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| Battlefield 2 - Tactical Gamer Irregulars Discussion for TG Irregular squads |
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#2 (permalink) |
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Join Date: Dec 2005
Location: Palm Bay, FL
Age: 24
Posts: 48
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Re: League Match
I enjoyed it and had a good time!
I liked the mod and how it required a lot of thinking and employing tactics in order to survive and accomplish your objectives. The pacing and speed of the gameplay is, in my opinion, the way BF2 should be.
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#3 (permalink) |
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Join Date: Dec 2005
Location: Sheffield, UK
Age: 33
Posts: 617
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Re: League Match
It was fun. I didn't get the chance to run around and shoot things as I was required to lead the USMC. How was the game from the perspective of the grunts?
P.S. Thanks to all on USMC for a great game. Well done to everyone who played.
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#4 (permalink) |
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Join Date: Dec 2005
Location: UK
Posts: 307
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Re: League Match
Good work to all those involved, especially all those behind the scenes.
It was a good opening match, although i wish i had seen it from the ground, life up in the air (in the MEC chopper) is much harsher with this mod. I love all the grenade alterations, makes things much more interesting, and so does the tweaks to the medic making it a much harder job now. some thoughts...... The AA on the map just tore us to pieces in the Havoc, the "increased lock distance, decreased lock delay, and increased number of missiles per reload", has made a big difference on this small map, we kept getting locked and nailed before we could even take off and were getting locked almost everwhere on the map due to the increased range on the AA. Secondly, with this mod the gunners cockpit view(for MEC anyway) is almost completely obscured, not being able to see anything under, or just in front of, the chopper which makes things difficult, i think some sort of tv camera view(not the normal outside view) of the gun would be more realistic and appropriate as i was getting more kills with the TV missile than the main cannon when i was gunning. that said i had lots of fun and look forward to the next match, although next time we use this mod i plan to have my feet firmly planted on the ground. ![]()
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#5 (permalink) |
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Join Date: Oct 2005
Location: N London, England
Age: 34
Posts: 550
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Re: League Match
It was a good game, very different tactics have to be applied to the mod where as in vanilla you can sort of rush flags but last night slower, more careful, strategic play had to be observed. You have to think about your squads choice of kit more carefully to compliment each other and recognise that your kit ie medic, cant just go running into the firefight due to the lack of health when you revive someone.
The smoke grenades were a welcome addition though those god damn flash grenades are way to effective!! If the smoke from the smoke grenades only lasts for 5 seconds, why on earth when a flash goes off are you blind for 10 !! All in all a damn good mod that with a little bit of refinement, will compliment the TG style of play...well in my opinion anyhoo. Props to Abra for organising last night and all those in the background and also apologies to my squad for dissapearing, damn pc crashed again! Last edited by Just G; 01-14-2006 at 10:54 AM. |
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#6 (permalink) |
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Join Date: Dec 2005
Location: Massachusetts, US
Posts: 140
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Re: League Match
Alas, i arrived back home late and missed the start. Sounds like it was a great game. Hopefully i can make the next one.
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#7 (permalink) | |
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Join Date: Dec 2005
Location: Birmingham, England
Age: 27
Posts: 1,860
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Re: League Match
Well done to all who attended. Unfortunately i couldnt make it due to work. How many irregs were on there? How many slots did we get? Did the irreg squad do ok? Inquiring minds demand to know.
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#8 (permalink) |
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Join Date: Oct 2005
Location: N London, England
Age: 34
Posts: 550
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Re: League Match
The Irregs had 8 turn up which was all of our slots. The squad did ok but we got split up as i believe smallfatcat had to co opfor and shafik did for mec. We did fine, if anything we need to get our play tactics down for this mod as it plays quite differently from the vanilla bf2.
I got made captain but due to an unstable pc and a baby in bed, i couldnt do much co-ordinating for the squad/team. Anyhoo, we all enjoyed it and are definately looking forward to the next one. Hope you will be there. G |
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#9 (permalink) |
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Join Date: Dec 2005
Location: Palm Bay, FL
Age: 24
Posts: 48
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Re: League Match
There was a bug with one of the flags where it wouldn't turn after going up all the way, even if there were no enemies around it. I think the USMC had a problem with it as well. I can't remember the name of the objective but it was the one just to the West of the Construction Site.
Unless it wasn't a bug and there was a very sneaky OPFOR nearby.. maybe that's what it was. I like how the flag turns gray as soon as there's OPFOR in the capture radius.
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#10 (permalink) |
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Banned
Join Date: Nov 2005
Location: Boulder, Colorado
Age: 20
Posts: 1,133
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Re: League Match
Yeah, both the Surveillance Post and Market Place flags ended up bugging out and staying neutral for whole games. Kind of sucks. But it was a good experience overall, and I think a 64 player tactical mod game would be incredible.
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#11 (permalink) |
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Join Date: Nov 2005
Location: Israel
Age: 27
Posts: 1,556
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Re: League Match
As infantry, did you feel the game was balanced? OpFor couldnt make it passed Surveillance Post, and even that was almost always under attack. Was flanking possible? On other maps this might be different, but this being an assault map, perhaps the defending forces have an advantage?
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#12 (permalink) | |
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Join Date: Nov 2005
Location: Israel
Age: 27
Posts: 1,556
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Re: League Match
Quote:
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#13 (permalink) | ||
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Join Date: Jul 2005
Posts: 1,355
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Re: League Match
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The defenders start out with every flag and bleed the attackers at a rapid pace. They also have the defensive position advantage, which generally nets a higher kill/death ratio than attackers. The attackers start out with a huge ticket lead. On the particular map we played last night, Sharqi/32, the starting tickets were MEC 350, USMC 200. The attackers can capture the defenders' main base, depriving them of valuable assets. The attackers can also capture every CP and wipe the defenders off the map. Hopefully the advantages and disadvantages of each side work to balance each other out. In the play tests that we've had with the mod so far, I've seen both the attackers and defenders win rounds on assault maps, with the teams seeming to be as even as you could hope for them to be. Ideally, the outcome of a round is decided by which team uses the better tactics, fully utilizes their advantages in the scenario, and plays more smart and carefully than the other. Quote:
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#14 (permalink) |
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Join Date: Dec 2005
Location: Sheffield, UK
Age: 33
Posts: 617
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Re: League Match
I'd have to agree. There was definately a crucial point when we lost our tv station and we had lost a number of other flags. We were able to take back the TV station pretty quickly. If we hadn't the map would have been lost.
On another note to anyone who was on USMC, sorry I was a bit green as your CO but that is only my second map commanding on TG servers, and the first time I had played the TacticalMod. I will be better in future.
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#15 (permalink) | |
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Join Date: Jul 2005
Posts: 1,355
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Re: League Match
Quote:
I was able to get a sense of your orders and comments through my squad leader and you seem to have done a fine job. Congrats on your first league CO win. |
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