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=VG= Kavelenko

VG Clan Member
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Posts posted by =VG= Kavelenko

  1. 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.

    1. Tad Sae
    2. Charlies Point
    3. Assault on Mestia
    4. 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?

     

    • Upvote 1
  2. 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!

    • Upvote 3
  3. 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?

     

    • Upvote 5
  4. 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.

    • Upvote 3
  5. 50 minutes ago, =VG= TEDF said:

    I just feel that if a 2-3 man squad can run around on the map, using only knives and a logi truck, throw down bunch of FOBs and capture all the flags for the team, then something needs to be done.

    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.:P
     

    • Upvote 1
  6. 51 minutes ago, =VG= TEDF said:

    The main reason FOBs got changed was to prevent people from spamming FOBs on flags that were ahead of cap order by taking a logi truck, drive through the map, throw down bunch of FOBs and then call it GG. It's secondary purpose is yes, to encourage people to find more "suitable" locations for FOBs rather than just dropping a crate from the truck and throwing it down out in the open / middle of the flag. Heavy assets can be deployed up to 150m from the FOB so Idont see the issue with having a FOB a bit further away.

    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?

    • Upvote 1
  7. 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.

    • Upvote 3
  8. 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.

    • Upvote 1
  9. 14 minutes ago, =VG= Double_13 said:

    Might be a suggestion but should there not be a commander signup as well. I think it is a good idea that the commander has some sort of battle plan/idea beforehand.

    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.

    • Upvote 3
  10. 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

    • Upvote 2
  11. 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

    • Upvote 3
  12. Alpha Group is ready to deploy to any destination.

    Default Kits:

    1. Officer Kit - Kavelenko
    2. Medic 1 - Cptn Wonderful
    3. Medic 2 - -Faraday-
    4. Breacher Kit - Stark58
    5. Automatic Rifleman - deathdealer203
    6. Lite Anti Tank Kit (LAT)  - Necrodude
    7. Grenadier Kit - I3RYAN
    8. 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.

    • Upvote 1
  13. 48 minutes ago, l3RY4N said:

    If we would make the APC/IFVs available to all inf squads and a "lone wolf" squad gets hands on the APC would just be like wasting the asset.
    I agree that having Mech Inf squads instead of "pure" APC squads are more efficent and fun.

    So my suggestion would be that we prioritize the type of squad like this:

    1. Mech Inf
    2. APC
    3. [Regular Inf squad]

    That way Inf squads would have access to apcs and be able to use them but if a squad is created that really dedicates itself to APCs or even better (best case scenario), a squad for INF and APCs with damn good Teamwork.

    2nd suggestion:

    Make it available for all INF squads and if someone just goes "lone wolf" and wastes it admins just make the call and warn him to work with his squad/team. But the problem here is we admins cant keep an eye out for everyting on the battlefield.

    We've already discussed this idea in a previous post:

    http://veterans-gaming.com/index.php?/forums/topic/7798-about-the-brdm-vehicle-rules/#comment-76020

    Not too many people were that interested unfortunately.

    Perhaps its time?

    cheers,

    Kav

    • Upvote 2
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