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| Battlefield 2 Tactical Mod - General Discussion General discussion forum for the Battlefield 2 Tactical Mod |
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#1 (permalink) |
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Join Date: May 2003
Age: 26
Posts: 65
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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... |
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#2 (permalink) |
![]() ![]() ![]() Join Date: Sep 2005
Location: Massachusetts
Age: 43
Posts: 2,504
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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.
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|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 |
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#3 (permalink) |
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Join Date: May 2003
Age: 26
Posts: 65
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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.
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#4 (permalink) | |||||||||||||||||
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,833
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Re: Ideas can they work?
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We would like to make c4 and claymore able to be picked up / disabled by the engineer and possibly the spec ops. Quote:
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Thanks for the suggestions talkingBEERmug. Come check us out tonight and see what features we do have. We're always looking for more feedback.
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| 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 |
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#5 (permalink) | |
![]() Join Date: Apr 2005
Location: MA
Posts: 3,581
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Re: Ideas can they work?
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#6 (permalink) |
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Join Date: May 2003
Age: 26
Posts: 65
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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 |
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#7 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,833
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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.
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| 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 |
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#8 (permalink) | |
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Join Date: Jul 2005
Posts: 4,494
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Re: Ideas can they work?
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#10 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,833
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Re: Ideas can they work?
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| 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 |
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#11 (permalink) |
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Join Date: May 2006
Location: NY, USA
Posts: 1,119
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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.
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#12 (permalink) | |
![]() Join Date: Apr 2006
Location: Reykjavik, Iceland
Age: 36
Posts: 1,333
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Re: Ideas can they work?
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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".
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#14 (permalink) | |
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Join Date: Sep 2005
Location: Monterey, CA
Age: 25
Posts: 1,398
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Re: Ideas can they work?
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