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01-11-2006, 07:13 PM #1
ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
Tactical Mod Play Test
Version: .6 change log
Date/Time: Tuesday Jan 17th @ 9pm EST
Available for download here (make sure to follow ALL of the client installation steps)
Server Information
70.84.146.202
TeamSpeak Information
BF2 --> Tactical Mod sub-channel
Maps
The maps will vary in selection and size to test the various new features & fixes. The primary map we would like to test is Strike at Karkand 2 in the various map sizes. We will rotate throughout the maps however.
What to expect
This is a play test of the current tactical mod. This release was intended to fix bugs & balance issues from the previous release. However, there could still be defects and balance issues that exists. If you encounter these, please make note of them and do not exploit them! This play test is not about winning the round, rather it is to test and determine balance issues.
Note for Squad Leaders (SLs)
The squad leader is a critical role in the tactical mod. We all have the vanilla BF2 play style engrained in our head. We need to step back and play this mod differently. When leading your squad, slow down the pace a bit. This isn't a race to the flags. Continually throwing bodies at a flag and dying is only going to cause frustration. There is no scan / uav / artillery in the mod, so you can pace yourself, use stealth, flanking maneuvers, etc.
Also make sure balance your squad kit selection out. Each kit has a specific role. For example, the medic isn't supposed to be an assault kit. You will find it more difficult to revive and heal members than in the vanilla BF2. This is the intent. If a man is down, your squad must do what they can do cover the downed man so that the medic can revive & heal. Smoke is a great tool for this. Once revived, get to cover and then heal.
What should I do after the play test?
After the play test, please post your feedback / comments in the AAR forum. All feedback is welcome. We want to know what you liked and didn't like. We need to know what balance issues exist, etc.
HAVE FUN!!!Last edited by asch; 01-17-2006 at 08:46 AM.
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01-11-2006, 07:23 PM #2
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
nice!
(btw, just noticed this in the changelog: "0.3: Blood visual effect" - anyone happen to know if this works on medium "effects" settings or if they have to be on high? and uh.. what is it? screenshots?)
|TG-12th|WhiskeySix
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01-11-2006, 07:31 PM #3
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
Excellent! I'll be there!
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01-11-2006, 07:37 PM #4
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
Sounds good. Count me in
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01-11-2006, 08:21 PM #5
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
Sounds like some good changes, and I'm definitely looking forward to the return of Karkand 2.

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01-11-2006, 08:30 PM #6
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
It works on all low. At least in single player.
Originally Posted by WhiskeySix




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01-11-2006, 08:33 PM #7
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
I noticed the blood while playing. I have all my graphics settings at Medium or low, so I don't know if it makes a difference what they at.
Originally Posted by WhiskeySix
AKA ContingencyPlan



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01-11-2006, 08:52 PM #8
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
I'm so there I'm early. This mod makes BF2 so much more of a game to be played the TG way. It really requires teamwork and tactics for your squad (and team) to be successful.
And yes you can see the blood effects at med/low settings. Doesn't really affect teamplay, but damn I love that feature.
Beatnik

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01-11-2006, 08:54 PM #9
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
is this open to all players, or just SMs?
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01-11-2006, 09:16 PM #10
- Join Date
- Jul 2005
- Posts
- 1,355
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
Hehe, good idea, I'll try and get a good screenshot showing the blood effect and post it here.
Originally Posted by WhiskeySix
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01-11-2006, 09:18 PM #11
- Join Date
- Jul 2005
- Posts
- 1,355
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
It's open to everyone.
Originally Posted by thebleakaffinity
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01-11-2006, 09:27 PM #12
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
Sweet, I will be there.
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01-11-2006, 09:48 PM #13
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
hahaha, there's +rep waiting for whoever gets the best (= most
Originally Posted by SgtDuke
) screenie of this!!

(edit: don't wanna hijack this thread - i'll start a new one.... here)
|TG-12th|WhiskeySix
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01-11-2006, 10:13 PM #14
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
awesome..i'll try to make it again...was anything ever decided about changing the ratio for tickets? i know we discussed it in teamspeak some.
|TG|JackMac4


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01-12-2006, 09:04 AM #15
Re: ANNOUNCEMENT: Tactical Mod v.6 Play Test -- Tuesday January 17th 9pm EST
Count me in, I'll be there!
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