04-09-2006, 02:22 PM
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#1 (permalink)
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Join Date: Oct 2003
Location: Fort Mill, SC
Age: 34
Posts: 10,850
Tournaments Joined: 0 Tournaments Won: 0
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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: | | | - 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: | | | - 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 - 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. 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
Last edited by asch; 06-11-2006 at 12:12 PM.
Reason: Updated for 1.2 functionality
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