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  1. Yesterday
  2. An ambush is a short and rapid attack on an enemy force that is moving or at a short stop. The goal of organizing it can be: capturing a prisoner, capturing documents, capturing new enemy weaponry or equipment, inflicting losses and creating a decline in enemy morale. Place of an ambush is chosen to provide the most cover and concealment possible and a concealed retreat route. The tactic I’ll describe below is more akin to a special forces ambush than one carried out by regular infantry units. The reason is simple. In Arma or other mil-sims we rarely have the opportunity to conduct a platoon ambush. Planning Planning an ambush will mean planning what, when and where will be ambushed and by who with what. The most important is to pick a good place. It should allow for the ambushing force to have enough concealment to not alert the enemy before they walk into the kill zone and enough concealment to retreat safely after the ambush. For that reason the element’s leader should look for forested or built up areas on the route. Terrain features allowing for better cover and field of view are also welcome. Formation An ambush will consist of three main elements: security – responsible for securing the flanks and spotting the enemy force, weapons – responsible for creating a base of fire, assault – responsible for assaulting the kill zone. Security elements can be constructed in two ways. They will either contain a lot of firepower and be equipped with SAWs and GLs or will focus on accurate fires on range and will use a designated marksman. A lot of the time in Arma we can't spare the heavy guns from the kill zone and the marksmen will not be as effective at the shorter engagement ranges of an ambush. The base of fire element will contain any MGs we can use and possibly AT specialists if we are ambushing a motorized enemy. Additionally the element leader might consider letting the weapons section control any explosives used for the ambush by attaching an explosives specialist to it. The assault element will help create interlocking field of fire in the first stage of the ambush and then will move to clear out the kill zone and the area past it. Additional elements can be assigned. A collections element may be assigned with clearing the kill zone by dragging bodies off the route and searching for documents/equipment. And a medic or a medical section may be created or assigned to a CCP to treat wounded. In Arma while there usually is a medic, there usually isn’t enough people to create a collection section. So the task falls to the assault element. Element leader is responsible for selecting positions for all the sections unless they decide to delegate that responsibility to section leaders. They set the location of the kill zone (an area where the enemy force will be contained and destroyed) and coordinate the work of the element during the ambush. Execution Positions are taken by the sections. First the security section. Then the weapons section and last by the assault element. The ambush starts by the security element spotting the main enemy force. It is crucial to not attack a scout section or vehicle instead of the main force. The security element relays that and any information about the enemy: quantity of enemy, quantity and type of vehicles, any special equipment, anything else that might influence an ambush. Until the ambush initiates it is very important to stay hidden. When the enemy element gets is in the kill zone, the ambush initiates. The ambush is always initiated by the most casualty producing weapon. The best systems to start an ambush with are, in that order: explosives (IEDs, claymores, mines etc.), AT launchers if the element is mounted, machineguns Once the designated weapon fires, the ambush begins and both the weapons and assault elements open fire. There is no set amount of time for this part of the ambush. The goal of it is to suppress the enemy in place and inflict as many losses as possible. Once the element leader is happy with the result they will signal to cease fire and assault. Some phrases to expect might be: “Cease fire”, “Lift fire”, “Walk through”. Additionally if the kill zone is divided up into fire zones there might be a call to “Shift fire”. When a command is given and the fire into the kill zone stops, the assault element walks through and clears the kill zone and a patch of land around 35 meters past the road/path (app. hand grenade range). Once the walkthrough is complete and the objective completed all of the sections retreat to the predesignated RP. The retreat order is opposite to the order of taking positions. First elements retreat the last. So the assault element leaves followed by the weapons section and the rear is brought up by the security element. Once at the RP the ambush is complete and the element can continue to the next task. Ambush shapes There are two main ambush shapes. Line and L-shaped. They are pretty self-explanatory. In a line ambush both the weapons and assault elements are set up along the route in a somewhat straight line. While an L-shape has the weapons section or part of it set up on a road bend, a barricade or something similar looking at the front of the enemy force. The shape should be chosen accordingly to the terrain but it is important to remember that we are still trying to achieve interlocking fields of fire when possible.
  3. Last week
  4. Hello, i have chance about 2050 maybe?.... 😬

  5. Sorry about the fight in the LAST FLAG, im veteran of =VG=. #Legionnaire

  6. @Mokum may be referring to voice changer software which you can use to make it sound like radio comms. I wouldn't bother because Falcon BMS currently uses enough resources on my laptop, I dont need a voice changer added to a host of other applications I have running. Anyway its a suggestion. https://www.voicemod.net/en/voice-changer/
  7. Earlier
  8. Server will go up tonight for tests, event is still planned as originally stated to launch on the 20th, this is just to catch any issues with scripts and for input regarding recoil changes.
  9. Just say, "Enable Audio Feedback Mode" If that is not what you mean, I wonder if you mean a sound effect whenever you PRESS and also when you RELEASE the VHF and/or UHF buttons on your flightstick? I can only ask, if my voice command above was not what you are looking for.
  10. VA with AVCS has that beautiful audio- and voice feedback when other pilots broadcast on VHF or UHF. I saw/heard that an audio- and voice feedback (microphone click and a noisy sound when broadcasting) also can be programmed for the pilot that speaks in the pit on VHF, or UHF. Any idea how to set this up? Thanks in advance
  11. I forgot to mention, this is subject to how many people stay on overnight. If a handful of people stay on even after midnight, I can leave it on till the next day if population remains. If the server only has 1 person on or none, I'll shut it down till the next day. This is to encourage people to join at once rather than progressively, by means of pinging on startup, people seem to react differently to "server starting up" pings rather than "help us we're suffering" pings.
  12. Why will the server close? Why wont it stay up till the end day continuously like the second last event? Cool event btw.
  13. Hello! You know the drill, another event, another "why are the respawns so slow?" (we actually properly fixed it and I made sure in the previous test run) This one is gonna be a little different. I've decided to make several game changes. Some of which I'll list below, however this isn't an exhaustive list, as I've made numerous additions and changes to some layers, this is just an overall changelog to give you an idea of what to expect. Date: 27/06/2026-28/06/2026 - June 27th till June 28th - Starts @ 6 PM GMT+0 - Ends at 3 AM GMT+0 (Server will go up on 27th 6 PM GMT, till around 3 AM, it'll close, and it'll go up again the next day around 6 PM GMT) Hosted at: VETERANS-GAMING COOP | CUSTOM BF2 MAPS Download Link (CLICK HERE) Password: bf2event GAMEPLAY CHANGES: MAP SPECIFIC Littlebirds can drop ammo cases/light crates on some maps, alongside a mix of other vehicles dropping certain things they shouldn't. The implementation of vehicles dropping additional objects is janky visually, I'll explain the simple way to use them in detail during the event. To give you a better picture, in Daqing Oilfields Alt, I decided to delegate a light transport chopper to drop repair stations for the tank and APCs, in place of the missing logi truck. ACROSS ALL MAPS Large majority of weapons have received a noticeable reduction in recoil and deviation < This is very experimental, and I am able to tweak them in real time when necessary. NOTE: Recoil changes may need to be scrapped, as they cause noticeable lag when firing. You can request kits from Littlebirds, BRDMs, BRDM Supports, and VN-3s on any map they're present in. (Outcome of this poll) You can take any kit regardless of how many members are in your squad. RULES: MECH INF may claim an APC even if only 2 identical ones are available on the map, using a lighter APC if applicable. If a MECH INF squad has been made, and no APC squad is to be seen, you may create a second MECH INF squad to claim another APC for your mechanized squad, this is to encourage more usage of APCs. Standard VG Rules apply, do not teamkill, disrupt, or annoy other players, and do not waste assets or use them irresponsibly. An additional note for admins: I will not tolerate any usage of the !switch command, this command is ONLY used for myself to evaluate the bot team's performance on maps. You will be kicked if you use it, even jokingly. MAPS: Daqing Oilfields Dragon Valley Great Wall Gulf of Oman Highway Tampa Karkand Redux Kubra Dam Operation Clean Sweep Operation Road Rage Operation Smoke Screen Road to Jalalabad Sharqi Peninsula (NEW) Songhua Stalemate Wake Island 2007 Zatar Wetlands Please keep in mind that graphical discrepancies and balancing issues are expected, I've tried my best to minimize them without overworking myself to nitpicking on details. You'll still notice bits of weird things like maps without grids, no overview pictures, missing in-game asset lists, and such. Feedback is welcome as always. There will be a thread in the VG discord to let you drop feedback there conveniently and discuss it with me and others. As always, thank you so much @=VG= XOR for helping me immensely with making events better, and tolerating my constant whinging. Events like this wouldn't have had the boost in quality without people like him, Zeee, TEDF, Melon, and anyone else who's unconditionally helped me upon request.
  14. I listen to this just for the laugh....always makes me smile..Miss you bud. We will never forget
  15. See @=VG= Sphee it wasn't just me and lonestar wanting to mess with players. It's actually a good idea.
  16. I agree that all 3 rolled into 1 would make for a good Saturday! Maybe limit OPFOR to 2-3 players as I think, (I love the idea That =VG=Polish would be sniping with a spotter on a no asset map), PVPe full on would be to much IMO. I like the idea..just think we should limit the players on the OPFOR to give it that.."keep your head down We got an active shooter" kinda feel.
  17. Since multiple choices allowed, i had to choose 123 for sure
  18. Campaign for the newer generation of PR players like me to experience yes yes PvPve was supa fun I forgot when it was last played, maybe we can do this occassionally if time allows it? (Both for my answer)
  19. Alright fine I'll let you choose multiple options
  20. i voted with 4 because for me its 1, 2 and 3...^^ campaigns are always awesome, but I think they’re the hardest to keep running... But regardless of that, I think it would be cool if we generally did PvPve more often, because it’s just a completely different kind of game, but still not just pure deployment. but I’ve also really liked the map events lately... so, in that sense: EVERYTHING!!!
  21. Hello! give input, don't shy away from giving extra input in a reply, with what you'd like to see in the events you vote for, I'm always open to suggestions and new ideas, but PR usually isn't, so do consider limitations of my mental capacity and the BF2 engine in your suggestion. I'd like to remind you I have no guarantees I'll follow through with the highest voted suggestion, this is just to figure out what people wanna see since they've gone through plenty of the same style of gameplay in these events, also to explore different areas of event making which I haven't done yet other than making normal COOP layers.
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