![]() |


|
|||||||
| Battlefield 2 Tactical Mod - Announcements News, Announcements and Release Information |
![]() |
|
|
Thread Tools |
|
|
#1 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,763
|
Tactical Mod 1.11 Released!!!
Tactical Mod 1.11 Released!
The Battlefield 2 (v1.3) patch was finally released. We have updated the Tactical Mod to support this patch. Download and Installation Information Release 1.11 changes
__________________
| 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 |
|
|
|
|
|
#2 (permalink) |
|
Join Date: Jul 2005
Location: Indianapolis, Indiana
Age: 34
Posts: 2,359
|
Re: Tactical Mod 1.11 Released!!!
Here are the things we discovered tonight while testing:
SNIPER RIFLES: The accuracy wasn't changed, however the zoom level of the scope was increased. So instead of aiming at a pixel you believe to be an enemy soldier's head, you're aiming at their cute button nose. It takes a cold hearted killer to look a man in the face and still pull the trigger, fully aware that the soldier has family and friends somewhere that love him....HOW COULD YOU?!?!?!? FLASHBANGS (Thanks to the 1.3 patch!): Actually make a highly visible concussion blast and boom when detonating. No more wondering about "where the heck did that go?" or "did that even go off??" TANK VOLUME: The tank volume had been louder than other noises so it was turned down to be more in-line with the rest of the vehicles. However, we did a test starting at the Hill flag on Mashtuur and these resulted in some interesting findings. When I drove the tank west from the Hill, Duke was no longer able to hear me about the time I passed the Hotel. When Duke drove the tank west from the Hill, I was able to hear him all the way to the North Gas Station. Which basically means certain noises in the game are at different volumes for different people, probably in both vanilla and TacMod. Which also explains (partially) why some people were totally stoked by the new sounds, and others ended up with a big headache. Obviously the mod is now available for download so you can try it out before tomorrow night, but the main change was to make TacMod compatible with EA's 1.3 patch. |
|
|
|
| Sponsored links | |
|
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Tactical Mod v1.3 Released! | Mateo | Tactical Gamer News Items | 0 | 07-22-2006 06:43 PM |
| Tactical Mod v1.3 Released! | asch | Battlefield 2 Tactical Mod - Announcements | 1 | 07-20-2006 09:01 AM |
| Tactical Gamer Launches The Tactical Mod for Battlefield 2! | Mateo | Tactical Gamer News Items | 3 | 04-13-2006 10:17 PM |
| the next BIG thing from Tactical Gamer: | Wyzcrak | General Discussion | 20 | 12-13-2005 11:54 AM |

