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| Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod |
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#31 (permalink) |
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Join Date: Mar 2007
Posts: 143
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Re: Albasrah (64p) Modifactions -- part II
The insurgents mounted a pretty poor defence for the first half, which was why we lost so much so rapidly, I think the bleed was ok, but it will take a few more tries for me to judge as the insurgents weren't playing particularly well.
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#32 (permalink) |
![]() Join Date: Mar 2007
Location: eurasia
Posts: 2,020
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Re: Albasrah (64p) Modifactions -- part II
Like Finestyle said basically, I was one of the ones who recaptured suburbs and moved towards mosque, etc.
The fact that usa wouldnt leave palace would explain why we bounced back quite easily. I encountered quite a few enemy squads spawning around residence but they failed to stop mosque being recaptured, etc Earlier on in the game, the scores just before Industry fell to usmc were like 240-219 and I could see usmc were going to lose because they were bleeding. However Industry was under pressure and none of the insurgent were reacting. Insurgents were on the west side of the map. Industry fell then the others quite rapidly. The score was like 98-180 because of the bleed plus normal losses made it like free fall for the insurgents. Then surburb fell and insurgents woke up - plus its not hard to walk from palace. It was too late though and the score was like 40-129 when suburb was eventually recaptured with fierce house to house fighting ( I havent fought there before) Unfortunately I have no screenshots so the scores might not be accurate but usmc won by a fair margin as insurgents continued to bleed. Moments before the end of the game, facility was recaptured and the bleed stopped with 5 tickets left our side. I figured if no one died we could still win ![]()
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Last edited by Sabre_Tooth_Tigger; 05-22-2007 at 01:55 AM. |
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#33 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,707
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Re: Albasrah (64p) Modifactions -- part II
Some minor changes have been made to this setup. I've updated the original post. Here is a summary of changes...
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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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#34 (permalink) |
![]() Join Date: Mar 2007
Location: eurasia
Posts: 2,020
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Re: Albasrah (64p) Modifactions -- part II
Sounds good, usmc were losing too much for not getting the three perimeter flags immediately.
I noticed people can climb on industry roof and by sticking close to the shutters they may avoid death by direct sustained fire from a heli or anything else. Seems like the game might be calculating them as inside the building when they are outside with the full visibility to fire on anything approaching
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#35 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,707
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Re: Albasrah (64p) Modifactions -- part II
Please provide any feedback on the most recent changes. Is one team always winning? Is bleed still too fast? Are the USMC forced to move forward? etc.
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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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#36 (permalink) | |
![]() ![]() Join Date: Feb 2006
Location: In a cave.
Age: 51
Posts: 3,104
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Re: Albasrah (64p) Modifactions -- part II
Quote:
DB
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|TG-6th|Blonov «So I guess that I actually deserve getting dragged behind some bunker on Kashan and put out of my misery.» Steiner BattleField2 SOPs | Teamspeak | Server Rules and SOPs | The 6th Devil's Brigade ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#37 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,707
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Re: Albasrah (64p) Modifactions -- part II
There was a bug reported that the industry flag was still able to be capped by the insurgents. This has been corrected. Please report any flag logic that does not follow what is defined in the original post.
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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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#39 (permalink) |
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Join Date: Mar 2007
Posts: 50
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Re: Albasrah (64p) Modifactions -- part II
it played much better than i'd anticipated from another round in the sandbox. good job. we actually had an american win that ended with boots on the palace, something i personally haven't seen for a couple months.
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