Go Back   Tactical Gamer > Other Multiplayer Games > Game Forum Archives > Battlefield 2 Tactical Mod > Battlefield 2 Tactical Mod - Information & FAQ

Battlefield 2 Tactical Mod - Information & FAQ Information and FAQs for the Battlefield 2 Tactical Mod

Closed Thread
 
Thread Tools
Old 04-09-2006, 02:22 PM   #1 (permalink)



 
asch's Avatar
 
Join Date: Oct 2003
Location: Fort Mill, SC
Age: 34
Posts: 10,850
Tournaments Joined: 0
Tournaments Won: 0
Features

Features

Several adjustments have been made place the emphasis on team-based execution of strategy & tactics. These include:

  • Rearrangement of Kits
  • Tweaking of Vehicles
  • Gameplay Changes
  • Map additions

  • Classes/Roles


    Anti-Tank
    The AT class is a critcal role to help ensure balance between infantry vs. armor
    Kit Includes:
    • Knife
    • Pistol
    • Sub-Machine Gun
    • Smoke Grenades (1)
    • Missile Launcher (4)
    • SIMRAD / Binoculars
    Other Changes:
    • Increase anti-tank missile damage
      Improve the ability of squads to defend themselves against armor and helicopters. Require drivers and pilots to exercise caution when engaging enemy units.
    • Increase anti-tank missile speed
      Increased the AT missile speed to compensate for the lack of guidance capabilities.
    • Removed missile guidance
      Limits the ability to use the missiles on infantry and vehicles at long range. Vehicles no longer get a missile lock warning.

    Assault
    The assault class is the primary combat infantry unit
    Kit Includes:
    • Knife
    • Pistol
    • Automatic Rifle
    • Grenade Launcher (3)
    • Flashbangs (2)
    • Frag Grenades (2)
    • SIMRAD / Binoculars
    Other Changes:
    • Decreased flashbang effects
      The stock flashbang was lasting 30 seconds which was far to unrealistic. The effects overall have been reduced.

    Engineer
    The engineer class plays primarily a support role within the squad
    Kit Includes:
    • Knife
    • Pistol
    • Shotgun
    • Smoke Grenades (2)
    • Anti-Tank Mines (5)
    • Wrench
    • SIMRAD / Binoculars
    Other Changes:
     

    Medic
    The medic class plays primarily a support role within the squad. This unit greatly affects the individuals value on life within the game
    Kit Includes:
    • Knife
    • Pistol
    • Automatic Rifle
    • Smoke Grenades (2)
    • Medikits
    • Defibrillator
    • SIMRAD / Binoculars
    Other Changes:
    • Don't allow medics to throw medikits
      Require medics be present to treat wounded soldiers. Shift the focus of medics towards caring for their teammates and away from combat.
    • Revive players with only a fraction of their health
      Require squads to neutralize enemy threats before a medic can revive a player safely. Encourage revived players to seek cover quickly so they can be healed.
    • Disconnected shock paddles reliance on heal meter
      Shock paddles will now recharge and be usable without any reliance on the player heal meter.
    • Decreased heal rate
      The rate at which a player is healed as been reduced to promote the value of life.

    Sniper
    The sniper class plays primarily a support and recon role for the squad
    Kit Includes:
    • Knife
    • Silenced Pistol
    • Sniper Rifle
    • Smoke Grenades (2)
    • Claymores (2)
    • SIMRAD / Binoculars
    Other Changes:
    • Adjusted sniper rifle accuracy
      The sniper rifle's accuracy was modified with the BF2 1.2 patch. These values have been adjusted.
    • Decreased rate of fire
      Slightly increased the time between shots.
    • Decreased ammo loadout
      The amount of ammo the sniper carries has been reduced to make each bullet worth the shot.

    Special Forces The SpecOps class provides both combat and support (defense / demolition) roles within the squad
    Kit Includes:
    • Knife
    • Silenced Pistol
    • Rifle
    • Frag Grenades (2)
    • C4 Explosives (5)
    • Smoke Grenades (1)
    • SIMRAD / Binoculars
    Other Changes:
    • Reduced rifle power / damage
      The Spec Ops rifle has had the power / damage reduced to compensate for the accuracy and use of a silencer.

    Support
    The support class plays primarily a supporting role by providing suppressive fire and ammo
    Kit Includes:
    • Knife
    • Pistol
    • LMG
    • Frag Grenades (2)
    • Ammokit
    • Smoke Grenades (1)
    • SIMRAD / Binoculars
    Other Changes:
    • Limit ammokit availability
      Stop players from having a constant supply of grenades and similar weapons. When a Support player throws an ammokit they will automatically equip their previously selected weapon and will not be able to select their ammokit again until another one has "recharged".

    Vehicles

    General
    • Remove resupply, repair, and heal abilities while inside vehicles
      Require direct player interaction for the above abilities. Remove ability to form vehicle lines that continuously resupply and repair each other.
    • Increase vehicle respawn time
      Give players incentive to keep their vehicles safe and repaired. Reward players for destroying enemy vehicles.
    • Lock armored vehicles and aircraft to specified team
      Remove incentive for players to "camp" enemy vehicle spawn locations and then use a team's valuable resources against them.
    • Don't spawn armored vehicles or aircraft at enemy controlled bases
      Decrease the ability of a team to dominate the rest of a round after they have taken the enemy's base -- the flag where a team's most valuable assets spawn and where the commander assets would be located. Increase the possibility for a team to recapture their base after it has been lost.
    • Increased small arms damage
      The effect of weapons on infantry has been increased.
    • Added additional seats to heavy jeeps
      Heavy jeeps (e.g., Humvees, Vodniks, etc.) will now carry a full squad of six.
    Aircraft

    Jets

    • Replace bomber jets with fighter jets
      Bomber jets hamper careful and tactical play by massively killing players before they have the opportunity to execute tactics.
    • Decrease repair rate of jets from repair station and carrier
      Reward players for damaging jets by requiring them to leave combat for a fair amount of time to repair.
    • Decrease resupply rate of jets from airfield and carrier (require landing)
      Increase the value of jets armaments so that they are primarily used to support specific ground force objectives and only secondarily used to terrorize enemies outside of current objectives.
    • Remove aircraft nose camera
      Reduce the visibility of pilots and gunners. Balance the available cameras of aircraft with those of ground vehicles.

    Attack Helos

    • Decrease attack helicopter ammunition and weapon damage
      Balance attack helicopters with other vehicles and soldiers. Gatling gun and cannon rounds will have a decreased explosion radius. TV-guided missiles will nearly destroy undamaged armor.
    • Decrease repair and resupply rate of helicopters from helipad and carrier
      Reward players for damaging helicopters by requiring them to leave combat for a fair amount of time to repair. Increase the value of helicopter armaments so that they are primarily used tosupport specific ground force objectives and only secondarily used to terrorize enemies outside of current objectives.
    • Remove aircraft nose camera
      Reduce the visibility of pilots and gunners. Balance the available cameras of aircraft with those of ground vehicles.

    Other Changes

    • Adjusted name tag visibility
      Players should look first and shoot second, so the enemy name tags have been removed and friendly name tags only appear if you're within a certain range.
    • Removed all personal scoring except for the death counter
      This is a team oriented game and personal scores just lead to stat padding.
    • Added map auto-sizer
      To keep games lively while the number of players on the server changes, this script will adjust the next map to the appropriate size.
    • Adjusted infantry movement speed
      The player sprint speed has been increased while the standard movement speed has been decreased.
    • Adjusted infantry stamina
      The player stamina has been increased to allow for sprinting greater distances. Take care, however, as the stamina rejuvenation speed has been decreased.
    • Removed handheld weapon crosshairs
      Players need to look first and shoot second. Crosshairs have been removed to force use of ironsights and reduce run-n-gun tactics. Crosshairs still exist in the zoom view of the shotgun, grenade launcher and tear gas launcher.
    • Make supply crates actual supply crates
      Supply crates no longer repair damanged objects.
    • Disabled 3rd person camera
      Players can no longer switch to the 3rd person view.
    • Removed audible notification when friendly CP neutralized
      Direction and notifaction should be handed down through the chain of command (i.e., Commander)
    • Added new menu background (thanks DrunkenSoul!)
      Providing Tactical Gamer / Tactical Mod specific movies, backgrounds, images, etc.

    Flags

    • Increased flag capture radius
      Squads should be defending an entire compound / zone. Increasing the flag radius forces a squad to concentrate on the whole area instead of a flagpole.
    • Instantly neutralize flag when more assaulting units occupy the capture zone
      Stop players from spawning around or behind enemy players when a flag is being captured. Require defenders to maintain a solid perimeter around the flag. The flag will return to the defenders if the attackers leave the flag capture radius before it has been completely lowered.
    • Changed flag capture logic so that a flag can only be raised when there are no enemy in the capture radius
      Once a zone becomes contested (i.e., neutralized) then the area stays neutralized until only one team remains in the capture zone.
    • Removed flag capture meter (under mini-map)
      Remove a visual indicator of the capture progress.
    • Don't allow players in aircraft to capture flags
      Stop players in aircraft from neutralizing a flag by flying past it.

    Assets

    • Remove commander assets (Artillery; Radar; UAV; Vehicle Drop)
      Artillery hampers careful and tactical play by unexpectedly and massively killing players before they have the opportunity to execute tactics. Scan and UAV hamper careful and tactical play by frequently providing the location and movement of every enemy unit, removing the element of surprise. Note: Commander is still very useful as it provides coordination between squads. The supply drop functionality still exists.

    Tickets / Bleed

    • Change ticket bleed requirement
      Provide incentive to control the majority of the map. Head-on and double assault maps will require both teams to hold 50% + 1 flags for ticket bleed. Assault maps will require the assaulting team to hold 50% + 1 flags and the defending team 50% of flags for ticket bleed.

    Visual & Audio Effects

    • Incorporated the Enhanced Effects mini-mod
      Special thanks to Djukel (author of the enhanced effects mini-mod) for allowing the Tactical Mod to incorporate his mini-mod.

    Maps

    Supported Maps:

    • A.T.O.M
    • Bocage 2005
    • Checkpoint Abadan (thanks -=f&f=- ali-tom)
    • Dalian Plant
    • Daqing Oilfields
    • Dragon Valley
    • Fushe Pass
    • Gulf of Oman
    • Inishail Forest (thanks Kilrogg) (thanks to WhiskeySix, DrunkenSoul, H-Hour, and jmaker for the custom billboards!)
    • Jibbel City (thanks .:XDR:.FRIJJ)
    • Kubra Dam
    • Mashtuur City
    • Maszarqi Siege (thanks wolfataud)
    • Operation Clean Sweep
    • Operation Power Failure
    • Sharqi Peninsula
    • Songhua Stalemate
    • Steel Thunder (thanks IllicitFilms)
    • Strait of Hormuz
    • Strike at Abu Dhabi
    • Strike at Karkand
    • Strike at Karkand 2
    • Wake Island 2007
    • Zatar
    __________________
    Little asch



    Don't be a Help Vampire!

    Last edited by asch; 06-11-2006 at 12:12 PM. Reason: Updated for 1.2 functionality
    asch is offline  
    Closed Thread

    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 On
    Trackbacks are On
    Pingbacks are On
    Refbacks are Off


    Similar Threads
    Thread Thread Starter Forum Replies Last Post
    It's OUT! Magnum50 America's Army - General Discussion 19 09-17-2006 09:52 PM
    What features does GRAW have? Karma Ghost Recon Advanced Warfighter - Map & Mission Development 6 09-09-2006 09:08 PM
    Observations of Possible Tac Mod Features in Other Mods loyalguard Battlefield 2 Tactical Mod - Feedback & Suggestions 3 06-09-2006 09:58 AM
    Features I miss... asch Battlefield 2 - Map & Mod Development 2 09-16-2005 12:17 PM
    Lock On: Black Knight Features... Magnum50 Simulation Games (Sim) 0 09-14-2005 10:20 PM



    » Log in
    User Name:

    Password:

    Not a member yet?
    Register Now!
    » Advertisement



    All times are GMT -4. The time now is 03:51 PM.


    Powered by vBulletin® Version 3.8.2
    Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
    Search Engine Optimization by vBSEO 3.2.0
    ©2004-2008 - Tactical Gamer - All Rights Reserved