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06-09-2006, 08:50 AM #1
Tac Mod 1.2 Changes
Just as Santa did for v1.1, I'm going to start a discussion on the release of the 1.2 changes.
Here it is:
- Removed audible notification when friendly CP neutralized
- Added additional seats to heavy jeeps
- Decreased volume of distant vehicle and weapon sounds
- Increased the sniper rifle accuracy
- Increased M24 damage
- Restored death scoring
- Increased flag capture radius
- Removed flag capture meter (under mini-map)
- Changed flag capture logic so that a flag can only be raised when there are no enemy in the capture radius
- Increased AT mine damage
- Added new visual effects for aircraft wrecks (thanks Djukel!)
- Added support for new maps from Tactical Mod Map Pack 1
Tactical Mod Map Pack 1
- Checkpoint Abadan
- Steel Thunder
- Maszarqi Siege
- Jibbel City
Obviously, for all the details - see the actual announcement linked above. asch also details the new flag capture logic very clearly.
Here's my take: I think all of this looks great. It looks like you guys have taken care of the distant sounds issue and have been very responsive on all the sniper weapon and AT mine issues.
How does the death scoring work? I've gotten so used to no scoring, I'm not sure what his does. At the end of the round will you see how many kills and deaths you had? If so, I think it is fine to restore this. Although KDR isn't the sole barometer to measure your performance, it is a good indicator of certain aspects of your style of play.
I think the new ticket logic looks awesome and addresses a lot of the discussion in this thread by Santa - Controlling a zone instead of a flag pole . I think this is: more realistic, more tactical, and requires the use of more teamwork to take/defend a flag. Can you guys give any detail on the size of the zone (realizing of course it might vary from map to map / flag to flag)?
Full sqaud heavy jeeps is a major enhancement, well done!
Are map overview images available for the new maps yet?
I'm looking forward to the release, nice job (again) tac mod team!LoyalGuard
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06-09-2006, 10:28 AM #2
Re: Tac Mod 1.2 Changes
Must stop shaking in delight. Good intel loyal
Good work Tac Mod team. REally Appreciate it.
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06-09-2006, 11:00 AM #3
Re: Tac Mod 1.2 Changes
I'm pretty sure it's just going to display how many deaths you had in a round, not kills.
Originally Posted by loyalguard
Remember, if you get revived it doesn't count as a "death"; the number displayed will be the times you weren't revived and actually had to respawn.
Sometimes you just have bad luck, but if you find yourself at the top of the list for number of deaths each round, you could maybe think about trying out tactics that get the job done without being so risky to your overall health and well being...
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06-09-2006, 11:02 AM #4
- Join Date
- Jul 2005
- Posts
- 1,355
Re: Tac Mod 1.2 Changes
No, just deaths, which will be visible on the scoreboard at all times.
Originally Posted by loyalguard
You can find screenshots of the maps at the following pages. Don't worry about downloading and installing the maps from these pages. We'll have a Tactical Mod Map Pack 1 installer available soon that bundles them all together and installs everything automatically for you.
Originally Posted by loyalguard
Checkpoint Abadan
Steel Thunder
Maszarqi Siege
Jibbel City
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06-09-2006, 11:10 AM #5
Re: Tac Mod 1.2 Changes
Thanks Duke!
Originally Posted by SgtDuke
Hmmm, Will there be a separate score for how many times I get TK'ed by Coridon in each round? That should really offset my death tally
Originally Posted by Coridon
LoyalGuard
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06-09-2006, 11:23 AM #6
Re: Tac Mod 1.2 Changes
I like it. This gives good feedback in order for players to motify their tactics and personality. This helped me in vanillia went i first reported to TG. EVen though finishing mid pack (sometimes), i was dieing sometimes the most for the team. Without that feedback i may have thought i was more of an asset to the team. However, all the while i sometimes hurt us.
Originally Posted by Coridon
Plus no one wants to get most deaths. This will make players be more careful. Imagine that, someone being careful on the Battlefield, what a radical concept.(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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06-09-2006, 01:36 PM #7
Re: Tac Mod 1.2 Changes
Is there any way we can see the new radii for the zones?
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06-09-2006, 05:23 PM #8
Re: Tac Mod 1.2 Changes
I think people with the least amount of deaths should be first, simply to prevent people from being embarresed. Those that died a lot and are ranked 21st-32nd wont be shown and wont be embarresed.
I like every other change as well. I like that snipers are continually being changed and hopefully it'll be good in 1.2. The full squad jeep will be cool, and the zone logic sounds nice but will probably need tweaking after the first try. Im also very excited about the new maps. I tried out all but the maszarqi siege and they looked great. Steel thunder is easily the best of the mappack because all kinds of tactics will be employed such as stealth in the forests/brush, ambushes (MANY places to do this), tank battles, infantry battles--you name it, you can do it in this map.
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06-09-2006, 05:53 PM #9
Re: Tac Mod 1.2 Changes
yeah, I think listing deaths is a really great way to "promote staying alive"...
(I much prefer this positive feedback as a 'carrot' to play carefully, rather than the 'stick' that is the per-death spawn-time penalty)
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06-09-2006, 06:03 PM #10thebleakaffinityGuest
Re: Tac Mod 1.2 Changes
Why? Isn't it only logical for a radio message to be sent out when an outpost is overtaken?Removed audible notification when friendly CP neutralized
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06-09-2006, 06:21 PM #11
Re: Tac Mod 1.2 Changes
I think it's ok to take this out. This should be the CO's job - not some phantom automatically generated voice. In lieu of a CO, the SL's should be maintaining situational awareness of the whole battlefield anyway. I think it is unfair for the enemy to immediately/automatically know that a squad(s) has done an excellent job of stealthily and/or tactically taken a flag.
Originally Posted by thebleakaffinity
LoyalGuard
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06-09-2006, 07:00 PM #12
Re: Tac Mod 1.2 Changes
You guys are quickly coming with the very reasons we've made some of these changes.
The death counter is to make players aware of how many times they are dying and not being revived. The hope is that they notice if they're dying often and change their approach. We may have to look at even tweaking that to be deaths + revives.
The new radius is the same for each CP. We wanted to test the new logic before we dive into each CP and adjust the radius specifically and possibly move the flag. So for some CPs the size may seem odd. If we're getting the desired effect, the next release should hopefully have some tweaks in place.
As for the size of the new zone... if you think of the hotel on Mashtuur or the Natural Gas Station on Zatar... the zone should reach to the fence. In some cases (e.g., Refinery on Daqing) the radius will be smaller and on others (e.g., Refueling Station on Kubra) the radius will be larger.
As for removing the Neutralized CP audio indicator... we want to remove some of the "game" functions and place those on the players in charge (e.g., CO, SLs). The players, squads, SLs, COs should all be communicating with each other.
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06-10-2006, 02:47 AM #13
Re: Tac Mod 1.2 Changes
It also got extremely annoying when a flag was turned neutral back and forth many times in a matter of seconds.
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06-10-2006, 06:42 PM #14
Re: Tac Mod 1.2 Changes
Duke if your reading could you list the values of the new sniper rifles so I can get an idea on how much of a change this is. We have the previous values here.
Originally Posted by loyalguard
|TG-12th|mantis


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06-10-2006, 06:47 PM #15
Re: Tac Mod 1.2 Changes
After a night of two or playing we can post the values. I'd like to get some playability feedback before anyone has assumptions about the values.
Originally Posted by FBmantis



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