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Everything posted by TEDF
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It's meant mostly for the currenct FOB changes, But I decided to throw other stuff in here as well. 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. No one is saying that it's illegal to build FOBs on the flags, we are just making it a bit harder since the main complaint I've got recently is that it's too easy and boring, so instead of turning the bots into 1 hit kill sniper machines, I decided to go a bit different route.
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Additional temp. test changes include having 2 specialized kits per team with 7minute respawn time and 1 minute cooldown between kit requests. Will also do few changes to the bot spawns and flag layouts on maps that have all but the main bases neutral. Feel free to post feedback on these changes and if you feel that something else should be changed or changed back as it was. The deployable weapons, such as AA / AT / HMG / Mortars cant be set to diggable as they tend to crash on COOP when someone jumps in mid digging.
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New date set to 6th of May, 7pm GMT.
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Hi gents, Due to the unexpected server issues, the event will be postponed until further notice. Rough time given is a week, but could be longer, so no postponed event date will be given for now. /edited
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Yee, Take your time. No rush. I can add the stuff in late stage as well when needed The radio jammer covers the entire map.
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Map - What type of asset, how many, and location. Example - F Road, 1 x TOW E7 kp5, 1 x jamming tower A13 kp1.
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Bump. 1 day left until Commander's assets are locked.
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1. Nope 2. Nope 3. Jup 4. One asset = 20 tickets that will be taken from ticket pool In total, there will be 5AT launchers, 2 AAs and 1 jammer for this event. It is up to commander to distribute them as he sees fit. For example, if commander chooses to deploy all 5 AT launchers on dragon fly, then he wont be able to deploy any more on other maps.
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aka less accurate and with longer delayed artillery strikes throughout the round
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Operation "Red Tide" Part III 6th of May 7pm GMT PASSWORD:rushb With the conflict winding down in Middle - East, all eyes are now turned to Europe, where the conflict between NATO and Russia has escalated even further. All diplomatic effords so far have failed and Russian troops have been spotted massing in their western border. Briefing : Event Info : 1. No signup is required to join the event. It is allowed to gather up people for squads beforehand. 2. The only spawn points will be in the main deployment zones. It is up to the team to build FOBs and deploy rallypoints to assure that key positions can be reinforced with manpower. 3. Logistics trucks are the only assets carrying supply grates. Troop Transport Truck carry 4 ammo boxes. 4. It is not allowed to leave the defence zones ( except Iron Ridge). It is not allowed to go into Russian deployment zones / camp enemy spawn points. 5. Deployable AT/AA launchers and handheld AAs will be disabled. 6. Russians have brought in their heavy artillery units. Make sure to spread out your units. A jamming tower is available to be deployed by the commander which will make it harder for russians to coordinate arty strikes. 7. Maps will be added during the event week, at least 24h before the event Commander Assets : The commander(s) will have additional resources that they can choose to deploy on the maps. To deploy the assets, commander(s) have to post below where they would like to deploy the asset. The choice must be done by 15th of April. After that the assets will be locked. If there's no commander signed up for any of the maps, the event host will choose 1 asset per map and places it randomly. All the assets cost 20 tickets to deploy and are non respawnable. assets available : 3 x TOW launchers 2 x Milan launchers 2 x Static Stingers 1 x Jamming tower Maps : 1. Fools Road - US 101st Airborne vs Russian Spetsnaz & 3rd TankCompany US Assets : 300 tickets 3 x HMMWV Uparmored 2 x HMMWV Support 2 x Troop Transport Truck 2 x Logistics Truck - non respawn Commander : US forces start from the Bluefor Base in the west and must rush to east to set up defences to hold off incoming russian forces. We estimate that we have around 5-10 minutes before the first enemy units arrive. Our supply lines have been cut off by russian paratroopers, meaning that these 2 logi trucks will be the only ones we are gonna get. Protect them at all cost! Objective - Bunker must not fall until reinforcements arrive. 2. Dragon Fly - GER Panzergrenadier 122 vs Russian Spetsnaz GER assets : 300 tickets 4 x Gwagon 2 x Troop Transport Truck 1 x Logistics Truck 2 x Fuchs APC - Non respawn Commander : Russian forces have the city surrounded from all sides except West. Russian airforce have dropped proximity mines north of the city, making our reinforcement access from that side impossible. Bluefor will be deployed from the camp Bushido and must rush to the positions in the city. We estimate that the russian forces will arrive within minutes. The golden stars indicate bridges that our engineers have managed to detonate, blocking russian access to the areas marked on the map with red lines. Our supply lines have been disrupted by enemy paratroopers, which makes it difficult to bring in additional supplies. Protect the logistics truck at all cost as it may take a while until a new one can be brought up. Objective - Camp Bushido must not fall. Secondary Objective - Hold the city until reinforcements arrive. 3. Iron Ridge - FR Commandos Marine vs Russian Spetsnaz & 22th Mech. Batallion FR assets : 400 tickets 3 x Troop Transport Truck 1 x Logistics Truck - non respawn 4 x VAB APC - non respawn Commander : French forces start from the industrial sector at north and must rush to their positions south. Russian forces have already been spotted in the region, giving us next to no time to prepeare our defences. Our supply lines have been cut off, meaning that we are unable to bring in any additional supplies. Protect the logistics truck at all cost! As the russians caught us with complete surprise, we dont have time to set up in the town further south. It is however possible to delay russian reinforcements by sending units to delay the russians getting hold of the city which will also delay their heavier reinforcements. Use caution though, as the Russians will still attack our main positions further north and spreading forces on two fronts may lead some of the units getting cut off and overrun. Objective - The industrial base must not fall Secondary objective - Hold the town for as long as possible. Event Rules : 1. Standard VG COOP server / TS rules 2. Map specific rules Download : CLICK HERE 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 are in your maplist 6)If they are you're good to go for the event
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Thank you all, who joined. As always, feedback on maps is welcomed. FSA managed to capture the last Taliban stronghold and peace has returned to the region, for now. With the conflict winding down in the Middle - East, we now turn our attention towards Europe as the conflict there continues to escalate even further. Part II debrief :
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Download added to the main post. Sorry for delay
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Sorry for the delay. Will upload the maps today/tomorrow. Been busy with work and had no motivation to mess around with the crash to desktop simulator.
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Banned /locked
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Kicking members from squad should be limited to few simple key points : 1. Squad member is not following orders 2. is being disruptive / annoying to other squad / team members. (Trolling, mic spam, disruptive comments, shooting randomly etc.) 3. Is a total scrub when it comes to manning and running the big assets. 4. Has a sniper kit for longer than 10 seconds 5. Something that I cant remember atm :-S It is not allowed to kick someone just because they do not have a mic. If the person is able to hear others and is responding on chat then he has every right to remain in the squad. Also it is not allowed to kick a person just because you don't like them. The same goes with the skill / experience level. I know that there are a lot of *word that shall not be named* around lately, but how are they ever going to learn when they get kicked the moment they join the squad? I know that those guys can be pain in the arse, but they do have to learn from somewhere. Just take your time and explain the basic stuff on the run when possible, point them towards the PR's holy Bible aka "The Manual". It is allowed to lock the squad at the beginning of the round to reserve slots for certain people. If someone else joins before hand it is preferred that the squad lead would explain the situation and ask for the person to leave instead of faster than light kick.
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Nope. Scientists are still working on that upgrade
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MEC doesn't exist in this scenario. FSA is part of a bigger rebellion faction that's fighting against Taliban Only 2 slots per player for now. Since the tank on Sharqi is manned, I can put you on HIghway and Quarry
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@Spartanish Added you to Shanqi and Highway. Forgot to mention this on main post, but let's keep it 2 signed positions per player like on Melon's event
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Operation "Red Tide" part II 8th of April 7pm GMT Briefing : With the crisis between Nato and Russia escalating in Europe, Delta Force has been pulled out from the Middle East and US forces are ordered to return to their bases. This leaves the job of clearing out the last Taliban strongholds to the Rebel's 3rd mechanised company. The enemy has fled to their three remaining sectors and will do anything to keep the hold on the area. US UAV picked up a large number of enemy tanks and IFVs in the region. Event info : 1. Heavy assets are signup based - first come, first serve. To apply for position, reply to this post. (2 positions per player) 2. Inf does not have to sign up. It is allowed to gather up people for your squads. 3. Maps will be added on the event week. 4. FOBs will be available, but will require digging. 5. Due to lack of funding, it is prohibited to build ATGM launchers from the FOBs. (SPGs allowed) Maps : 1. Sharqi Peninsula - FSA vs Taliban FSA assets : 1 x T-62 2 x BMP1 4 x 50.cal technical 2 x zastava music truck 1 x FSA logistics truck FSA will start their push from the south of the city. The outpost south of the city must be secured before advance on the city can commence. All units are to remain on the lowground. Mountains are off limits. Also, a lot of sharks have been reported in the region, meaning that swimmining over the sea is not an option. Enemy heavy reinforcements expected from north and east after the alarm is given. Response time currently unknown. NO CAMPING ENEMY REINFORCEMENT ROUTES!!!! Tank 1 : Driver : Double_13 Gunner : Spartanish IFV 1 : Driver : Kaioshin Gunner : SerEvergreen IFV 2 : Driver : Gunner : 2. Taraba Quarry - FSA vs Taliban FSA assets : 2 x T-62 2 x BMP1 1 x AA truck 4 x 50.cal technical 2 x music vans 1 x logistical truck Intel : FSA will start in an abandoned industrial sector NW of the area and will progress east towards the dam. The red area east of deployment zone indicates mines, making advance towards that area impossible. The blue area south of deployment zone indicates area under the control of friendly forces - No enemies will come from that side. Intel suggests that enemy has deployed air assets and heavy armor to the region. Tank 1 : Driver : Carkidd Gunner : Jersans Tank 2 : Driver : Gunner : IFV 1 : Driver : TEDF Gunner : Sydney IFV 2 : Driver : Gunner : 3. Highway Tampa - FSA vs Taliban FSA assets : 4 x T-62 3 x BMP1 4 x 50.cal technial 1 x SPG technical 2 x logistics truck Intel : This is the last remaining Taliban stronghold. No doupt they will throw everything they have at you. Expect heavy armor, backed by mechinised inf presence in the area. Taliban, in desperation, have blown up oil derrics in the area, turning the ground into wasteland. View distance is reduced greatly due to heavy smoke and dust. Use caution when engaging enemy forces since their assets are superior to our own. Tank 1 : Driver : Double_13 Gunner : Spartanish Tank 2 : Driver : Carkidd Gunner : Jersans Tank 3: Driver : Kaioshin Gunner : SerEvergreen Tank 4 : Driver : Gunner : IFV 1 : Driver : TEDF Gunner : Sydney IFV 2 : Driver : Gunner : IFV 3 : Driver : Gunner : Event Rules : 1. Standard VG COOP server / TS rules 2. Map specific rules 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 are in your maplist 6)If they are you're good to go for the event
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Thank you everyone who joined. I guess the difficulty was a bit too high for inf only combat, will tune it down for the next events. Next event is planned for 8th of April, same time 7pm GMT. Going to post event details and maps in the next coming days. Operation "Red Dawn" part I Debrief :
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Password for the event is "meluns" .
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Bump. 2 days to go
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Jup, as intented. No sneak peeking
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Added the download link with an additional map - Black Hawk Down. Also, event will be moved earlier - to 7pm PRT