Go Back   Tactical Gamer > Tactical > Battlefield 2 > Battlefield 2 - Project Reality Mod


Battlefield 2 - Project Reality Mod Discussion for the BF2 - Project Reality Mod

Reply
 
Thread Tools
Old 05-19-2007, 10:40 PM   #1 (permalink)



 
asch's Avatar
 
Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,834
Albasrah (64p) Modifactions -- part II

Based on the feedback from the public thread we're going to try another setup for Albasrah 64p. From the previous poll the most votes were to try something new followed closely by those who wanted to keep the current setup. So this is an attempt to keep the same flow with some minor tweaks.

These changes have been installed on the server.



  • All flags start out as insurgent flags except the US UCB
  • Remove one A10 (leaving one)
  • Remove one Cobra (leaving one)

Group One
  • Airport (US UCB)

Group Two
  • Village (can only be capped by US)
  • North VCP
  • Industry (can only be capped by US)
This allows the Insurgents to put up a fight in the sand to bleed US, but they will take a pounding from superior weapons / vehicles. The US keeps the two desert CPs once secured. Industry remains contestable.
Group Three
  • South VCP (can only be capped by US)
  • Facility
  • Mosque
This effectively puts four flags into play (these three plus Industry). However, once the US has secured all CPs surrounding the city (i.e. Industry & South VCP) then the USMC is rewarded by retaining South VCP and therefore Industry. The fight then continues on Facility and Mosque.
Group Four
  • Suburbs
  • Palace

Bleed
This is a single assault map so we want the US to have to fight an uphill battle to stop bleed. They have superior weapons and are rewarded for progressing to the city. Bleed stops for the US once they have captured Facility OR Mosque. The Insurgents will then begin to bleed slowly once Facility AND Mosque are captured. If suburbs or Palace is captured, then the insurgents will bleed badly.
__________________
| My Maps

Gaming 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

Last edited by asch; 05-27-2007 at 10:35 PM.
asch is offline   Reply With Quote
Old 05-19-2007, 10:51 PM   #2 (permalink)
 
stickyjeans69's Avatar
 
Join Date: Mar 2007
Location: California
Posts: 705
Re: Albasrah (64p) Modifactions -- part II

these modifications look like they will work well, it prevents the US from being pushed back to NVCP and SVCP
stickyjeans69 is offline   Reply With Quote
Sponsored links
Old 05-20-2007, 12:22 AM   #3 (permalink)
 
ikill4aliving's Avatar
 
Join Date: Oct 2006
Posts: 915
Re: Albasrah (64p) Modifactions -- part II

hasnt village always been cappable by US only?
__________________
|TG-Irr|

Irregulars Intelligence Officer




ikill4aliving is offline   Reply With Quote
Old 05-20-2007, 12:53 AM   #4 (permalink)
 
ednos's Avatar
 
Join Date: Dec 2006
Location: Massachusetts
Posts: 3,776
Re: Albasrah (64p) Modifactions -- part II

This look really great; I can't wait to play it. Ever change made thus far to this map drastically affects the gameplay even when all of the players are aware of the AAS setup.
__________________

The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell
I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede
ednos is offline   Reply With Quote
Old 05-20-2007, 02:03 AM   #5 (permalink)
 
Join Date: Mar 2007
Posts: 4
Re: Albasrah (64p) Modifactions -- part II

I like the changes, can't wait to try it out tomorrow.
General Hospital is offline   Reply With Quote
Old 05-20-2007, 02:07 AM   #6 (permalink)
 
Root's Avatar
 
Join Date: Dec 2004
Location: South east england
Posts: 8,839
Re: Albasrah (64p) Modifactions -- part II

If this is the setup we played a few hours ago, it's pretty good. We had a hard, but not unwinnable, fight on the US team. I don't recall which side won but it was definitely one of the best matches I've played on the map.
__________________
BFCL TF2 league admin
Root is offline   Reply With Quote
Sponsored links
Old 05-20-2007, 02:14 AM   #7 (permalink)
 
Join Date: Mar 2007
Posts: 66
Re: Albasrah (64p) Modifactions -- part II

However, once the US has secured all CPs surrounding the city (i.e. Industry & South VCP) then the USMC is rewarded by retaining South VCP and therefore Industry.

Wow, these changes look great. I'm very excited for this, as Al Basrah is my favorite map on 32p and almost on 64p. Too bad it's tough to do anything about people waiting at the airfield for choppers or the A-10 that spawns every ten minutes...
USARMY_JeonJiHyeon is offline   Reply With Quote
Old 05-20-2007, 02:15 AM   #8 (permalink)
 
Root's Avatar
 
Join Date: Dec 2004
Location: South east england
Posts: 8,839
Re: Albasrah (64p) Modifactions -- part II

Quote:
Originally Posted by USARMY_JeonJiHyeon View Post
Too bad it's tough to do anything about people waiting at the airfield for choppers or the A-10 that spawns every ten minutes...
Meh. Those people would just get in the way where we're trying to operate.
__________________
BFCL TF2 league admin
Root is offline   Reply With Quote
Old 05-20-2007, 03:49 PM   #9 (permalink)
 
Sabre_Tooth_Tigger's Avatar
 
Join Date: Mar 2007
Location: افغانستان
Posts: 2,455
Re: Albasrah (64p) Modifactions -- part II

Sad to see the birds wings clipped but I like how the groups can be locked down once captured.

This is going to make things harder for insurgents I think, it'll be a close thing between this and the last version for a fair game
We've had some close games on that old version recently - there was an awesome insurgent defence of industry with usmc repelled multiple times only yesterday. We won by only 40 points.
Seems like that was good practise because industry will be more vital then ever
__________________
Sabre_Tooth_Tigger is offline   Reply With Quote
Old 05-20-2007, 04:51 PM   #10 (permalink)
 
dawolf's Avatar
 
Join Date: Aug 2005
Location: Vienna, Austria
Age: 29
Posts: 850
Re: Albasrah (64p) Modifactions -- part II

Thanks for implementing these new settings. The flag cap layout sounds wonderful and should do a great job concentrating the action while keeping a nice flow.
__________________

TG-E1st TacticalGamer European Division | Team up with us today!
Es war sehr schön, es hat mich sehr gefreut!


dawolf is online now   Reply With Quote
Sponsored links
Old 05-20-2007, 05:26 PM   #11 (permalink)
 
Belhade's Avatar
 
Join Date: Apr 2005
Location: New York (no, not the city)
Age: 30
Posts: 1,108
Re: Albasrah (64p) Modifactions -- part II

I'm of the mind that the A-10s should be scrapped altogether and to bring back both Cobras...how much are the Blackhawks really used, anyways? Maybe take one of those out and/or replace with a Littlebird.

Anyways, this sounds intriguing; can't wait to play and see!
__________________
|TG-6th|Belhade


Belhade is offline   Reply With Quote
Old 05-20-2007, 05:44 PM   #12 (permalink)


 
Ferris Bueller's Avatar
 
Join Date: Sep 2006
Location: Orlando, FL
Age: 26
Posts: 4,970
Re: Albasrah (64p) Modifactions -- part II

Looks so good that I want to eat it.
Ferris Bueller is offline   Reply With Quote
Old 05-20-2007, 06:54 PM   #13 (permalink)
 
sgt fetterman's Avatar
 
Join Date: Feb 2007
Age: 47
Posts: 392
Re: Albasrah (64p) Modifactions -- part II

wicked!, can't wait to play this new version, I love this map.
sgt fetterman is offline   Reply With Quote
Old 05-20-2007, 10:13 PM   #14 (permalink)
 
Join Date: Apr 2007
Posts: 68
Re: Albasrah (64p) Modifactions -- part II

Quote:
Originally Posted by sgt fetterman View Post
wicked!, can't wait to play this new version, I love this map.
Eh, you can't play this map.. You spent the whole round camping industry rooftop once?? Or are you someone else lol, (its wtfomghaxbbq)
FeistySheep. is offline   Reply With Quote
Old 05-20-2007, 10:28 PM   #15 (permalink)
 
EBODude's Avatar
 
Join Date: Mar 2007
Location: Bolingbrook, Illinois
Posts: 94
Re: Albasrah (64p) Modifactions -- part II

The USMC team had a lot of trouble capping Industry. It was far too impossible. USMC was out in the open, while the Insurgents had numerous spots to hide. For more then half the time of playing, there was so much smoke I couldn't see anything. The upside was that they couldn't see us either. So once we traveled through the smoke and into the Facility, the Insurgents just camped the sides and we immediately died. I got blown up with C4s twice. It really was a pain in the ass.
EBODude is offline   Reply With Quote
Sponsored links
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off


All times are GMT -4. The time now is 12:21 PM.


Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved