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Zeus TvT Mission(s) - Friday 17th, 19:00


LongLiveQuebec
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LongLiveQuebec

 

 

Hello! Got some TvT in the plumbing for this Friday at 19:00. Make sure you sign up on the Calendar so we have a sense of attending numbers.

Just to highlight a couple of things about the way the wheels will turn on the First Mission:

Honour Rules:

  • NO Thermal Imagining Optics of Any Kind (Bino's/Weapon Sights etc). ONLY Assets have access to Thermal Imaging.
  • NO Picking up Hostile Radios and Listening to enemy Chatter. Yes, this is a valid tactic but there no way to reasonably counter this without the each faction rotating frequencies throughout the mission.

FIA (Guerrilla Forces):

  • Dress as Vanilla Guerrilla Soldiers, using any variation of the Guerrilla Smocks/Uniforms. NO Body Armour/Helmets are to be worn; Just Chest Rigs/Bandoleers etc. (Squad/Team Leaders can wear Tactical Vests). Covert FIA Civilians can be requested/selected by Squad Leaders.
  • Weapons will be limited to Tar-21 Variants and F2000 Variants, Iron Sights/ACO's; Autoriflemen can take Stoner 99 LMG. (Marksmen can Take x4 MRCO's) (Underslung GL's Can only be carried by either/both Squad/Team Leads).
  • Vehicles available will be a Mix of Guerrilla and Civilian Vehicles including 50. cal Technicals.
  • Guerrilla's will not have access to Night Vision of any kind, and must resort to Flashlights and Flares in Low Light.

AAF (Conventional Forces):

  • Dress as AAF Troopers, you have full access to the AAF Armoury and as such can wear GA Carrier Rigs (AAF) and Modular Helmets (AAF) (Team Leaders can wear GA Carrier Rigs GL).
  • Weapons are limited to F2000 Camo Variants with Iron Sights/ACO's. Autoriflemen can take Stoner 99 LMG. Marksmen can take Mk14 Mod 1 EBR's. (Squad/Team Leaders/Marksmen can take MRCO's) (Underslung GL's Can only be carried by Team Leaders).
  • Vehicles available will be a variety of Transport Trucks and Fenneck Armoured Cars (Including HMG Variants), AAF will also have access to 1x Armoured Asset (3 Crew) and 1x Light CAS AW159 Wilcat (Pilot/Co-Pilot).
  • AAF Troops have access to NVG's but not NV Optics.

Mechanics:

  • Each side will have an "Arm-up Phase" where they can Gear up at Weapons Boxes, make a plan, and (in the case of the defenders) shore up base defences with with zeus.
  • AAF Troops cannot shoot/detain a Civilian they know to be a Player unless they have been caught aiding the enemy (this includes inventory items such as a shortwave radio).
  • FIA Forces can reveal an FIA Special Weapons Cache containing Stolen CSAT Guided AT/AA Weaponry if they get bogged down. This cannot be radioed in until combat starts.
  • FIA Troops have One Respawn Wave where as AFF Troops are continually respawned in waves at a QRF Point some distance away.

 

Feel free to put questions and such down here; I will tweak this based on your feedback.

Original Post/Calendar Event:

 

 

Edited by LongLiveQuebec
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  1. Can we please have a limit on throwable grenades (inlcuding smokes/flares/glowsticks)? - This is to keep the server from literally dying and to prevent squads from throwing in 20+ grenades into a single building/compound. I would recommend a maximum of 1 frag grenades, 1 smokes and 4 flares/glowsticks per soldier.
  2. Can we please have a limit on grenades for underslung launchers? - Similar to point 1 it is to prevent spamming an area with 20+ grenade blasts as if the person was a mini-mortar team. I would recommend a maximum of 4 HE, 1 Smoke and 4 Flare rounds per person.
  3. Weapon Attachments? - What attachments can each side use on their weapons? You have already listed scopes limits but I would recommend that no force be allowed a suppressor and that only the conventional force be allowed to take Lasers. All forces should be allowed to take flashlights and bipods.
  4. Secondary weapons? - I would recommend that everyone be limited to non-automatic pistols that fire a ballistic bullet meant for injury. In other words, no flare guns or SMGs.
  5. Launchers? Can we get specific ones listed along with what ammo and what optics they can have? 
  6. Are explosives allowed? if so, are mines allowed? Personally I would recommend that any and all explosives be prohibited.
  7. Entrenching tools? These are sometimes used to block entrances so I would recommend that they also be prohibited.
  8. Can we pickup enemy gear? Not radios but weapons, grenades, launchers, medical gear, NVGs?
  9. Will the assets have repair kits? It's kind of annoying to face enemy armor when they can retreat and patch up. I would recommend that not have any way to repair their vehicle. This means that they have to be really careful while also being extremely dangerous due to the thermal capability.

I would also like to amend the honour rules with 1 point:

  • Don't scout out the enemy while you are dead and relay the information to living players. This makes the mission unfair and is a dick move.

 

I'm really looking forward to tonight's mission. See you all there :D

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Let me just slide in and remind you all of this rule.

Quote

During TvT missions, the Zeus/Mission Maker has the authority to prohibit gear from use. If any player uses gear prohibited by the Zeus for that Mission, they shall be punished accordingly.

 

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