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Old 12-15-2005, 09:33 AM   #1 (permalink)



 
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Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

Tactical Mod Play Test
Version: .5 change log

Date/Time: Sunday Dec 18th @ 8pm EST

Available for download here (make sure to follow ALL of the client installation steps)

Server Information
70.84.146.202:16567

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 maps we would like to test are Dalian Plant, Gulf of Oman, and Mashtuur City for the tactical mod scrimmage.

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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Last edited by Tempus; 12-18-2005 at 11:03 AM.
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Old 12-15-2005, 09:58 AM   #2 (permalink)
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

Great points Asch, if we all pay attention to the things you mentioned, this is going to be a good test run for the mod.

I will be there.
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Old 12-15-2005, 11:40 AM   #3 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

Right on.

Tell 'em, Asch, "Where can we find the changes in 0.5?"
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Old 12-15-2005, 11:41 AM   #4 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

Take note, it looks like .5 isn't actually available to download yet.
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Old 12-15-2005, 02:15 PM   #5 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

Quote:
Originally Posted by StrikeFear
Where can we find the changes in 0.5?
On the wiki the changes that have been added or updated have "Since 0.5" above their description. These include:
  • Increase Support LMG accuracy when prone (was 200% of vanilla, now 150%)
  • Limit ammokit availability
  • Increase anti-air missile effectiveness (increased number of missiles per reload)
  • Decrease attack helicopter armor, ammunition, and weapon damage

And one more change that isn't listed: Increase starting tickets for assaulting team on assault maps (50 tickets per flag needed to stop bleed).
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Old 12-15-2005, 02:18 PM   #6 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

Quote:
Originally Posted by DigitalAssassin
Take note, it looks like .5 isn't actually available to download yet.
We will have the testing finished today and the release posted tonight.
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Old 12-15-2005, 02:28 PM   #7 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

I will try to make it, but i can't say i can be there for sure.
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Old 12-15-2005, 07:09 PM   #8 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

Same here. I will be there if I can. I really want to try this out before Monday.
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Old 12-16-2005, 06:43 AM   #9 (permalink)



 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

The mod is now available for download!!!
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Old 12-16-2005, 09:33 AM   #10 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

Ill try to be there but as stated in the tach support I havent been able to hold a connection at TG. But I really like the mod so I will do what I can to be there and support the hard work you guys put into this.
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Old 12-16-2005, 02:36 PM   #11 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

Asch it has been a while since I had the pleasure of play testing the TGMod.. what is the setting for the initial map spawn?
I think it would make sense to have this be much longer than usual, so we each have time to not only get coordinated, but to scribble down any comments we might have about the previous match.

Thanks again for your work!
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Old 12-16-2005, 04:49 PM   #12 (permalink)



 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

Quote:
Originally Posted by Shiner
Asch it has been a while since I had the pleasure of play testing the TGMod.. what is the setting for the initial map spawn?
I think it would make sense to have this be much longer than usual, so we each have time to not only get coordinated, but to scribble down any comments we might have about the previous match.

Thanks again for your work!
The timer at the beginning of each round is normally set to two minutes. That is the maximum that the admin tool allows.

However, we could do something where we get setup and then have the admin restart the map round.
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"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
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Old 12-16-2005, 06:35 PM   #13 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

I will be there
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Old 12-16-2005, 07:25 PM   #14 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

I'll try and make it - 2nd practice takes priority, though.
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Old 12-16-2005, 07:30 PM   #15 (permalink)
 
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Re: Tactical Mod .5 Play Test -- Sunday Dec 18th 8pm EST

I swear i will be there. I missed the last one and I don't want to miss it this time.
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