Squad
Hawks Layer Pack [Vanilla] [345MB] [v8.2]
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Update: Feb 18, 2022 @ 6:34pm

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

Update: Feb 16, 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

Update: Feb 12, 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.

Update: Jan 26, 2022 @ 4:45pm

* Adjusted conventional faction rally "ammo" count to 3

Update: Jan 19, 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

Update: Jan 4, 2022 @ 5:33pm

New Layers
* Added HLP_Fallujah_Invasion_v1

Modifications
HLP_Lashkar_Invasion_v1
* Removed 1 scimitar from attackers

Update: Dec 29, 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

Update: Dec 10, 2021 @ 3:43pm

HLP Changes


----------------
- 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)

Update: Nov 3, 2021 @ 5:49pm

- 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

Update: Oct 27, 2021 @ 5:53pm

* 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