Jump to content
Website Updates and Upgrades are still underway! We don't expect any further downtime, but we thank you for your patience as we restore themes and other elements including the Chatbox.

=VG= Melon Muncher

VG Clan Member (Administrator)
  • Posts

    1,016
  • Joined

  • Last visited

Posts posted by =VG= Melon Muncher

  1. 12 hours ago, =VG= Fastjack said:
    • Kit Restriction is messed up.
    • Deployable Assets spawn in finalstate.
    • Deathtimer really short.
    • TOW humvee messed up. Only when you go into max zoom the thermal turns off. I got the info its already versions ago messed up.
    • But the teamplay on our server is better as in Deployment :D

    Fixed except the tow humvee

    • Upvote 2
  2. REVENT DATE : SATURDAY the 11th of MARCH 6pm PRT/GMT

    So let's get this out of the way, my final event for a while. It's aulmination of all 3 events plus a few extra maps. I have tested all maps ticket counts and bleeds and as far as I can tell non are going to end in 5 minutes.

    There will be no signups, just typical coop fashion join or create a squad on the day.

    The rules are the same as the last, if you don't remember, here's a recap:

    Rules are standard =VG= coop rules but the commander has final say in squad movements and attacks, obstructive squad leaders will be resigned. Expect zero tolerance to rule breakage and bending during the event

    Entry is simple, download the files (LINK). Check the forums on the day for server password. Join the server. Have fun.
    The files for event 3 and the revent are both included in the same file, it is a large download for this reason (12 maps)

    In addition there will be changes to the coop gameplay:
    FOBs, foxholes and razorwire will need to be shovelled
    Squad leader spawn-point is removed
    Ticket count will matter
    2 minute wait between each kit request.
    Squadless kick is in effect
    +Map specific changes

    THE MAPS IN ORDER OF ROTATION!!!

     

    Ramiel_minimap.jpg

    RAMIEL

    US Army vs ARF

    US ASSETS
    500 Tickets
    2x Stryker APC 
    1x HMMWV 50 cal 
    2x UH-60 Blackhawks
    1x Logistics Truck

    ARF ASSETS
    ???

    US Forces are to proceed to extraction point, capturing checkpoints along the way.
    ARF will be on the defensive, unable to recapture any lost flags.
    Infantry cannot change the state of the flag, only land assets and only while manned. Care must be taken to keep the assets alive

     

    iron_ridge.jpg

    Iron Ridge

    Militia Rebels Vs USA

    MILITIA Assets
    150 tickets
    1x MI8 transport helicopter
    2x Ammunition Technicals

    USA Assets
    ???

    Militia forces will spawn inside the city, rallypoints will last 3 minutes before disappearing.
    After that the only way into the city is via MI8 helicopter leaving the farm in the SE corner of the map.
    US Forces will attack only as infantry, but after capping the first line of defence will gain heavier assets.
    Militia needs to bleed US tickets before losing all of their own.

     

    beirut.jpg

    BEIRUT

    ISRAELI DEFENCE FORCE Vs MIDDLE EAST COALITION

    IDF Assets
    300 tickets
    2x Merkava MBT
    2x UH-60L
    2x Logistics Truck
    2x HMMWV 50 cal

    MEC Assets
    ???

    IDF Forces will assault objective A from the carrier via helicopters and the docks via land assets.
    MEC engineers have destroyed the bridge at point A so logistics trucks will need to deploy CSBs (close support bridges) to cross
    Infantry is expected to defend the fragile logistic trucks as this arduous task is completed.
    All points marked B are available for capture after A, followed by C then round completion at point D.
    UH60 will only be able to drop ammunition boxes, so no FOBs can be built across the river until the bridge is repaired

     

    ingamemap - Copy.jpg

    MUTTRAH CITY

    FRENCH FORCES Vs PEOPLE'S LIBERATION ARMY

    CF Assets
    300 tickets
    3x Panther Transport
    1x NH-90 Transport
    6x RHIB

    PLA Assets
    ???

    Standard AAS

     

    Khamisiyah_minimap.jpg

    Khamisiyah

    US Army Vs Syrian Rebels

    US Assets
    150 tickets
    4x MH6 transport helicopters (spawn delay)

    SR Assets
    ???

    US Forces will spawn at the airfield and prepare for assualt, there are eight bunkers to capture in any order. Both CQB and long range fighting

     

    grozny.jpg

    ASSUALT ON GROZNY

    CANADIAN FORCES Vs MILITIA REBELS

    CF Assets
    300 tickets
    2x LAVIII APCs
    3x armed G WAGON
    2x Support Truck
    1x Logistics Truck

    Mil Assets
    ???

    CF forces have to extract their commander and get him to the airport safely
    The commander must spawn on the rallypoint at flag A and must not leave until all flags leading to his location are captured.
    loss of flag A will result in a game loss If the commander is lost the game is counted as a loss.
    CF forces spawning at the main are to capture flags leading to the commander, resources may bypass the flags and assist the commander and flag A from round start but commander will not be able to leave until all flags to his position are captured.
    Once secure the commander must remain with the main force on the front lines and be present at every flag capture
    G wagons are non-respawning

     

    Op_barracuda_minimap.jpg

    OPERATION BARRACUDA

    FRANCE Vs CHINA

    FR ASSETS
    300 Tickets
    2x Panther transport Helicopters (5 minute delay)
    1x NH90 transport Helicopter (5 minute delay)
    1x Tigre attack Helicopter (10 minute delay)
    4x assualt boats (5 minute delay)

    CH ASSETS
    ???

    Standard AAS

     

    bamyan.jpg

    BAMYAN

    British Forces Vs Taliban

    BAF Assets
    400 tickets
    3x Warrior APC
    1x Logistics Truck
    1x Panther

    Taliban Assets
    ???

    UK Forces are to proceed to extraction point, capturing checkpoints along the way.
    Taliban will be on the defensive.
    Infantry cannot change the state of the flag, only land assets and only while manned. Extreme care must be taken to keep the assets alive
    APCs are confined to the area withing 30m of the road on the route, no camping in the hills
    Trans has been removed and replaced by 1 logi and 1 Panther

     

    xiangshan.jpg

    XIANGSHAN

    US Army Vs North Vietnamese Army

    US Assets
    400 tickets
    3x UH-1D transport helicopters
    1x UH-1C Attack Helicopter
    2x M113 ACAV

    Nva Assets
    ???

    US Forces are to proceed to the town of Xiangshan (A) and capture
    Once captured US are to secure the surrounding rice fields (B)
    After capturing all the surrounds move on and secure the main NVA town (C)
    All assets are spawn delay to allow prep time

     

    Lashkar_valley_minimap.jpg

    LASHKAR VALLEY
    Great Britain Vs Taliban

    GB ASSETS
    300 Tickets
    1x CH-47 Chinook (non-respawning)

    TALIBAN ASSETS
    ???

    Blufor forces begin on the defensive, with all flags captured. Tabilban will assualt each flag in order, flags cannot be retaken.
    The only supplies come from the chinook or permanant supplies located at the FOB and final defensive.
    FOBs must be constructed or lose any chance of forward spawn points.
    Once the GB base is lost the chinook loses it's resupply and repair point.

     

    ingamemap.jpg

    DRAGON FLY

    NL FORCES Vs RUSSIAN FORCES

    NL Assets
    300 tickets
    2x Fennek
    1x Logistics

    RU Assets
    ???

    Standard AAS

     

    karbala.jpg

    KARBALA

    INSURGENTS Vs MIDDLE EAST COALITION

    INS Assets
    300 tickets
    Ammunition Technicals
    MG Technicals
    AT Technical

    MEC Assets
    ???

    INS forces are required to hold the city.
    Points marked with A are the outer perimeter. Points marked with B are the inner. C point is the final standpoint.
    Once an outer perimeter flag is capped MEC will attack the following inner perimeter flag. Example; North west flag A is captured, MEC will attack north west flag B
    Ins forces will spawn randomly throughout the city, only rallypoints are able to be deployed, FOBs are disabled.

     

    DOWNLOAD : LINK  ALT: Link
    Install Instructions:
    1) Download the file
    2)locate your PR levels directory, (default is C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr\levels)
    3) Extract the downloaded zip file into pr\levels using winzip, winrar, 7zip etc.
    OVERWRITE ALL OF THE OLD EVENT MAPS!
    4) Run PR
    5) Create a local coop game and check that the event maps are in your maplist
    6)If they are you're good to go for the event

    • Upvote 11
  3. Here we go, commander Melon reporting for Karbala!!!

    So the aim is simple, defend the flags and bleed the enemy tickets.

    For those confused how this map works or misunderstand I'm going to explain in more detail. There are 9 flags in total, the main HQ which will bleed all our tickets if the enemy captures it, and 8 surrounding flags. The 8 surrounding flags are grouped into 4 quadrants, and inner and an outer flag, NW, NE, SE and SW.
    The flags marked A are the primary flags, the bots will attack these four flags first until capturing one. After capturing they will move on the next flag in the quadrant and continue to attack the rest of the flags marked A.
    Example; The bots capture the NW outer flag, they will then begin attacking the NW inner flag and once captured move onto the HQ.

    ingamemap.jpg
    COMMANDER TIME!!!!

    Basic info about the map, we have two 50 cal techies, three ammo techies and an SPG techie.
    The 50 cals spawn at the mosque with the repair station
    SPG spawns at the HQ
    Ammo techies are scattered.
    We also have a bunch of pickup kits, (snipers, AA, IED and MG) on the roof of the HQ

    SPG and 50 cals are to be used only by QRF, whichever squad wants to run them let me know (needs to be 8 man squad).

    At the start of the map there are two spawns, one on the HQ (left spawn point) and the other will spawn you randomly in the city. The HQ spawn will disappear after 5 minutes.

    At round start I only want the QRF squad to spawn at the HQ.
    The rest of the infantry is to spawn on the random spawn and move to the nearest outer flag (marked A), do not regroup with your squad at this point just defend that nearest flag.
    I will assign the 50 cal techies to run transport, slowly regrouping squads together but still leaving flags defended.
    Hopefully I can get a squad on each flag, but may have to assign a techie team from the QRF to defend one of the less assaulted flags
    IF we lose one of the outer flags I will begin defending heavily on the next inner flag.
    Remember to keep all squad leaders updated and let me know if you're being overrun.
    I will be running one of the ammo techies and dropping commander rallies between squad coordination.

     

    As for the event I have some news,

    I do have to work the day, so there's a very good chance I'm going to be running off early hopefully late enough to see karbala through but who knows.

    I still need a commander and warrior operators for Bamyan please. I don't care if you think you're shit, any commander is better than no commander. PLAYERS CAN NOW CHOOSE MORE THAN 2 SLOTS NOW TOO!!!!!

    Prior to the event I was going to run infantry maps again, but instead I'm going to run Khamisiyah from the last event. if you don't have it you can download just khamisiyah HERE

    • Upvote 8
  4. Alright, a few major things!

    THE DATE HAS CHANGED, the event will now be held on FRIDAY THE 10th

    this is due to PRT falling on the same day and losing quite a few player to it.

    THE DOWNLOAD IS UP!!! check the first post

    On karbala there are only insurgent pickup kits, no US weapons. (time constraints)

    On Bamyan, the convoy has had some major gameplay changes to make apc play more fun and hopefully keep them in a supporting role instead of hidden away.
    APCs will respawn after 10 minutes, so there will always be apcs available. There is a vehicle depot at the start point, so apcs can repair and rearm but no logistics. Once an apc is tracked it's pretty much a lost asset.
    Combat engineers can no longer repair the warriors

    Heres a few screens from the test session, karbala and building the bridge on beirut

    screen004.jpgscreen006.jpg

    • Upvote 5
  5. Let'sget some excitement happening again.

    Signups are open, I hope we get some commanders for all maps, COs will get a full brief to make some useful battleplans.
    Remember it's 2 slots per person atm more later if they're not filled. Make sure if you signup you will be attending or give enough time prior so we can change.

    ATM I have, made a new navmesh for bamyan and iron ridge so bots are working well. Made some nice night settings for karbala, complete with streetlights. I've also destroyed the bridge on beirut.
    only things left to do is some minor work, making pickup kits for karbala, militia helicopter and pilot kit and the helicopters for beirut. Then it's some quick private testing and we're golden.

     

    Melon

     

    • Upvote 2
  6. EVENT DATE : FRIDAY the 10th of FEBRUARY 9pm PRT/GMT

    I know what  you're thinking, Melon, why are you are you doing this so soon. Because I'm going on holidays in a week and I want to run this event when I get back, otherwise it's going to be 5+ weeks wait.

    So, here it is. after a successful first event and hoping for an even more successful second round of Melon's bot shooting you in the head the second you look out a window extravaganza!!!

    The rules are the same as the last, if you don't remember, here's a recap:

    Rules are standard =VG= coop rules but the commander has final say in squad movements and attacks, obstructive squad leaders will be resigned. Expect zero tolerance to rule breakage and bending during the event

    In addition there will be changes to the coop gameplay:
    FOBs, foxholes and razorwire will need to be shovelled
    Squad leader spawn-point is removed
    Ticket count will matter
    2 minute wait between each kit request.
    Squadless kick is in effect
    +Map specific changes

    Signups are open, please choose no more than two positions until the final three days when more may be acquired. Infantry squads will not need to signup for the event, nor will squad members, but leaders may organise their own squad for the event.

    Entry is simple, download the files (link). Check the forums on the day for server password. Join the server. Have fun.

    iron_ridge.jpg

    Iron Ridge

    Militia Rebels Vs USA

    MILITIA Assets
    150 tickets
    1x MI8 transport helicopter
    2x Ammunition Technicals

    USA Assets
    ???

    Militia forces will spawn inside the city, rallypoints will last 3 minutes before disappearing.
    After that the only way into the city is via MI8 helicopter leaving the farm in the SE corner of the map.
    US Forces will attack only as infantry, but after capping the first line of defence will gain heavier assets.
    Militia needs to bleed US tickets before losing all of their own.

    Commander : TEDF
    Pilot : SYDNEY

    beirut.jpg

    BEIRUT

    ISRAELI DEFENCE FORCE Vs MIDDLE EAST COALITION

    IDF Assets
    300 tickets
    2x Merkava MBT
    2x UH-60L
    2x Logistics Truck
    2x HMMWV 50 cal

    MEC Assets
    ???

    IDF Forces will assault objective A from the carrier via helicopters and the docks via land assets.
    MEC engineers have destroyed the bridge at point A so logistics trucks will need to deploy CSBs (close support bridges) to cross
    Infantry is expected to defend the fragile logistic trucks as this arduous task is completed.
    All points marked B are available for capture after A, followed by C then round completion at point D.
    UH60 will only be able to drop ammunition boxes, so no FOBs can be built across the river until the bridge is repaired

    Commander : TEDF
    Pilot #1 : 22.12
    Pilot #2 :  SLEDGEHAMMER
    TANK #1 Driver/Commander : KEED
    TANK #1 Gunner : SYDNEY
    TANK #2 Driver/Commander : DOUBLE13
    TANK #2 Gunner : SPARTANISH

     

    karbala.jpg

    KARBALA

    INSURGENTS Vs MIDDLE EAST COALITION

    INS Assets
    300 tickets
    Ammunition Technicals
    MG Technicals
    AT Technical

    MEC Assets
    ???

    INS forces are required to hold the city.
    Points marked with A are the outer perimeter. Points marked with B are the inner. C point is the final standpoint.
    Once an outer perimeter flag is capped MEC will attack the following inner perimeter flag. Example; North west flag A is captured, MEC will attack north west flag B
    Ins forces will spawn randomly throughout the city, only rallypoints are able to be deployed, FOBs are disabled.
    Commander : MELON

    bamyan.jpg

    BAMYAN

    British Forces Vs Taliban

    BAF Assets
    400 tickets
    3x Warrior APC
    1x Lynx Transport Helicopter

    Taliban Assets
    ???

    UK Forces are to proceed to extraction point, capturing checkpoints along the way.
    Taliban will be on the defensive.
    Infantry cannot change the state of the flag, only land assets and only while manned. Extreme care must be taken to keep the assets alive
    Loss of a Warrior will cost UK forces 30 tickets.
    APCs are confined to the area withing 30m of the road on the route, no camping in the hills

    Commander : BLAZERRRRR!!!!
    Pilot #1 : KEED
    Warrior #1 Driver/Commander : SPARTANISH
    Warrior #1 Gunner : SLEDGEHAMMER
    Warrior #2 Driver/Commander :
    Warrior #2 Gunner : JERSANS
    Warrior #3 Driver/Commander : TEDF
    Warrior #3 Gunner : Sydney

     

     

    DOWNLOAD: LINK

    Install Instructions:
    1) Download the file
    2)locate your PR levels directory, (default is C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr\levels)
    3) Extract the downloaded zip file into pr\levels using winzip, winrar, 7zip etc.
    4) Run PR
    5) Create a local coop game and check that the event maps, (Bamyan Event, Beirut Event, Iron Ridge Event and Karbala Event) are in your maplist
    6)If they are you're good to go for the event

    • Upvote 14
  7. T-12 HOURS Until start

    FINAL PRE-EVENT POST

    I know this has been said before, but I want it to be abundantly clear;

    THERE IS A ZERO TOLERANCE POLICY FOR THE EVENT, YOU WILL BE REMOVED FROM THE SERVER IF YOU ARE BREAKING RULES FOR THE DURATION OF THE EVENT, IF NOT LONGER!!!

    With that out of the way, anybody who is not on the signup list may be removed at any time to make room for those in the signup list. Infantry squads are not signup positions, only vehicle operators and commanders are safe.

    Those in TS3 remember it is an open channel to all those present, spamming or excessive shit spewing will get you kicked from TS. Mumble spam or music will get you booted from the game.

    Do not, I repeat, DO NOT spam a million bug reports or complaints are me, I will have no patience for the usual whining.

    I have had no requests for install assistance so I assume you all managed it successfully. I am on TS for 2-3 hours after this post, come find me if you need it, after that I will not help anybody.

    If the server crashes the event will restart at the map it crashed on. If it's a map issue the next map will be run.

    SERVER PASSWORD : TEDSUX

     

    • Upvote 4
  8. Okay, so lots of interest delovoping including PR pubbies, which is good! I want to make it clear any rule breakage will be treated with zero tolerance, expect a heavy handed approach toward deliberate griefing.

     

    We still need some more commanders, lashkar could very well use one with his CO rallypoints.

     

    To give some insight on gameplay, I've made a 2 minute delay between kit requests,  as well as limiting rifleman to 1 per squad. Both to stop rifleman ammo spam.

    FOBs, Razorwire, and sandbags need to be shoveled

     

    • Upvote 1
  9. 5 minutes ago, Jersans said:

    However just a (probably) dumb question from me. I got the event maps. They all work on local server and no crashes even with my poor 6 y/o old baby (peecee) but on the Khami map everything seems frozen as in the bots don't spawn and neither do the choppers. Is it me? Is it supposed to be like that or do other people have the same and it will be an issue? 

    Also - I just noticed from the rules that if we lose the Strykers and Humvee (who are the only ones that can capture flags) on Ramiel we lose the game, basically they're our Achilles heel as there's no alternative strategy, so we'll need a kick-ass repair squad in the rear and close infantry support against those pesky RPG guys and elite infantry on point to clear the road.  It's probably going to be the hardest map I think because the assets can't/shouldn't take point so infantry needs to clear the map with the IFV and Humvee's providing fire support and defend flags with engineers in our back to keep us alive. Tough but awesome challenge there as three well aimed RPG hits can end the game in a matter of seconds :)

    Do we get a rematch if we lose?

    The other maps are equally challenging but less risky if you ask me. 

    The bot's on blufor don't spawn because it's designed for human team. The helis spawn times are weird and I'm not gonna go into detail, they spawn sometime around 7 minutes into the game. and I can't seem to get a sooner spawn without too quick respawn. I didn't have time to look for a fix.

    Yep just play it safe on Ramiel, bots shouldn't be spawning right next to vehicles so no insta RPG. a well formed defensive circle should deal with most threats.

    Rematch? Depends on how fast you lose. If the event runs well I don't see any reason not to run it again, though I have some cool ideas for other maps if they do run well and it's a sucess.

    • Upvote 3
  10. Download is up, install instructions on the bottom of the first post.

    I down't want a million people joining TS asking for help an hour before the event starts so if you have issues make sure to ask well beforehand.

    The maps might sort of work in local, and some might not, either way they are designed for human team vs bot team so any bots on BLUFOR will have issues

  11. EVENT DATE : Friday the 13th at 2100 GMT/PRT (or 9pm GMT)

    SERVER PASSWORD : TEDSUX (allcaps)

    Welcome to the first and hopefully not last PR co-op event.

    Long story short I've spent a long time modding PR as some of you know and I've learnt a few things over the years. These events fall into a more serious category regarding difficulty, but hopefully just as fun as regular PR.

    Signups are now open and available for asset positions and commander, infantry squads will be made on the day as per regular PR

    Entry is simple, download the files (LINK). Check the forums on the day for server password. Join the server. Have fun.

    Rules are standard =VG= coop rules but the commander has final say in squad movements and attacks, obstructive squad leaders will be resigned. Expect less leniency to rule breakage and bending during the event

    In addition there will be changes to the coop gameplay:
    FOBs will need to be shovelled
    Squad leader spawn-point is removed
    Ticket count will matter
    3 minutes wait between each kit request.
    +Map specific changes

    Khamisiyah_minimap.jpg

    Khamisiyah

    US Army Vs Syrian Rebels

    US Assets
    150 tickets
    4x MH6 transport helicopters (spawn delay)

    SR Assets
    ???

    US Forces will spawn at the airfield and prepare for assualt, there are eight bunkers to capture in any order. Both CQB and long range night time fighting

    Commander : 
    Pilot #1 : SYDNEY
    Pilot #2 :  MELON
    Pilot #3 : RECON
    Pilot #4 : BRYAN

     

    Commander : TEDF
    Chinook Pilot : PISSBLITZ

    Ramiel_minimap.jpg

    RAMIEL

    US Army vs ARF

    US ASSETS
    500 Tickets
    2x Stryker APC (non-respawning)
    1x HMMWV 50 cal (non-respawning)
    2x UH-60 Blackhawks (10 min respawn)

    ARF ASSETS
    Expect ARF defensive positions
    ???

    US Forces are to proceed to extraction point, capturing checkpoints along the way.
    ARF will be on the defensive, unable to recapture any lost flags.
    Infantry cannot change the state of the flag, only non-respawning land assets and only while manned. Extreme care must be taken to keep the assets alive
    Loss of a Stryker will cost US forces 200 tickets, loss of all land assets will result in a loss.
    Engineers can repair both HMMWV and Strykers

    Commander : TEDF
    Pilot #1 : SYDNEY
    Pilot #2 : 
    Stryker #1 Driver : MARTIN
    Stryker #1 Gunner : SEREVERGREEN
    Stryker #2 Driver : DOUBLE13
    Stryker #2 Gunner : JERSANS
    Humvee Driver : BRYAN
    Humvee Gunner : JAKI

     

     

    Op_barracuda_minimap.jpg

    OPERATION BARRACUDA

    FRANCE Vs CHINA

    FR ASSETS
    300 Tickets
    2x Panther transport Helicopters (5 minute delay)
    1x NH90 transport Helicopter (5 minute delay)
    1x Tigre attack Helicopter (10 minute delay)
    4x assualt boats (5 minute delay)

    CH ASSETS
    ???

    Standard AAS

    Commander : 
    Pilot #1 : SYDNEY
    Pilot #2 : JAKI
    Pilot NH90 : SEREVERGREEN
    Tigre Pilot : TEDF
    Tigre Gunner : JERSANS

     

    DOWNLOAD: LINK

    Install Instructions:
    1) Download the file
    2)locate your PR levels directory, (default is C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr\levels)
    3) Extract the downloaded zip file into pr\levels using winzip, winrar, 7zip etc.
    4) Run PR
    5) Create a local coop game and check that the event maps, (Khamisiyah Event, Lashkar Valley Event, Operation Barracuda Event and Ramiel Event) are in your maplist
    6)If they are you're good to go for the event

    INF Squads

    INF Squad 1: CheekiBreeki
    SL: =VG= Double_13
    VODKA Skitalez
    VODKA Dragovich
    VODKA Jersans
    VODKA Un4given
    VODKA Sweetwarrior
    Lysander94 

    22..12

    INF Squad 2: HATER INF
    SL: HaterOneActual
    PissBlitz
    Ryan TT
    Doc.Moon
    JCLA3114
    Spartanish
    Xenalite
    Knifer

    INF Squad 3: Kiwi Squad
    SL: Kavlenko
    InchPincherToo
    cptn_wonderful
    Brokenarrow
    =VG= Eclipse002
    ArchTop
    Daniel75
    RotBlut

    INF Squad 4: Leftovers
    SL :=VG=keed
    =VG= PBAsydney

    Unassigned
    =VG= TEDF
    =VG= Jaki
    =VG= MELOOOOON
    =VG= Recon
    Badploy
    I3RY4N
    zero_tolerance_s
    Martin
    SerEvergreen

     

    Combined Count: 35

    Lashkar_valley_minimap.jpg

    • Upvote 8
  12. 1 hour ago, Jersans said:

    On the other hand basically what happened yesterday was purely because of probably the majority of the players soloing or otherwise not assaulting as a team. So in that case it would make sense to ask players to squad up if you ask me. But fair enough. 

    If they don't join a squad and play as a team what makes you think forcing them to join a squad is going to make them anymore of a team? 

    If the server is full and there are no afk players, and there are people on TS who want to join, I think it's fair to say the unsquaded can be kicked, but only when those conditions are met which is next to never

    • Upvote 3
  13. 10 hours ago, Jersans said:

    1.) We admins are supposed to enforce the 'join a squad' rule correct? Meaning !w, !w, !k?

    2.) As admins we are/should be required to lead squads when needed as for example in the previous conversation where it was painfully obvious that the game became frustrating due to people soloing and in the wrong squad.

    3.) Is there actually a valid reason to have more people in a Trans squad then the pilots? I see no reason for it as Trans typically crashes or gets shot down with a missile?

    Also - I will gladly admit that sometimes I sit out a map with trans or play as a medic/lat/grenadier because I don't want to play it (as SL) and just blablabla with my friends but I will alwayswhen things go south, leave and create a squad to assist or finish the map. 

    4.) We are pretty clear on the fact that if you have a defense marker on your flag it's perfectly valid to keep your squad there and build an FOB for fire support and defenses? Because that was just an odd thing there to me but I'd like to see it clarified for future reference.

    5.) As squad leader you can obviously ignore orders from the commander if you deem them too risky or foolish. To be honest I am actually not clear on what to do as an admin when an incompetent commander takes charge. Ignore it. Resign him/her? What's the protocol?

    1) No, we do not have a forced squad rule nor is it to be enforced by our admins.

    2) No, you're admins to keep the server in order. You're not required to lead squads or play anyway you don't actually want to. (Besides abiding by the rules) Play the position you want to play.

    3) Unless it's a full squad or close to it I normally have no issue with it. I believe in not causing drama when there's no need, If the pilots are happy I don't care.

    4) Yes, because there is a chance for the enemy to recapture. Obviously it takes less to defend than to offend, so the more capable squads should be on the offense.

    5) Depends on the situation, but it may fall under disruptive gameplay and you can resign. You don't need to obey order but should at least consider all valid orders.

     

    • Upvote 4
×
×
  • Create New...

Important Information

Terms of Use and Privacy Policy