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Posted: Tue Feb 10, 2015 6:01 pm     Super secret spam barrier
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That was sent out as well, we have a flow diagram that was made alongside the document.


Posted: Tue Feb 10, 2015 6:05 pm     Super secret spam barrier
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There were two attachments. Once fully approved after this weeks test I expect they'll get tweaked and published somewhere prominent for reference.


Posted: Tue Feb 10, 2015 6:19 pm     Super secret spam barrier
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Yes the second link does now seem to be broken. It wasn't originally.


Posted: Wed Feb 11, 2015 11:43 am     Super secret spam barrier
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Added @bcombat to the server.
Game admins intending to use Zeus should also run it client-side. It needs to be placed in the root game folder.

AI behaviour:
- suppression (increases with volume of sustained fire, distance, firing over heads)
- reduced aiming accuracy

Modset 8/2/15 (unchanged)
@3cb_baf_units
@3cb_baf_vehicles
@3cb_config
@agm
@allinarmaterrainpack
@asdg_jr
@beretpack2
@burnes_challenger
@cba_a3
@cha_av8b
@chinookpack
@cup
@fa18_a3
@grace_fv510
@grace_real_warrior
@panthera_a3
@psylandrover
@rhs_afrf3
@rksl_attachments
@st_nametags
@sthud_a3
@stkr_bi
@task_force_radio

Mission
Apollo_SteelPanther_v8.Panthera3
Changelog

Server Command Line
__a3__\@cba_a3;
__a3__\@allinarmaterrainpack;
__a3__\@agm;
__a3__\@asdg_jr;
__a3__\@rksl_attachments;
__a3__\@cup;
__a3__\@task_force_radio;
__a3__\@stkr_bi;
__a3__\@3cb_baf_units;
__a3__\@rhs_afrf3;
__a3__\@3cb_baf_vehicles;
__a3__\@beretpack2;
__a3__\@burnes_challenger;
__a3__\@cha_av8b;
__a3__\@chinookpack;
__a3__\@fa18_a3;
__a3__\@grace_fv510;
__a3__\@grace_real_warrior;
__a3__\@psylandrover;
__a3__\@panthera_a3;
__a3__\@asm;
__a3__\@3cb_killzeagle;
__a3__\@3cb_config;
@bcombat;

Bikeys On, BattleEye Off.


Posted: Wed Feb 11, 2015 6:50 pm     Super secret spam barrier
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John (FA-18) is aware of the cockpit bug and has a copy of our RPT's and Mission - update pending.


Posted: Wed Feb 11, 2015 8:51 pm     Super secret spam barrier
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TomC wrote:
Mission seems pretty stable at the moment. Only thing I've noticed quite a lot is that pilots land choppers on the spawn points of other choppers because its the most convenient place. But what happens as a result is that the helicopters spawn inside one another, resulting in a big explosion at base. Maybe it would be a good idea to re-position the "light" heli spawns away from the base to avoid this. Either that or remind the pilots because I've seen this several times when I have jumped onto the public server.

Thanks for the report.
I've been working on modifying the respawn script so it doesn't do this and will finish it when I get time.


Posted: Thu Feb 12, 2015 3:01 am     Super secret spam barrier
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It's over to you then Raptor. I won't waste any more time making missions you don't like.
#demotivated


Posted: Thu Feb 12, 2015 8:54 am     Super secret spam barrier
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Don't over-estimate the "Zeusing" that's happening. The mission is already fairly tough and I only tend to Zeus in counter-attacks.

E.g. in yesterday's session (from 21:00 to 02:00am, roughly) I did not Zeus in a single unit at the Russian HQ.
I only started putting a few additional units into the north-western valley (within 250m of the cache) once the Merlin had been found/secured and I realized that I needed to pull Alpha and Bravo apart again.
The first contacts that Alpha took when pushing north weren't even 'zeused' units, but units that the missions spawned in. (the 3 BMPs were my work, though :P )

I'd like to think that we had a great mission because the section commanders did some great work keeping their sections alive which resulted in few respawns which resulted in supplies going low which is one of the biggest "tension builders" in a session like this.
I also intentionally positioned/ordered alpha/bravo so that they'd be in the same AO but in separate fights (unable to support each other with fires). ;)


Once Alpha and Bravo were getting too close (Blu-on-blu in the town SW of the airfield) I realized the airfield wouldn't keep two full sections busy any longer (btw: I can't see default mission russians in Zeus, so I made that call based on duration of OP, observation of the airfield from my hill and sitreps from section commanders, not some magic Zeus-knowledge).

I then went and spawned in (for the first time in the session)  4-5 fireteams and 3 mechanized BMP sections NW of the cache location. I placed the infantry all over the place and told the BMP's to head south-east towards the airfield. 
With that done I tasked Alpha with pushing up towards the cache location. 

I then made another "oh, this airfield is no longer any fun" call when the merlin was re-fueled. Even though the Merlin was the mission objective and it had ALL our pilots in it I decided to use it to send Bravo up and around to the North were they would be able to push into the same valley that Alpha was attacking, just from the other side (again, both sections in same AO but not able to effectively cover each other).

When we RTB'ed, I had only used the Zeus spawn function once (5FT's, 3BMP sections) as mentioned above. After the RTB, for our "midnight madness" OP I did spawn in a few (ok, maybe a TON) of additional units into the military compound xD
Alpha got lucky and ended up walking past 'their' 5 sections (they were just the west of the LZ) but Bravo really hit the hornet's nest. 


Posted: Fri Feb 13, 2015 6:10 pm     Super secret spam barrier
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It really depends on the map itself. On some maps CAS works much better  and is more important as on others. However It may be a good  idea to make 1-2 Slots that are CAS only, while the rest is open for transport. I am also not the biggest fan of people going completly leeway with the whiskeys, where you suddenly have 3 out of 4 whiskey pilots doing CAS (especially when its unasked CAS).

If you ask me, 3 Planes are way too much, especially in the air. I think we would do just fine with having the opportunity to have 1 jet in the air and thats it. For me good and reliable transport is much more important on most maps as having access to overkill ammounts of CAS.

There is no war to end all wars.


Posted: Fri Feb 13, 2015 10:54 pm     Super secret spam barrier
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Apollo wrote:
Added @bcombat to the server.
Game admins intending to use Zeus should also run it client-side. It needs to be placed in the root game folder.
Can we get the server confg.sqf file so that we run the same options? 


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