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07-20-2006, 01:48 AM #1
Tactical Mod v1.3 Released!
View the Official Announcement
Please make sure to download an install this version before Thursday nights Tactical Mod event!
Flag capture logic UPDATE
We've been working on the flag capture logic quite a bit this release. We had already planned to adjust the size of each flag radius to fit the actual capture point. Some of these zones have shrunk compared to the last release while others have grown. Some have increased drastically.
We heard the feedback that it was difficult to tell when you were within the capture zone. We have returned the flag indicator that appears below your mini-map when you are within the capture zone.
We also noticed that in some situations, one player would find a hiding spot to keep the flag neutral. This wasn't the intent of the logic. We want squads to battle over a control point without the capability to spawn on a contested flag. We've redefined what it means to control a flag.
- A controlled flag becomes contested (i.e. neutral) when the assaulting team has more units within the capture zone than the defending team. (same as previous release)
- Either team may raise a contested flag when they have four times the number of units within the capture zone than the defending team.
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07-20-2006, 06:41 AM #2
Re: Tactical Mod v1.3 Released!
Wow, just from the looks of the change log, I'm petty sure I like everything about this. The flag capture changes are spot on for sure. Love the tracer additions.
It'll be interesting to see how the "enermy spotted" radio message removal will play out. It should definitely reduce the amount of radio spam. I assume that means that the enemy will still show up on the minimap, but just no message. Is that correct?
Also, thanks fot the SP bot changes...that was a nice touch.
Well done again team!|TG| LoyalGuard
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07-20-2006, 07:06 AM #3
Re: Tactical Mod v1.3 Released!
? So no more bailing if your chopper is about to blow up?Removed parachutes|TG-33rd|Dark_Viper




I thought I wanted a career, turns out I just wanted paychecks.
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07-20-2006, 07:10 AM #4
Re: Tactical Mod v1.3 Released!
Heh, theres gonna be so many suicides. I just cant wait for a full chopper to go high above a CP and have everyone bail out only to realize their parachute wont open. I can gaurantee youll see at least one instance where 6 names come up as "no more". I cant wait.
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07-20-2006, 07:57 AM #5
Re: Tactical Mod v1.3 Released!
Sure you can! Just make sure you land at the feet of a medic from your team...
Originally Posted by Dark Viper
Don't land directly on them, though. You'll both be sad.|TG-1stMIP|Coridon

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07-20-2006, 09:57 AM #6
Re: Tactical Mod v1.3 Released!
The parachute change is indead intresting. I though the parachute thing from building where a little bit wierd in the begining, but when playing it made the game flow better. I do think tacmod can do without parachutes as its generally slower and the flow wont be affected as much, but question is still if player will learn to live without it.
Going to test it out tonight. Really like the new capture radius concept. Btw any chance of karkand coming back to tacmod? I thought it was fun to play in tacmod.|TG-Irr| Red
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07-20-2006, 10:02 AM #7
Re: Tactical Mod v1.3 Released!
We're very interested to see how the no parachutes play out. We went back and forth on it over the past few months. We had to weight the rooftop/crane jumping to the absence of chutes for para-drops. We believe this will add to the immersion factor and force some squads to start thinking differently about how they defend or assault a flag.
Originally Posted by RedBane
Karkand should be in the mod... it's just a matter of hitting it in the map rotation.
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07-20-2006, 10:10 AM #8
Re: Tactical Mod v1.3 Released!
Well, I think maybe one parachute per live would be a little more interesting.
|TG-12th|Undead

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07-20-2006, 10:45 AM #9
Re: Tactical Mod v1.3 Released!
I believe the parachute debate was one of our longest and most challenging decisions. We KNOW it will be a big change and there are definately going to be times when all of us go "splat" when we do something like jumping off a level forgetting we don't have chutes. Ultimately, the hope is that after we get "retrained" to work without parachutes the immersion and tactical feel of the game will improve. You will definately want to play the chopper differently than before perhaps setting down well outside the target zone to avoid a squad wipe.
As in all changes we will monitor the feedback and adjust accordingly, but I personally hope everyone will be understanding about those "splat" moments and give it a chance to see if it improves the game.
We had discussed this as well as 9-10 other solutions to still provide a chute that could be used "correctly". Ultimately, there was not a technically achievable middle-ground and we had to make the decision on if the game would play more closely to our vision with or without chutes.
Originally Posted by undead77
|TG-12th| SHINER









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07-20-2006, 11:04 AM #10
- Join Date
- Jul 2005
- Posts
- 1,355
Re: Tactical Mod v1.3 Released!
The only "spotted" radio transmission that was altered is the "generic" one. The one when you don't actually spot anything and there's a question mark on the map along with a radio message of something like, "Enemy forces spotted, over." Both the text and the audio transmission have been removed, but you'll still see the question mark on the map.
Originally Posted by loyalguard
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07-20-2006, 11:50 AM #11
Re: Tactical Mod v1.3 Released!
great stuff. Like the chute change.
If we can get one more seat in the Chopper we can improve upon this realism by having squads transported and droped off outside a enemy perimeter.
What is the progress on that?
Thanks Tac Mod crew.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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07-20-2006, 12:14 PM #12
Re: Tactical Mod v1.3 Released!
Nice!
Thanks guys. I'll give that a try tonight (on the menu, I might be serving irregular pancakes).
DB
|TG-6th|Blonov
«That looks like a really nice house except for that horrible bathroom.» Donrhos
PR:How to get started | Teamspeak | Banned ? Kicked ? | The 6th Devils Brigade


















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07-20-2006, 12:41 PM #13
Re: Tactical Mod v1.3 Released!
Sounds a very interesting set of changes. I like the idea of increased tracers and the flag logic is looking pretty good. Testing the lack of parachutes should also be a good experiment. Should be fun to try. Well done on all the hard work.











Originally Posted by Ribbons
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07-20-2006, 12:45 PM #14
- Join Date
- Jul 2005
- Posts
- 1,355
Re: Tactical Mod v1.3 Released!
A few (possibly obvious) tips regarding some of the new changes:
Not having a parachute is obviously going to change the way we can do things. As a sniper, make sure not to trap yourself and/or teammates on top of a building by placing a claymore at the only ladder down. They just might ask you to "remove" it yourself if that happens.
As a transport helo pilot, stay as far away from danger as possible because your passengers can't just bail if you're in trouble. Find a safe landing zone near your destination and figure out a secure route there so that you have time to land and the passengers can get out and move away from the vehicle before it is destroyed by enemies. As a squad leader, if you know you'll be taking a transport helo through hostile territory, you may want to plan to have an engineer onboard to keep it repaired. A few seconds of repairing could be the difference between landing safely and losing the entire squad mid-flight.
As a jet pilot taking off from the side of the carrier in an F-18, you have to take off in a similar way to how you did with the F-35B. Either go forward using the afterburner and pull up immediately or reverse a bit so you have a little runway in front of you before taking off. In either situation I'd recommend using the afterburner so that you can get your speed up as quickly as possible and don't plunge into the ocean. If you don't use the afterburner and try to take off by going forward immediately, you'll hit the back of the jet on the carrier when the back wheels roll off and seriously damage the jet. The F-18s don't have quite the same lift as the F-35Bs.
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07-20-2006, 12:53 PM #15
Re: Tactical Mod v1.3 Released!
Can't wait to see people hop in the F-15's and forget about the hover not being on them. Should be pretty interesting at first.
|TG-12th|Undead

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