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#61 (permalink) |
![]() ![]() Join Date: Apr 2007
Location: Ontario, Canada
Age: 30
Posts: 1,321
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Re: We've all got issues...Lets talk!
I find it interesting that we have such a strong negative reaction to limiting kits, increasing spawn times and various other suggestion all in the name of more realistic play. This is Tactical Gamer, we are all here because we enjoy a more tacticaly oriented and hence more realistic style of gameing. I know where people are coming from in that they don't want to ruin the game play but I think people will get used to the rules and begin to enjoy the new style of play. I know that with Project reality every time a new limitation was going to be brought in or some element of the game removed you had an outcry from parts of the community about how it will ruin the game or that it won't be "fun" anymore. Once released and people wrapped their heads around it the game improved, became more realistic and enjoyable. Obviously you need to move forward in small steps to observe how the changes are effecting the game and what further elements are needed or should be removed. I'm not trying to be a hard a$$ but IMO TG should be moving away from the typical "fun" oriented fast paced server set up.
Please don't take offense to the above, I'm not trying to argue or put down other peoples thoughts on possible changes. I'm mearly giving my perspective on the situation.
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#62 (permalink) |
![]() Join Date: Jun 2007
Location: Stourport - Worcestershire -UK
Age: 64
Posts: 542
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Re: We've all got issues...Lets talk!
I too prefer the more tactical approach in all games and Sarc above along with others sums it up well for me for CoD4.
I'm looking forward to our TG servers being made to work along the essence of what he says, anything that will adjust the pace and limit the spam nades/spawn kill, excessive air strikes will get my vote. I'd also like there to be a squad issue on the weapons so that it will make the team work and support more likely in weapon use. eg move into a forward position sniper offering recon/support, a mg in position to offer final advance cover with this advance to be done by say a mix of riflemen & smgs. Using the CoD4 engine enabled in someway like this would make for an interesting night of action. Keep up the good work guys
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"I like a man who grins when he fights" Sir Winston Churchill ![]() ![]() ![]()
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#63 (permalink) |
![]() ![]() Join Date: Nov 2006
Location: Colorado Springs, CO
Posts: 1,056
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Re: We've all got issues...Lets talk!
It's all about the baby steps, not sweeping reforms. The largest element holding back "tactical play" is, uh... the game. It's not meant to be a tactical shooter in its current form. You need larger maps to even start considering the slow-and-low cover-all-angles Armed Assault methodology. Right now, the play areas are too condensed to think about anything more than "go here!" or "go there!".
Call of Duty 4 is what it is. It was intended to be a fast-paced run-n-gun adventure (why else would they create that ridiculous "Shipment" map?), and it'll take time before it's whittled and shaved down into the experience we want it to be. Right now the admins are (correctly, in my opinion) working on removing the stupid crap that ruins the mood. |
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#64 (permalink) | |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: In the cell next to Icky.
Age: 54
Posts: 5,969
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Re: We've all got issues...Lets talk!
Quote:
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#66 (permalink) |
![]() Join Date: Apr 2007
Location: Awesomeland
Age: 32
Posts: 2,515
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Re: We've all got issues...Lets talk!
I haven't played that much yet, but i have a few things i've noticed.
1. The perfect respawn time. We need to find the perfect time for both new and experienced players. It's an important fun factor. 2. VOIP. Adding a compass for reporting enemies, defence and attacks helps alot. But most important, we need to get the players to work together on the common objective. In BF there was a squad leader, he chose the objectives, people followed and that worked. If we can get the same thing going somehow, we get more teamwork and comms. If not, it's "run and gun" all by yourself-style i'm afraid. 3. Pace of the game. It's a fast game, and it's intended to be. Just play the SP. It's not like Ghost recon etc. We might tweak the settings to make the game more to our liking, but modding and turning it into something it's not because we feel it's TG won't work in my opinion. I'm not trying to start a whole "What is really TG"-thread, i'm just saying, it needs to be fun for all new and old players. And i'm sorry, i don't like S&D because of the no respawn. It's realistic ok, but not fun. But that's just me, i'm a foreign weirdo.
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#67 (permalink) |
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Join Date: Jun 2005
Location: Santa Monica, CA
Age: 39
Posts: 2,718
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Re: We've all got issues...Lets talk!
1)Turn the map on. I like to see my team mates on a directional map.
2)Reduce respawn time. 3)Reduce length of the rounds. 2-3 minutes. I believe 5 minutes is what we have right now. 4)Crosshairs should be on both servers. 5)TG rules ticker should be ticking regularly. Let players know our rules. Make them more pronounced. Perhaps it's the time I play or just my luck but I rarely find anyone playing a full game on the TG server. We need more players on our server(s). I'm finding myself playing another server (can't remember the IP) because of my reasons stated above. Granted, I have too put up with a bunch of racist a-holes and other nonsense but end up playing simply for the tad faster pace. Now, I don't need a bunch of replies saying it's not the quantity of players but the quality that makes TG successful. I get it. I just think we are not getting a significant population of players seeding the servers on a regular bases. We don't have to compromise our game play to make that happen.
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#69 (permalink) |
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Join Date: Dec 2006
Location: Belgium
Age: 17
Posts: 403
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Re: We've all got issues...Lets talk!
It's much easier to work with a smaller amount of people.
Edit: how about making one server unranked and customize it all you want. And one ranked for players who want to rank up.
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-F- Darksteel
Last edited by darksteel525; 11-27-2007 at 01:42 PM. |
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#70 (permalink) |
![]() Join Date: May 2006
Location: Saskatchewan, Canada
Age: 25
Posts: 1,400
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Re: We've all got issues...Lets talk!
Exactly what is in the works
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#73 (permalink) |
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Join Date: Mar 2007
Location: In the shed fixing my lawnmower!
Posts: 1,885
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Re: We've all got issues...Lets talk!
Ok i have not played all that much, however....
1. This is the most fun I have had in a long time..similar to when I started playing POE. 2. S&D can be fun, if you limit it to one round. Use it as a filler. The round never lasts long and it is a nice break. 3. I like the player count where it is. I think as time passes we will figure out all of the little annoyances and get people to play the way we want them to. 4. Have patience. I think I tk'd Undead three times in a row last night. Some of us are still noobs and learning how to play. Heck, I haven't even started to explore the unlocks due to my just learning the controls. 5. VOIP is a must. This makes everything about the game excell even more. 6. What are your ideas about the death cam? The one that shows you who killed you. I am very intrigued by this. Thanks for reading...see you in game. B
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#74 (permalink) | |
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Join Date: Feb 2007
Age: 32
Posts: 586
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Re: We've all got issues...Lets talk!
Quote:
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#75 (permalink) |
![]() Join Date: Feb 2006
Location: Fort Worth,Texas
Age: 22
Posts: 5,846
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Re: We've all got issues...Lets talk!
Its easy to tell people's motives with kill cam on though, lol. However the good news with TKing, when your the victim, it does not count as a death.
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