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| Battlefield 2 - After Action Reports Discussions regarding BF2 AAR on Tactical Gamer Servers. |
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#1 (permalink) |
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Join Date: Jul 2005
Age: 22
Posts: 326
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tactical mod scrim AAR
..someone had to start a thread.
really, i can sum it up in a word- fustrating. i had some fun on dalian, but the previous two maps just didn't work as well from my standpoint. it was basically sit around, see enemy, hide, get shot, wait an eternity to respawn, get shot, wait an eternity to respawn...then maybe some more sitting and/or hiding. i just wasn't feeling it. (the difference in dalian being i got a better chance to move around and engage enemies that weren't lying in wait to snipe me) anyway, i'm curious of what everyone thought. scoreboard would be nice, too.
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#2 (permalink) |
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Join Date: Jul 2005
Posts: 4,494
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Re: tactical mod scrim AAR
Scoreboards including roster screenshots taken at the start of each round.
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Battlefield Admin(BF2 Rules) (BF2142 Rules)
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#4 (permalink) |
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Join Date: Jun 2005
Location: Ca
Age: 27
Posts: 310
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Re: tactical mod scrim AAR
Sorry guys I didn't make it tonight. I have to pick up my parent from the airport that came to visiting me from Washington. I just got home about 7:30PM [PST] and guys have fun tonight.
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[TG-5th JTF] LuNiSiCx 5th Joint Task Force 5th Joint Task Force TacticalWiki ![]() ![]() ![]() ![]() ![]() ![]() [squadl] [ma-c1][ma-c2] |
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#5 (permalink) |
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Join Date: Jun 2005
Posts: 2,460
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Re: tactical mod scrim AAR
Well, aside from the fact that I did a pretty poor job at SL tonight, here's a few things from me.
-Seems like the power/accuracy of the USMC rifles went up, while that of the OpFor went down. Pretty much every time an enemy shot at me I got hit, and unless there was a fence in front of me 1-2 shots took me down every time. However, I either couldn't hit anyone with the OpFor rifles, or when I did it took me 5-6+ shots to get them down. I hit one guy in the open about 5 times, and he still kept on running. I'm not complaining to complain, this felt like a real problem to me (and yes, I'm taking into account the possible 3-round burst); I kill people faster in vanilla BF2. -Improved AA is nice. -I think that adding in a limited, long-recharge artillery strike that can only be called by an SL would be nice. -Medics have to learn how to revive properly in this mod. Not talking about anyone in particular, but running out and reviving a guy as the bullets are still flying overhead is a bad idea. -There needs to be more spotting of enemies, but without the clutter of the voice in the background saying "Enemy spotted!". I really got hampered trying to follow the CO and several teammates talking at once while hearing "Enemy spotted!" twice every second. Seeing as how spotting the enemy is the only real way to see them now, this should definitely be looked into. -The game didn't feel slowed down at all. In fact, I felt like I had less time to think and maneuver, since it was so easy to die. -I didn't particularly like how flag neutralization worked. Many times I had a perimeter around my flag, but the enemy just did a suicide run to get 1-2 guys in there to turn it grey right away. This caused a focus to be shifted away from the rest of the enemy squad to get the guys on the flag down, while in the meantime the remainder of the enemy squad moved in and cleaned house. It just seemed way too easy to have a flag taken out from under you. I like the concept, but the implementation seems flawed; rewarding those who would send in someone on a suicide mission rather than those that set up a good defense. Those are my thoughts for now, maybe more will come to me in the morning.
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#6 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: In the cell next to Icky.
Age: 54
Posts: 5,944
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Re: tactical mod scrim AAR
Great games by all. Give kudo's to Munchkin. Great job setting this up.
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#7 (permalink) |
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Join Date: Nov 2005
Location: District of Columbia, U.S.A
Age: 17
Posts: 493
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Re: tactical mod scrim AAR
All three rounds were awesome, at least for team A.
I was in the 42nd squad for every round and I have to say, everyone in the squad was stellar. It was my first scrim with my in-house squad, as I just joined, so it was great to fight with just 42nd members in the squad(and the ocasional recruit) and to be a force on the battlefield. StrikeFear, Xeil, Fuzzy, Mateo, and Rico and performed unbelieveably well, showing the skill, initiative, teamwork, communication, decisiveness, and great attitude that makes TG what it is. :icon:Of course, the others who spent time in our squad, such as Killrogg and Thump also performed very, very well. I also want to thank Munchkin for organizing the scrim, he did a awesome job, as well as the entire team A. I look forward to the next one.
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War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling that thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety is a miserable creature, who has no chance at being free unless made and kept so by the exertions of better men than himself. -- John Stuart Mill-- "O xein angellein lakedaimoniois hoti tede keimetha tois keinon rhemasi peithomenoi"- Monument, Thermopylae |
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#8 (permalink) |
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Join Date: Jul 2005
Location: Sydney, Australia
Age: 17
Posts: 2,271
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Re: tactical mod scrim AAR
I had a ton of fun all round - thanks everyone for being there and playing, it was great to see you all!
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![]() [conduct][volun][drill][sg-c1][tpf-c1] |TG-2nd|munchkin Nec aspera terrent. |
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#9 (permalink) |
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Join Date: Jul 2005
Location: Florida,USA
Age: 20
Posts: 1,970
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Re: tactical mod scrim AAR
REALLY sorry i couldn't be there. Some unexpected RL stuff came up and i had to be away from the computer. Great job setting the whole thing up Munchkin.
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#10 (permalink) |
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Join Date: Dec 2005
Location: North Carolina
Age: 22
Posts: 455
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Re: tactical mod scrim AAR
My Summary:
The Battles Most of Team A showed up on time! Team B on the other hand, bunch of scallywags, were late. I later joined those bunch of hoodlums as they were short a few men and joined up with Squad 1 led by Smoking Tarpan. Overall I had a blast! The first two maps were rough but that's because we were losing, and I don't like losing. Gulf of Oman went ok. It was the first map so many of us were getting acclimated to the mod. Squad 1 was tasked with holding the Construction site. We held on for a while, but were pushed back to the Hotel eventually. We did our best to contain the opposition, but our tickets ran out. Mashtuur was rough for me. We were tasked with holding the Power Plant. As an AT it was my job to take out any armor that threatened us, however I saw little armor that round. I didn't see many occupied Humvees either, so I felt a little useless. Due to my inferior weapon I wasn't that effective in infantry skirmishes, so it was almost like my squad was short a man. However, I still enjoyed myself. I was just frustrated I couldn't be of more use. We were overrun at Power Plant and relocated to the water tower where we got in many skirmishes with enemy infantry. We lost that round as well. The last round was the most fun for me, due in part to the fact that we won, but mostly due to the fact that I was useful on Dalian Plant. As an AT I finally got some serious action and proved to be a productive member of my squad. Squad 1 started out attacking the Reactor Towers. Opposition was fierce and even with the support of another squad we could not take it. Our next target was the Maintenance building. We fought hard for that building (tanks, infantry, apcs) but we had to give it back to the enemy to secure the nearby docks. After that it was a game of defense as we wittled down the opposition's tickets. Victory at last! The Mod Overall I like the mod a lot, not more or less than vanilla. It's almost like a seperate game. The combat is much more organized and much slower. Firefights tend to be protracted. With the respawn times, I placed a lot more value on my life and you could tell the others did too. This made the firefights much more nerve wracking but also engrossing. I've never had so much fun trying not to get shot. Crouching with my back to the wall watching our flank as incoming rounds tore the bricks apart behind me was intense. Not having name tags for the enemy was both terrifying and hilarious all at the same time. There were several times when I found myself staring down a street at an enemy soldier looking back at me, both of us trying to figure out if the other was a friendly. Other times it was not so humerous, especially when a fellow soldier and myself were lit up by a friendly tank supporting our assault for about 15 seconds straight. However, friendly fire is to be expected, and it adds to the intensity of the experience. Airpower is an important factor in winning the battle, but not nearly as crucial as in vanilla. Aircraft are much more tolerable now with their weakened armor and the improved AA. I can't say enough about the support. I like it. I didn't get to fire a support weapon myself, but I did get pinned down quite a bit by it. On Oman I was in the large building by the Construction Site flag and I was completely immobilized by a support gunner on the train tracks. I'll give more feedback tomorrow. The hour grows late, but before I go... Bubba and Munchkin, thank you so much for organizing this. I had a blast! Duke, your mod is excellent! Tarpan, great work SLing tonight. Your directions were detailed and clear, and you never lost your cool. To the rest of my squad and Team B, you guys rock! And finally Team A, great fight tonight. It was a pleasure.
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#11 (permalink) |
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Join Date: Aug 2005
Posts: 3,846
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Re: tactical mod scrim AAR
The entire event went off without a hitch. The mod ran smoothly and I experienced no bugs at all.
The gameplay, as others have said before me, is quite distinct from vanilla. It's a bit slower and I found it very enjoyable. You are forced to stick with your squad and it is just fun. A very tactical and cerebral experience. Great work to everyone involved in setting this up, and I look forward to having another one of these events in the future. It was a blast.
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Current good song: Justice - Stress "$250,000 a year won't get me to Central Park West."
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#12 (permalink) | |
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Join Date: Nov 2005
Location: District of Columbia, U.S.A
Age: 17
Posts: 493
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Re: tactical mod scrim AAR
Quote:
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War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling that thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety is a miserable creature, who has no chance at being free unless made and kept so by the exertions of better men than himself. -- John Stuart Mill-- "O xein angellein lakedaimoniois hoti tede keimetha tois keinon rhemasi peithomenoi"- Monument, Thermopylae |
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#13 (permalink) |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,251
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Re: tactical mod scrim AAR
My .02
Summary: I'm a big believer in this mod and fully support the goals. I think 0.5 while achieving many of the goals of making this game more tactical, measured and strategic has produced a product that is more frustrating then pleasurable. I'll specifically be addressing the role of the medic as I played it for the first 2 maps (last map I had to leave). Medic The 0.5 incorporates many of the things I thought would be great additions... long death timers, revive at low health, no medpac drops; but combined with the insanely limited ammo count and the lack of armor make the class a death trap for 85% of hostile engagements. While the "nerf" to revive and healing via packs has greatly reduced the classess abilities. Ultimately, I think you have made the class ultra important via the death penalty, but have made it incredibly hard to play ie. you can't kill much or for very long, can't throw packs down in locations or onto roofs so healing is much more limited, and reviving is a risky propisition at best. 1. AMMO: I'm a "reload" freak so that after every kill I will reload my weapon, but (and I'm not sure if this happens in vanilla as well) on every reload you lose the mag. This means when I've expended 10 rounds and want to be sure I have a full mag for the next encounter I must drop the remaining rounds. This with the decrease in magazine size to 1 extra clip forced me to use single-shot in almost all engagments ensuring I will lose almost all those fights. 2. Medpack: The effect of limited medpack drops severly decreases the value of a medic in a defensive role. This mod encourages us to split up and find covering positions.. but when doing so the medic has no means of reving anyone not in the immediate vacinity. I found when defending the construction yard I was almost hepless in fighting with no nades to clear the flag, and as a medic was unable to heal anyone that left the building (and floor) that my SL was on. Given the respawn penalty my inability to seed defensive positions with medic packs is a HUGE change from vanilla and really makes me question the desire to have a medic when playing in a static manner. 3. Weapon Power: I can't speak to the damage I was inflicting very well because it seemed like every bullet that hit me was a kill... I have no idea what changes were made to the weapons or if the other team was sporting some headshot artists, but I know my medic rifle was taking the usual 5-6 rounds in the chest to kill, but most of my squad was complaining of one shot one kill deaths. 4. Fixed AA: WOW what a difference. I managed a significant number of kills including two on my friend Mr Viper... I'm wondering if these are slightly overpowered at this point, though they still suffer from a fixed (known location) weakness that allowed Viper to kill me using a maximum height straffing dive. Is it possible to have the AA spawn randomly between 2 or more locations, but balance down some of their destructive power? 5. Revive: I still really like the low-health change, but coupled with the no medpacks and no ammo the class is truly UNFUN to play now. The pressure for two medics in a squad of just 6 guys is incredible given our penchant to die and inability to defend ourselves. I also sort of thought the idea was to get less medics onto the battlefield not more? If I recall in RL they may have one medic per 30 soldiers.. we seem to be running more like 1 per 3 atm. 6. Assualt Advantage: One thing I was reflecting on is the "assault" advantage bestowed by the medic changes. I'm not sure if this is our fault for spreading a squad out to cover multiple areas.. but an advancing squad grouped relatively close together is able to use a medic to revive any fallen enemies immediately while also providing the maximum firepower on any defensive contacts. The defenders meanwhile which are often spread out in overwatch positions, while often getting the first few kills are eventually "downed" and unrevivable because of their locations... it seems all an attacker needs to do is pick off the perimeter one at a time (reviving all the while) while preventing the denfenders from maintaining their positions. This may be true of vanilla but it is seriously accentuated by the death penalty as the round wears on. All in all think it was a great test. I really liked the pacing of the game.. the ability to deploy without fear of an arty strike or UAV. I would love to try some other classess to see how they play differently in the near future.
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#14 (permalink) |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: tactical mod scrim AAR
It was interesting. Unfortunately I got a phone call about 5 minutes into the first map that left me afk for 20 minutes and I missed the start of the 3rd map. Sorry Tarpan's squad, I probably should have just dropped out.
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Peace through fear... since 1947! |
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#15 (permalink) |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: tactical mod scrim AAR
Uh one comment...
The support weapon felt exactly like the stock support weapon to me. I couldn't make anyone die further than about 5 paces from me.
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Peace through fear... since 1947! |
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