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| Battlefield 2 - Tactical Gamer Irregulars Discussion for TG Irregular squads |
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#1 (permalink) |
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Join Date: Nov 2005
Location: Israel
Age: 27
Posts: 1,556
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Tactical Mod .6 Released
Please review, download and install this sucker PRIOR to the scrim. We WILL be using this mod on the scrim, so no excuses. Everything you need to know is on this page: http://www.tacticalwiki.com/index.ph...al_Mod_for_BF2
This mod also supports Strike at Karkand 2. The link is included on the wiki page above. There are many changes in this mod that directly effect the gameplay. Please read all the changes on the wiki page, we don't want any surprises, right? Some tactics widely used are no longer possible, so please read, think, post if you like. Thing is, understand that this is NOT vanilla BF2. Some things are very different. Last edited by Shafik; 01-11-2006 at 04:15 PM. |
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#2 (permalink) | |
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Join Date: Dec 2005
Location: Birmingham, England
Age: 27
Posts: 1,860
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Re: Tactical Mod .6 Released
Cheers Shafik. Yes, the tactical mod changes the game into a very different animal, if you are in the scrim it is vital you read up on what you have got yourself in for.
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#4 (permalink) |
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Join Date: Nov 2005
Location: Israel
Age: 27
Posts: 1,556
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Re: Tactical Mod .6 Released
I've just now tried this out on single player. Here are my thoughts:
Supressing fire is now very important and effective. Support weapons are much more accurate (prone ONLY) Support players cannot throw down ammo. They throw down one pack, and restore the previously selected weapon. Same for medics. No throwing Medpacks at all. Medic has to be physically near the player in order to heal. When reviving, the revived player comes back with only a few bars of health. No more getting revived and rushing in. The flag capping is a little more complex, and I'd like some more time to look into this. Basic thing is, defenders MUST defend in the proximity of the flag. Attackers must eliminate defenders before being able to cap the flag. Also, defenders cant spawn when attackers have the proximity of the flag. Not sure how this works, but it did in single player. No more enemies spawning behind you as you cap a flag. Please, try this mod on single player and jot down your impressions and tips. Although the mod states that medics and engineers dont heal or repair from inside the vehicle, I noticed they did when playing single player. If anyone else can try this, i'd appreciate it. The smoke grenade has been included in every kit, meaning less frag grenades. This is a really important piece of equipment. Use it. |
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#5 (permalink) |
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Join Date: Jul 2005
Posts: 1,355
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Re: Tactical Mod .6 Released
Shafik and Jimmy, thanks for pointing out that playing the mod requires quite a different approach from playing vanilla. To those who haven't played the mod before, I recommend reading the various Tactical Mod AAR threads, particularly the most recent scrim AAR, to see what others have said about what it's like playing the mod. Also, I am going to try and make sure that the server is set up and ready with the mod by early/mid Friday so players are able to get some exposure to the mod before the scrim that night.
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#6 (permalink) | |
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Join Date: Jul 2005
Posts: 1,355
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Re: Tactical Mod .6 Released
Quote:
As for the abilities still working while in vehicles, I don't know why that is in single player. But several testers and I were able to confirm that the abilities are disabled in multi-player last night. |
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#7 (permalink) | ||
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Join Date: Nov 2005
Location: Israel
Age: 27
Posts: 1,556
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Re: Tactical Mod .6 Released
Quote:
Quote:
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