Difference between revisions of "Synced Fire"

From TMTM Wiki
Jump to navigation Jump to search
Line 35: Line 35:
 
==Changelog==
 
==Changelog==
  
===Version 2.0===
+
===Version 2.1.0 (Awaiting Audit)===
 +
Loadouts
 +
<br/>- 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)
 +
<br/>- Scout Sniper switched from M40A3 to M2010
 +
<br/>- 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)
 +
<br/>- added XPTCustomLoadouts for peeps :)
 +
<br/>- Resupply Boxes adjusted (lower capacities)
 +
 
 +
<br/>Platoon Composition revised
 +
<br/>  - Squad Element and Fireteam Elements are now seperate groups (BFT reasons smile)
 +
<br/>  - Added Assistant Squad Leader to each Squad
 +
<br/>  - Gator Gunner combined with Crew Commander (with 15 man Squads now applied)
 +
<br/>- removed Gator 3
 +
 
 +
<br/>Adjusted ACE Medical Settings
 +
<br/>- Time Coefficient PAK - 1.0 -> 0.5
 +
<br/>- Self PAK Usage - No -> Yes
 +
 
 +
<br/>AI
 +
<br/>- added dynamic contact/positions throughout AO
 +
<br/>- Garrisoned AI removed from some objectives in 3 | Phaseline Charlie
 +
 
 +
<br/>Other Changes
 +
<br/>- moved Laptop
 +
<br/>- Static Map Markers adjusted
 +
<br/>- Point Challenger moved
 +
<br/>- Gunfighter 10/11 moved back to USS Aqours
 +
<br/>- Teleport swapped from addAction to holdAction (Teleport is now based from a banner)
 +
<br/>- 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
 
Playerbase
 
<br/>- Adjusted medical items in all non-medical personnel (except for Roughneck)
 
<br/>- Adjusted medical items in all non-medical personnel (except for Roughneck)

Revision as of 04:18, 15 April 2022

Synced Fire
Mission SyncedFire.jpg
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

  • 3x AAVP-7A1

Aviation Combat Element

  • 2x UH-1Y (Gunship)
  • 1x CH-53E Super Stallion | 2x UH-1Y (Transport)

Notes

Changelog

Version 2.1.0 (Awaiting Audit)

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