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| sector_control [2024/03/27 05:34] – blacksharkden | sector_control [2025/11/04 06:45] (current) – blacksharkden | ||
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| - | In Sector Control, we have a region with 15 objectives and 3 separate assault lanes. Red and Blue ground units fight to gain control of each objective, using scripted AI logic to make decisions on what to do and where to go. As a rotary wing pilot, your goal is to support the ground forces in this endeavor wherever possible. The AI controller will handle all the ground force activities such as offensive armor fights, mechanized infantry tactics, and reconnaissance. | + | In Sector Control, we have a region with 10 objectives and 2 separate assault lanes. Red and Blue ground units fight to gain control of each objective, using scripted AI logic to make decisions on what to do and where to go. As a rotary wing pilot, your goal is to support the ground forces in this endeavor wherever possible. The AI controller will handle all the ground force activities such as offensive armor fights, mechanized infantry tactics, and reconnaissance. |
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| - | In Sector Control, all progress is saved between server restarts. Friendly and enemy forces will have their positions saved and resume the fight. Enemy strongholds will be in the same place with the same units it had before. SAM sites will continue to be a problem until destroyed. Any CTLD assets such as troops, specialists, | + | In Sector Control, all progress is saved between server restarts. Friendly and enemy forces will have their positions saved and resume the fight. Enemy strongholds will be in the same place with the same units it had before. SAM sites will continue to be a problem until destroyed. Any CTLD assets such as troops, specialists, |
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| - | The goal of Sector Control is to support the <button type=" | + | The goal of Sector Control is to support the <button type=" |
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| - | {{ :wiki:sc1.png?nolink&600 |}} | + | {{ :hw_sc.jpg?600 |}} |
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| <alert type=" | <alert type=" | ||
| - | **Tune to either 51.00 (WEST), 52.00 (MID), or 53.00 (EAST) | + | **Tune to either 51.00 FM (WEST) |
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| - | **Using SRS**, the ground AI will report what’s going on to help direct you on to their activity. In Sector Control 2.0, this is split between | + | **Using SRS**, the ground AI will report what’s going on to help direct you on to their activity. In Sector Control 2.0, this is split between |
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| - | Consider tuning in to the frequency for the lane you’re operating in to maintain | + | Consider tuning in to the frequency for the lane you’re operating in to maintain |
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| Friendly armor may be active for extended periods of time, expending lots of ammunition. When the friendly armor’s ammunition supply dips below 10%, they will hold position and await resupply. | Friendly armor may be active for extended periods of time, expending lots of ammunition. When the friendly armor’s ammunition supply dips below 10%, they will hold position and await resupply. | ||
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| - | Lift helicopters are able to take a single **ARMOR AMMO** crate out to these friendly groups and build it. Upon building the crate, an M939 transport truck will spawn and begin rearming the group. Once the group has rearmed fully, the ammo truck will despawn and the group will resume with their tasking. | + | Lift helicopters are able to take a single **ARMOR AMMO** crate out to these friendly groups and build it. Upon building the crate, an M939 transport truck will spawn and begin rearming the group. Once the group has rearmed fully, the ammo truck will despawn and the group will resume with their tasking. A ground rearm convoy may also be dispatched, however can take a long time to reach the group and is at risk of being destroyed. Helicopter rearming runs will get friendlies back in the fight a lot quicker than waiting for the ground forces to do it. |
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| ==BEHAVIOR: SUPPORT REQUESTS== | ==BEHAVIOR: SUPPORT REQUESTS== | ||
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| - | When a group receives fire, they will call for any nearby who is not preoccupied to help them. If the called group is available, they will maneuver to defend the requesting group and counter the attack. Up to 3 friendly groups can respond to a single support request. | + | When a group receives fire, they will call for any friendlies |
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| ==BEHAVIOR: RETREATING== | ==BEHAVIOR: RETREATING== | ||
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| - | If a group is down to the last vehicle remaining, it will not stick around to die. The group will retreat to whatever base it came from to get out of the fight. If you see vehicles flying down the road running away from the fight, this is why. | + | If a group is down to the last vehicle remaining, it will not stick around to die. The group will retreat to whatever base it came from to get out of the fight. If you see vehicles flying down the road running away from the fight, this is why. For enemies fleeing the fight, it is recommended you let them live to save on ordinance and ammunition. It might even prolong their respawn time! |
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| ==BEHAVIOR: ABANDONING== | ==BEHAVIOR: ABANDONING== | ||
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| - | When a vehicle has taken too much damage to be effective in the fight, the crew will abandon it. If there are still operational vehicles in the group, they will board those vehicles. Otherwise, they will find a place to hide and wait for a recovery vehicle to pick them up. The abandoned vehicle becomes a static object, incapable of doing anything. | + | When a vehicle has taken too much damage to be effective in the fight, the crew will abandon it. If there are operational vehicles |
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| ==BEHAVIOR: REARMING== | ==BEHAVIOR: REARMING== | ||
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| - | When a vehicle in the group dips below the minimum ammunition levels, they will request rearming. For Blue force, this means they will place a map marker and wait for a friendly helo to bring them ammo. For Red force, a resupply group will be dispatched to handle the request. | + | When a vehicle in the group dips below the minimum ammunition levels, they will request rearming. For Blue force, this means they will place a map marker and wait for a friendly helo to bring them ammo, or the slower option of a ground rearming convoy. For Red force, a resupply group will be dispatched to handle the request. |
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| - | <text type=" | ||
| - | * T-55 | ||
| - | * T-72B | ||
| - | * T-80 | ||
| - | * BMP-1 | ||
| - | * BTR-RD | ||
| - | * MTLB | ||
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| - | * Chieftain Mk.3 | ||
| - | * M1A2 Abrams | ||
| - | * Leopard 2A4 | ||
| - | * HMMWV TOW | ||
| - | * VAB Mephisto ATGM | ||
| - | * Stryker ATGM | ||
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| - | Mechanized infantry groups are able to deploy and extract troops to attack. They will attack or defend similar to the armor groups, however will also deploy troops at objectives that do not have any friendly infantry to hold the ground. When a mechanized infantry group gets close to its target or meets contact, they will deploy troops and advance with them to engage. | + | Mechanized infantry groups are able to deploy and extract troops to attack. They will attack or defend similar to the armor groups, however will also deploy troops at objectives that do not have any friendly infantry to hold the ground. When a mechanized infantry group gets close to its target or meets contact, they will deploy troops and advance with them to engage. Deployed infantry are typically equipped with small arms and RPGs. |
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| - | <text type=" | + | \\ |
| - | * BMP-1 | + | \\ |
| - | * BTR-80 | + | \\ |
| - | * MTLB | + | \\ |
| - | * BMD-1 | + | \\ |
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| - | <text type=" | + | \\ |
| - | * MCV-80 Warrior | + | \\ |
| - | * Marder 1A3 | + | \\ |
| - | * AAV-7 | + | \\ |
| - | * LAV-25 | + | \\ |
| - | * M2A2 Bradley | + | \\ |
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| Mobile ADS are helicopter hunters. Similar to the armor, they will use LOS detection methods to locate helicopters (you). If they are far away, they will move to the location they spotted the helicopter. Once they get close enough, they will stop for better attack accuracy. Some Mobile ADS groups are tougher than others. | Mobile ADS are helicopter hunters. Similar to the armor, they will use LOS detection methods to locate helicopters (you). If they are far away, they will move to the location they spotted the helicopter. Once they get close enough, they will stop for better attack accuracy. Some Mobile ADS groups are tougher than others. | ||
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| - | <text type=" | ||
| - | * SA-9 + BRDM-2 | ||
| - | * ZU-23 Ural + BRDM-2 | ||
| - | * BMP-1 | ||
| - | * BTR-82A | ||
| - | * BMP-1 + SHILKA + SA-9 | ||
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| - | RED team will have a total of 3 <popover placement=" | + | RED team will have a set number |
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| - | <text type=" | + | \\ |
| - | * SA-2 + SHILKA | + | \\ |
| - | * SA-3 + T-72 | SA-8 | SHILKA | + | \\ |
| - | * SA-5 + T-72 | SA-8 | SHILKA | + | \\ |
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| RED team groups spawn from strongholds. They will spawn at the southernmost stronghold for that lane. These are scattered around RED territory initially and remain in place until destroyed. Similar to the SAM sites, they will have armor and air defense units supporting them. Eliminate all units and buildings to disable the ability for RED groups to respawn here. | RED team groups spawn from strongholds. They will spawn at the southernmost stronghold for that lane. These are scattered around RED territory initially and remain in place until destroyed. Similar to the SAM sites, they will have armor and air defense units supporting them. Eliminate all units and buildings to disable the ability for RED groups to respawn here. | ||
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| - | <text type=" | + | \\ |
| - | * T-72 | ZSU-57-2 | SA-9 | + | \\ |
| - | * BMP-2 | KS-19 | SA-18 | + | \\ |
| - | * BMP-3 | SHILKA | SA-18 | + | \\ |
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| BLUE team groups spawn from the armor depot that is furthest North in that lane. They start the match with one depot just outside the AO. Transport helicopters may **bring 6x crates** to a location somewhere in the AO, allowing BLUE groups to respawn closer to the fight. | BLUE team groups spawn from the armor depot that is furthest North in that lane. They start the match with one depot just outside the AO. Transport helicopters may **bring 6x crates** to a location somewhere in the AO, allowing BLUE groups to respawn closer to the fight. | ||
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| - | <text type=" | + | \\ |
| - | * M1A2 Abrams + Depot | + | \\ |
| - | * VAB Mephisto + Depot | + | \\ |
| - | * Merkava IV + Depot | + | \\ |
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| + | ===HOW DO I HELP?=== | ||
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| + | With such a dynamic battlefield, | ||
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