Here are some thoughts from Recluse who modded the missions (NOTE: He did not write them):
Enemy Helos:
I read about this but I didn't go into the Mission Editor to make the changes since we managed to get past them usually:
- Apparently there are special options in the Mission Editor for Mi-8 that seem to be on by default that give them more armor and more ability to suppress their IR signature. Very much OP!
There are so many AI RED MI-8 units that I never bothered going in and stripping these options.
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RESCUES
You can rescue a pilot, but only in Helos (maybe other aircraft which can be modded. I think the OV-10 works) When flying a Helo you will get coordinates. When you land near them (or hover above) there is an F10 Menu option under Logistics to pick them up. Then you need to bring them back to a friendly base. I never tried it, but this is how it is supposed to workL
Added search and rescue option for ejected pilots. You can now pick up ejected pilots in logistics enabled modules and drop them off at a friendly zone for a credit reward.
To pick up a pilot you need to either land in close proximity, or get into a stable hover under 150ft AGL in proximity of the ejected pilot, and sel ect the CSAR/Pick up option fr om the logistics menu.
To drop off the collected pilots, you need to land inside any friendly zone, and use the CSAR/Drop off option from the logistics menu.
You can carry a maximum of 4 pilots at the same time, and you can pick up friendly as well as enemy pilots.
REPAIR TIME:
Repair time is based on Supply Lines. In Caucasus stuff is pretty close. To get in an capture, you need to do one of two things:
- Maintain CONSTANT CAP to shoot down supply helos until the BLUE AI get off their asses
- Have someone who can fly a Helo or C-130 to do the supply drop. USUALLY what we did was, pound the base, and when it was CLOSE to complete, send up the Helo or Hercules while someone finished off the enemy units and flew CAP for Helos so the Supply Drop could go in AS SOON AS the base was Neutral
Cold and Dark Helos:
All of the UH-60L's should be Hot Starts. I know I missed a few Apaches, but there should be at least one Hot Start at every base. I never bothered editing any KA-50's or MI-24's or other typically Eastern Bloc choppers that were on the BLUE Side. You don't have to Sling Load most helos. You use the F10--->Logistics menu to LOAD CARGO. You can even modify a file to allow you to load CARGO in an APACHE, but it flies like a pig. I think I may have already done that for the Caucasus Foothold.
WAYPOINTS:
Don't count on them. Units that were placed by default should have a complete set of WP's that are pretty much correct. If I had to edit in some units by Copy/Pasting from another base, or adding them new, their WP's would be completely off. Unless I was 100% sure, I would create my own WP's with ScratchPad for that particular flight.
Also, it kind of goes without saying, but you have to be TASK FOCUSED. Better to ALPHA STRIKE one base and clear it out with mutual support than have people piecemealing it all over the map, which leads to never degrading an enemy base before they have a chance to reinforce, and increasing the chances of getting shot down. While contrary to ONE PASS, HAUL ASS, when a flight finishes AG sorties, it helps to remain on station for CAP duties and Supply Helo intercept while others are doing their AG duties or re-arming and refuelling. It is a tough choice because you risk losing your points by getting shot down, but if it prevents an enemy re-supply, it is almost worth it.
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Recluse modded the mission a bit more stripping helos of their armor and IR supressors ans changing to hot starts all the helos he could find (there are alot)
I'll see about it getting into the server.
v6,
boNes