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08-19-2006, 02:21 PM #31
Re: Beta Impressions
I have pretty much given up trying to get a beta key, I can wait until October
|TG| Lorian
Member since 18th February 2006




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08-19-2006, 08:22 PM #32
Re: Beta Impressions
A few of you lucky ones have said that the game is more "arcadey" and fast-paced. Can you give us an idea in terms of dmg-vs-HP, movement speed, etc.? Is there too much happening at once? Too much information to keep up with for tactical considerations? More twitchy?

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08-19-2006, 10:16 PM #33
Re: Beta Impressions
More twitch. More arcady, whatever that means I guess.
|TG-12th|Undead

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08-19-2006, 10:50 PM #34
Re: Beta Impressions
WAY too much stuff going on at once and blowing up for any kind of strategy or tactical play
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08-19-2006, 11:48 PM #35
Re: Beta Impressions
Yeh I agree... the game is VERY fast and death comes even faster. I'm not sure if the one map we get to play is supposed to be armor heavy, but that is how it plays. Obviously it plays like a pubby server with everyone only 2 days into the game. I'm hoping that actually having a commander assigning defensive positions and SLs following orders will add something to the game here at TG. As it stands its just a contest to see who can rush themselves at the enemy faster.
Longer respawn times for both infantry and vehicles and perhaps lowering the maneuravabiliyt of the apc launch pod would help the game slow down.
It will be pretty interesting to see the game evolve as more people achieve unlocks. Its rough going early without grenades, revives etc and the vehicles tend to be a bit overpowered without the unlock counters like emp mines.|TG-12th| SHINER









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08-20-2006, 12:06 AM #36
- Join Date
- Jul 2005
- Posts
- 4,492
Re: Beta Impressions
Crash crash bug bug...
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
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08-20-2006, 01:44 AM #37
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08-20-2006, 01:47 AM #38
Re: Beta Impressions
Just expect to die out of nowhere and not know where it came from. Alot.
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08-20-2006, 02:57 AM #39
Re: Beta Impressions
You guys aren't making it sound very good. I am sad.

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08-20-2006, 03:20 AM #40
Re: Beta Impressions
Well it is a beta. The demo will tell the true story i hope.
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08-20-2006, 09:11 AM #41
- Join Date
- Jul 2005
- Posts
- 4,492
Re: Beta Impressions
Then they have a lot of work to do in the next 30 - 40 days...
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
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08-20-2006, 12:15 PM #42
Re: Beta Impressions
I think dying out of nowhere and not knowing what happens is a characteristic of just about every fast paced game that you aren't familiar with.
|TG-Irr|TychoCelchuuu

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08-21-2006, 12:10 AM #43
Re: Beta Impressions
Whew! i just got back from san fran. Been goin through 2142 withdrawl! I dont know bout all of you but im totally diggin it. Its a bit faster but i wouldnt call it a lot faster. It does play like pubby servers, but i truly believe that TG game truly bring the gameplay up 100 times better.
I unlocked a lot for the support kit and it gets REA::Y fun when you get some of the higher level ones. Once you get the AA unlock for the engineer youll know what i mean
Overall, i like it a lot....some bugs to work out for sure, but overall im totally diggin it.
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08-21-2006, 09:59 AM #44
Re: Beta Impressions
I played extensively this weekend... enough to get into my 5th unlock. The gameplay does change dramatically when you get in a decent squad with coms. I think it is clearly too early to write the gameplay off without seeing a Tactical Gamer filled server playing the "right" way.
Titan mode is pretty interesting. I disagree with the way it currently works by allowing the missles themselves to destroy the titan. This prevents the "best" part of the game from actually happening which is the staunch interior attack and defense on the titans. Alot of squads just run-around in circles until the titan shields fall and then charge without any care for defending silos or their titan. I've found the gameplay vastly improves for myself when I assaign my squad to a silo and hold that until the shields are going down and then pull back on defense in the titan.
Unlocks are just so crucial to the game and the field upgrade (temporary) unlock is pretty neat and it does last map to map until the server crashes. The squad leader beacon is very nice (allowing the SL to spawn on it as well), though when spawning on it you arrive in a very visible "drop pod" fassion leaving little doubt where you are. I've managed to go up the support unlock for the stationary turret. The turret is invaluable on defense of the titan at least until more people get grenades, then I imagine it's usefullness will drop.
The network battlefield is done pretty well. IMHO it isn't as distracting as the implemenation used in GRAW and is more useful.
The silo CP radius is VERY small and produces some undesirable CQB action IMO.
Tanks are impressive and seem pretty balanced. I've had a great deal of sucess with the hover tank strafing between trees and around cover for protection and popping out for long range shots (each tank has a zoom view). The Mech is a heavyweight and will tear up the battlefield, but there is only one on this map and it can be taken down easily if the other team concentrates their heavy firepower.
Lots of people running around with knives
How a knife is an instant kill while 3 bullets from my LMG aren't is still beyond me.
Overall I'm still impressed and hopeful. There is a great deal of potential in Titan mode if the teams could only be motivated to squad up and defend. Hopefully this week will see more of you join in.|TG-12th| SHINER









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08-21-2006, 10:08 AM #45
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