GENERAL ATC RULES & FEATURESATC #8 CAMPAIGN PRESENTATION
Artwork: BDR WhiskeyScenario: Altis
Battle area will span both the west and east part of Altis and therefore each side will have two bases one on the west part and the other on the east part of the island. Will be used only one base at a time, depending on the area chosen for the battle.
The Battleground:
Mods: CBA; ACE3 (ATC version); @ATC8; Task Force Radio.
New mission features and rules: ACE: -No ACE-specific medical system, we will use the vanilla one (we will upload our version of ACE so everybody will have the same)
-Advanced ballistics for snipers only
-New gameplay for the engineer due the ACE logistic system
-fastrope
-More stamina for special forces
-And more
Line-up time: 12 minutes for the attackers, 6 minutes for the defenders. So no more rush at the start. Exception: if the attackers have a bridgehead in the area, line-up time will be equal. Other exception: the special forces don't have line-up time, so they can do recon.
New capture rules-Only two difficulty levels for sectors instead of 4. Specifically:
Level 0 : defenders at least 4 (to hold the sector) ; attackers 6 or more
Level 1. defenders at least 4 ; attackers 8 or more
-Vehicles count as one for the sector capture
2 minutes
respawn time You have to deploy the
antenna in the first 15 minutes of the game. If you don't deploy the antenna or if it is destroyed you can't use UAV/UGV anymore (new).
Increased repair/rearm time in base service areas: 60 sec for ground vehicles, 90 sec for air vehicles
New roles:
-APC/IFV drivers: 2 slots. Only drivers can drive APC/IFV (not engineers anymore). Engineer slots are now 2 for side.
-Mortar operators: 2 slots
New vehicles* in addition to
Edition 7 vehicles -
Tigris (AA) and Bardelas (AA), need a driver and an AA operator as gunner
-Mortar - Mortar will not be anymore operative the last 20 mins of game.
-UGV - UGV and UAV will not anymore operative if the antenna is lost (new)
New: -
Kajman and
Slammer cargoes can now transport troops, but engineers cannot be transported as passengers.
Battle day and time: Sundays at 18.00 UTC
Frequency: weekly during the Campaign
Lenght: at best of 9 battles* + one extra battle
*
This means that if anytime in the campaign it's impossible for a faction to overturn the result and win the campaign (example: 3 areas of disadvantage at the 8th battle) the campaign will end.
New!!!New Server with improved performances!
Preliminary battle date: September 17, 2017Registration opening: OPEN NOW!
CreditsCore scripts: enc0ded.enable
BDR Armilio - main mission maker & ATC addon maker
APPENDIXATC8/Stick&Stone.pbo changelog:ATC8/Stick&Stone.pbo final release changelog:-Given a second hellfire to attack chopper.
-Added again the radar to Tigris/bardelas
-removed autolock to titan AA and AT. Autolock, not the lock itself.
-Copilot capability to kayman
Additional Note after release:
-Rockets in attack helis are given back to gunner because otherwise it can cause crash.
-The Titan AT lock is vanilla-like, not the ACE one.
-remember that we removed a lot of lock-type visual markers last year.
ATC8/Stick&Stone.pbo beta changelog:-Kayman from 30mm to 20mm gun.
-No laser designator on UAV
-Added 105mm HE rounds to slammer UP
-No grenade-launcher on UGVs
-No radar, everywhere
-blackfish: less "HP points", no radar.
-Modified the damage simulation of AT missiles and rockets to be more RHS-like.
-Basically, i used RAM to add penetrators.
-ACE Hellfire to attack choppers. But only one missile instead of 2.
-Heli rockets are way less effective against armored vehicles. And now they can be used by pilots.
-Titan have again a laser guide. But it's the new one, less efficent.
-AA vehicles nerfed, especially for damage against infantry.
-Namer, no grenade launcher
-Replaced the PCML (ATC) with the Carl Gustav from tf47 mod.
ATC7/Stick&Stone.pbo changelog:-Titan AT
NV instead of TI
No Lock, wire-guided
Increased damage
-Titan AA
NV istead of TI
-RPG42
Increased damage
-PCML
Renamed LAW
No Lock
Same optic and ammo of rpg42
-Attack choppers:
No radar
Missiles: 2, wire-guided, lock only with the help of a laser-designator
Less damage for rockets
NV instead of TI
-IFVs (BMP, Gorgon)
Wire-guided missiles
Increased missiles reload time
NV instead of TI
-APCs (Marid, Panther)
NV instead of TI