Capt (Ret) Koch
Retired-
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Days Won
23
Everything posted by Capt (Ret) Koch
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Hey guys, Gonna be doing a small zombie fun op. No huge backstory, we'll just be there and there'll be zombies. Two teams to pick from, and there'll be set loadouts for this one + some rules. It's going to be a somewhat hardcore mission, and I hope people will still have fun. BLUFOR/good guys Pilot/Supporting role: CW4 Whelan Team Lead: Capt Koch Operator: 1stLt Derr Operator: GySgt Cole Operator: SSgt Kozak Operator: Cpl Cooper Operator: Cpl Carter Medic: 2ndLt Kardnal (tentative) Survivors (everyone gets a gun of some kind) Marine: Sgt C. Chan / 15th MEU Marine: LCpl Turk Paramedic: LCpl McKnight Police Officer: Sgt Jones Police Officer: Cpl Seixeiro Hunter: Cpl Gwynne Civi: SSgt Edwards Civi: SSgt Street Civi: Capt Ray Civi: Capt Makowski Civi: 1stLt Pepperman Objective The BLUFOR team is going in to try and find the Survivors and rescue them, and summarily getting them off the island. There will be zombies, there may be a few russians (maybe), and it's going to be fairly dark. Survivors will have a few headlamps to share in between themselves in the beginning, and the rest of their equipment they will have to find by scavenging. As stated, some of the survivors will have a starting loadout of some kind. Sign up and post whether you'd prefer a weekday or weekend please - my plan is to do this the first week after new years, or the weekend just after new years. Some of our friends from the 15thMEU may be joining, hence the reserved Marine slots. If there is popular demand, I will add more slots. We're not locked in on this "few" slots.
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01JAN18 8PM EST - Koch Fun Op - Zombie Night
Capt (Ret) Koch replied to Capt (Ret) Koch's topic in Game Room
Depends on how you guys play tonight -
01JAN18 8PM EST - Koch Fun Op - Zombie Night
Capt (Ret) Koch replied to Capt (Ret) Koch's topic in Game Room
oh, if you die, don't disconnect - watch in spectator instead and see others die, it can be hilarious -
01JAN18 8PM EST - Koch Fun Op - Zombie Night
Capt (Ret) Koch replied to Capt (Ret) Koch's topic in Game Room
I spoke to GySgt Cole - he'll run it if people want it to be run tonight instead of delaying. Here's a little briefing for each team, just in case... BLUFOR: You will spawn on an Island just off the coast of Tanoa - there are two boxes on your right. The box on the left has some binocs and gas masks, the box on the right is a small, barely functional arsenal. You have very limited time on picking up equipment - zombies eventually manage to sneak into the spawn for reasons unknown, I've blacklisted the whole island... Once you are geared up - if Whelan is there - he will airlift you somewhere at the leads discretion, at which point you start looking for the survivors. The helicopter can circle around and look for it, but you're on the ground just so you can get there quickly if there's something going on. Remember: survivors are your friends, only shoot at them if they shoot first. Survivors: You will spawn somewhere in the jungle along with others, and you will have to locate the rest of the survivors. Hint: you spawn fairly close to eachother - but it's not too obvious. One of you (surprise who) has a flare - make use of it if you hear the helicopter. You don't need to be friendly to eachother, but it's recommended. Same goes for actions against BLUFOR, but remember that they all have NVGs and fairly heavy weaponry, unlike the survivors. Most of you have certain items that can be useful, but you need to work together. The Emergency Services are probably the most important of the bunch, they have a ton of medical supplies. General mission stuff: This is a hardcore mission. You are locked in first person (if Cole or I select the right difficulty), and you only have one life. I opted for only one life simply due to the fact that I don't want it to drag on, and it's pretty hard to die from the zombies anyway (unless you are out of ammo). They are fairly easy to kill, too, so you should be fine. The first person is because you already have the advantage of having ranged weapons against the zombies, the last thing we need is you being able to see them over walls and the likes. In addition, it makes the jungles fucking terrifying when you only have a weapon flashlight or a headlamp. Lastly, I hope people have fun. You can steer this mission however you wish, that's completely up to the player. There is no Zeusing involved, just ambient zombies going around to kill people. Good luck, I hope I'm there. -
01JAN18 8PM EST - Koch Fun Op - Zombie Night
Capt (Ret) Koch replied to Capt (Ret) Koch's topic in Game Room
Something has come up and I may not be able to tonight either, so I see two options: 1. I get someone else to run it in my place, I'll see what I can do on a short notice 2. We delay it until Saturday (the second most voted for option) I know this is an incredibly short notice, but I'll do my best to get someone to host it tonight if that is what people want -
01JAN18 8PM EST - Koch Fun Op - Zombie Night
Capt (Ret) Koch replied to Capt (Ret) Koch's topic in Game Room
Modpack: Vanilla CBA Vanilla ACE Compat RHSUSAF Compat RHSAFRF Ravage Project Zenith Headlamps Enhanced Movement ACRE2 In addition, add: RHSUSAF RHSAFRF from our current modpack. No other mods should be loaded. JSRS is allowed. -
01JAN18 8PM EST - Koch Fun Op - Zombie Night
Capt (Ret) Koch replied to Capt (Ret) Koch's topic in Game Room
Modpack will be posted within 24 hours! -
Right! I'm gonna use this thread to arrange my fun ops in the future, and there's gonna be quite a few. I'm going to do my best to make sure they are different every time, maybe with a filler op here and there. Some of them are going to be used to test mods like ACRE2 or custom (possibly future) builds of ACE and the likes. They are going to be slightly challenging with more harsh settings, and respawns may not be a thing. Sometimes we'll play U.S. Infantry, sometimes tanks, sometimes Russians and so on. In the end my objective will be to use 99% of our modpack to its limits (save replacing some things to test new builds of ACE/ACRE2 and such), and that should lessen the load of having to download things. In the event that a custom modpack will be used, there'll be both an ArmA3Sync repository for it and .zip files that you can download if you prefer it the old way. The first op in this series, which time will be announced later on, will be centered around tanks in Chernarus. We may do one more in the desert after that, but possibly with another armored asset (or an IFV). It won't be this year, but rather after new years It's designed to be able to be done with few people, but the more the merrier. I'll post the roster sometime around January, but for now I'll leave you with a little teaser. (note, we won't need to fill all the tanks to have fun) I was hoping to do a small fun op campaign during WSD; but due to personal time constraints I won't be able to. Luckily, GySgt Cole and 2ndLt Kardnal are filling that void with Halo operations anyway!
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It's coming later in July, no worries correction: January
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01JAN18 8PM EST - Koch Fun Op - Zombie Night
Capt (Ret) Koch replied to Capt (Ret) Koch's topic in Game Room
Everyone who has asked so far has been slotted. This will be on 01JAN18, most likely at 2000. If you can't do that time - let me know and I'll put you as tentative on the roster just in case, that way you don't necessarily lose your slot. -
01JAN18 8PM EST - Koch Fun Op - Zombie Night
Capt (Ret) Koch replied to Capt (Ret) Koch's topic in Game Room
Gave you Civi, no promises on the gun! For anyone on the survivor side: I am flexible on the roles if you want something different, but I'll be deciding what you start with in your loadout, and said loadout will be a surprise. -
01JAN18 8PM EST - Koch Fun Op - Zombie Night
Capt (Ret) Koch replied to Capt (Ret) Koch's topic in Game Room
Note: this will be a bit more restrictive than we're used to, it will be locked to first person. This is simply because we're fighting an opponent that has no chance at killing us if we're in third person and can see around every obstacle - they have to be close and personal to have a chance to kill us. We're going to be using the new ACE Night Vision to give it a test - but it's not representative of what we'll have in our future mod pack when we include the new ACE release properly. We will be using ACRE2 to test it in the "field" and see how we'll do with more people rather than the limited test we've had so far. I did a simple playtest tonight to see how the zombies performed, and we tested ACRE2 at the same time, and identified one issue I'll hopefully have fixed for the operation. Lastly: if you die, you die. You'll be thrown into spectator and can still hear directional audio (so direct speech), which means you can watch your friends die, too, if we get swarmed by a horde we can't manage. In addition, I'm not forcing a narrative for survivors. If they want to shoot BLUFOR and take their stuff, that's fair. That's life in a zombie apocalypse. BLUFOR will not be opening fire on the survivors unless they're returning fire, however. Just a few notes! -
01JAN18 8PM EST - Koch Fun Op - Zombie Night
Capt (Ret) Koch replied to Capt (Ret) Koch's topic in Game Room
I'm sadly not very smart and wrote JUN instead of JAN in the poll - I don't mean June, I mean January makowski fixed -
and one more image
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Coming this weekend (if I have a server and the mission works properly): zombie killing time
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I'll have to think about it
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and one more small one:
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Just another small picture
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I was considering using Brawler for callsign, too
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Back when I was a wee 2ndLt in aviation
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Im sick and in bed, Carter can have my slot
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Kardnal's OPTRE Fun Missions (CLOSED)
Capt (Ret) Koch replied to Capt (Ret) Kardnal's topic in Game Room
I'll switch to Squad Sergeant -
cool, people seem interested. I'll be setting one up and posting the link here eventually, probably next week.
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Interested? Vote It'll not be a substitute for official things, just a place to chillax