Squad
Hawks Layer Pack [Vanilla] [231MB] [v10.0]
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Pembaruan: 6 Mar 2022 @ 5:55am

Fixes:
- Fixed missing MBT spawners on Mutaha v1, Fallujah v2

Changes:
- INS/MIL RAAS layers no longer have a precapped point if they are 60v40
- Increased Defenders tickets by 50 on HLP Albasrah Invasion v1

Pembaruan: 2 Mar 2022 @ 8:17pm

2.14 ready. All build costs fixed to match 2.14 changes.

New Layers
* HLP_Mutaha_RAAS_v2_MEA_INS - combined arms, 40v60
* HLP_Belaya_RAAS_v1_GB_RU - heavy armour, no helis
* HLP_Mutaha_RAAS_v1_CAF_MEA - slightly asymmetrical, MEA should be better early, CAF later
* HLP_Lashkar_RAAS_v1_US_RU - ifv heavy loadout
* HLP_Yehorivka_RAAS_v1_GB_RU - light vehicle, 3 helis on staggered delays
* HLP_Skorpo_RAAS_v1_GB_RU - light vehicle, 3 helis on staggered delays
* HLP_GooseBay_RAAS_v1_GB_RU - light vehicle, 3 helis on staggered delays

Layer Changes
* HLP_Mutaha_RAAS_v1 => Changed from CAF vanilla setup to base US v MEA one
* HLP_Chora_Invasion_v1 => Changed MTLBs to BTR80
* HLP_AlBasrah_Invasion_v1 => Changed MTLBs to BTR80s

Pembaruan: 23 Feb 2022 @ 4:22pm

New Layers
* HLP_Yehorivka_RAAS_v4 => RAAS lattice structure, more sane than v3. Dark Sunset lighting
* HLP_Yehorivka_RAAS_v4_MIL_RU => v4 with MIL v RUS, 60v40, combined arms

Layer Changes
* HLP_Gorodok_RAAS_v2_GB_MIL => Adjusted MIL starting tickets
* HLP_Albasrah_Invasion_v1 => Changed flag clusters, added fog of war, removed 1 UB-32 Techi. Reduced defender tickets by 50. 10 Minute delay on T-62. Added M1A2 on 30 minute delay to help slow the roll. Added temporary forward MRAP M2 spawner for Defenders

Pembaruan: 18 Feb 2022 @ 6:34pm

* Fixed vehicle spawners for defenders on Chora Invasion v1
* Removed rogue ammo box on chora invasion v1

Pembaruan: 16 Feb 2022 @ 7:34pm

* Anvil layers are cursed and the lighting is broken

New Layers
HLP_Yehorivka_RAAS_v1_GB_US
HLP_Gorodok_RAAS_v2_GB_MIL
HLP_Skorpo_RAAS_v2 => RAAS v1 but without the insane fog. US v RU
HLP_Chora_RAAS_v1_CAF_INS

Layer Changes
HLP_Anvil_Invasion_v1
* Lighting adjusted to midday
* Fixed overlapping spawner at MEA main

HLP_Skorpo_RAAS_v1
* Fixed mistakenly pre-capped Tier 2 flag for Team 1

HLP_Yehorivka_RAAS_v1
* Fixed lighting layer to be more playable

HLP_GooseBay_RAAS_v1
* Fixed lighting layer to actually be playable

HLP_Tallil_Skirmish_v1
* Fixed faction references

Pembaruan: 12 Feb 2022 @ 1:38pm

HLP Changes

- Reverted all rebalance changes regarding tickets and construction costs
- Removed all shared AAS custom factions and removed all "CA, AA, H, MO" layers. Layers will now be more specifically designed.
This does reduce variety, but should increase balance and familiarity.
- Updated all RAAS layers to no longer have pre-capped flags, unless its specifically part of the layer balance
- Introduced a brand new RAAS selection algorithm on some layers that have ultra highly variable points. It still wont jump
completely across the map, but it supports a variable # of capture points. These will be denoted in the spreadsheet as HVRAAS under special conditions.
- Any RAAS layers featuring INS/MIL will remain 60v40, and may feature a pre-captured point for the INS/MIL team only. These have not been configured yet.
- Some invasion layers will still feature 60v40 if they have an unconventional faction as the attacking force.
- Some layers may still feature a larger FOB exclusion radius if it is integral to the design of the layer (such as HLP_Tallil_TC_v1)
- Invasion layers still are under my invasion design philosophy which is first point "hard to hold". As such, staging phase will
remain for both teams, and the defenders will have an INF-only spawn very near the first capture point, to hold the first wave off of rallies.
- If a specific layer has multiple faction setups, it will now be denoted in the layer name like such: HLP_Yehorivka_RAAS_v1_US_RU
- Asymmetrical vehicle / faction setups may still exist in some RAAS layers, but they can be more easily fine-tuned. I will not
ever be adjusting buildable's costs, counts, or infantry kits counts. With OWI starting to implement their own highly variable RAAS layers,
this opens me up to have the layers be more unique than OWIs, rather than having a monopoly on "Good RAAS" an coasting on that.

New Layers
- HLP_Lashkar_Valley_RAAS_v1 => Uses new RAAS algo
- HLP_Yehorivka_RAAS_v3 => Uses new RAAS algo, very variable

Layer Changes
- Too many to list.

Pembaruan: 26 Jan 2022 @ 4:45pm

* Adjusted conventional faction rally "ammo" count to 3

Pembaruan: 19 Jan 2022 @ 7:58pm

* Increased Attacker Tickets on Conventional Attacking Invasion layers (200=>250) to offset increased radio cost a bit
* Adjusted all RAAS layers to use random faction setups
* Added a few _Random layers
* Adjusted faction tags to avoid selecting INS / Special factions when i dont want to
* Renamed _Seed layers to _Conquest to better reflect what they are

Pembaruan: 4 Jan 2022 @ 5:33pm

New Layers
* Added HLP_Fallujah_Invasion_v1

Modifications
HLP_Lashkar_Invasion_v1
* Removed 1 scimitar from attackers

Pembaruan: 29 Des 2021 @ 7:13pm

Invasion Changes
- Vehicles now disabled for defenders during staging phase (apparently an SDK bug, this does not function as intended)
- All layers have had their forward spawns and staging barriers adjusted

- Skirmish max gametime down to 40 minutes
- LTV_Heavy (BRDM-2) 2=>7
- LOGI_Medium (Trucks, Simir) 10=>8

Layer Changes

HLP_Anvil_Invasion_v1
- Helicopter altitude threshold adjusted to 300m from 1500m

HLP_Lashkar_Valley_Invasion_v1
- Adjusted exclusion radius to 400m from 500m

HLP_Yehorivka_Invasion_v1
- Helicopter altitude threshold lowered to 400m from 600m