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=VG= Kavelenko

VG Clan Member
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Everything posted by =VG= Kavelenko

  1. 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!
  2. 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?
  3. 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....
  4. 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?
  5. 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!
  6. 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?
  7. Hi Everyone, This is a subject I've been dying to bring up for sometime now. The Role and use of the commander on the COOP server. I'd like some great ideas and input from anyone as to how we can get the commander's role to work in a meaningful way on the COOP server. In my opinion it's one of the most under-utilized roles on the COOP server but as we've seen in modded events; can be most effective in coordinating squads on difficult maps/missions. I know there are players who DO play the commander role quite a lot, what do you guys think about it and what are some of the ways we could use this feature to improve team-play in general while keeping it fun?
  8. FatAlbert and I tested this out and we can put up a FOB with two guys (one engineer) in 4 minutes 7 secs. We also completed a round on Muttrah City without deploying a single FOB but that was with 30+ players on the server.
  9. My worry is that players who play on the server when it is not quite so full will just leave for easier maps. I've seen this happen when they cannot deal with the armour on Banjam for example. Its the newbs who are the first to give up because they cannot get anywhere. If you want to make it a challenge for those 2-3 man squads, put a few experienced players on the OPFOR side and then see how successful they are.
  10. But don't we already have a rule regarding flag hopping? I think it comes under base rape but I concede there have been instances where some commanders were skipping ahead and building FOBs. Surely that is easily dealt with by admins who can resign the offending commander, and destroy those FOBs?
  11. For the sake of discussion, I don't really see why its become 'illegal' to build a FOB on a flag especially when a squad needs to defend that flag with assets such as HMG, Foxholes and TOW emplacements against heavy resistance or armour. What are we supposed to use against multiple TANKS and AAVs? Two AT kits? Personally I think the placement of FOBs on the flag or 200m from the flag depends on your philosophy as a squad lead. Some of us don't see the need to place a defensive FOB (i.e. the latter) while others just want to cap the flag and move on to the next objective, this may mean not building a FOB at all. FOB creation may also depend on the number of players on the server and the map. I'm all for Cooperative team play but being told where to not create a FOB is taking it too far, in my opinion.
  12. Alpha Group is ready to deploy. Officer Kit - Kavelenko - confirmed Medic 1 - BrokenArrow - confirmed Medic 2 - -Faraday- - confirmed Breacher Kit - Stark58 - confirmed Automatic Rifleman - deathdealer203 - confirmed Lite Anti Tank Kit (LAT) - FatAlbert - confirmed Grenadier Kit/Rifleman - I3RYAN - confirmed Heavy Machine Gunner (HMG) / (HAT) - Random - unconfirmed Alpha Group will accept randoms on the day of the event if any of our players are unable to attend.
  13. The other big rule is no squad locks until all available assets are manned.
  14. Have to agree with that Double_13, a commander is definitely a plus and adds to the event. Please can we have no criticism of the commander either, there's enough pressure on them without giving them shit when things don't work out.
  15. Alpha Group is ready to deploy. Officer Kit - Kavelenko - confirmed Medic 1 - Cptn Wonderful - confirmed Medic 2 - -Faraday- confirmed Breacher Kit - FatAlbert - confirmed Automatic Rifleman - necrodude - confirmed Lite Anti Tank Kit (LAT) - BrokenArrow - confirmed Grenadier Kit/Rifleman - I3RYAN - confirmed Heavy Machine Gunner (HMG) / (HAT) - Blazer - confirmed Alpha Group will accept randoms on the day of the event if any of our players are unable to attend. REFERENCES: Tactics 101 101 – The Mechanized Infantry Platoon
  16. That was a great event TEDF despite the difficulty level; which I happen to like. I'm rendering a video of the first Map Phoenix which I'll post as soon as its done. Clearly from the footage we all had a lot fun, looking forward to the next episode! Here it is: cheers, Kav
  17. Oh well in that case everything is working fine.
  18. Jersans and WCCBadploy asked how the Revent went. After a few problems minor problems we started with Ramiel. I thought I had my recorder on but it turned out I was wrong so no footage of that map. It was the most successful of the six maps we played. 1. Ramiel - A good win (and I hope someone got footage) and the team capped all flags to Exfil. 2. Iron Ridge - not sure whether the team won or lost but it didnt last that long as I recall. 3. Beirut - the map crashed before we managed to end it but at least Blazer and Melon did a great job of completing the bridge building! Very entertaining as the video showed. 4. Muttrah City - a complete disaster because no squad could cap the first flag and we ran out of tickets due to bleed. 5. Khamisiyah - I think we won this one on attrition, managed to kill off the bots to win, I'll need to check footage to confirm that. 6. Operation Barracuda - One again we failed to stop the ticket bleed but by then everyone was getting tired and the server was down to 15 players. Overall it was still a lot of fun but was not attended well in the end. I think it would be better to limit the number of maps to 4 next time. 4.5 hours was a bit too long to keep focus. But thanks to Melon for all the hard work put into get these events happening! cheers, Kav
  19. Downloaded and ran the maps but they don't seem to be spawn-able.
  20. Hey Guys, I uploaded Melon's Revent : from Alpha Group's perspective. If you got em post em! Muttrah City Khamisiyah Operation Barracuda
  21. Aww leave him alone Blazer , besides we need Birthday Boy to get us into places quick, he's our point-man. I can see this event quickly becoming a shambles without good commanders but hey we're all big boys, we should be able to cope on the day!
  22. Welcome aboard l3RYAN, Grenadier is your default kit and HAT when available. cheers, Kav
  23. Alpha Group is ready to deploy to any destination. Default Kits: Officer Kit - Kavelenko Medic 1 - Cptn Wonderful Medic 2 - -Faraday- Breacher Kit - Stark58 Automatic Rifleman - deathdealer203 Lite Anti Tank Kit (LAT) - Necrodude Grenadier Kit - I3RYAN Heavy Machine Gunner (HMG) - Blazer Alpha Group will accept randoms on the day of the event if any of our players are unable to attend.
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