA settings to actual TMTM Preset
- reformatted briefingName
- i am a fucking pepega moment
Version 2.1.1 (failed audit oops)
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