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Discussion: Battlefield 2 / Battlefield 2 - Ranked Vanilla - Tactical Mod .3 Play Test -- Wednesday 11/9 - That's right folks! We've got the next release available for the Tactical Mod. You can
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    asch's Avatar

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    Tactical Mod .3 Play Test -- Wednesday 11/9

    That's right folks! We've got the next release available for the Tactical Mod. You can see a list of all the features on the wiki along with download information and instructions.

    We will be play testing this mod on Server #2 Wednesday 11/9 at 8pm EST.
    As of this post, the server has not been updated with the latest .3 release. We will post a follow up in this thread when that has been completed.

    I know Wed night is the PW night and hopefully we can draw many of those players to test this mod out at the full 32v32 capacity. It should be the same great intense battles with a little twist.

    Some of the .3 additions include...
    * Revive players with only a fraction of their health
    * Decrease friendly name tag display distance
    * Remove enemy name tags
    * Redistribute grenades
    * Make anti-tank mines indestructible
    * Increase anti-air missile effectiveness
    * Neutralize flag when enemy starts to capture it FIXED
    * Reduce aircraft spawn time to equal that of all armored vehicles

    Three new maps added!
    * Strike at Karkand
    * Wake Island 2007 (including new 32 and 16 player versions)
    * Zatar Wetlands

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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    Sweet! I'm in.

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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    I'm tempted...but that's the day I have off school to celebrate end of exams, and I have a feeling I'll be at the beach. If that doesn't materialise, I'll be there.

    [conduct][volun][drill][sg-c1][tpf-c1]
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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    Just how effective are the AA missles now?
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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    Quote Originally Posted by Steel_Penguin
    Just how effective are the AA missles now?
    AA missiles will now detonate near their target if they are unable to make a direct hit. The explosion damage takes off about one bar, depending on how close the missile was able to get to the target. In my limited testing I've found that a good AA missile shot (one fired at the rear of an aircraft that isn't in a hard bank) will at least cause explosion damage about 50% - 75% of the time.

    But these results are in my perfect (0 ping) little testing world and could be different in a real-world full server environment. I'm looking forward to hearing feedback about how they work for other people so we can continue to tweak the missiles if necessary.

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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    Quote Originally Posted by SgtDuke
    AA missiles will now detonate near their target if they are unable to make a direct hit. The explosion damage takes off about one bar, depending on how close the missile was able to get to the target. In my limited testing I've found that a good AA missile shot (one fired at the rear of an aircraft that isn't in a hard bank) will at least cause explosion damage about 50% - 75% of the time.

    But these results are in my perfect (0 ping) little testing world and could be different in a real-world full server environment. I'm looking forward to hearing feedback about how they work for other people so we can continue to tweak the missiles if necessary.
    Awesome - that change makes the missiles more realistic. Most AA and Air-to-air missiles will detonate if they overshoot their target. Looking forward to seeing that in action. Also, how did you test the missile damage? On a LAN?

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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    Quote Originally Posted by munchkin
    Also, how did you test the missile damage? On a LAN?
    I hosted a server and had a few friends connect to it over the 'net. The missiles seemed to work a little bit better for me (0 ping) compared to my friends (~50 ping). But then again, maybe I'm just a better shot.

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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    I'm In...I'll see you on wednesday
    |TG-1st|Grunt

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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    Quote Originally Posted by SgtDuke
    AA missiles will now detonate near their target if they are unable to make a direct hit.
    How is the "unable to make a direct hit" bit determined? In short, what are the conditions for non-impact detonation?

    Quote Originally Posted by SgtDuke
    The explosion damage takes off about one bar, depending on how close the missile was able to get to the target.
    Just one bar? What made you decide to keep it so low? What are the damages at min/max explosion range?
    "You live and learn. Or you don't live long."
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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    Quote Originally Posted by StrikeFear
    How is the "unable to make a direct hit" bit determined? In short, what are the conditions for non-impact detonation?
    The missiles will detonate if they are able to get within 30m of the target. In my testing I found that missiles that would normally lose track of a banking target will now often detonate before flying right past the target. Direct hits appear to still happen under the same conditions as before (pilot has to be flying pretty straight towards or away from missile).

    Quote Originally Posted by StrikeFear
    Just one bar? What made you decide to keep it so low? What are the damages at min/max explosion range?
    That is the default explosion damage. We can increase it if ground forces still aren't able to scare off aircraft effectively enough. I'm hoping that the increased incentive to keep vehicles repaired will cause pilots to return to the airfield/carrier and land for repairs after they've taken a few hits. The explosion proximity seems to have a pretty small effect. I've only seen explosions take off slightly more and slightly less than one bar.

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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    I'll be there to help you test.

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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    So, if a missile is fired at a jet, and has a good lock and trajectory, will the missile detonate at 30m (before impacting the jet), or will it "know" that it has a good trajectory and wait until it can make a direct hit (for better damage)?
    That is, how does the missile decide it has lost track of the jet enough to prevent a possible direct hit?
    And, what if the missile loses track of an enemy, but then locks on a friendly. Will the missile consider itself having lost lock of the enemy jet and then explode on proximity (to what?) or will it consider itself locked on to the friendly and try for a direct hit on him (thus NOT detonating)?

    Will a missile locked on to an enemy jet, and passing near some other lockable target (enemy helo, burning oil derrick, friendly jet) detonate, or only detonate near the locked target?

    Also - perhaps setting it at 20m would increase the effectiveness, should it hit.

    How does it know
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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    If its SM or US night time then I cant make it, but I do love what this mods gonna do, espcially the AT and AA missile part




    BF2 Name: Thez(NL)
    BF2142 Names:
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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    Quote Originally Posted by StrikeFear
    So, if a missile is fired at a jet, and has a good lock and trajectory, will the missile detonate at 30m (before impacting the jet), or will it "know" that it has a good trajectory and wait until it can make a direct hit (for better damage)?
    The missiles appear to "know" that they can make a direct hit and won't detonate beforehand. When I was testing I used the rear camera to watch the behavior of missiles fired at me and when I was flying fairly straight they would smack me directly, but when I was turning hard enough they would detonate right before they were about to lose me, unless I was able to outmaneuver the missile so badly that it never came within 30m of me.

    Quote Originally Posted by StrikeFear
    That is, how does the missile decide it has lost track of the jet enough to prevent a possible direct hit?
    And, what if the missile loses track of an enemy, but then locks on a friendly. Will the missile consider itself having lost lock of the enemy jet and then explode on proximity (to what?) or will it consider itself locked on to the friendly and try for a direct hit on him (thus NOT detonating)?

    Will a missile locked on to an enemy jet, and passing near some other lockable target (enemy helo, burning oil derrick, friendly jet) detonate, or only detonate near the locked target?
    Good questions. For now I think we can assume that the missiles will otherwise work the same as default (will switch targets and pursue new target). The current change simply suggests to the AA missiles, "please detonate if you get within 30m of your target". But that does leave some unanswered questions about the new behavior. I've been impressed by VMFA-531's aircraft-related research and analysis work that I've seen in the past. Perhaps the squad can help us shed some light on this new topic?

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    Re: Tactical Mod .3 Play Test -- Wednesday 11/9

    Quote Originally Posted by SgtDuke
    I've been impressed by VMFA-531's aircraft-related research and analysis work that I've seen in the past. Perhaps the squad can help us shed some light on this new topic?
    Well, at our last practice someone suggested that we do some research on this to put an end to threads about "AA sucks!", but we had important things on the agenda. Like Arf beating me in buggy races

    But seriously, I'm up for some good ole "fire rockets at Strikefear's tail" in the name of science.

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