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"Agents of FIB Helicarrier" Contend:Hold mission


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Heres my latest Contend: Hold mission.

 

2 teams of 8 start off with 4 cases near them. Each team starts off with 8 Lazer Jets they must land on the carrier and slowly pass through the scoring ring, located at the tip of the helicarrier. Because of placing the capture point in the air, the game places the captured cases back at the airfields they came from. The first 4 players get the cases by them and are tasked with landing on the helicarrier and depositing their cases as quickly as possible. Once each team has their 4 points, they must break the tie and go for the other team's cases at their airfield. While its possible to just eject and land on the carrier with a chute, and walk across the scoring ring, you sacrifice time saved by jetting across the map with a fast jet. The respawn vehicles are Buzzards, capable of extracting teammates from sea who might have cases, or carefully hovering over the water to grab the case and take it high up to your helicarrier. There are two fast boats below the helicarriers for each team, as well as a water ramp you can stand on and catch a ride from a good buzzard pilot.

 

Landing Tip: The key to landing on these helicarriers is approaching from underneath the deck (about a 2-3 story building height BELOW the deck, instead of from above and coasting down like a water based carrier landing), lining up your jet with the runway, and climbing up to the deck. The jet's airspeed slows down even more if its in a gradual climb (no more than 45 deg angle or you could stall), and right as your about to come up on the lip of the deck, you hit the air brakes and safely stop on the deck. You can cross the cockpit of your jet across the capture ring, thats been placed in midair to be at cockpit height. Then you back up the jet, and blast off again to go grab more cases or defend your airfield from the enemy wanting your cases after they've scored with their first 4 cases. If you dont stop the jet in time and go over the deck (bolting), you can score without stopping, but Ive noticed you still need to be going slowly once you reach the tip of the helicarrier for the points to register.

 

Whats online is now the fixed version that plays smoother and faster, after my GCCC crew did a shakedown of it and provided feedback. I originally wanted players to get out of the jet and walk to the scoring ring, where I tricked the game into placing the captured cases on the superstructure cabin, but crossing the capture ring at different heights made some cases stay up there, and some beam back to the airfields they came from. So I decided to work WITH the glitch, and make the helicarrier landings with jets the first part of the mission, and once that was over or all the jets got destroyed, it just became a buzzard helicopter war. The map does spawn across the airport, but its that way on purpose so you can get the enemy off you, and have about a minute to grab cases off the water (if they got dropped under your helicarrier) and climb fast to your helicarrier to score before the enemy buzzards are back on you. Team 2's helicarrier is at a higher altitude, but this happy mistake works out, as you need more altitude to free fall glide from the deck to the beach where team 2's airfield is. Its easier to land on the beach, so where team 2 has to climb a bit higher, they have easier access to plop down any where on the open beach, grab cases and fly off. As opposed to team1's port highway runway airfield, requiring a more careful approach with jets or choppers. Team 2 also got an advantage in how I lined up the jets for takeoff with a full team of 8 players, team 2 can get all 8 jets up in the air a bit faster, to make up for the slightly extra altitude of their helicarrier.

 

Heres the official description:

Helicarrier Jet Landing Training for the Best of the Best! Do you have what it takes to become an Agent of FIB? Training OP pits 2 agent teams of 8 against each other as they must Land Jets on Helicarriers, and STEAL other cases from the opponent's airfield to BREAK THE TIE before the 20 min Timer runs out. First to 7 pts Wins Round. LAND or BOLT the Jet off the deck to SCORE AT CAPTURE RING. Pickup Limit is 2. Buzzard Helicopter extractions at water ramp below Helicarriers possible.

 

http://rsg.ms/bccbd92

 

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BenecioDelToro

I like your style! These are the kind of jobs I'm looking for! High concept, high fun factor, high strategy. Perfect. I'll give it a play when I get back from Arizona in a couple of weeks. Keep on doing what you're doing. Excellent.

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