Carrier Jazz
Revision as of 08:19, 9 April 2020 by Ben (Petghost) (talk | contribs)
likely won't be updated again since this is basically a zeus template. schedule one of those instead
Carrier Jazz | |
---|---|
Author | PetGhost |
Map | Altis |
Gamemode | Zeus |
Type | Main Op |
Player Count | 59+3 |
Latest Version | 2.4.1 |
Repository |
“ | Please keep the carrier deck clear... | „ |
~ Mission Loading Screen |
Description
The USS Freedom has stopped off the coast of Alits and NATO forces onboard are prepared to begin combat exercises. CSAT forces are hostile, AAF and FIA forces are allied and may provide support to your task force.
Zeus template with pre-placed air assets. Three Zeus slots are available.
Assets
- 2x 8-man rifle squads with one team leader - for helicopter insertion
- 2x 9-man rifle squads with two team leaders - for speedboat insertion
- 3x F/A-181 Black Wasp IIs
- 2x UH-80 Ghost Hawks
- 1x MH-9 Hummingbird
- 1x CH-67 Huron
- 1x AH-9 Pawnee
- 1x AH-99 Blackfoot
- 2x Minigun Speedboats
- 4x Resupply HEMTTs on the carrier deck
- Additional ground vehicles and supply boxes should be requested through high command.
All vehicles respawn on the carrier after 60 seconds.
Changelog
Version 2.4.1
- Renamed to ZEUS instead of COOP
- Added a note about respawns to comply with the "rapid respawns" rule. Zeus should ensure a respawn point is always close to their squad. A command APC is probably the best idea, or maybe one for each squad
Version 2.3
- Removed LHD
- Updated to XPTemplate 0.5.3 and updated loadouts for new ACE Medical
Version 2.2
Version 1b
- Backport to the old modpack and TFAR
Version 2.1
- Fixed respawn timers again
Version 2.0
- Remade from scratch from the same idea. No more pre-placed objectives
Version 1.2
- Fixed respawn timer
Version 1.1
- A few logic and loadout changes
- Added more crewmen slots
- Removed JSRS dependency
Version 1
- First release