Attachment 2276
FC Update: THEBIG1
(Written by War Director Mythonian and approved by the War-Council)
The Unofficial FC Load-outs for the 4th War
Armor Abilities will still be spread throughout the maps. Sprint and Evade will remain the only Armor Abilities within loadouts. Elites will be given loadouts, but will be handicapped so they aren't more powerful than the Spartan loadouts. The fact is that elites still move and require no health packs. I say that this is Unofficial because these load-outs still must be tested. If you wish to help with the testing process contact the War-Director Mythonian for more details.
Game-types
We have decided on the following for the game-types for next war:
Neutral Bomb and Neutral Flag have been removed. Oddbomb will be tested with 1-minute detonation times. Sabotage will be tested with reduced arm/disarm/detonation timers.
Official thoughts/decision on Operation Firestorm
The Maps for Next War
FC Update: THEBIG1
Greetings Forerunner Conflict! This update, as you can tell. Will be a BIG one. We will be announcing the maps being used, load-outs, then new rules of engagement. pretty much everything! Oh and an Official start date of the wars, and my finial decision on Operation Firestorm.
New Rules of Engagement
So, we have decided on a new rules of engagement that balances out a "risk" like atmosphere for the leaders and something easy to understand for the regular soldier. It does not really effect how you all will play games, but its something everyone should be aware of. This will be posted the war-map and battle results forum for everyone to understand. But for now, I will post it in here.
So, we have decided on a new rules of engagement that balances out a "risk" like atmosphere for the leaders and something easy to understand for the regular soldier. It does not really effect how you all will play games, but its something everyone should be aware of. This will be posted the war-map and battle results forum for everyone to understand. But for now, I will post it in here.
The Forerunner Conflict: Revolutions
Rules of Engagement
For The Fourth Conflict of Halo: Reach
Table of Contents
Article I: Preparing for War
1. Faction Mobilization
1.1 Prior to the initiation of full hostilities, each faction will mobilize their forces.
1.2 Each map under control of a faction is assigned a single Garrison.
1.3 Each faction’s Capital map is assigned two Garrisons.
1.4 Each faction is able to distribute 5 Brigades throughout their territories. Each Brigade consists of 100 troops.
2. Faction Treasury
2.1 Each faction is assigned an initial balance of 1,000 credits (cR).
2.2 These credits may be used to make immediate purchases for the first battle of the war, or conserved for later use.
2.3 Additional credits are earned following each Battle Night, with the income value to be determined by the number of maps controlled. See Article IV for details.
2.3 The Faction Treasury is used to make purchases. See Article IV for details.
Article II: Strategic Planning
1. General Characteristics
1.1 Attacks, purchases, movement, and other details for both factions must be submitted by the Field Marshal or representative by 11:59 PM EST on Tuesday.
1.2 If a faction does not meet the deadline above, or send a valid attack, all faction purchases and attacks will be null and void. All factions Must choose a map to attack every week.
1.3 Battles will be held on Sundays, beginning at 6:00 PM EST.
1.4 If an attack is repelled, then that faction may not attack that same map for the following Battle Night.
1.5 If a map is played for three consecutive Battle Nights, then the map in question becomes "Barren" for the next two Battle Nights. While Barren, it cannot be attacked, it cannot be moved through, out of, or onto, nothing may be built or placed on it, and that map no longer contributes to the faction treasury.
1.6 Medium (6v6) will be best 6 of 11 games. Large (8v8) maps will be best 5 of 9 games.
2. Order of Operations
2.1 All events included within the Attack Plans are to occur in a specified order. The following occur in the order they are represented:
2.2 Following the Battle Night, both armies earn an income. See IV:1 for details.
2.4 Each faction is able to move troops between territories. See III:2 for details.
2.5 Each faction is able to make purchases. See IV:4 for details.
2.6 Each faction is able to declare an attack. See III:2 for details.
3. Troop Movements and Attacks
3.1 Brigades stationed on a territory are able to move once per week and may move to any other territory which is directly connected to their current location. Retreats and Assaults are not included in this movement.
3.2 Brigades move as a single unit and cannot be broken down. Garrisons are unable to move or attack.
3.4 Following the movements, each army may launch an attack. Multiple Brigades may be involved in an attack, either from the same territory or from multiple adjacent territories.
3.6 If a map is captured, a Brigade involved in the attack becomes Garrisoned on that map.
3.7 The faction that loses in a battle is able to decide which adjacent territory their Brigade retreat to.
4. Battle Aftermath
4.1 Following Battles, neither army suffers any base casualties.
4.2 If the troop odds for a battle give the attacking army at least a 3:1 troop count advantage, then the defending army will suffer the loss of a brigade.
4.3 If the victorious army won every game played on the map, then the opposing army suffers the loss of a brigade.
4.4 If the defeated army has no adjacent map they are able to retreat to, then their entire force that is trying to retreat is destroyed.
4.5 Following battles, an attacking army that successfully captures a map may receive spoils of war from the opposing army, based on troop odds as per the following:
5. Ending a War
5.1 In order to launch an assault on an opposing Capital map, a faction must have accumulated the following victories throughout the war:
5.3 If the Capital is being attacked, then no other map is allowed to be played for that week.
5.4 Capital battles are to be best 4 of 7 gametype sets. Gametype sets will be as follows:
5.5 Each set of gametypes is worth a single point. Once an army wins 2 of the 3 games within the set, they get the point for that set. Once an army claims 4 of the 7 possible points, they are declared the victors of the Capital Battle.
5.6 No purchases aside from Forced March or Bombing Raid are able to be in effect.
5.7 If a faction is able to capture the opposing Capital, then that faction is declared victorious and the war ends.
5.8 Alternatively, an army may surrender in extraneous situations. All surrenders must be approved by the Forerunners in order to be valid.
Article III: Wartime Economics
1. Faction Income
1.1 By default, each territory controlled by a faction contributes to the treasury every week.
1.2 For every territory a faction controls, they receive 100 cR.
1.3 The Capital provides an additional 300 cR to their respective army.
1.4 Any spoils of war earned are added to the income value.
1.5 The total income of a faction is considered active immediately following a battle night, and is able to spent during the following Attack Planning.
2. Spoils of War
2.1 Due to specific numerical troop odds or purchases involved in a conflict, an army may receive spoils of war from the opposing force.
2.2 These spoils of war are subtracted directly from the opposing faction’s treasury. This is done prior to any other income calculations.
2.3 Spoils are unable to reduce a faction’s treasury value below 0 cR. If this would be so, then the value of the spoils are decreased until the balance is 0 cR.
3. War Bonds
3.1 A faction’s members may contribute to the cause of the army through donations.
3.2 These donations can be made at any time throughout the war, but may not be done prior to the first Battle Night.
3.3 For every 1,000 vCash donated to the faction, they earn 20 cR. No values smaller than 1,000 vCash will be accepted. Limit of 30,000 vCash donated per army per week.
3.4 Following the conclusion of the war, any War Bonds will be redeemed, with a redemption value based on the following:
4. Purchases
4.1 Factions may purchase certain items or perks from the following list. These purchases are to be included in the Attack Plans preceding each Battle Night.
4.2 All purchases made become active immediately and are in full effect for the upcoming Battle Night.
4.3 The following is the Army Credit Store:
Article IV: Conduct and Procedures
1. Pregame Procedures
1.1 All Battle Nights should be supervised by the War Director or a Forerunner if needed. If neither are available, the Field Marshals are expected to cooperate to organize games and resolve any issues.
1.2 The War Director will prepare the game lobby with the appropriate map and invite the Field Marshals.
1.3 While waiting to participate, all units are encouraged to do small custom games to keep themselves warmed up.
1.4 The Field Marshal or representative will invite the commanding officer or highest-ranking member in the unit to the appropriate game lobby. The invitee is expected to promptly accept the invite.
1.5 When entering into a Battle Lobby, all unit members are expected to be in Game Chat, and not to be in Party or Private Chat. They should remain relatively quiet and remain calm while the present leaders organize the Battle and get everything started. The commanding officer of the defending unit is to inform the War Director and present leaders of the desired gametype, unless Ambush is in play, in which case it will be the attacking unit.
1.6 Once the present leader sets up the correct map and gametype and have appropriately briefed the participants, party leader is to be given to the highest-ranking member of the defending unit , unless Ambush is in play, in which case it will be the attacking unit.
1.7 The present leaders will then leave the lobby and begin to set up the next Battle. The participants will promptly begin the game.
2. In-Game Rules
2.1 Only official FC:Rev4 gametypes and maps are allowed. If the battle has been set up incorrectly, end the game and contact your Field Marshal or the War Director immediately.
2.2 If there is an issue, the highest-ranking member of either participating unit is allowed to end the game, if it is within the first 3:00 minutes of the game. This can include, but is not limited to: lag, away or disconnected player, suspected tampering, etc. If it is obvious that the premature ending was only to prevent the opposing team from gaining an initial lead, then the match is to be considered a forfeit by the infringing unit. Each participating unit is permitted to end the game a single time (if the other team has party leader, switch to the other team and tell them to end it). If a problem persists, deal with it.
2.3 If necessary after the game was ended due to 2.2 above, the participants are allowed to contact their Field Marshal to resolve an issue. Otherwise, the game is expected to be restarted promptly. No player switches or substitutes will be allowed without consent from both Field Marshals. If this is done anyway, then the game is to be considered a forfeit by the infringing unit.
2.4 If during a game a player leaves or disconnects and it does not meet the conditions in 2.2 above, the participants are allowed to bring in an immediate substitute. The game will not be stopped or paused during this period, and the participants are expected to continue playing until a substitute is found.
2.5 If one participating unit entirely quits the game without prior warning or extraneous circumstances, then it is to be considered a forfeit by the infringing unit.
2.6 Following the completion of a game, immediately inform the War Director or your Field Marshal of the results. Be sure to include which army won and the final score.
2.7 In the event of a tie game, it will not count as a win for either side and does not count against the maximum number of games to be played that Battle Night.
3. Unit Participation Limits
3.1 During a Battle on a Medium (6v6) map, no single unit or group of players may participate in more than 5 games.
3.2 During a Battle on a Large (8v8) map, no single unit or group of players may participate in more than 4 games.
3.3 Tied games do not count toward the above limitations.
3.4 In extraneous situations where circumstances warrant the need of a unit or group of players to participate in additional games on a map, both Field Marshals must provide express approval of such before the game is set up.
3.5 If any unit or group of players participates in additional games without the express approval of both Field Marshals or representatives, than those games will be considered forfeits by the infringing unit or group of players.
4. Battle Forfeiting
4.1 If a Faction is unable to supply a sufficient number of unit or groups of players to satisfy the limitations in RoE:IV:4 above, than that Faction will be forced to forfeit any additional games for the Battle on that specific map.
4.2 If a Faction is causing undue delay during a Battle or other inconveniences, then an attending Forerunner or the War Director may consider forcing that Faction to forfeit in order to expedite the Battles.
4.3 If no Forerunners or the War Director are in attendance, the two Field Marshals are expected to cooperate together to form a solution, even if it may be disadvantageous for a specific army.
Rules of Engagement
For The Fourth Conflict of Halo: Reach
Table of Contents
Article I: Preparing for War
1. Faction Mobilization
1.1 Prior to the initiation of full hostilities, each faction will mobilize their forces.
1.2 Each map under control of a faction is assigned a single Garrison.
1.3 Each faction’s Capital map is assigned two Garrisons.
1.4 Each faction is able to distribute 5 Brigades throughout their territories. Each Brigade consists of 100 troops.
2. Faction Treasury
2.1 Each faction is assigned an initial balance of 1,000 credits (cR).
2.2 These credits may be used to make immediate purchases for the first battle of the war, or conserved for later use.
2.3 Additional credits are earned following each Battle Night, with the income value to be determined by the number of maps controlled. See Article IV for details.
2.3 The Faction Treasury is used to make purchases. See Article IV for details.
Article II: Strategic Planning
1. General Characteristics
1.1 Attacks, purchases, movement, and other details for both factions must be submitted by the Field Marshal or representative by 11:59 PM EST on Tuesday.
1.2 If a faction does not meet the deadline above, or send a valid attack, all faction purchases and attacks will be null and void. All factions Must choose a map to attack every week.
1.3 Battles will be held on Sundays, beginning at 6:00 PM EST.
1.4 If an attack is repelled, then that faction may not attack that same map for the following Battle Night.
1.5 If a map is played for three consecutive Battle Nights, then the map in question becomes "Barren" for the next two Battle Nights. While Barren, it cannot be attacked, it cannot be moved through, out of, or onto, nothing may be built or placed on it, and that map no longer contributes to the faction treasury.
1.6 Medium (6v6) will be best 6 of 11 games. Large (8v8) maps will be best 5 of 9 games.
2. Order of Operations
2.1 All events included within the Attack Plans are to occur in a specified order. The following occur in the order they are represented:
2.2 Following the Battle Night, both armies earn an income. See IV:1 for details.
2.4 Each faction is able to move troops between territories. See III:2 for details.
2.5 Each faction is able to make purchases. See IV:4 for details.
2.6 Each faction is able to declare an attack. See III:2 for details.
3. Troop Movements and Attacks
3.1 Brigades stationed on a territory are able to move once per week and may move to any other territory which is directly connected to their current location. Retreats and Assaults are not included in this movement.
3.2 Brigades move as a single unit and cannot be broken down. Garrisons are unable to move or attack.
3.4 Following the movements, each army may launch an attack. Multiple Brigades may be involved in an attack, either from the same territory or from multiple adjacent territories.
3.6 If a map is captured, a Brigade involved in the attack becomes Garrisoned on that map.
3.7 The faction that loses in a battle is able to decide which adjacent territory their Brigade retreat to.
4. Battle Aftermath
4.1 Following Battles, neither army suffers any base casualties.
4.2 If the troop odds for a battle give the attacking army at least a 3:1 troop count advantage, then the defending army will suffer the loss of a brigade.
4.3 If the victorious army won every game played on the map, then the opposing army suffers the loss of a brigade.
4.4 If the defeated army has no adjacent map they are able to retreat to, then their entire force that is trying to retreat is destroyed.
4.5 Following battles, an attacking army that successfully captures a map may receive spoils of war from the opposing army, based on troop odds as per the following:
1:1 Odds - No spoils.
1.5:1 Odds - Attackers receive 50 cR from the Defenders in spoils.
2:1 Odds - Attackers receive 100 cR from the Defenders in spoils.
3:1 Odds - Attackers receive 150 cR from the Defenders in spoils.
4:1 Odds - Attackers receive 200 cR from the Defenders in spoils.
5:1 Odds - Attackers receive 300 cR from the Defenders in spoils.
1.5:1 Odds - Attackers receive 50 cR from the Defenders in spoils.
2:1 Odds - Attackers receive 100 cR from the Defenders in spoils.
3:1 Odds - Attackers receive 150 cR from the Defenders in spoils.
4:1 Odds - Attackers receive 200 cR from the Defenders in spoils.
5:1 Odds - Attackers receive 300 cR from the Defenders in spoils.
5.1 In order to launch an assault on an opposing Capital map, a faction must have accumulated the following victories throughout the war:
At least 20 victories of Conflict.
At least 15 victories of Liberation.
At least 15 victories of Sabotage.
At least 10 victories of Hill 30.
At least 10 victories of Conquest.
At least 5 victories of Occupation.
At least 5 victories of Oddbomb.
At least 15 victories of Liberation.
At least 15 victories of Sabotage.
At least 10 victories of Hill 30.
At least 10 victories of Conquest.
At least 5 victories of Occupation.
At least 5 victories of Oddbomb.
5.4 Capital battles are to be best 4 of 7 gametype sets. Gametype sets will be as follows:
Game 01-03: Conflict
Game 04-06: Sabotage
Game 07-09: Liberation
Game 10-12: Hill 30
Game 13-15: Occupation
Game 16-18: Oddbomb
Game 19-21: Conquest
Game 04-06: Sabotage
Game 07-09: Liberation
Game 10-12: Hill 30
Game 13-15: Occupation
Game 16-18: Oddbomb
Game 19-21: Conquest
5.6 No purchases aside from Forced March or Bombing Raid are able to be in effect.
5.7 If a faction is able to capture the opposing Capital, then that faction is declared victorious and the war ends.
5.8 Alternatively, an army may surrender in extraneous situations. All surrenders must be approved by the Forerunners in order to be valid.
Article III: Wartime Economics
1. Faction Income
1.1 By default, each territory controlled by a faction contributes to the treasury every week.
1.2 For every territory a faction controls, they receive 100 cR.
1.3 The Capital provides an additional 300 cR to their respective army.
1.4 Any spoils of war earned are added to the income value.
1.5 The total income of a faction is considered active immediately following a battle night, and is able to spent during the following Attack Planning.
2. Spoils of War
2.1 Due to specific numerical troop odds or purchases involved in a conflict, an army may receive spoils of war from the opposing force.
2.2 These spoils of war are subtracted directly from the opposing faction’s treasury. This is done prior to any other income calculations.
2.3 Spoils are unable to reduce a faction’s treasury value below 0 cR. If this would be so, then the value of the spoils are decreased until the balance is 0 cR.
3. War Bonds
3.1 A faction’s members may contribute to the cause of the army through donations.
3.2 These donations can be made at any time throughout the war, but may not be done prior to the first Battle Night.
3.3 For every 1,000 vCash donated to the faction, they earn 20 cR. No values smaller than 1,000 vCash will be accepted. Limit of 30,000 vCash donated per army per week.
3.4 Following the conclusion of the war, any War Bonds will be redeemed, with a redemption value based on the following:
•All War Bonds have an initial interest value of 5%.
•For every month the war lasts, the interest value increases by 5%.
•For every battle your army wins, the interest value increases by 1%.
•For every battle your army loses, the interest value decreases by 2%.
•For every game your army wins, the interest value increases by 0.1%.
•For every game your army loses, the interest value decreases by 0.2%.
•If your army wins the war, the interest value increases by 10%.
•If your army loses the army, the interest value decreases by 20%.
•All redeemed War Bonds will be rounded up the next 1000 vCash.
•For every month the war lasts, the interest value increases by 5%.
•For every battle your army wins, the interest value increases by 1%.
•For every battle your army loses, the interest value decreases by 2%.
•For every game your army wins, the interest value increases by 0.1%.
•For every game your army loses, the interest value decreases by 0.2%.
•If your army wins the war, the interest value increases by 10%.
•If your army loses the army, the interest value decreases by 20%.
•All redeemed War Bonds will be rounded up the next 1000 vCash.
4.1 Factions may purchase certain items or perks from the following list. These purchases are to be included in the Attack Plans preceding each Battle Night.
4.2 All purchases made become active immediately and are in full effect for the upcoming Battle Night.
4.3 The following is the Army Credit Store:
Forced March: 200 cR - Allows a Brigade to move one extra distance over friendly territory for the week. May be bought multiple times for the same Brigade or for multiple Brigades.
Reinforcements: 300 cR - An additional Brigade is placed on your Capital map. Is not able to be moved or participate in an attack for this week.
Entrenchment: 300 cR - Prevents an opponent from using Ambush. Is destroyed after a single use or after a battle fought on that map, but does not expire until it is used or destroyed. May be bought on multiple maps, but may not stack on a single map.
Bombing Raid: 500 cR - May only be used on an adjacent map from any map you control. Destroys a brigade that was present on the targeted map. Cannot destroy a Garrison. Can be purchased multiple times for use on the same map or different maps. Destroys Entrenchment.
Ambush: 1000 cR - Allows the attackers to choose the gametypes instead of the defenders. Is nullified by Entrenchment.
Reinforcements: 300 cR - An additional Brigade is placed on your Capital map. Is not able to be moved or participate in an attack for this week.
Entrenchment: 300 cR - Prevents an opponent from using Ambush. Is destroyed after a single use or after a battle fought on that map, but does not expire until it is used or destroyed. May be bought on multiple maps, but may not stack on a single map.
Bombing Raid: 500 cR - May only be used on an adjacent map from any map you control. Destroys a brigade that was present on the targeted map. Cannot destroy a Garrison. Can be purchased multiple times for use on the same map or different maps. Destroys Entrenchment.
Ambush: 1000 cR - Allows the attackers to choose the gametypes instead of the defenders. Is nullified by Entrenchment.
Article IV: Conduct and Procedures
1. Pregame Procedures
1.1 All Battle Nights should be supervised by the War Director or a Forerunner if needed. If neither are available, the Field Marshals are expected to cooperate to organize games and resolve any issues.
1.2 The War Director will prepare the game lobby with the appropriate map and invite the Field Marshals.
1.3 While waiting to participate, all units are encouraged to do small custom games to keep themselves warmed up.
1.4 The Field Marshal or representative will invite the commanding officer or highest-ranking member in the unit to the appropriate game lobby. The invitee is expected to promptly accept the invite.
1.5 When entering into a Battle Lobby, all unit members are expected to be in Game Chat, and not to be in Party or Private Chat. They should remain relatively quiet and remain calm while the present leaders organize the Battle and get everything started. The commanding officer of the defending unit is to inform the War Director and present leaders of the desired gametype, unless Ambush is in play, in which case it will be the attacking unit.
1.6 Once the present leader sets up the correct map and gametype and have appropriately briefed the participants, party leader is to be given to the highest-ranking member of the defending unit , unless Ambush is in play, in which case it will be the attacking unit.
1.7 The present leaders will then leave the lobby and begin to set up the next Battle. The participants will promptly begin the game.
2. In-Game Rules
2.1 Only official FC:Rev4 gametypes and maps are allowed. If the battle has been set up incorrectly, end the game and contact your Field Marshal or the War Director immediately.
2.2 If there is an issue, the highest-ranking member of either participating unit is allowed to end the game, if it is within the first 3:00 minutes of the game. This can include, but is not limited to: lag, away or disconnected player, suspected tampering, etc. If it is obvious that the premature ending was only to prevent the opposing team from gaining an initial lead, then the match is to be considered a forfeit by the infringing unit. Each participating unit is permitted to end the game a single time (if the other team has party leader, switch to the other team and tell them to end it). If a problem persists, deal with it.
2.3 If necessary after the game was ended due to 2.2 above, the participants are allowed to contact their Field Marshal to resolve an issue. Otherwise, the game is expected to be restarted promptly. No player switches or substitutes will be allowed without consent from both Field Marshals. If this is done anyway, then the game is to be considered a forfeit by the infringing unit.
2.4 If during a game a player leaves or disconnects and it does not meet the conditions in 2.2 above, the participants are allowed to bring in an immediate substitute. The game will not be stopped or paused during this period, and the participants are expected to continue playing until a substitute is found.
2.5 If one participating unit entirely quits the game without prior warning or extraneous circumstances, then it is to be considered a forfeit by the infringing unit.
2.6 Following the completion of a game, immediately inform the War Director or your Field Marshal of the results. Be sure to include which army won and the final score.
2.7 In the event of a tie game, it will not count as a win for either side and does not count against the maximum number of games to be played that Battle Night.
3. Unit Participation Limits
3.1 During a Battle on a Medium (6v6) map, no single unit or group of players may participate in more than 5 games.
3.2 During a Battle on a Large (8v8) map, no single unit or group of players may participate in more than 4 games.
3.3 Tied games do not count toward the above limitations.
3.4 In extraneous situations where circumstances warrant the need of a unit or group of players to participate in additional games on a map, both Field Marshals must provide express approval of such before the game is set up.
3.5 If any unit or group of players participates in additional games without the express approval of both Field Marshals or representatives, than those games will be considered forfeits by the infringing unit or group of players.
4. Battle Forfeiting
4.1 If a Faction is unable to supply a sufficient number of unit or groups of players to satisfy the limitations in RoE:IV:4 above, than that Faction will be forced to forfeit any additional games for the Battle on that specific map.
4.2 If a Faction is causing undue delay during a Battle or other inconveniences, then an attending Forerunner or the War Director may consider forcing that Faction to forfeit in order to expedite the Battles.
4.3 If no Forerunners or the War Director are in attendance, the two Field Marshals are expected to cooperate together to form a solution, even if it may be disadvantageous for a specific army.
The Unofficial FC Load-outs for the 4th War
Armor Abilities will still be spread throughout the maps. Sprint and Evade will remain the only Armor Abilities within loadouts. Elites will be given loadouts, but will be handicapped so they aren't more powerful than the Spartan loadouts. The fact is that elites still move and require no health packs. I say that this is Unofficial because these load-outs still must be tested. If you wish to help with the testing process contact the War-Director Mythonian for more details.
Loadouts are as follows:
Spartans:
Elites:
Spartans:
- Loadout 1
- Name: Marksman
- Primary: DMR
- Secondary: None
- Armor Ability: Sprint
- Grenades: 2x Frag
- Loadout 2
- Name: Corpsman
- Primary: Assault Rifle
- Secondary: Magnum
- Armor Ability: Evade
- Grenades: 2x Frag
Elites:
- Loadout 1
- Name: Maverick
- Primary: Assault Rifle
- Secondary: None
- Armor Ability: Sprint
- Grenades: 1x Frags
- Loadout 2
- Name: Berserker
- Primary: Plasma Repeater
- Secondary: None
- Armor Ability: Evade
- Grenades: 1x Frag
Game-types
We have decided on the following for the game-types for next war:
- Conflict
- Hill 30
- Liberation
- Conquest
- Occupation
- Oddbomb
- Sabotage
Neutral Bomb and Neutral Flag have been removed. Oddbomb will be tested with 1-minute detonation times. Sabotage will be tested with reduced arm/disarm/detonation timers.
Official thoughts/decision on Operation Firestorm
Originally Posted by Mythonian
The Maps for Next War
If you wish to help testing the following maps for next war. Contact the War-Director Mythonian. We have eliminated 4v4 Maps, to bring back the feel of a larger scale of battles for this war. We realize that some people may be disgusted, but our decision is final, and will not be reversed. We hope you enjoy this new map-list. Note: A battle map is still in the process of being created. If you wish to help, contact a Forerunner or the War-Director.
BLUE -
REDD -
BLUE -
- Tritan (C)
- Boardwalk (6v6; asym)
- Crossing (8v8; sym)
- Tempest (6v6; sym)
- Breakneck (8v8; asym)
- Manifest (6v6; sym)
- Highlands (8v8; sym)
- Jackal Creek (6v6; sym)
- Ridgeline (8v8; sym)
REDD -
- Hemorrhage (C)
- Titan Park (6v6; sym)
- Viery Plaza (8v8; sym)
- Gully (6v6; asym)
- Battle Canyon (6v6; sym
- Countdown (6v6; sym)
- Breakpoint (8v8; asym)
- Turbine (8v8; sym)
- Metropolis (8v8 asym)
Recruitment
It goes without saying. We need help from the community to get more people interested in Forerunner Conflict. Last Week I hosted a Recruitment Contest. Very little people are helping. If you want to help our community be successful we need recruitment. Tell at least ONE of your friends. You will be promoted for your actions and be recognized. Please read the recruitment topic again, there is a section that will help you recruit in matchmaking. http://fcwars.net/forums/showthread.php?5457-Recruitment-Contest!
The Next War! Next War will begin on April 1st! (this is no April Fools joke)