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02-20-2006, 01:16 AM #1
super cool .8 tacmod thread
well, another great night of tacmod and i cant rave enough about how good it is...
that said, my only two concerns/suggestions
1) while playing commander on zatar i was kicked by punkbuster for inactivity/idle.... i was doing co stuff just not up and about moving around........ is this the way its supposed to be?
2) i read that tacmod will/may be on server 2 (except wed nites for SF). I NEED more tacmod, id love 2 OFFICIAL nights for tacmod
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02-20-2006, 01:44 AM #2
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- Jul 2005
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- 4,492
Re: super cool .8 tacmod thread
The idle thing is an unfortunate side effect of removing the assets and scoring.. No points + no firing + no moving = idle player. Not sure what Duke and/or icky can come up with to fix this.
I think the choppers and/or AA need some tweaking to keep the chopper whores happy. I flew with Viper in the MEC chopper on Oman and we were lucky to make it past the village or construction site... then we had to wait for the darn chopper to reappear. The deadly AA meant we died very quickly, and even flares weren't helping Viper keep us alive. I had about 6 shots from my gun hit square on an AA site, but the site didn't go down and killed us.. We had the jump, my shots fired true, we shoulda won. We weren't too far away, but far enough that the AA thing perfectly filled the square of my gun-sight on the MEC chopper.
The AA wasn't too bad against my plane though. Sure, I had to be more careful and repair more often, but I wasn't instantly dead when I hear the lock-on alarm. I still feel that the increased spawn time combined with having to land to rearm makes life boring. Not sure how to better balance that, because a small spawn time would just encourage people to bailout and wait on a new jet.
Snipers not having a tag made for a dicey moment a time or two. The only way I could tell I was near an enemy sniper was due to the lack of tag over his head. Both sides seem to get their branches and leaves from the same store!
As a medic, I REALLY used my smoke.. both to cover fallen bodies and to help the squad when advancing. Can we increase the smoke grenade count to like... oh... I dunno.. 20?
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02-20-2006, 02:22 AM #3
Re: super cool .8 tacmod thread
I finally made it to TacMod night...
Takes some getting used to but that was some fun stuff.
There's so many new people since BF2 came out that I don't really recognize people, and am reluctant to just snag a spot on a squad for fear of taking it from a team.
All in all it was fun. Very fun. I think I want more. Yes, I want more.







Chuck Norris can believe it's not butter
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02-23-2006, 04:20 PM #4
Re: super cool .8 tacmod thread
This is a pretty serious problem. I mean-- when there is a lengthy engagement where the CO needs to be paying close attention and he gets dropped-- that's a serious loss of resources for that team.
Originally Posted by perry
Perhaps they could give points just to the CO for resupply or something. Since the points aren't tracked and are really meaningless, it would solve a serious problem with a relatively minor stupid thing.Kornkob
I want to move to Theory. Everything works in Theory.
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02-23-2006, 06:13 PM #5
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- Jul 2005
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Re: super cool .8 tacmod thread
Icky and I discussed this problem and he said that he may be able to solve it by resetting a player's idle time whenever they send a text message (either manually or automatically (requests, orders, etc.)). I don't know if this is in development yet. Icky, can you give us an update? Do you need any help getting it done? It will be nice when COs and SLs don't have to put down their map and do a little dance every few minutes to avoid getting kicked.
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03-02-2006, 09:29 PM #6
Re: super cool .8 tacmod thread
You could just periodically give the commander points or something.
|TG-Irr|TychoCelchuuu

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03-03-2006, 09:05 AM #7
Re: super cool .8 tacmod thread
Sure, but call it a LAG grenade from now on
Originally Posted by perry
. Then restart the server.
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03-05-2006, 08:58 PM #8
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Re: super cool .8 tacmod thread
where do i download?
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