Here the novelties in the ATC4 Campaign (2011-12)
Sector setup 5 people from teams A1,B1 and C1 (it is not the 1-1-A team that counts so look carefully) of the defending faction will start at sectors A,B, and C. JIP players start at the main base whatever teams they are in.
In each sector there is: - AA static weapon - 2 armed cars (MG and Tow/Spg9) - Ammobox and Field Hospital (tent)
Sector conquering rules The difficulty in conquering a sector rises as a team holds it for a long time, this to encourage fighting on all sectors during the 2 hours and not only the last 5 minutes. Holding a sector for less than 30 minutes -> Level 0 -> defender<5 ; attacker>4 Holding a sector for more than 30 minutes -> Level 1 -> defender<4 ; attacker>5 " 50 minutes -> Level 2 -> defender<3 ; attacker>6 " 70 minutes -> Level 3 -> defender<2 ; attacker>7 " 90 minutes -> Level 4 -> defender<1 ; attacker>8 The level change is displayed by a hint. The number of attackers/defenders needed is shown on the Commander's and the Team Leader's HUD so everybody should have a clear picture on the situation.
Slot and role assignement You must choose a slot/role based on your faction Commander's decisions. Different roles have different weapons at start up and you will be asked to choose your primary preferred weapon. You may change your equipment at the ammo boxes, but you may not choose weapons which are not allowed for your class. Near the ammo boxes in the base a window will pop up reminding you the equipment you can carry. You can bring ammonitions of any kind to assist another player. The main roles are:
Riflemen Includes: Riflemen, engineers, pilots, crewmen, medics, Commanders Can use: Rifles of any faction with ironsights or non magnified sights (CCO, Kobra..)
Anti Air Can use: Rifles of any faction with ironsights or non magnified sights (CCO, Kobra..) and Stinger/Igla.
Machine gunners Can use: Machine guns (M240,M249,M240 optics,PKM,RPK,PKP) or Rifles of any faction with ironsights or non magnified sights.
Team/Squad Leaders Can use: Rifles with granade launchers both with optics or without, plus rifles of any faction with ironsights or non magnified sights.
Heavy AT specialists Can use: Rifles of any faction with ironsights or non magnified sights and the Maaws anti tank weapon or the lighter M136/Rpg18.
Light AT infantry Can use: Rifles of any faction with ironsights or non magnified sights and the lighter M136/Rpg18 AT weapon.
Spotters Can use: Rifles with granade launchers both with optics or without, plus rifles of any faction with ironsights or non magnified sights.
Snipers Can use: Sniper rifles (M107, M40A3, SVD, KSVK) plus rifles of any faction with ironsights or non magnified sights.
Special Forces Team They can use any weapon except AA and Heavy AT (Maaws). They are the only ones who can use and carry mines and satchels.
Vehicles Vehicles are available in the base and in the sectors. Only pilots can pilot helicopters and planes, although the gunner position can be occupied by anyone. Only crewmen can enter the heavy tanks in any position. Vehicles in general do not respawn apart from unarmed vehicles (trucks/cars). There is a vehicle rearming/refueling point in each base or you can use the various different trucks to refuel or rearm. The main transport helicopters (Blackhawk and Mi8) are able to lift any land vehicle. Some vehicles have been given different weapons than those in the originale game for balancing purpose. In general all locking missiles (apart from AA) have been removed. Also the "Stick and stones" mod will remove radars and other technological equipment from them to keep the game on an aim and shoot style. Attack helicopters have the same type and number of rockets (Hydra). BTR90 has the missile removed to balance it with the Lav25. T90 have the missile removed to balance it with the M1A1.
_________________ Respectfully, Nemesi, Chief of Staff Arma Tactical Combat
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