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| Battlefield 2 - General Discussion General discussion for Battlefield 2 |
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#1 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,757
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ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
Tactical Mod Play Test
Version: .6 change log Date/Time: Tuesday Jan 17th @ 9pm EST Available for download here (make sure to follow ALL of the client installation steps) Server Information 70.84.146.202 TeamSpeak Information BF2 --> Tactical Mod sub-channel Maps The maps will vary in selection and size to test the various new features & fixes. The primary map we would like to test is Strike at Karkand 2 in the various map sizes. We will rotate throughout the maps however. What to expect This is a play test of the current tactical mod. This release was intended to fix bugs & balance issues from the previous release. However, there could still be defects and balance issues that exists. If you encounter these, please make note of them and do not exploit them! This play test is not about winning the round, rather it is to test and determine balance issues. Note for Squad Leaders (SLs) The squad leader is a critical role in the tactical mod. We all have the vanilla BF2 play style engrained in our head. We need to step back and play this mod differently. When leading your squad, slow down the pace a bit. This isn't a race to the flags. Continually throwing bodies at a flag and dying is only going to cause frustration. There is no scan / uav / artillery in the mod, so you can pace yourself, use stealth, flanking maneuvers, etc. Also make sure balance your squad kit selection out. Each kit has a specific role. For example, the medic isn't supposed to be an assault kit. You will find it more difficult to revive and heal members than in the vanilla BF2. This is the intent. If a man is down, your squad must do what they can do cover the downed man so that the medic can revive & heal. Smoke is a great tool for this. Once revived, get to cover and then heal. What should I do after the play test? After the play test, please post your feedback / comments in the AAR forum. All feedback is welcome. We want to know what you liked and didn't like. We need to know what balance issues exist, etc. HAVE FUN!!!
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer Last edited by asch; 01-17-2006 at 07:46 AM. |
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#2 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 7,996
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Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
nice!
(btw, just noticed this in the changelog: "0.3: Blood visual effect" - anyone happen to know if this works on medium "effects" settings or if they have to be on high? and uh.. what is it? screenshots?)
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#6 (permalink) | |
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Join Date: Nov 2005
Location: Israel
Age: 27
Posts: 1,556
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Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
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#7 (permalink) | |
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Join Date: Oct 2005
Location: AZ
Age: 18
Posts: 688
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Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
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AKA ContingencyPlan ![]() ![]()
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#8 (permalink) |
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Join Date: Jun 2005
Location: Austin, TX
Age: 33
Posts: 4,309
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Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
I'm so there I'm early. This mod makes BF2 so much more of a game to be played the TG way. It really requires teamwork and tactics for your squad (and team) to be successful.
And yes you can see the blood effects at med/low settings. Doesn't really affect teamplay, but damn I love that feature. ![]()
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-F- Beatnik
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#10 (permalink) | |
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Join Date: Jul 2005
Posts: 1,355
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Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
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#13 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 7,996
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Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
Quote:
) screenie of this!!(edit: don't wanna hijack this thread - i'll start a new one.... here)
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#14 (permalink) |
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Join Date: Sep 2005
Location: Oklahoma City, OK
Age: 30
Posts: 263
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Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
awesome..i'll try to make it again...was anything ever decided about changing the ratio for tickets? i know we discussed it in teamspeak some.
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