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Official 99th: Ticket to Creech - Fencer mod

7 years 3 months ago
Fencer
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Official 99th: Ticket to Creech - Fencer mod #8954
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Tracer allowed me to tinker a bit with this mission (best way to learn how things work is to take them apart and reassemble them) so I changed some things.

- Tankers for both teams. They are immortal, so save your ammo.

- You can no longer win by only targeting the secondary objectives (which makes them secondary again, not primary :P) They all give 3k and take 3k from red now.

- Difficulty for every secondary objective has been increased to encourage teamwork. All it took was a single F-5E at low altitude to bomb the comms tower or the oil tanks - now you need to cooperate and/or use your head to get the job done.

- AI CAP that spawns when you approach a certain sweet spot is no longer target practice. Bring escorts!
<span class="abbc3_strike" style="text-decoration: line-through">
- Patriot site around the Spamraam bunker lagged the game out so it has been replaced with some other nasty things you have to deal with. (The version I based my "Fencer Mod" on did not have tracers change which avoids taking away the Matras. I did some tinkering and I think I got it right - so if they are still being taken away, please forgive me. :)</span>

- AWACS for blue team. It comes with a twist though. While red gains the ability to continously construct Early Warning stations through the use of CTLD, it would make sense to give Blue the same capability - but DCS has it hardcoded, so nothing we will ever try will allow blue to do the same. Instead, you start off with a single AWACS plane way outside the staging area. Should somebody blow it out of the sky, command is going to complain, take away some funds (i.e. score from blue, you're financing them with the good stuff you recover from creech) and send another one after a couple minutes. After 3 AWACS have been downed (each of them will get a little harder to kill) you won't get a replacement. The russians will of course salvage the wreckage to get some funds themselves.

- Heli attacks for both sides, you may have noticed these Mi-24s blowing up your Hawk sites right? I kinda modernized them a little and increased their numbers, they fire once the enemy team gets beyond 10k. Works both ways now - red spawns Havocs, blue spawns some Apaches. As a MiG-21 in my trials had to find out, don't be a hero when you try to kill them, they pack quite a punch.

Planned: Replace KUB with SA-3 through CTLD, could use a hand on that though.</div></div>

Okay here's a fresh list of changes I made (it all seems to work now):

- First AWACS for Blue is Darkstar, escorted by 2x F/A-18. I had to add some escorts because the MiG-21 that spawns at the start (which has been delayed by 10 mikes) kept shooting the poor guy down. Should you and/or the escort fail to protect it and somebody shoots it, command is going to yell at you, subtract 1000 from Blue, add 1000 to Red and start a 10 minute timer. After this timer expires your second AWACS, Wizard, will spawn - command got a little worried so they dispatched some F-14s to escort it. Should you fail again, same thing, you lose score, red gets score, AWACS is gone for a while. Third and last AWACS is Overlord, escorted by some F-16s, waaaay outside the staging area. When Overlord goes down, no more AWACS will spawn.

- Both teams have tankers - they follow a linear path which never ends, to avoid having them land somewhere. They are immortal, so save your ammo. I don't see a rule that sais don't shoot poeple refueling, but let's just say you wouldn't appriciate an ET on the boom either. ;)

- Secondary Objectives no longer win the mission for you. They do give you the score bonus (or in reds case, penalty) but on their own do not suffice to win the mission. Play the objective around Creech as well! They also got a lot tougher to complete, so you need to cooperate. Hint: Bring SEAD and Escorts.
  • Alamo now has SHORADs and some AAA protecting it
  • Pahrump is now defended by a very sophisticated SAM system and gained some additional MANPAD and AAA cover
  • Spamraam bunker is now dangerous to approach from every angle. Cooperate and bring SEAD.

- Enemy CAP is now actually a threat, not just target practice. F-5s have been replaced with something slightly more dangerous, MiG-21s up at Rachel have been relieved by something more advanced and the Mirages have been replaced with a more sophisticated tool of air interception.

- Should the enemy team get a score greater than 10000, a squadron of helicopters will swoop into the AO and attempt a cleanup. They are very effective at doing so, and as a recommendation, don't be a hero trying to kill them. Didn't end well for the MiG-21 trying just that. ;)

- Red team starts with an EWR around the Alamo, it is really hard to miss and does not offer a complete picture of the area - nothing a few Kilters can't fix.

- Defenses of both FARPs have been beefed up a little bit, that way you don't need to fear being killed as you leave the FARP.

- Red groups moving into the zones now bring some nasty surprises.

CTLD Update:

Since the Kub turned into expensive paperweight I have replaced it with the S-125, more commonly known as the SA-3 Goa. Vampyre suggested it and my observations confirm Vamps statement that it is on par with the HAWK in terms of performance. Shows up as Unknown on the RWR for some reason, so you should be worried when you see that.

SA-9s have been replaced with the SA-13. Reason being how terrible the SA-9 is, super vulnerable to flares and rear-aspect only, done that to better match the capabilities of the Blue Avenger. Only carries 4 missiles but that is somewhat offset by the high POK. Their firing range (from my observations) is somewhat close to that of the Avenger, maybe a bit higher.

Mission File: www.dropbox.com/s/qd0rz4wmjb1bxk8/F99th-...h_FencerMod.miz?dl=0
CTLD Script: www.dropbox.com/s/0kv366ioiuw0w7c/CTLD-E...eech_Update.lua?dl=0

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7 years 3 months ago
TracerFacer
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Official 99th: Ticket to Creech - Fencer mod #8955
What happens if the awacs lands?

Landing and getting killed are two seperate actions. If it lands, the new one will likely not spawn.

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7 years 3 months ago
Fencer
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Official 99th: Ticket to Creech - Fencer mod #8956
-- removed because tracer posted that by the time i finished editing that :D --

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7 years 3 months ago
TracerFacer
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Official 99th: Ticket to Creech - Fencer mod #8957
Topic split. You have enough changes (some I don't agree with :D ) and it deserves it's own thread. Didn't want the changes to be confused with mine.

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7 years 2 months ago
kugar51
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Official 99th: Ticket to Creech - Fencer mod #8965
Awesome sounds like it will be great misson for when the f-18 releases....for are grandchildren. Tankers are a great addition , doing cap I always run out fuel before missles, well in the F-15.

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7 years 2 months ago
TracerFacer
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Official 99th: Ticket to Creech - Fencer mod #8966
Make the AWACS invisible and other AI will ignore it. (advanced options on the first way point)

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7 years 1 month ago
Fencer
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Official 99th: Ticket to Creech - Fencer mod #9086
Updated:

-AWACS and Escorts are now invisible - AI ignores them. Escorts only shoot at you when you get close
-Added static jets on Tonopah airport (somebody said it helps reduce lag since it forces every client to load the models beforehand)
-FARPs moved closer to AO
-FARP supply vehicles are now immortal to avoid depriving the enemy of rearmable/refuelable helicopters (You can still occupy them of course, but they won't blow up the supplies) -&gt; DEFENSES CAN STILL BE SHOT!
- Removed tankers because they lagged the server out when somebody hooked up
- Reduced cloud density
- Civillian traffic is now off

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7 years 1 month ago
Kocrachon
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Official 99th: Ticket to Creech - Fencer mod #9087
Why does Blufor get an AWACS? Redfor getting EWR was sort of a balance for the fact that Redfor is always severely outnumbered.

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7 years 1 month ago
Fencer
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Official 99th: Ticket to Creech - Fencer mod #9088

It is somewhat offset by the fact it is overall harder for BLUFOR. Good luck completing the side objectives (which no longer win you the mission on their own) by yourself.

The only thing stopping you from killing the AWACS is their escort, feel free to shoot them. They also only get 3, while offering REDFOR score which is in return being subtracted from BLUFORs account. Overall, it balances out..

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