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Discussion: Battlefield 2 Tactical Mod / Battlefield 2 Tactical Mod - General Discussion - Attention BF2 Tac Mod team and players. - Rick here again with some more ideas to make the Mod more enjoyable and improve
  1. #1

    Rick_the_new_guy's Avatar

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    Lightbulb Attention BF2 Tac Mod team and players.

    Rick here again with some more ideas to make the Mod more enjoyable and improve gameplay.

    Unlike my last thread with regards to adding and taking away items from the kits, see this thread: http://www.tacticalgamer.com/battlef...mod-1-4-a.html ,my new idea focuses on the fire arms.

    As I have said before, I am amazed on how much can be done to the game.
    With so many things being changed and what not, the 7th seat in the chopper being the wildest and most impressive, I am curious about another idea that will also allow the players to have more realism, options, and control over their destiny.

    Essential, I think it would be super keen to allow certain kits the option to choose between different primary weapons.
    Doing so will allow the player one more option on how to play the kit depending upon the ever changing circumstances on the ground.

    How this works is when the player picks their kit, they have the option of clicking the unlock button and getting a second weapon chose. The weapon will not be a weapon of a foreign nation or coalition. Neither will this weapon be any of the more powerful unlocks. Instead they will be the same as other primary weapons other kits come defaulted with.

    Here are the kits I recommend this to happen to, with the added weapon selection.

    Assault= Shot gun (3x the ammo that the Engineer comes equipped with)
    Medic= Shot gun (Same ammo amount as Engineer comes equipped with)
    Engineer= Rifle (Same ammo amount as the Medic comes equipped with)

    I see no reason to offer these options to the other kits. Doing so would be a waste of time.
    Sniper (duh)
    Support (Got to put down suppressive fire)
    Special Forces (Thought about it… but I do not want to saturate the game with shot guns)
    AT (Gun is great for short to moderate range targets)

    Allowing the three kits listed above to have these options helps the player to choose their options based upon circumstances.

    !!Warning!!: Doing this could upset the paper rock scissors balance of the game and cause a latent that would hurt the game play. Being a liberal guy, I say give the people more options and let them make the best choose they know how.

    The player would have the option of going with a short to weak moderate range weapon that is garbage at long distance (shot gun, the MEC shotgun being more garbage at long range); to a weapon that as we know can handle its self in close quarters all the way to long range (the three burst shot M16 being weaker in close range than the AK).

    Without getting into a whole analytical comparison and contrast, I like to think that this modulation will give the player more choice over their destiny.

    i.e.:

    If the Squad leader tells you to go ant-infantry and you are in a urban area with houses and alleys, grab a shot gun. The grenade launcher may not be needed as much at such close range. You still have your flash bangs and frags of course.
    The shotgun would be a good pick for the fire team point man to have. The down side to this would be defending the position and not being very effective at long range. (Balance) Stronger on assualt/ weaker on defense.

    If you’re a medic and the conditions are close quarters, you have the option to choice a weapon that is more adequate for close range combat.

    As an engineer and your in a open area, it would be nice to have a weapon that can fire a greater distance and have more sting than the pistol.


    I hope this idea can be performed with the mod, and I hope the players and the Tac Mod team like this idea and will consider this modulation.

    Thank you for your time.
    (PO3) Marcinko_R. (BF2 PR .509) Squad Member
    (CPO) Marcinko_R. (BF2 PR .509) Squad Leader
    (LCDR) Marcinko_R. (BF2 PR .509) Commander

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  3. #2

    Backlash-7's Avatar

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    Re: Attention BF2 Tac Mod team and players.

    Great ideas as always Ric. I know for a fact that there have been times when I'm a medic (my favorite kit in TacMod) that I would love to have a shotgun. Some of that CQB is a pain with the M16. Heck I even go to the pistol from time to time if the combat is too close for comfort.







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  5. #3

    Gahlas's Avatar

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    Re: Attention BF2 Tac Mod team and players.

    I love everything about the kit set-up on Tacmod. I would hate to see it change. Everything works great for me.

    Being able to switch between multiple weapons takes away from some of the balance/game play IMO. Being able to weigh the strengths/weaknesses of the weapons along with the special role of the kits is key. That is part of the game.

    If you play AT and you have the AT rocket and an SMG, great. Use the AT rocket on the vehicles and use the SMG when you get engaged. Let the assaults or supports take out the longer range targets. Same goes for engineer. If you start in close range combat and you are a support you get to weight the benefits/weaknesses of switching to engineer. I guess its just me but I think its all part of the game. Part that keeps it balanced and gives it good game play.

    The one thing I would change though would be the MEC/Chinese weapon accuracy. I know the counter point to this is that they do more damage but honestly, on Tacmod I don't think damage matters. Most of my firefights are at medium/long distance. With the M-16 I can drop a guy in a few shots but when I get an AK it takes me like 2 magazines. I guess it is just me but I pick up USMC kits whenever possible.

    I feel like I am 10 times more effective with an M-16. A lot of times I find myself picking the USMC team (Team switching was something I never did before) just so I can feel effective. I don't know, is it just me?

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  7. #4

    asch's Avatar

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    Re: Attention BF2 Tac Mod team and players.

    Unfortunately, I don't believe what you're looking for can be modded into the game.

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  9. #5

    Shiner's Avatar

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    Re: Attention BF2 Tac Mod team and players.

    BF2142 Tacmod anyone?

    Now we just need a team of developers, a server and a way to convince players to play on an unranked server

    I can dream even if it won't ever be a reality.
    |TG-12th| SHINER


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  11. #6
    Paperchase
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    Re: Attention BF2 Tac Mod team and players.

    How about pick-up kits in rooms in the armies' main bases?

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