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04-03-2006, 12:07 AM #1
TacMod 1.0 First Impressions
Have to make this quick since I have to be up at 4am tomorrow.
1. With upped weapon damage, lots of fights seemed to degenerate into long range faux-sniper wars regardless of weapon. Could just be me though.
2. Also with upped weapon damage, seemed like being a medic was a waste of time as people you revived were almost instantly killed again. Prolly needs to be an adjustment on players' part though to try and clear an area of the shooter(s) before trying to revive. But it's frustrating to get constantly revived by well meaning medics and then die immediately and get your timer reset. There were a few times tonight where I wished the medics would quit so I could respawn somewhere with a chance for survival.
3. On the topic of revives, is there a technical reason you can't revive someone on the slope of a hill?
4. I know this was mentioned a lot on TS and in my squad so I'll go ahead and get it out of the way...rate of bleed seemed to be overtweaked to the point of non-existenceNever rub another man's rhubarb!


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04-03-2006, 12:10 AM #2
Re: TacMod 1.0 First Impressions
The custom maps are incredibly boring with TacMod, they just weren't designed for it.
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04-03-2006, 12:12 AM #3
- Join Date
- Jun 2005
- Location
- Las Vegas, NV
- Age
- 33
- Posts
- 907
Re: TacMod 1.0 First Impressions
just wondering what you guys adjusted exactly and how much for the sniper damage and accuracy...
Tonight's playing as a sniper was frustrating. I am a pretty decent shot having played hours and hours as a sniper. I was annoyed by the number of headshots (guaranteed "hits") that did not result in kills at close-medium range this evening w/ the M24. There were too many times i had everything lined up per usual for a kill and "missed" for it to be a coincidence or an "off night"...
I've been all for scaling back the easiness of using the sniper rifle because i think to be great with any kit you need to put in the time to "earn" your proficiency with its weapons. The accuracy of the last patch was dead on.
I can understand dropping the damage from successful body shots and think its a fine change. I just think you guys may have knocked down the accuracy/damage/head shot instant kill a bit too much for a good well practiced sniper to have an impact (and enjoyable time) in the 1.0 release.
otherwise keep up the good workLong Live the 2nd BCT and 1st MIP





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04-03-2006, 12:21 AM #4
Re: TacMod 1.0 First Impressions
Overall I'm impressed with the changes made to 1.0. The clock was a big issue and bringing it back to something more reasonable made enjoyment a LOT higher.

Not sure what the bleed calculation was/is, but yeah it didn't seem to have any impact at all. Even after owning all but 1 flag on Oman for the entire round, it was like a 5 point game at the end. Not that I mind close games, it just seemed to have zero effect across all maps I played tonight.
Other than that, and the missing crosshairs issue with gren launchers and mounted guns, I'm liking 1.0. Seems like it's ready for primetime to me!Beatnik

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04-03-2006, 01:26 AM #5
Re: TacMod 1.0 First Impressions
I agree the crosshairs actually need to return for GL...since there is no "ironsight" on that thing; you always shoot from the hip.
I liked the new AT rockets, they were pretty fun.
I have to admit though, anytime I was SL'ing (spec ops) and came across an enemy support I died, I never won that face off. If I'd stay and fight I'd die, if I tried to run away and hide I'd die; maybe it was just me, but tonight it seemed the support gun + added damage + added accuracy was brutal.|TG-1stMIP|Coridon

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04-03-2006, 11:51 AM #6
Re: TacMod 1.0 First Impressions
Revives on a hill are technically challenging in the bf2 engine. The character seems to get stuck in the terrain. This is just accentuated in the TacMod since many of the custom maps feature hills.
I believe the crosshairs are currently a all or nothing thing.
I agree the custom maps need to be adopted only if they over far more cover. Open areas are suicide in TacMod.|TG-12th| SHINER









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04-03-2006, 01:50 PM #7
Re: TacMod 1.0 First Impressions
I noticed problems spotting enemies. APCs, Tanks, troops - i often only get a general "enemy spotted" (question mark) instead of the "Enemy APC", "Enemy Tank" etc. even when using the iron sights.
TG-E1st TacticalGamer European Division | Watch this (pretty old) video to find out what TG is all about






A Tactical Gamer since 2005
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04-03-2006, 02:21 PM #8
Re: TacMod 1.0 First Impressions
I agree that the new custom maps are too out in the open. With the mod that lowers all health it seemed that the Chinese were just getting ripped apart by the more accurate m16's and m4's on that wooded map (whatever its called). Also, I played support most of the time and I was just sniping and mowing down people left and right, it seemed pretty unfair, but it still beats vanilla!
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04-03-2006, 03:08 PM #9
- Join Date
- Jul 2005
- Location
- Sioux Falls, SD
- Posts
- 650
Re: TacMod 1.0 First Impressions
I had a great time, and I think the changes have been mostly good. The AT rocket needs to move faster since it's not guided anymore, but I had no problems with it being unguided - actually liked it.
The support weapon is right on I felt - it's supposed to be deadly and scary when deployed, and it was for the most part.
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04-03-2006, 03:26 PM #10
Re: TacMod 1.0 First Impressions
The problem is there isn't any actual deployment of the weapon. You can still mow down people while running/standing/crouching. If the support weapons were like the machine guns in DoD where they're insanely inaccurate when not deployed, it'd work. Of course the problem is you can't deploy the machine gun in BF2...
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04-03-2006, 03:56 PM #11
Re: TacMod 1.0 First Impressions
Gotta disagree. I seldom have issues reviving people on slopes in Vanilla. But I've seen frequent instances in TacMod of critically wounded people on slopes slight enough that the body doesn't even slide and yet I still can't revive them. Maybe it's just me but I had to ask.
Originally Posted by Shiner
Never rub another man's rhubarb!


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04-03-2006, 04:02 PM #12
Re: TacMod 1.0 First Impressions
I think it's because you don't have the crosshair on the shock paddles and it makes it hard to "aim" it. Since 1.2 you have to shock people on the chest for it to work.
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04-03-2006, 04:46 PM #13
Re: TacMod 1.0 First Impressions
Really? Hm, will have to keep that in mind
|TG| Lorian
Member since 18th February 2006




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04-03-2006, 04:50 PM #14
Re: TacMod 1.0 First Impressions
Lack of a reticle on the paddles doesn't bother me....believe me, when i've run into the slope problem, i've tried using the paddles just about everywhere on the bodies and from tons of different angles. It's not a big deal though...I am only curious as to why it happens.
Never rub another man's rhubarb!


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04-03-2006, 05:12 PM #15
Re: TacMod 1.0 First Impressions
This has been a problem since the 1.21 patch, in both vanilla and TacMod. It seems as if there's either a distance limit for spotting, or you have to have your actual crosshairs (not just the spotted circle) directly on the target. Moving targets have been insanely hard to target since 1.21.
Originally Posted by dawolf

[squadl]
"I am the prettiest african-american, vietnamese..cong..person." -SugarNCamo
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