Defiance takes place with two teams BLUFOR (blue) and INDFOR (green). Blue team is trying to find and eliminate enemy HQs who represent the control of key towns by the Green team. Meanwhile Green team is fighting a defensive battle, trying to inflict as many Blue team player casualties as possible. Blue team win the game if they are able to shut down all the HQs on the map. Green team win if they manage to inflict a certain number of Blue team player respawns (a.k.a Tickets).
BLUFOR (BLUE) Team Strategy:
The enemy HQs start the game hidden, somewhere across the cities, towns and villages of Altis. Blue team can obtain intel from local civilians via direct (scroll-wheel) interaction with them. Not all civilians have intel and can only share intel if there is an enemy officer in the region (~5km), if the Blue team keeps turning up no intel then they should relocate to another town. This intel will be marked on the map as white squares, these markings become more and more accurate as more intel is gathered.
If a HQ is found and deactivated (BLUFOR player gets near to it) then the INDFOR operations are closed down. This means INDFOR can no longer spawn at the location and the INDFOR Leader can no longer spawn items there as a Zeus player.
BLUFOR (BLUE) Commanders (Zeus role):
Blue team has two Zeus roles on their side. Mission Commander (MC) and Air Commander (AC). MC is the overall leader of the team. The MC is also responsible for spawning and controlling all ground forces. Blue Team also have a MHQ that the MC can issue orders to. The MHQ is a secondary respawn point for Blue team as well as a small spawn area that the MC can use to deploy forces in the field. The MC can spawn troops at the central Blue Team base or in a small radius around the MHQ.
The AC role is to coordinate and deploy all Blue team air traffic. Air vehicles can be deployed either inside the Blue team base or at the main airfield. The AC can also remote control any vehicle they have deployed to assist with landing and takeoff of transport vehicles. The AC can also create empty aircraft if they wish to take a direct role in air support. If you enjoy being a pilot and fancy the challenge of managing all the aircraft for your team then this is the role for you.
INDFOR (GREEN) Team Strategy:
Green Team’s leader is also the Zeus player for INDFOR. The leader can deploy troops in any of the towns that currently has an active/alive officer. Officers cannot be controlled and will just patrol their respective town. If Blue team enters one of your deployment areas then it will be disabled until they leave the area, unless they manage to kill the officer, in which case it will be permanently disabled.
As noted above, if Blue team shut down an HQ they will have the opportunity to pick up intel. This will mark your location on the map to the Blue team. If a Blue team member finds you and kills you then a number of tickets (lives/respawns) will be rewarded to the Blue team. In addition approximately every 15 minutes the number of tickets awarded increases, only resetting once a bounty has been claimed.
INDFOR (GREEN) Leader (Zeus role):
Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder.
[New] You can now save your game. You can enable saving in the mission parameters. The game will also auto-save after each INDFOR HQ has been captured
[New] Single BLUFOR CO mode. Primarily designed for singleplayer / smaller games in which you want all the assets from the Air Commander to be consolidated into the Land Commander
[New] Defiance is now officially supported on Zargabad
[Balance] Major Balance changes to AT/AA: Missile Specialists have had their costs doubled/tripled. INDFOR now has access to static AT/AA at double the previous Missile Specialist cost. The intent is to reduce the amount of spamming of those units.
[Balance] To compensate for less AT, INDFOR have now been given access to the KUMA (Tank)
[Balance] To compensate for INDFOR getting a tank, BLUFOR’s Slammer has been upgraded to the TUSK variant
[Balance] Civilians have been removed from INDFOR Zeus. It was too easy to exploit
[Updated] When TvT/No Thermal Virtual Ammo Box is enabled, Zeus players will not be able to spawn ammo boxes. Players would use ammo boxes to get around item restrictions. Will investigate to see if there is a long term solve
[Updated] Zeus FOW(tm) now hide s the INDFOR HQ from BLUFOR
[Updated] Zeus can no longer edit the skill/respawn settings for Groups
[Updated] Additional Improvements to Team Killer checks. Should no longer award Team Kill on helicopter crashes
[Updated] Players can switch to INDFOR, even if locked to BLUFOR, if there are no INDFOR players online
[Admin] Admins can now reset team locks and forgive team killers in the Defiance – Command menu (you need to be logged in as Admin)
[Admin] Sometimes players would spawn in the corner of the map, a valid spawn checker is in place and will move any player that mis-spawns
[New] Players are now locked to a team when they join. If you try to switch teams you’ll be kicked on spawn. This does not impact players who are kicked for stacking INDFOR (they can join BLUFOR fine)
[New] Teamkiller Punishment. If a player team kills 3 times they are kicked. They will no longer be able to rejoin the game until the mission is restarted and their info is recorded in the server log
[New] Improved End Game notifications
[New] Defiance support for FATA (see below)
[Updated] HMG and GMG MRAPs (Hunter/Strider) have been made significantly cheaper
[Removed] Unarmed MRAPs (Hunter/Strider) have been removed from their respective teams as AI kept deploying them due to their cheap cost and were redundant with the cheaper armed versions
[Removed] Due to balance issues M4 Scorcher has been removed from BLUFOR. May come back in the future as an option
[Fix] Fixed an issue where killing MHQ could sometimes award tickets
[New] You can now sling load certain vehicles via helicopter, this is an optional settings in the mission parameters
[New] Zeus players can order AI Helicopters to land by pressing the “L” hotkey
[New] BLUFOR now have access to the SDV, M4 Scorcher and IFV-6a Cheetah
[New] Additional pop-up notifications for HQ deactivated, MHQ destroyed and Hades death
[New] Regeneration Rate of Zeus player resources can be adjusted via the mission parameters (for those wanting more/less Zeus spawned units)
[New] Hades bounty can be paused when no INDFOR players are playing via the mission parameters
[New] BLUFOR MHQ can be configured as a virtual ammo box via the mission parameters
[Update] Even more performance tweaks, still looking for feedback on Server and Client FPS
[Update] Nightstalker Scope added to the no thermal/not for TvT group for Virtual Ammo Box
[New] Defiance Chernarus and Takistan have been released
[New] INDFOR have acquired use of the unarmed WY-55 Hellcat and the FV-720 Mora
[New] Vote winners are now more visible with animated notification
[New] Welcome Dialog for new players
[New] INDFOR HQ spawns can be centered on different parts of the map via mission parameter
[New] BLUFOR starts the game with an initial intel for a town to check
[New] Most maps have added a “Airfield” Spawn location
[New] BLUFOR Fast Travel (Blue Flag) to move between HQ, Airfield and to MHQ
[New] Fake Intel is now optional and is a mission parameter
[New] Zeus regeneration rate can now be adjust via mission parameter
[New] New option in mission params for Civilian Intel to show an outlined/circled radius to make finding INDFOR HQs easier
[New] Number of tickets lost when MHQ is killed can be adjusted via mission parameter. If Disabled it will turn MHQ into non-combat vehicle and make it indestructible.
[Update] Performance tweaks, still looking for feedback on Server and Client FPS.
[Update] Better Zeus Max Unit Check so empty vehicles can be spawned even if Unit Cap is reached
[Update] Default Configuration is a Unit Cap of 60
[Update] BLUFOR HQ pickup radius up to 5m from 3m (Should resolve issues with HQs hidden in ruins)
[Fix] VAS now works correctly when set to TvT or no thermal mode
[Fix] Non-Admins could occasionally reset Zeus
[New] Unflip Vehicle Action – Useful if any vehicle gets stuck, especially BLUFOR MHQ.
[Updated] Big backend rewrite of voting and Zeus monitoring, should be much more stable in JIP Scenarios
[Updated] First stage of Team Switching script. Players are kicked if they switch teams as a full disconnect/relog is required to change teams properly. In the future additional settings will be included to force players to stick with a single team for the entire mission.
[Fix] Zeus role was not being transferred after respawn when using Revive
[Fix] Player Markers not updating correctly when using Revive
[Fix] When using “All” setting with Active HQs some players were unable to capture/disable HQs
[Fix] INDFOR Virtual Ammo Box markers obscuring “Defend HQ” Markers
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