Go Back   Tactical Gamer > Other Multiplayer Games > Game Forum Archives > Battlefield 2 Tactical Mod > Battlefield 2 Tactical Mod - General Discussion


Battlefield 2 Tactical Mod - General Discussion General discussion forum for the Battlefield 2 Tactical Mod

Reply
 
Thread Tools
Old 06-15-2006, 01:34 PM   #1 (permalink)
 
Join Date: May 2003
Age: 26
Posts: 65
Ideas can they work?

Hey guys been playing battlefield since 1942, played the hell out of the bf2 demo, and been playing bf2 since it went gold, I seen alot of stuff I did not like, and the patches that ea gives us seem to be making stuff worse. Any way im going to put some ideas in this thread you guys can comment on if you like the idea, and if they will even work in the game.

1. 50cal Barrett 1 shot kill upper body.
2. When medic heals you your health does not go back to full, but half or a quarter.(this way medic has to revive you, then drop you medic bags)
3. If you have been revived then your health will continue to drop untill you die, or get more health.
4. If you "Die" like a head shot, or explosion then you can not be revived.
5. On supply boxes have the ability to change your class and guns.
6. Commander can only call Artillery if a squad leader has marked it.
7. Make respawn times longer to avoid people from being a rambo.
8. Make respawn times for vehicles, and aircraft shorter to avoid people from fighting over them, and people whoring them(if vehicles spawn before the guys that took them last round respawn then it sets up a turn system)
9. Claymores, C4, Mines can be blown up, or shot to explode.
10. Medics, and Ammo Guys have a set number of bags they can had out, and have to refill @ supply boxes.
11. Any vehicle you are in are on comms with out rejoin squades.
12. Add more seats to black hawk so we can have a flight crew, and a full squad in black hawk.
13. Make a "power line" on flags, so people can only capture flags in order, so some one just cant go back to the back of the fight and cap alone.
14. Make it so one person can bring down a flag, but need 3 or more to put your flag up.
15. Have a set time for when you go to steal a tank, jeep, jet... from the other team, that there is a set time for you to capture that vehicle(example Cod1 United Offence, when you got in the enemy tank it took about 2 mins to capture b4 you could move or shoot.
16. When spawning on a squade leader make it come from the sky so your are air droped making it more real then just apearing.
17. A ticket system for vehicles, so some one cant just keep ramboing tanks, helis, jeeps...
talkingBEERmug is offline   Reply With Quote
Old 06-15-2006, 01:50 PM   #2 (permalink)

 
Grunt 70's Avatar
 
Join Date: Sep 2005
Location: Massachusetts
Age: 43
Posts: 2,504
Re: Ideas can they work?

Several of the items you mention are addressed in TG's Own BF2 mod called Tac Mod. I see you have posted on the tac mod forum so i'm betting you know at least someting about Tac mod.

I recommend you give it a try. You can find information about it here

http://www.tacticalgamer.com/bf2modindex.php

Tac Mod Rules!!! I think so anyhow...some of our TG'ers a not as on board with it as I am but this is what makes the world go round. Gameplay is slowed down and small unit tactics rule the day. Give it a try. Once you play on a TG server you'll be hooked.
__________________
|TG-22nd|Grunt



"When force is necessary, it must be applied boldly, decisively, and completely. But one must know the limitations of force; one must know when to blend force with maneuver" - Leon Trotsky
Grunt 70 is offline   Reply With Quote
Sponsored links
Old 06-15-2006, 05:45 PM   #3 (permalink)
 
Join Date: May 2003
Age: 26
Posts: 65
Re: Ideas can they work?

Have not played it yet, just found out about the mod today, soon as i get home from work Im going to try it, I was just venting in that topic =). Nothing makes me more mad then people messing up a good game, and devs not doing anything about it.
talkingBEERmug is offline   Reply With Quote
Old 06-15-2006, 07:36 PM   #4 (permalink)



 
asch's Avatar
 
Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,833
Re: Ideas can they work?

Quote:
Originally Posted by talkingBEERmug
1. 50cal Barrett 1 shot kill upper body.
I think the .50cals do will in one shot. Two at the most.

Quote:
2. When medic heals you your health does not go back to full, but half or a quarter.(this way medic has to revive you, then drop you medic bags)
Medics cannot drop medpacks in the tac mod. This forces the medic to actually play a medic instead of spamming med packs. When a player is revived, they are also revived at only a fraction of the health.

Quote:
3. If you have been revived then your health will continue to drop untill you die, or get more health.
A player is currently revived at a small fraction of their health. It's been mentioned about bleeding. We're trying to figure out if that would lead to more players going rambo or retreating to find a medic.

Quote:
4. If you "Die" like a head shot, or explosion then you can not be revived.
We've thought about this. At this time I don't think we're ready to make that leap. You can die pretty easily in the game as it is... and there's only 20 seconds to revive a player.

Quote:
5. On supply boxes have the ability to change your class and guns.
Interesting idea. I'm not sure how it would be implemented though.

Quote:
6. Commander can only call Artillery if a squad leader has marked it.
The assets are currently disabled in the mod. For us to put them back in we'd have to find a way to seriously nerf/limit/reduce their usage. If they do come back in, I would expect it to work this way.... by the SL calling it in.

Quote:
7. Make respawn times longer to avoid people from being a rambo.
Already done.

Quote:
8. Make respawn times for vehicles, and aircraft shorter to avoid people from fighting over them, and people whoring them(if vehicles spawn before the guys that took them last round respawn then it sets up a turn system)
Vehicles already have a lengthy respawn time.

Quote:
9. Claymores, C4, Mines can be blown up, or shot to explode.
EA made it so mines could be blown up. That actually made them useless because anyone and everyone would just shoot them to blow them up. We also read up on c4 and I don't think it would be blown up by shooting it.

We would like to make c4 and claymore able to be picked up / disabled by the engineer and possibly the spec ops.

Quote:
10. Medics, and Ammo Guys have a set number of bags they can had out, and have to refill @ supply boxes.
We would like to do this... but right now an ammo guy and resupply himself. We don't know a way around this yet.

Quote:
11. Any vehicle you are in are on comms with out rejoin squades.
Would love to do this too... but the VoIP system isn't something we can mod that I know of.

Quote:
12. Add more seats to black hawk so we can have a flight crew, and a full squad in black hawk.
Would love to do this too... but we haven't figured out how to add more than 6 seats to a vehicle.

Quote:
13. Make a "power line" on flags, so people can only capture flags in order, so some one just cant go back to the back of the fight and cap alone.
We thought about this. The AAS mod is like this. Protecting back assets is part of the game though. Teams need to setup their defense and chokepoints and be mobile to cover rear flags.

Quote:
14. Make it so one person can bring down a flag, but need 3 or more to put your flag up.
We have modified the flag capture logic. Basically you can't capture a flag if the enemy is within the capture zone. Once they're eliminated, one person should be able to gain control of the flag.

Quote:
15. Have a set time for when you go to steal a tank, jeep, jet... from the other team, that there is a set time for you to capture that vehicle(example Cod1 United Offence, when you got in the enemy tank it took about 2 mins to capture b4 you could move or shoot.
Enemy aircraft, armor, etc. are locked to a particular team so there isn't a way to steal them. Buggies, humvees, ribs and vodniks are open to anyone.

Quote:
16. When spawning on a squade leader make it come from the sky so your are air droped making it more real then just apearing.
That would be interesting. Not sure how to implement that though.

Quote:
17. A ticket system for vehicles, so some one cant just keep ramboing tanks, helis, jeeps...
With the lengthy spawn timer on vehicles and the increased damage done by AT... vehicles won't last all that long. Players do have to be careful with them if they want to keep them active.



Thanks for the suggestions talkingBEERmug. Come check us out tonight and see what features we do have. We're always looking for more feedback.
__________________
| My Maps

Gaming 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
asch is offline   Reply With Quote
Old 06-15-2006, 08:27 PM   #5 (permalink)
 
Join Date: Apr 2005
Location: MA
Posts: 3,581
Re: Ideas can they work?

Quote:
16. When spawning on a squade leader make it come from the sky so your are air droped making it more real then just apearing.
Could you edit the spawn point logic around the SL? I know it does some "if, then" thing to determine if something is blocking one of the spawnpoints, and then it picks the next. It might be something you have to edit in the model or something.
__________________
Acid is offline   Reply With Quote
Old 06-16-2006, 03:11 PM   #6 (permalink)
 
Join Date: May 2003
Age: 26
Posts: 65
Re: Ideas can they work?

Ya Played the mod last night, I love it, its really what I have been looking for.

as for the Mines, Clay Mores, and c4...

Mines, and clay mores I think could and should be shot to disarm them, as for c4 I think that a nade would disable them, mayb not set them off.

I thikn this should be in the mod cus if you put your claymore out in the open then it should be shot. Make the placement of clay mores more real and tactical.

Also can we make the at guy, and engineer have m16s, or ak47 depending on army
talkingBEERmug is offline   Reply With Quote
Sponsored links
Old 06-16-2006, 05:30 PM   #7 (permalink)



 
asch's Avatar
 
Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,833
Re: Ideas can they work?

I don't think the c4 / claymores can be modded to be disabled. We'd probably have to make new kits. We had mines destroyable at one point, but they became useless. A tank would drive up, see the mine, shoot the mine, then drive on.

As for the AT guy... if he had a more powerful weapon then he'd probably be a dominant class. We'd see a lot more AT guys which I think would throw the balance off for armor.
__________________
| My Maps

Gaming 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
asch is offline   Reply With Quote
Old 06-16-2006, 08:39 PM   #8 (permalink)
 
Join Date: Jul 2005
Posts: 4,494
Re: Ideas can they work?

Quote:
Originally Posted by asch
As for the AT guy... if he had a more powerful weapon then he'd probably be a dominant class. We'd see a lot more AT guys which I think would throw the balance off for armor.
Yea, that was a problem in Battlefield Vietnam. I got tired of that game before the first patch even game out because of it. The M60 dude also had an anti-tank rocket and was just too powerful. I know the M16 isn't as powerful or as accurate as the M60 was in BFV, but I have a feeling that's why DICE went with the SMG's for the AT class in BF2.
__________________
Battlefield Admin(BF2 Rules) (BF2142 Rules)
[volun2][medic][defense3][eng2][support]
[sg-c1][gchq-c1][tog-c1][ma-c1][taw-c1][tg-c2]
Support TG | Write for TacticalWiki | BF2 Sig. Generator | TS Help
perry is offline   Reply With Quote
Old 06-19-2006, 05:02 AM   #9 (permalink)
 
Join Date: May 2003
Age: 26
Posts: 65
Re: Ideas can they work?

True, but what about the enginer, his gun is good but only at close range.
talkingBEERmug is offline   Reply With Quote
Old 06-19-2006, 07:31 AM   #10 (permalink)



 
asch's Avatar
 
Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,833
Re: Ideas can they work?

Quote:
Originally Posted by talkingBEERmug
True, but what about the enginer, his gun is good but only at close range.
I wouldn't expect an engineer to be out amongst the action. The engineer isn't a combat class.
__________________
| My Maps

Gaming 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
asch is offline   Reply With Quote
Sponsored links
Old 06-21-2006, 01:06 PM   #11 (permalink)
 
RocketPunch's Avatar
 
Join Date: May 2006
Location: NY, USA
Posts: 1,119
Re: Ideas can they work?

Just a thought, not sure if can be done easily.

Is there a way to temporary turn off any communication (text/VOIP) when a character was killed? It feels to me kind of stupid when a dead person can continuously give intel of the enemy's where abouts and squad structure to the rest of his squad when he's dead. Especially in TacMod when the spawn time is long and if the SL is down, he will not be able to keep giving orders.

Thanks.
__________________
Slow is Smooth. Smooth is Fast!
RocketPunch is offline   Reply With Quote
Old 06-21-2006, 01:14 PM   #12 (permalink)
 
loyalguard's Avatar
 
Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
Re: Ideas can they work?

Quote:
Originally Posted by RocketPunch
Just a thought, not sure if can be done easily.

Is there a way to temporary turn off any communication (text/VOIP) when a character was killed? It feels to me kind of stupid when a dead person can continuously give intel of the enemy's where abouts and squad structure to the rest of his squad when he's dead. Especially in TacMod when the spawn time is long and if the SL is down, he will not be able to keep giving orders.

Thanks.
Rocket-

From research on the same issue, I believe it is impossible to disable VOIP/Chat. However, in this post: Re: Dual Spawn Timer I suggested that maybe the tac mod team might be able to change/block your view so you can't see what is going on around you. So, you can still VOIP/text chat, but you wouldn't be able to "ghost".
__________________
|TG| LoyalGuard

loyalguard is offline   Reply With Quote
Old 06-21-2006, 03:07 PM   #13 (permalink)
 
Join Date: Apr 2005
Location: MA
Posts: 3,581
Re: Ideas can they work?

Could you force the camera view to go to the view you get when the map starts and the timer counts down to spawning.
__________________
Acid is offline   Reply With Quote
Old 06-23-2006, 11:32 AM   #14 (permalink)
 
Join Date: Sep 2005
Location: Monterey, CA
Age: 25
Posts: 1,398
Re: Ideas can they work?

Quote:
Originally Posted by perry
Yea, that was a problem in Battlefield Vietnam. I got tired of that game before the first patch even game out because of it. The M60 dude also had an anti-tank rocket and was just too powerful. I know the M16 isn't as powerful or as accurate as the M60 was in BFV, but I have a feeling that's why DICE went with the SMG's for the AT class in BF2.
AT's dont need the extra power. Last night was proof that in the right hands an SMG can be deadly. I must have been killed by AT's at least 5 times last night. As the saying goes "It's not the size that counts but how you use it."
__________________
"I once thought I had mono for an entire year. It turned out I was just really bored."
aculle01 is offline   Reply With Quote
Sponsored links
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
Ideas for a Mapping Tool flux Battlefield 2 - Map & Mod Development 20 04-01-2006 02:36 PM
Ideas to get Server #2 Populated Shiner Battlefield 2 - General Discussion 37 11-06-2005 11:55 AM
Ideas for maps jex Joint Operations - Tactics, Strategy and Missions Discussion 17 10-12-2004 05:01 PM


All times are GMT -4. The time now is 06:02 PM.


Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved