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    • =VG= Double_13

      Red Tide Part IV   05/21/2017

      OPERATION "RED TIDE" PART IV 27 May 7pm GMT More info here.

=VG= Kavelenko

VG Clan Member
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About =VG= Kavelenko

  • Rank
    Lance Corporal
  • Birthday 09/07/1959

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  • Gender
  • Location
    Adelaide, South Australia
  • Interests
    PR, New Zealand All Blacks, Beer
  • Occupation
    Software Developer

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  1. Ok you're our Automatic Rifleman (AR) - LMG 240b. See you on the battlefield trooper.
  2. Join us in Alpha Group if you want Connor. We're strictly an infantry squad. If you're interested please let me know your preferred kit (don't say sniper). Keep an eye on this forum for updates on the Event time, looks like its going to be postponed which is fair enough given the latest PR update came out.
  3. Alpha Group (Infantry squad) have confirmed 6 members for the event, so I'm accepting randoms who wish to play infantry. Please post here or message me privately. Cheers, Kav
  4. Alpha Group will be there but all positions need to be confirmed. Officer Kit - Kavelenko - confirmed Medic 1 - FatAlbert - confirmed Scout/Medic 2 - Terremer - confirmed Lead Scout/Breacher - Stark58 - confirmed Automatic Rifleman - Connorsponner01 - confirmed [ M240b] Lite Anti Tank Kit (LAT) - unassigned - unconfirmed [ specialist AT4 / 3 x LAW] Grenadier Kit/Rifleman - I3RYAN - confirmed [flare rounds included] Heavy Machine Gunner (HMG) / (HAT) - chickenjason123 - confirmed [ PKM as STD, MG3 as Alt, SMAW ] Alpha Group will accept randoms on the day of the event if any of our players are unable to attend.
  5. That's a big 10-4 for Hater as CO.
  6. Welcome  ... big hugs skip :crigon_04:

    1. =VG= Kavelenko

      =VG= Kavelenko

      Go the ANZACs!!!

  7. Sierra Tango Foxtrot Uniform (STFU) = to clear the comms
  8. Congratulations to TEDF and Double et al who did a great job of creating this event for us to play. Kudos must also be given to Hater as our commander who did a fantastic job of creating an initial battle plan and then modifying it slightly on the day to throw the "Evil twins of death" off the trail. This event highlighted the importance of running an operation with a flexible commander who was able to change and react to what was happening during the battle. While it may have looked like we managed the first two maps with ease as a team, the communications and reaction to the actual battle field was most impressive. Even when we had to fall back from a position this was done in an orderly fashion. I'm just a bit peeved I didn't get any footage (my video program was gitching my client). I loved the way Blazer's squad did their thing mining the crap out of the armour and the logistic support of the logi teams was effective and much appreciated by our squad, that alone enabled us to get our FOBs in place on time and enabled us to defend more efficiently. Our razor wire at Hilltop really was more effective than I thought it would be but we lost a lot of lives trying to get them up. Next time I think we'd be better off having two AR's defending the digger's and leave the Medics free to do their job. Overall I was really pleased with the way Alpha Group performed on the day, there was a lot of experience in the team and it showed. A few communications difficulties as FatAlbert mentioned but not that bad, I've had a lot worse!!! Everyone did their jobs well and the Medics SemlerPDX and FatAlbert did a great job of getting us back on deck, even when we were down to one squad member alive our non-medic member was able to revive us which enabled us to hold our positions. Excellent grunt work by Stark58, I3YAN, necrodude, SoftRaider (who was kicked for joining OPFOR) and a few other randoms who joined at various points in the campaign. Top squad in the first two maps (who cares right? BS!!), just kidding we couldn't have done it without the brilliant support. This is what PR team work is all about in my opinion. Great jobs guys and I'm looking forward to the next round!
  9. Excellent post on comms netiquette Hater. Most common problem for SL is getting ear bashed by other squad leader communication that is not necessarily relevant to your current squad, while hearing all the banter between squad members. So sometimes when we get an order from the commander it is pretty easy to miss or not even hear their orders. Perhaps some advice on properly clearing comms when an important instruction is being received? I'm all for having fun but sometimes its bloody hard to hear above the chatter/banter. What is the standard procedure when it comes to a squad lead communicating to another squad about a threat, should that go directly to the affected squad leader or should it be relayed to the commander? If we don't have a commander its pretty obvious that its direct communication.
  10. Hey Blazer that will be fine with me if you create that extra squad; that will drop ALPHA GROUP back to 7. See you guys on the battlefield!
  11. Just checked out Ted Sae Offensive on local and the bots all have muzzle flash which certainly helps to locate and kill them. When did this update happen?
  12. I hear ya bro and why don't we play these maps very often? We should be setting the trend and dominating these maps like they are candy floss and just a snack before the main course!! Why cant we warm up on them this coming event? There's an idea, I'll bring the video recorder....
  13. I'll put the scenario to those who want a challenge. Four maps that we seem to avoid like the plague, mostly because they have the effect of draining the server. Tad Sae Charlies Point Assault on Mestia Ghost Train Surely these would be good maps for a commander to develop battle plans to conquer. I've only seen Charlies Point completely capped and won twice in 7 months (I have screenshots). Tad Sae never (because no-one will set it), Assault on Mestia (once). Would a battle plan and commander make a difference here? Double has a smart plan to defeat the bots on Tad Sae but we shouldn't need to exploit bots if we have a decent plan surely? Of course the biggest excuse on Tad Sae is that its a night map and we cannot see the bots....come on guys we can do better than that.. cant we?
  14. To deploy the UAV just make sure you're in the commander vehicle first (i.e. Carrier, APC with tent). Right click on the map for the UAV to circle and select the UAV symbol to deploy it to that location. Hit capslock to view (takes a few minutes to deploy). To zoom in normal view press 1 on the keyboard, and use X to zoom in or out. Press 2 to view it in thermals. This thermal view originally used to allow you as commander to laze targets, looks like its been nerfed in COOP not sure if it works in Deployment because I never tried. To refuel the UAV before it runs out, right click the UAV button at the top left part of the main screen. Another handy keystroke when trying to work out which squad is which is to press ENTER, you can then view all squad members as per usual. If the area attack option is available you should see the area attack button building in the top left part of the screen. The squad leader is the guy that makes an area attack request using his radio. Press 6 , press T and right click for area attack. the aiming is a little bit difficult but you get better with practice. To accept an area attack, when you see the request for one on the map, once you've checked for friendlies, you can accept or reject the request by right clicking the middle of the concentric circles. Just remember the area attack has a 200m blast radius so make sure people are warned to clear the area or are in suitable cover such as buildings and bunkers. Iron roof hangars are not safe as I found out on Barracuda the other day. I often use the area attack when I'm at Barracuda at Beach Fortification or Supplies, and my entire squad is under-ground with me. Always a cool way to impress the new players who usually shit themselves when the barrage hits....lol. As commander it is your responsibility for any team kills that may occur because its your choice to accept or reject the area attack request. Enjoy!
  15. How many features have been nerfed for the commander in COOP? Seems there used to be an ability to laze targets in earlier Deployment versions. Can anyone tell me what we have available besides the ability to approve area attacks?