Squad
Hawks Layer Pack [Vanilla] [231MB] [v10.0]
Viser 101–110 av 173 bidrag
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Oppdatering: 10. des. 2021 @ 15.43

HLP Changes


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- All HRR layers removed. With the release of 2.12, a workflow will exist for all modders to create much more variable
RAAS layers, in many ways more variable than GRAAS. The focus of the mod is now a rebalance and layers.
- All GRAAS layers renamed to RAAS

*Designers Note: Upon testing increased FOB Exclusion Radius' in previous versions, I have come to the conclusion that these changes
are purely restrictive and add nothing to the game, only take away from it. Rather than trying to limit where players can
place HABs/FOBs, more effort will be put into incentivising players to think more critically about their actions.
Exclusion Radius Reiteration:
- All FOB Exclusion Radius rolled back to Vanilla levels on RAAS layers
- Larger exclusions are still used on some Invasion and special TC layers

*Designers Note: As mentioned in Exclusion Radius changes, the plan is to adjust different parts of the game to incentivise players to
put more effort into their FOB placement and building-up. Conventional HAB price has been increased massively to require logistics to
be maintained to continue to place new HABs. This will both slow down how quickly teams can place many HABs on the map, while also increasing
Logistic mobility to allow for more interactions between ambushing and convoy tactics.
The specific value of 1600 build was chosen to place it just outside the maximum carrying capacy of Helicopters, requiring either two
helicopter runs, or a followup logistics truck, in order to place a teamwide spawn. This is meant to give the defending force more of an opportunity
to react to an aggressive offensive HAB, while requiring the offensive force to maintain security of the area while waiting for more supplies.
Along with the increased in build cost of HABs, most defensive structures have had their costs reduced to offset to make it more
enticing to build up defenses.
The price of ATGM emplacements have also been increased to reflect their strength within the game. This also puts it just outside the
total build amount to build all of a HAB, TOW and 500 ammo to fire it.
1100 build was chosen to limit the ability for only the Mi-8 and Mi-7 to be able to place a TOW+500 Ammo in a single run.
Build Cost reiteration:
- Conventional HAB 500=>1600
- Hesco Block 100=>50
- Hesco Wall 400=>150
- ATGM Emplacement 600=>1100
- Indirect Fire Shelter 600=>400
- INS Barrels 150=>50
- MIL Logwall 150=>50
- INS/MIL Sandbags 50=>25

*Designers Note: To help out with the adjustment period of the new costs, the default loadout will contain enough for a HAB and Ammo Crate
Vehicle Changes:
- Large Logi Default loadout 1500/1500=>1000/2000 on all Custom Factions

*Designers Note: As with other changes mentioned, in order to incentivise a playstyle around more important FOBs, and more defensive
motivations, some ticket values are being readjusted. Logistics and radios are what win/lose games, their importance on the game
should be more reflected with tickets.
In addition to this, vehicles which are very easily neutralized, and typically left abandoned throughout the match anyways, their
ticket cost has been reduced to reflect their consistency.
Ticket changes (All Layers)
- Conventional Radio 10=>25
- ULTV_Light (Bikes) 1=>0
- ULTV_Medium 5=>3
- LTV (INS trucks, Simirs) 5=>2
- LOGI(big) 5=>10
- AA Light 5=>2
- AT Light 5=>3
- Transport Light 5=>2
- APC Medium 10=>7 (FV432, BTR80, etc)
- APC Light 10=>5 (MTLB PKT)
- FSV Medium 10=>7 (FV107)

*Designers Note: Precapped flags were meant to be a way to cut down on the back cap rushing, as well as coral the
action towards relevant areas early. This had the intended effect, but resulted in samey feeling games. It was also done
in preparation for very large FOB Exclusion radiuses, to stop the random FOBs from blocking important ones. However, going back
down to regular exclusion radiuses, the pre-capped flags are being dialed back one level.
Precapped Flag Changes
- 7+ Cap layers, 2=>1
- 5/6 Cap layers, 1=>0

Misc Changes
- Re-added ATGMs to all Conventional Factions
- Added a small spotlight to all conventional HABs

*Designers Note: In the current game, the ticket counts incentivise attacking above all else,
as capturing an objective gives your team a large amount of tickets, and allows a team to throw away
a significant amount of resources to all-in an objective with the hopes of gaining it all back consistently.
The idea here is to have less "kitchen sink" attacks, and incentivise the holding of a flag. This will likely also lead
to more games ending on an objective capture, which has a lot more of a climactic ending than just a slow burn.
RAAS Flag Capture Ticket Adjustments
- Flag Capture ticket gain 60=>30
- Flag Loss ticket loss 10=>40
- Neutral Flag Capture 20=>30

*Designers Note: With the introduction of the Seed Layers, Skirmish is kind of losing its identity and use
Going forward, Skirmish layers in HLP will have no logistics, and all factions will have Buddy Rally.
The Gameplay will focus around a heavy infantry focus and limited vehicles, and is intended to be played by full 100 player
lobbies
Skirmish Changes
- 0 tickets on netural point capture
- +30/-0 on capture flip
- -3 tix/min mercy bleed
- "Conquest" style flag layout around the center of the map


New Layers
Fools Road TC v1
- A 3-lane setup spanning much of the map
- MIL v RUS
Tallil Outskirts Skirmish v1
- US v RU

Layer Changes
HLP_AlBasrah_Invasion_v1
- Reorganized capture points to a PAAS setup with two anchors, rather than a spiderman jizz setup
- Turned off Fog of War (its not random anyways)
HLP_Yehorivka_Invasion_v1
- Made the sun a bit brighter
HLP_Fools_Road_RAAS_v1
- Slightly adjusted northwest main protection zone to not cover the majority of the bunker compound

HLP_Anvil_GRAAS_v1
- Set helicopter max height to 300m (was 1600m for some reason)

Oppdatering: 3. nov. 2021 @ 17.49

- All HLP GRAAS layers down 1 step FOB Exclusion. So there are no longer any 650m layers, 500m is the max.
- Conventional Army Radio ticket cost up to 25
- Conventional Army HAB placement cost up to 1600 build
- GB Armoured Scouts (Combined Arms #2) now has 1 additional Helicopter on a 10 minute delay (same delay as other CA factions)
- All INS GRAAS layers are now 60v40 in favour of the INS
- Fixed issue causing HRR Chora GRAAS to use HLP Chora GRAAS's FOB Exclusion config


All HLP GRAAS Custom Factions:
- Hesco Block 100=>50 Build
- Hesco Wall 400=>150 Build
- IFS 600=>400 Build
- Emplaced ATGM 600=>1000 Build
- INS Barrels 150 => 50 Build
- INS Sandbags 50 => 25 Build

Oppdatering: 27. okt. 2021 @ 17.53

* Renamed all "Vanilla" GRAAS layers to be prefixed with HRR, these are now as close to vanilla as possible.
* All HLP GRAAS layers now use larger FOB radius

Oppdatering: 14. okt. 2021 @ 19.33

* Attempted hotfix for _Large layers not working

Oppdatering: 13. okt. 2021 @ 16.34

* Reverted all FOB exclusion radiuses back to normal amounts
* Added a new _Large to all GRAAS layers with increased exclusion radiuses

Oppdatering: 6. okt. 2021 @ 17.14

* A few layers have had their exclusion radiuses tweaked as a test, these include Mutaha v1 (500m), Yeho v1 (650m), Gorodok v1 (650m), Kohat v2 (650m), Goose Bay v1 (650m) and Fallujah v1 (500m).
As you may have seen, the changes to the pre-capped flags decreased gametime by a fair bit and it feels very quick off the bat now, this was expected. In an effort to slow things back down a bit and curb the teleport meta, I am
increasing the FOB Exclusion Radius to higher-than-live values on these layers. We will see how it plays out, but given there should be less completely random fobs placed off of rollout due to being
hinted at where the mid point will be, i dont expect there being a ton of issues of people fighting for a good first FOB, but we'll see.
* Changed Fallujah GRAAS v2 to Daytime lighting
* Slightly adjusted all Air Assault loadouts
* GB Armoured scouts vehicle loadout adjusted. FV107 6 => 4, FV520 1=>2
* Adjusted CAF Combined arms vehicle loadout. LAV6 1=>2, LAV3M2 2=>1
* Removed CAF from any Blu v Blu Heavy layers
* All Yeho v1 and v2 layers except SP_CA are now Blufor (any) vs RU
* All Anvil v1 layers changed to Blu v RU/MEA, except _INS_H which is Any v INS
* Adjusted faction setups on various GRAAS layers, mostly removing the overabundance of Blu v Blu
* Renamed _Vote layers to _Random
* Fiddled with the cap zones on Kohat TC v1
* (only matters to me) All INS tags changed to 1993 from 1973 for BG1 to allow allow better random factions

Oppdatering: 29. sep. 2021 @ 17.24

* Added 1 logistics to all HLP Custom Faction setups, except heavy (now all have a total of 3 or "equivalent" of 3 large trucks)
* All custom faction setups now only have 1 transport, except Heavy, which has 2
* Added precapped flags to Gorodok v1, Mutaha v2, Yehorivka v2 (this means everything but Kamdesh has precapped flags now)
* All invasion layers with ins attacking are now 60v40
* Added helipad to team 2 for Manic GRAAS v1 and moved heli area
* Swapped lighting layers on Yehorivka GRAAS v1 and v2, because the mains were too low and being annoying for pilots
* Removed initial T-62 spawn delay on Insurgents for HLP_Chora_Invasion_v1

Oppdatering: 22. sep. 2021 @ 20.38

* Fixed staging area issues on Fallujah GRAAS v2 that was causing yeeting of vehicles

Oppdatering: 22. sep. 2021 @ 20.05

* Added Fallujah GRAAS v2 (with helis)
* Rebalancing on Chora Invasion v1
* Added obstacles for defenders to pass on Anvil Invasion v1
* Took another pass on BG1 INS RAAS faction setups. They are still going to be imbalanced, but maybe less-so?
* Fixed missing heli spawners on Goose Bay v2 for Team 2
* Fixed shipping center not being pre-capped on Goose Bay v1
* Added 1 pre-capped flag to Kokan v1
* Added MO setups to Yeho v1 and Yeho v2
* Added H setup to Gorodok v1
* Added MO setup to Kohat v1
* Added H setup to Mutaha v1
* Added H setup to Chora v1
* Gave both teams "intelligence" on initial spawn delays on Invasion layers
* Adjusted map border on Tallil TC v1

Oppdatering: 15. sep. 2021 @ 18.29

* Added Chora Invasion v1
* Added Tallil TC v1
* Added Goose Bay GRAAS v2
* Changed lighting layer on Kohat GRAAS v2 to look less ass
* Added 2 precapped points to Kohat GRAAS v2
* Removed forward non-logi spawn on Anvil Invasion v1 to stop an absolute massacre via .50 RWS
* Fixed some flag misalignment and naming in Anvil Invasion v1
* Increased Sumari GRAAS ticket counts by 100 for each team