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#1 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,945
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Tactical Mod v1.3 Released!
View the Official Announcement
Please make sure to download an install this version before Thursday nights Tactical Mod event! Flag capture logic UPDATE We've been working on the flag capture logic quite a bit this release. We had already planned to adjust the size of each flag radius to fit the actual capture point. Some of these zones have shrunk compared to the last release while others have grown. Some have increased drastically. We heard the feedback that it was difficult to tell when you were within the capture zone. We have returned the flag indicator that appears below your mini-map when you are within the capture zone. We also noticed that in some situations, one player would find a hiding spot to keep the flag neutral. This wasn't the intent of the logic. We want squads to battle over a control point without the capability to spawn on a contested flag. We've redefined what it means to control a flag.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "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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#2 (permalink) |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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Re: Tactical Mod v1.3 Released!
Wow, just from the looks of the change log, I'm petty sure I like everything about this. The flag capture changes are spot on for sure. Love the tracer additions.
It'll be interesting to see how the "enermy spotted" radio message removal will play out. It should definitely reduce the amount of radio spam. I assume that means that the enemy will still show up on the minimap, but just no message. Is that correct? Also, thanks fot the SP bot changes...that was a nice touch. Well done again team!
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#3 (permalink) | ||
![]() Join Date: Aug 2005
Location: Oklahoma City, OK
Age: 22
Posts: 812
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Re: Tactical Mod v1.3 Released!
Quote:
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|TG-33rd|Dark_Viper ![]() ![]() ![]() ![]() Quote:
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#4 (permalink) |
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Registered User
Join Date: Jul 2005
Age: 19
Posts: 3,355
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Re: Tactical Mod v1.3 Released!
Heh, theres gonna be so many suicides. I just cant wait for a full chopper to go high above a CP and have everyone bail out only to realize their parachute wont open. I can gaurantee youll see at least one instance where 6 names come up as "no more". I cant wait.
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#5 (permalink) | |
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Join Date: Jul 2005
Location: Indianapolis, Indiana
Age: 34
Posts: 2,360
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Re: Tactical Mod v1.3 Released!
Quote:
Don't land directly on them, though. You'll both be sad. |
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#6 (permalink) |
![]() Join Date: Aug 2005
Location: Chicago
Age: 34
Posts: 821
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Re: Tactical Mod v1.3 Released!
The parachute change is indead intresting. I though the parachute thing from building where a little bit wierd in the begining, but when playing it made the game flow better. I do think tacmod can do without parachutes as its generally slower and the flow wont be affected as much, but question is still if player will learn to live without it.
Going to test it out tonight. Really like the new capture radius concept. Btw any chance of karkand coming back to tacmod? I thought it was fun to play in tacmod. |
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#7 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,945
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Re: Tactical Mod v1.3 Released!
Quote:
Karkand should be in the mod... it's just a matter of hitting it in the map rotation.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "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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#9 (permalink) | |
![]() Join Date: Jul 2005
Location: Dallas, TX
Age: 30
Posts: 2,256
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Re: Tactical Mod v1.3 Released!
I believe the parachute debate was one of our longest and most challenging decisions. We KNOW it will be a big change and there are definately going to be times when all of us go "splat" when we do something like jumping off a level forgetting we don't have chutes. Ultimately, the hope is that after we get "retrained" to work without parachutes the immersion and tactical feel of the game will improve. You will definately want to play the chopper differently than before perhaps setting down well outside the target zone to avoid a squad wipe.
As in all changes we will monitor the feedback and adjust accordingly, but I personally hope everyone will be understanding about those "splat" moments and give it a chance to see if it improves the game. Quote:
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#10 (permalink) | |
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Join Date: Jul 2005
Posts: 1,355
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Re: Tactical Mod v1.3 Released!
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#11 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Tactical Mod v1.3 Released!
great stuff. Like the chute change.
If we can get one more seat in the Chopper we can improve upon this realism by having squads transported and droped off outside a enemy perimeter. What is the progress on that? Thanks Tac Mod crew.
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#12 (permalink) |
![]() Join Date: Feb 2006
Location: In a Vortex!
Age: 51
Posts: 3,387
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Re: Tactical Mod v1.3 Released!
Nice!
Thanks guys. I'll give that a try tonight (on the menu, I might be serving irregular pancakes). DB
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|TG-6th|Blonov «Any situation that involves the line "I was ran over by a dumptruck..." can't be good.» eGoatBoy BattleField2 SOPs | Teamspeak | Server Rules and SOPs | The 6th Devil's Brigade ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#13 (permalink) | |
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Join Date: Dec 2005
Location: Birmingham, England
Age: 28
Posts: 1,860
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Re: Tactical Mod v1.3 Released!
Sounds a very interesting set of changes. I like the idea of increased tracers and the flag logic is looking pretty good. Testing the lack of parachutes should also be a good experiment. Should be fun to try. Well done on all the hard work.
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#14 (permalink) |
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Join Date: Jul 2005
Posts: 1,355
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Re: Tactical Mod v1.3 Released!
A few (possibly obvious) tips regarding some of the new changes:
Not having a parachute is obviously going to change the way we can do things. As a sniper, make sure not to trap yourself and/or teammates on top of a building by placing a claymore at the only ladder down. They just might ask you to "remove" it yourself if that happens. As a transport helo pilot, stay as far away from danger as possible because your passengers can't just bail if you're in trouble. Find a safe landing zone near your destination and figure out a secure route there so that you have time to land and the passengers can get out and move away from the vehicle before it is destroyed by enemies. As a squad leader, if you know you'll be taking a transport helo through hostile territory, you may want to plan to have an engineer onboard to keep it repaired. A few seconds of repairing could be the difference between landing safely and losing the entire squad mid-flight.As a jet pilot taking off from the side of the carrier in an F-18, you have to take off in a similar way to how you did with the F-35B. Either go forward using the afterburner and pull up immediately or reverse a bit so you have a little runway in front of you before taking off. In either situation I'd recommend using the afterburner so that you can get your speed up as quickly as possible and don't plunge into the ocean. If you don't use the afterburner and try to take off by going forward immediately, you'll hit the back of the jet on the carrier when the back wheels roll off and seriously damage the jet. The F-18s don't have quite the same lift as the F-35Bs. ![]() |
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