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Post by 3rd0ptik on Jul 6, 2013 4:37:32 GMT
SPECIAL WEAPONS
This thread is dedicated to the Special Weapons that will be found in play during Operation New Liberty. As of now, they are not ready to be showcased but these will be working and awesome. These weapons will be part of the objectives during both days that each faction will have to accumulate. Each faction will have to use wits as to when the proper time to use them would be as they will effect the field and play. You will have to use your best teams to go out and hunt these objects as battles will be taking place all over the field for control, so its up to you to slip through the fog an gain these powerful weapons for your factions advantage.
These weapons do function.
1st set of weapons - There will be 4 to 6 of them. Very dangerous and advantageous to those that hold them.
2nd set of weapons - There will be 2 of them. No way to function in an area without proper gear.
3rd set of weapons - 1 to 2, depending on the budget. Lets just say, GAME ENDER like no other. You will not want to miss this.
We have plenty of other things that will make this experience awesome and we will keep you updated.
You will find out more about these and other weapons in play in this thread.
And as time goes on, hints to things in the Faction Missions threads in Scenario's.
Stay posted.
And spread the word! Tell everyone you can about this game. Were putting a lot of time and resources in this to make it great and we want as many people as possible to be immersed in the experience. But at the end of the day, its the players that make a game great. We can throw the best experience ever out there, but without the players, there's no game. And this type of scenario, the more players we have, the better it will be.. This is a final stand. You want to be faced with overwhelming odds.
Imagine hundreds on either side. Tanks roaming. SpecOps running critical missions. Massive amounts of enemies overrunning strongholds. Smoke and Gas everywhere, funneling fighters in chokepoints to be decimated, medic's running thin.. .. .
Final equation might just boil down to cold hard facts..
No choice but to make those tough decisions.
OPERATION NEW LIBERTY - Don't miss it.
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Post by 3rd0ptik on Jul 28, 2013 23:24:00 GMT
OPERATION BLACKOUT
What the Coalition Forces and the Globalist do not realize. The time is growing short.
Resistance Scientist and Engineers have been working on Long Range Rockets over the past year..
The Plan - Hit the main quantum computing station and shut down the grid.
You see, everything is tied into the grid. Computers, surveillance, power stations, factories, satellites, antonymous drones and robotics, weapons systems, EVERYTHING.
When this station gets hit, EVERYTHING goes offline.
This will buy enough time for Resistance Forces to coordinate an offensive strike against the Globalist Regime.
There are many other Patriots around the country but they where literally forced underground to escape the satellites and drone systems.
Once the grid is down, a coordinated calculated strike will commence on all major targets. This will begin the crippling of the NWO in former America.
Below is test footage of rocket systems. Speed and Altitude test are complete.
Now comes the work of payload and guidance systems. With any luck, OPERATION BLACKOUT will commence before the invasion.
If not, The Resistance is more than prepared to launch under fire.
More Intel to come as it develops.
The Resistance~
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Post by 3rd0ptik on Aug 4, 2013 21:35:30 GMT
ROCKET LAUNCHERS - SATCHELS - MINES - POISON GAS
Special Weapons you will need in the field.
When dealing with Bunkers, Bases, Spawns, Tanks & Vehicles, you might need something extra.
ROCKET LAUNCHERS - The most common way to disable or kill a tank or vehicle is with a Rocket Launcher ( Nerf Rocket, Air Powered ). Those familiar with airsoft know the ingenuity of an airsoft player. Most of these launchers are "commonly" made from PVC, filled with air, loaded with a Nerf Rocket, and with the simple pull on the valve let loose some serious airsoft cannon power. I have seen sophisticated aluminum models that utilize 203 rounds to gas the chamber, I have seen units that have paintball air tanks mounted, down to simple co2 charged models. If your launcher utilizes ANY air or gas charging method OTHER than one that needs a pyrotechnic explosion to propel your rocket. It is LEGAL.
GRENADE LAUNCHERS - granade launchers that you mount to guns such as the m203 can take out a tank if you have the grenades that fire the rubber balls. bb's will not take out a tank. Note -The quickest, safest way to disable a tank is with a Rocket Launcher, do not underestimate the benefit of a Launcher in your squad.
SATCHELS - A "Satchel" is a bag or backpack that is used as a "Satchel Charge" for destroying tanks or bunkers. These have the same effect as a Rocket Launcher. Only problem is, you have to "plant" it, which means you must engage the tank, vehicle or bunker at zero point range. You cannot just "THROW" the satchel, 20 or 30 feet to your target. Refined Rule for Satchels. It must go BOOM or SMOKE.. Attach IN A SAFE MANNER, Cold Burning Smoke or a Thunder B Grenade, or any noise making grenade, NO PYRO.. Normally a Grenade will NOT kill a tank.. Adding any of these items WILL make your satchel a lethal Tank and Bunker killer.
EXAMPLE 1 - A tank is passing bye, your ducked down waiting for it to pass, ( IMPORTANT ) THE TANK STOPS. You run out and place the Satchel on the tank and get to cover. A Satchel cannot be placed on a moving tank or vehicle. You can Place A NON EXPLODING or SMOKING Satchel in a road as a "Bluff". Good for Ambushes. If Tank "See's" the Satchel, they might stop and get out to inspect. POW, Ambush..
EXAMPLE 2 - Your trying to take down a bunker, there are many inside and it is hard to get them out or hit them.. Using your squad, they give you cover fire to keep the enemies head down, in the confusion, you run up, place the Satchel on the outside of the bunker, Pull pin on the Attached Smoke or Grenade and get to cover.
EXAMPLE 3- your setting an ambush for a tank and your hiding in the brush 10 feet off the rode you can throw the satchel into the road in front of the tank and if it detonates with in 10 feet of the tank, the tank is dead
MINES - A mine, can be something as simple as a PIE PAN or Frisbee, something semi flat and round.. Simply place in a road or where you know a tank will be coming. If they run over it, actually RUN OVER IT. Tank is dead.. Simply inform the TANK CREW inside the vehicle, ( you ran over a mine ). If you need admin help simply give one a call..
POISON GAS - Orange COLD BURNING SMOKE ONLY. Now you cannot destroy a tank, but you can surely gas one. Once gas is engulfing a tank or vehicle they MUST back out of the cloud in 10 SECONDS or everyone in the tank or vehicle is dead. ( UNLESS, THEY HAVE ON PROPER GAS MASKS ) This is great for ambushes.
EXAMPLE - You have your Rocket crew in place, mines one the road.. Tank makes its way into the kill box.. You toss smoke in front of the vehicle and behind.. It has no choice but to take death 3 ways.
Bunkers - Simply throw them in and watch them die. If anyone inside the kill box does not have a Gas Mask or Respirator, PROPERLY ON THEIR FACE in 10 SECONDS, their dead. Also gas is not exclusively used on bunkers, it CAN be USED ANYWHERE, ANYTIME, ON ANYONE.
SMOKE GRENADES - COLD BURNING ONLY. Use Anywhere, Anytime, on Anyone, Smoke is your friend. Makes for great cover and or distractions. IMPORTANT: PLAYERS ARE NOT ALLOWED TO USE YELLOW OR PINK SMOKE GRENADES THOSE COLORS ARE FOR GAME ADMINS PROPS ONLY
GRENADES - Tornadoes, Thunder Bees.. NO PYRO ( sorry ).. Anyone within a 15 foot radius of a grenade when ( Exploding, Duds don't count ) is dead.
IED's & TRAPS - On the field you will find several items of interest, some of these items can be used to BUILD IEDS.. IEDS are used for killing tanks and personnel. Players that like to make traps, THIS IS FOR YOU. Lets say you have a Smoke Grenade or Noise making Grenade. When it comes to Tanks, that Alone is not enough to Stop one.. Ahh.. but add some "Parts of Interest" and a Trip Wire, You have a Tank Killer..
Example.. You personally MAKE an item at home.. Lets just say.. 4 Sticks of PVC, ( Simulated Pipe Bomb, but it can be anything big or small, you decide ). Just add a smoke or a grenade or both and a trip wire.. I suggest TWINE for trip wires, its STRONG yet has GIVE as to not hurt anyone, its CHEAP, and come on a ROLL.. Darker the better, ( Spray Paint if you need )..
NOTE - Always have a way to rig, be it Duct Tape, Twine, hooks, clasps, etc, anything you might need in the field and make sure if you strap one to a tree it is facing the road and not away
IED KITS - On the field, you may stumble across a nice "item of interest" called an IED KIT.. You will know it when you see it.. Call it in, return it to your HQ. Not only do you get POINTS for finding a kit. But actually using the KIT to build IEDS for the field is even more points. All you need is creativity and a Smoke Grenade or Noise Grenade.. ( Smokes are available on the field for purchase, but you MAY come across them in the field, remember search everything when you clear bunkers, bases, spawns etc.. Always keep your eyed open for "items of interest".
Any questions at all feel free to ask away in the Questions and Answers Threads.
And be sure to stay posted as the Special Weapons thread will be updated as intel develops.
Spread the Word, See you on the Field!
0ptik~
S.E.S.A Management
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Post by exiledspartan on Sept 6, 2013 5:07:25 GMT
I have a question about satchels and other AT devices. IS there a quantity restriction on how many each player/squad/platoon can have? Will they need to be inspected by admin to be OKd and understood by all players for what they are? And will the on field briefing cover this stuff for the players who dont read it on here? Thanks guys, I am really liking the depth and thought that was put into this.
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Deleted
Deleted Member
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Post by Deleted on Sept 6, 2013 17:39:42 GMT
spartan we will go over all of this at the safety breifing so everyone understands. and for limits lets say 2 per squad and as far as admin checking them i would say yes to be on the safe side. how about bringing them to chrono with you and we will check them there. as long as you have cold burning smoke or a audible grenade like a thunder b you should be could to go on the device
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