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{bdr}*nemesi*
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Posted: Mon Aug 07, 2017 4:29 pm |
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Joined: Wed Jul 15, 2009 11:22 pm Posts: 658
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ATC #8 CAMPAIGN PRESENTATION
Artwork: BDR Whiskey
Scenario: 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
- 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, 2017 Registration opening:
Credits
Core scripts: enc0ded.enable BDR Armilio - main mission maker & ATC addon maker
APPENDIX
ATC8/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
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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{bdr}*nemesi*
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Posted: Sun Aug 13, 2017 10:29 pm |
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Joined: Wed Jul 15, 2009 11:22 pm Posts: 658
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ABOUT ACE
For a general overview of the mod is recommended. Here we will put down few tips and insights for player that are new to ACE, how ACE will affect the ATC gameplay, and our module settings.
TIPS & MAJOR FEATURES
Advanced ballistics: Even without the AB activated, the gameplay of the marksman&sniper change with ACE, because change the way of zeroing with high magnitude optics. With AB activated, a sniper/marksman needs to take into account also the wind and the temperature (mainly).
Advanced Fatigue: it's a really different gameplay than the vanilla. Basically is way more stamina draining running around with the rifle ready, high or low. So you need to lower the weapon at rest during long march and manage carefully the pace when you need to advance with the weapon high ready. In any case you will spend less staming during the march but more stamina during the combat. Get use to change the stance of the weapon often, especially with a heavy weapon: it matters. You can feel the difference between a submachinegun with light magazines vs a machinegun with heavy magazines.
Logistics: -You can change damaged wheels and tracks. Wheels everybody, tracks only engineer. -The engineer needs to repair every part of a vehicle singly. You can repair everything with one click only with a repair truck or near a repair facility. -More details for the ATC mission below under module settings.
Explosives: place explosives and mines takes more time. You need to place the exp/mine and choose the trigger or the detonator or the timer. Also they will be visible on the ground.
Move objects: you can easily move objects (placed in the editor, not houses ofc!) with the ACE interaction menĂ¹. Is useful to move boxes, or to place a static MG exactly where do you want, instead of disassemble/assemble and cross the fingers. You can also load things like boxes inside vehicle cargo to transport them around the map.
Nametags: To easily understand who are the players around you.
Markers: You can choose the direction of the marker that you want to place on the map. That's make a lot of sense for markers like "ambush" or "arrow".
MODULE SETTINGS (ATC8)
Advanced Ballistics: Enabled for snipers: enabled ammo temperature simulation: enabled barrel lenght simulation: enabled Bullet trace effect: enabled Everything else disabled
Wind deflection: All enabled
Mk6 mortar module: Air resistance: enabled Artillery computer: disabled mk6 compass: enabled Manual ammo recharge: enabled
Explosives: Request specialist; penalty for not-specialist; explosion while defusing: enabled
Pointing: distance: 3 meters
Pointing on map: distance: 5 meters
MicroDAGR: Topographical+roads
Repair: Repair allowed to: engineer only Change wheels: everyone Max repair with toolkit: 0.4 Max repair by engineer (without toolkit): 0.1 Remove toolkit after use: yes Complete repair locations: repair vehicles and facilities Complete repair allowed to: Engineer only
N.B: 30 toolkits in limited weapon crate. With these settings you need to spend toolkit to partially repair vehicles and you need repair vehicles/facilities/cargos for a complete repair.
Rearm: Rearm amount: all magazine Ammo supply: specific magazines
Cargo, trucks and ground vehicle service area box: one full rearm for every type of ground vehicle. 4 helicopter service area boxes: one full rearm for attack chopper per box (1 missile, 38 rockets, 1 gun magazine).
Advanced fatigue: Overall performance: 1* Recovery factor: 1.1 Gear factor: 0.75 Terrain factor: 1
*: SF 1.3; Snipers no SF 1.1; Engineer/pilot/UAV operator 0.9; normal infantry 1.
Hearing: Enabled
Advanced throwing: Fly arc disabled; Everything else enabled
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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{bdr}*nemesi*
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Posted: Mon Aug 14, 2017 4:59 pm |
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Joined: Wed Jul 15, 2009 11:22 pm Posts: 658
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EQUIPMENTS
VEHICLES AND VEHICLE RESTRICTIONS
NATO
Vehicles:
4 M2A1 SLAMMER (Merkava)
1 IFV Panther (Namer) 3 AFV Gorgon (Pandur II)
1 APC AA Bardelas
12 Hunter (M-ATV) 5 Prowler (armed)
2 Transport HEMTT (with respawn!)
9 Quads
Logistic trucks
1 Chinook 3 UH-80 Ghost Hawk 2 AH-99 Blackfoot (Comanche)
1 UAV (with 1 respawn) 1 UGV (with 1 respawn)
Static weapons: 4 Mk30 HMG
Boats
2 SDV 2 Armed boats (minigun) 4 Lifeboats 2 RHIB
CSAT
Vehicles:
4 T-100 Varsuk
3 BTR Kamysh (Stalker) 1 MSE Marid (Otakor Arma) 1 ZSU-35 Tigris
12 Ifrit (Punisher) 4 Qilin (armed)
2 Transport Tempest (with respawn!)
9 Quads
Logistic trucks
2 Mi-48 Kajman 2 PO-30 Orca (Ka-60 Kasatka) 3 Mi 290 Taru (2 transport, one without passenger cargo, for lifting)
1 UAV (with 1 respawn) 1 UGV (with 1 respawn)
Static weapons: 4 Mk30 HMG
Boats
2 SDV 2 Armed boats (minigun) 4 Lifeboats 2 RHIB
Allowed vehicles / static weapons slots by classes:
Normal infantry (infantry squad classes and any other unspecified classes):
-Every MGs -Every Boat slots -Every truck slots (except repair trucks) -Every slots of jeeps -passenger slots of Quad and APC/IFV -Cargo and MG slots of Helicopters (or VTOL) -Cargo of Slammer and Kayman -Cargo of UGV -Gunner and commanders of IFV/APC -Commanders of zsu-35 Tigris
(from now on, only difference with normal infantry will be written)
Tank crew driver:
-Every slot APC/IFV -Driver slot of tanks
Tank crew gunner:
-Every slot APC/IFV -Driver and gunner slot of tanks
Tank crew commander:
-Every slot APC/IFV -every slot of tanks
Engineer
-Every truck slots (included repair trucks)
Driver IFV/APC
-Driver and cargo slots of APC/IFV
Helicopter pilot:
-every slots of Helicopters
Special forces (SF):
-Quads -Parachutes! (for the engine, open parachute are vehicles)
AT specialist:
-Cargo and driver slot of Quads
AA specialist
-Cargo and driver slot of Quads -Gunner slot of zsu-35 Tigris
A 4 infantry squad, Delta 2, can parachute in addition of special forces.
Commander and XO can take the UAV/UGV and the tank commander's seat.
ANTENNA:
Has to be placed by Commander within 15 mins from start.
Now it is vulnerable only to explosives.
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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{bdr}*nemesi*
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Posted: Wed Aug 16, 2017 4:13 pm |
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Joined: Wed Jul 15, 2009 11:22 pm Posts: 658
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ABOUT LINE-UP
The "Line-up time" is a feature that discourages rushing and allow the defending faction to setup defenses. During the line-up time, leaving the main base is not permitted for both sides. The main base is defined by the red/blue striped area on the map. Failure to comply will result in an instant death and loss of one respawn ticket!
The following slots are exempt from line-up time:
- All SF operators - GOLF ONE and TWO Sniper/Spotter - One SF pilot (labelled as "recon") - UAV/UGVs (they are not human)
The line-up time is set to 6 minutes for defenders and 12 minutes for the attacking side. Transport helicopters and CAS helicopters will be locked for the entire duration of the line-up time (12 minutes) to avoid an early advantage for the defenders air-support.
In case of areas with mixed sectors (red and blue) the line-up time is the same for attackers and defenders.
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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{bdr}*nemesi*
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Posted: Thu Sep 07, 2017 3:13 pm |
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Joined: Wed Jul 15, 2009 11:22 pm Posts: 658
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AFTER BATTLE
COMMANDER'S CHOICES
At the end of each battle the victorious Commander has to communicate to the ATC staff
- the next area to attack (mandatory)
- the position of the antenna square marker (allowed antenna positions)
- the time of day/night has to be communicated within friday (semi-surprise attack)
- the weather conditions are those real in Lemnos as for friday weather forecast.
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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