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Old 06-16-2005, 12:22 PM   #61 (permalink)
 
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Re: What do you think should be improved for the final version?

Running over your own teams mines or claymore should be the same as a suicide, not a TK against the teamie who planted them.

I've given up even planting mines anymore because no one bothers to watch for them and I end up with a -15 score.
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Old 06-16-2005, 12:36 PM   #62 (permalink)


 
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Re: What do you think should be improved for the final version?

Quote:
Originally Posted by Twisted_Firestarter
Running over your own teams mines or claymore should be the same as a suicide, not a TK against the teamie who planted them.

I've given up even planting mines anymore because no one bothers to watch for them and I end up with a -15 score.
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Old 06-16-2005, 01:34 PM   #63 (permalink)
 
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Re: What do you think should be improved for the final version?

I'll add one for the command map:

I'd like an easier way to scroll the map when zoomed in. I really like the way it's done in most strategy games where you slide the mouse cursor near the edge of the map and it scrolls in that direction automagically.

(okay, now go ahead and tell me it's already in there but I'm just too knuckleheaded to have figured it out on my own):
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Old 06-16-2005, 02:31 PM   #64 (permalink)



 
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Re: What do you think should be improved for the final version?

Man... I get back home from Chicago tonight and there's over 60 freak'n posts in this thread. It's going to take me all weekend to compile this list. Doh!

Keep them coming guys!
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Old 06-17-2005, 10:17 AM   #65 (permalink)
 
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Re: What do you think should be improved for the final version?

O.K. Been thinking about this one for a while...and I think it ties in with something already mentioned earlier, but I'll re-state it anyway. I don't think it would involve much coding...but would give commanders much more control, especially in the larger, chaotic servers (like our own seems to be).

They need to incorporate a "planning" timer at the beginning of each round. The planning round would incorporate the following:

1) Commander Selection (voting, volunteers, etc)
2) Squad Formation
a) Commander creates squads with objective names such as "BlackHawk Squad", "Special Ops Squad" etc. Perhaps goal oriented names like "Defend Hotel Squad" as an example.
b) Commander assigns Squad Leaders based on previous performance, or just asks for volunteers. The Commander would be ultimately responsible for assigning this duty, no regular player should be able to create his own squad, willy-nilly like. Of course, this would imply that each squad could take all 32 players, meaning create enough squads, or do away with the 6 player limit per squad.

3) Planning Phase
a) Once squad creation is completed, the squads can be filled out, with each SL giving specific direction for who's carrying what piece of gear.
b) Before the game commences, the Commander should have full VOIP capability to all players so he can give the general gameplan to all players. "Team Hotel, you're job is to secure the Hotel and defend at all costs...DO NOT abandon your post. I'll specifically assign you to a new task if you're needed elsewhere." Or "OK everybody, NO ONE, and I mean NO ONE is to take off in the BlackHawk or Cobra, that job is specifically for Squad HELO." ...You see what I'm getting at. In this situation (for late joiners, etc) descriptive squad names would help people understand their responsibility. Initial offensive/defensive operations could be handled more effectively. For instance, the MEC Commander could develop a blitzkrieg style attack along a particular axis, using all his squads in unison.
4) READY: give the commander interface a "Ready" button, to select when his team and plan are in place. If it takes too long, so be it...but I think everyone's there to play the game, so unnecessary delays will be dealt with accordingly (you know, the usual..."Get your **** together MEC!!!")

Some would say this would slow down the game too much, but I disagree. If you want instant, chaotic action go elsewhere. I think an initial planning phase would really create and preserve what's left of the tactical element of this game. Right now, its just an overblown BF1942: no-holds barred run-n-gun with minimal communication at the outset. The commander, once in place, stays in command for good or ill...and its really ticking me off.

What do you guys think? Too much?

Oh yeah, forgot....get rid of auto-balancing squad leaders. This defeats everything mentioned above.

Last edited by houdini; 06-17-2005 at 10:19 AM. Reason: does anyone REALLY care, or actually read this?
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Old 06-17-2005, 10:26 AM   #66 (permalink)
 
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Re: What do you think should be improved for the final version?

Darn-diddly-doo! (I think that'll make it past the TG censors, eh?)

Some other thoughts as I read my post.
1) When the commander creates the squads, perhaps he could be given the ability to also decide initial spawn location. This would prevent unneeded movement to get into place.
2) Tied into 1) above and creation of squads. Perhaps the guys at EA, if reluctant to provide too much power to the commander, could at least create "ready-made" squads for each map, based on geo-refs...i.e. "Alpha Squad - Hotel", "Bravo Squad - East Beach), "Charlie Squad - Aviation", etc. This could speed up the planning phase.
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Old 06-17-2005, 12:49 PM   #67 (permalink)
 
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Re: What do you think should be improved for the final version?

Some good ideas here, but two things that I'd like to poke at.

Designated squad duties, such as Hotel Defense Squad, are not very viable. Very rarely will one squad be able to stay in one place or do the same thing the entire map, as reinforcements will always be needed elsewhere. I think it'd be kinda confusing to have a defense squad show up on the front lines of an assualt. I do, however, think that there needs to be a designated flight squad; just not designations for infantry.

Having the commander being able to talk to everyone is something that I think would be nothing short of chaotic. The reason why SL's exist is to act as a communication pipeline, and they're trusted to interpret the CO's orders in a viable manner and control their squad. If the CO suddenly tells everyone the big plan, I forsee squad members running off to accomplish the "objective" before the SL lays down the fine details. Generals don't broadcast to grunts, they broadcast to lower officers, and orders work their way down the line. Chain of command exists for a reason.

Aside from those two critiques though, good ideas.
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Old 06-17-2005, 01:56 PM   #68 (permalink)
 
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Re: What do you think should be improved for the final version?

Aaahhh....then I wasn't clear.

My idea for full VOIP capability for the commander was pre-match, during the planning phase. Not really required, but sure does help if everyone can "hear" the plan prior to match start. Truthfully, as long as the commander's and SL's are all on the same page, then I'm happy.

Concerning the dedicated squads...I'm with you in that you're always going to need to be flexible, and I really wouldn't do that in the strict sense. The hotel defense squad was just an example, the key being that the commander has the flexibility to name the squads as he sees fit to accomplish his goal. Again, if he want's to make it easy on himself he could *perhaps* name a squad "Hotel Defense" so that he can quickly know their AOR, give those late-comers an idea of the "general" role of his new squad.

Anyhoo...just some thoughts, that's all...I'm betting someone, somewhere is dreaming up a killer mod for this game already. Can't wait!
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Old 06-17-2005, 02:00 PM   #69 (permalink)
 
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Re: What do you think should be improved for the final version?

FIX THE SNIPER RIFLES....either make the scope more powerful or make the gun more powerful. But you should be able to snipe from over 1000m if you have skill. Also, make the bullets travel in time.
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Old 06-17-2005, 03:27 PM   #70 (permalink)
 
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Re: What do you think should be improved for the final version?

Quote:
Originally Posted by houdini
Concerning the dedicated squads...I'm with you in that you're always going to need to be flexible, and I really wouldn't do that in the strict sense. The hotel defense squad was just an example, the key being that the commander has the flexibility to name the squads as he sees fit to accomplish his goal. Again, if he want's to make it easy on himself he could *perhaps* name a squad "Hotel Defense" so that he can quickly know their AOR, give those late-comers an idea of the "general" role of his new squad.
This is actually bordering on tactics instead of improvements, but I'll touch upon it here briefly. Combining your idea with mine, there is room for dedicated squads- just with adjustment. Flight Squad, Armor Squad, Recon Squad, Transport Squad, etc. Dedicated yet generalized roles; each squad is able to do a variety of tasks, but they have a specific way of going about it. Currently it's pretty much a "take what you need/can" setup. Wouldn't it be nice to actually have an entire squad of tanks roll in on a position as opposed 4 infantry, 1 tank and 1 jeep?

Man, that would be almost like how the real military does it.
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Old 06-18-2005, 12:39 AM   #71 (permalink)
 
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Re: What do you think should be improved for the final version?

For one, it would be nice if a ramming would count as a suicide. It is a suicide act, even if you're getting kills.

Also, some way to remove/detonate c4 (like with a hand grenade) that you find instead of waiting for it to trigger, or yelling at your friend not to repair the artillery because is rigged by a certain *cough* kark *cough*.... Have only engineers be able to do it, or it take a grenade or something.

Stronger AT missiles, it takes too many to kill a tank, and you don't have enough time to shoot all the missiles needed unless it's long range or you have good cover.

Option to have someone besides the driver control the turret in tanks or APCs. This would make it easier onthe driver and be +1 for carrying space.

I haven't used the attack chopper much, but as gunner you should be able to have the TV camera view for the chin-gun like in real life. You could see from tha camera attached to the gun which would make it possible for you to aim at enemies beneath you.

Faster boats, they don't quite cut it in terms of fast transportation, and realistically they're faster. Also, have waves... It would be loads of fun to be bearing down on the beach in you Zodiac, and hit a wave as you bea launching you up onto it, and looking oh so cooler. Then again, entirely useless, graphically straining, and if you're boats on the beach your screwed if you need a transport.

The ability to swim under water. Even if it was limited to classes without armor it would be a godsend, you get massacred in the water being unable to use a gun.
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Old 06-18-2005, 01:59 AM   #72 (permalink)
 
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Re: What do you think should be improved for the final version?

Quote:
Originally Posted by TheMuncher
Also, some way to remove/detonate c4 (like with a hand grenade) that you find instead of waiting for it to trigger, or yelling at your friend not to repair the artillery because is rigged by a certain *cough* kark *cough*.... Have only engineers be able to do it, or it take a grenade or something.
One of my prouder moments of the night

I was thinking of posting that tactic, but I think its probably unnessecery now. I mean, God gave me 5 c4 when 4 are needed for a reason.

But yeah, it pisses me off when I climb a ladder, see the claymore, and have to climb back down because their is no way to counter such a tactic >_<

Anyway, I have some improvement requests: When explosives are dropped, differentiate between the 3 types. Make claymores skull and crossbones, make anti tank have tanks crossed out, and make c4 just a plain X. It sucks running over what I thought was c4 or anti tank only to find its claymore, and sometimes I unwittingly box in friends because they thought my c4 was a mine.

Calculate mass and velocity for physics kills. I shouldnt die when a crate parachutes next to me and then slides into me, and if I hadnt, MEC would have won that match that instead ended up being 180-180, a draw. :P Also, getting clipped in the leg by a boat that is sliding forward shouldnt kill, and neither should Wyzcrak parachuting onto me from the crane. Instead of kill, make it do some damage, or at least critically injure so a teammate can revive you.

Add an option so that you can walk or sneak, instead of always making loud noise with every step and crawl.

Make the engineer more able to repair a helicopter in flight, and make a medic and support pool in a vehicle actually affect the person pooling.
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Old 06-18-2005, 02:05 AM   #73 (permalink)
 
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Re: What do you think should be improved for the final version?

I have to agree, in the helo it's a pain in the ass to rotate and try and find the magic spot where you can get a few wrenches in. Usually the F5 spot works best for me. Today though, I was able to repair for 2 round looking at the same spot, but then some lag hit and I had to go back to rotating, other times I could look straight out and repair. I think lag my play a small part in being able to repair, but not all of it. It's really maddening to be looking at a huge section of helo roof, but not be able to do anything to your crashing helo. If this hadn't happened so much Wyz would've flown alot longer most of the time.

And adding to Kark's post, we should atleast be able to shoot them or grenade them and blow them up. I mean c'mon, a person walks infront of a claymore and boom, but you toss half a pound of c4 on it to no avail?
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Old 06-18-2005, 02:25 AM   #74 (permalink)
 
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Re: What do you think should be improved for the final version?

I have a different system. Have engineers and the people who place them always able to disable mines, claymore, c4 etc., and have other people who try to disable them get a 50/50 chance of blowing up.

Eitherway muncher, you assume the thing isnt mined and run the risk of me blowing it up just when its repaired, or you run around checking for the c4 while I shoot you
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Old 06-18-2005, 02:40 AM   #75 (permalink)
 
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Re: What do you think should be improved for the final version?

Or have a poor bloke get one in working condition while I hide. Fix the arty once I wipe my visor clear (poor bloke) fix the arty, and have my squadmates in the BH take you out. Then again, this all centers on me actually doing something, so it's not quite foolproof... =P
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