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| Battlefield 2 - After Action Reports Discussions regarding BF2 AAR on Tactical Gamer Servers. |
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#1 (permalink) |
![]() Join Date: Jul 2005
Location: gent, belgium
Posts: 1,517
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First test of PR.607 last beta
I had great fun tonight testing the new build with Kill4aliving, Ghostdog and Phoenixfire tonight.
On the first map on seven gates we put up a strong defense at the central bunker, which is great to fight in. A great moment when we disengaged from a tough fight straight to the bunker-flag with 3 people in the squad. Fighting had moved so close to us that we actually punched clean through their lines. Once we were through the open the flag itself was totally clear. Second map was Al Kuffrah. Here I went CO, and had Kill4aliving and Phoenix help me set up the new bases. Every minute a bunker on a flag gives you +1 ticket I believe. The sandbags have been reworked really well, same for the fire-bases and the bunkers. They now spawn on a pile of dirt in the ground, so they don't float any more. Sandbags are curbed and actually useful. Then there is the barbed wire, really cool and useful, but a bit hard to place right where you want them. Here are the screens. ![]() Setting up a first base, note the truck, the command post (uav building), the bunker (in flag area=+1ticket/min), barbed wire to hamper infantry and the sandbags. The AA is not in view. ![]() Inside the second bunker we built. They have been tidied-up and now have nice detail inside. They also appear quite a bit stronger. The one we were defending wasn't easily taken out by tank-shells. ![]() A view from the sandbags. Below you see more of them with barbed wire. ![]() Looking the other way, the rest of the stuff. The CO-truck below me has spawn capability now just like the apc. This helps the CO a lot, and allows him to help the team more. A general remark. The game has been slowed down some more compared to the previous beta's. Run-speed is a bit lower, but not in a way that hampers game-play imo. Compared to 0.5 the current build is considerably slower. It gives you a lot more time, and need to think. Ps: Are the screens to dark? They are for me but I believe it's just my very old monitor.
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#2 (permalink) |
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Join Date: Oct 2006
Location: Bygeniou City, spamming Scan looking for nicrode, ANIs fail leader
Posts: 969
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Fun on PR 0.607 featuring me, Al, Gumball, PheonixFire and Ghost
So me, Al, and Ghost were sitting at our computers downloading PR 0.607. Al finished downloading first but he started downloading via torrent first and I finished secnod via filefront. Ghost had some trouble w/ filefront. His transfer rate was really low. the torrent soon passed it as soon as Al started seeding 20% to him. We hopped on the DVB server and had an amazing time. The CO Assist squad was in full effect lead by me while Commander BigGaayAl was building stuff on Al Kufrah Oilfield. I ended up finding a glitch/bug that only happened to me. We switched to Jabal and Gumball made a TG4Life squad and we went to West Beach and held off the USMC team long enough to get our team to cap Dam outpost and let us attempt to capture the beaches. All in all, great fun and Gumball took out a full 6 man squad of tanks (3 tanks) a couple of times by himself. They were asking how he got one hit kills w/ the tank, so I sarcastically replied TG has its ways. Thanks to Gumball for being SL for Jabal and Al for being a good SL and CO. Pics are down below:
![]() CO Assist squad^ ![]() Bug pic 1 (I could see anything near the area) ![]() Bug Pic 2 (I could see what is around that spot) ![]() Bug Pic 3 (This is where the glitch was) ![]() Bug Pic 4 (This is what happened when I went up the ladder) Thanks to the PR dev team for finally releasing this version of the beta. Now if only we could get our beta server back up which has been down for over a week... I'm off to make my server now, I am going to try and ask the PR devs if they will give me the server files so I can make a server for us to play on if our TG admins cant get the server back up and running Al made an AAR too, it can be found here
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|TG-Irr| Irregulars Intelligence Officer ![]() Level 68 M-Gear in ACE Online. Hopefully 7x in a day or two. BCU spawns Horos MS and steamrolls ANI, MoMoneyMoLawnmowers takes Akron and LH quit. Proud member of BCU's Rakion brigade, Crescendo. ![]() ![]() ![]() ![]() ![]() ![]() Last edited by ikill4aliving; 06-24-2007 at 02:03 AM. Reason: picture problems, added Al's AAR link |
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#3 (permalink) |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,788
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Re: First test of PR.607 last beta
Screens look allright. I like the idea of the bunkers being some sort of super flag, giving extra points but a tank shell should take one out realistically.
How many bunkers total can you have per flag/map Last edited by Sabre_Tooth_Tigger; 06-24-2007 at 08:21 AM. |
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#4 (permalink) |
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Join Date: Oct 2006
Location: Bygeniou City, spamming Scan looking for nicrode, ANIs fail leader
Posts: 969
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Re: First test of PR.607 last beta
I believe its 1 bunker/flag. im not sure though
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|TG-Irr| Irregulars Intelligence Officer ![]() Level 68 M-Gear in ACE Online. Hopefully 7x in a day or two. BCU spawns Horos MS and steamrolls ANI, MoMoneyMoLawnmowers takes Akron and LH quit. Proud member of BCU's Rakion brigade, Crescendo. ![]() ![]() ![]() ![]() ![]() ![]() |
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#5 (permalink) |
![]() Join Date: Jul 2005
Location: gent, belgium
Posts: 1,517
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Re: First test of PR.607 last beta
1 per flag indeed.
Right now, it's nor enough to cap a flag, it's best if you secure it, and let the CO move in to fortify and gain the ticket advantage.
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Last edited by BigGaayAl; 06-24-2007 at 12:30 PM. |
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#6 (permalink) |
![]() ![]() Join Date: Sep 2006
Location: Broomfield, CO
Age: 26
Posts: 5,206
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Re: First test of PR.607 last beta
I definitely like the idea that the CO isnt just a passive role anymore. This will be excellent on the bigger maps that .6 brings with it. On some of the smaller old .5 maps like suset city, having the CO in play is going to prove to be very interesting. Plus, can anyone imagine trying to set up a defensive perimter around market? too much clutter.
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|TG-6th|Ferris Bueller Important TG Reading | Support TG - Become a Supporting Member | TacticalWiki - Your TG Guide Kicked/Banned? READ THIS FIRST! | Complete list of TG Admins | Think Someone Did A Good Job? Nominate Them For a Ribbon! Report Problem Players/Appeal Your Ban | Learn TG - The TG Mentoring Program ![]() __________________ "Never underestimate the power of human stupidity." -Lazarus Long |
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#7 (permalink) |
![]() Join Date: Apr 2005
Location: New York (no, not the city)
Age: 31
Posts: 1,277
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Re: First test of PR.607 last beta
I just played a bit on Kashan Desert. The problem I had (being a Rifleman primarily) is the ammo kit. I know there's only one at a time now, but can they refill themselves? I found myself in a position by myself, bleeding out, and normally I toss bags/toss band-aid/reload/band-aid/etc, but this time I didn't get either ammo or band-aid reloaded.
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|TG-6th|Belhade
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#8 (permalink) |
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Join Date: Oct 2006
Location: Bygeniou City, spamming Scan looking for nicrode, ANIs fail leader
Posts: 969
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Re: First test of PR.607 last beta
Yeah, Belhade I usually go rifleman and now they cant even re arm themselves, let alone friendlies. I liked it before this beta
well, I just played on the PR Proving Grounds map, small but pretty sweet, if only the dev team made it bigger like Kashan Desert of Al Basrah. Pics below http://www.xfire.com/screenshots/iki...a49ee7bda7.jpg http://www.xfire.com/screenshots/iki...2c75c74e27.jpg http://www.xfire.com/screenshots/iki...8a3ea11b44.jpg ![]() Those are the pics of the coolest thing there and here is the smallest jet i have ever seen: ![]() Thanks PR team for putting in the Proving Grounds map (dont yell at me because this is the actual name of the map.) It is amazing, just make it bigger
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|TG-Irr| Irregulars Intelligence Officer ![]() Level 68 M-Gear in ACE Online. Hopefully 7x in a day or two. BCU spawns Horos MS and steamrolls ANI, MoMoneyMoLawnmowers takes Akron and LH quit. Proud member of BCU's Rakion brigade, Crescendo. ![]() ![]() ![]() ![]() ![]() ![]() Last edited by ikill4aliving; 06-25-2007 at 12:46 AM. Reason: added pics |
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#9 (permalink) | |
![]() Join Date: Mar 2007
Location: افغانستان
Posts: 2,788
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Re: First test of PR.607 last beta
Quote:
Does this include flags allready captured at the start of the game I wonder. The downside to this is you are creating an incentive for the enemy to attack bases they cant capture which combined with the bunkers ability to spawn players is going to mean half the game will be about fighting at uncappable flags, killing newly spawned players. I hope it doesnt turn out that way
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#10 (permalink) | |
![]() Join Date: Mar 2007
Location: Belgium
Age: 26
Posts: 979
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Re: First test of PR.607 last beta
Quote:
I really love the new beta! Commander is now even more important to the team and with the closest satellite view disabled, he just has to join the fight! PS: looking forward to more rounds with you guys. Here 's the Kufrah setup: ![]() Sandbag at 7 Gates:
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#11 (permalink) |
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Join Date: Oct 2006
Location: Bygeniou City, spamming Scan looking for nicrode, ANIs fail leader
Posts: 969
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Re: First test of PR.607 last beta
that sandbag was hilarious
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|TG-Irr| Irregulars Intelligence Officer ![]() Level 68 M-Gear in ACE Online. Hopefully 7x in a day or two. BCU spawns Horos MS and steamrolls ANI, MoMoneyMoLawnmowers takes Akron and LH quit. Proud member of BCU's Rakion brigade, Crescendo. ![]() ![]() ![]() ![]() ![]() ![]() |
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