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02-13-2007, 03:23 PM #61
- Join Date
- Jan 2006
- Location
- United states, TN
- Age
- 39
- Posts
- 3,072
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02-13-2007, 03:55 PM #62
Re: Working to realize the potential of PR
Hi guys,
I joined TG after stumbling across one of your BF2142 servers and finally finding the teamwork these games need.
I used to play BF2 a year or so ago but got fed up of the run of the mill pubby servers. So now I'm actually enjoying BF2142, I thought I'd dig out my BF2 CDs and give it a whirl again.
This mod sounds great, I'm currently downloading (18 hours to go at the moment, so I may not be around for a few days yet) and will be giving it a go.
I'll update the introduce yourself thread once I'm done installing and patching up my old BF2 files.
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02-13-2007, 04:17 PM #63
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02-13-2007, 08:58 PM #64
Re: Working to realize the potential of PR
Excellent idea.
From what I have seen, 5-10 is actually a high number. Hell, there are 54 players on now, and calvin is the only one I reconize.
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Would it be possilbe to have the BF2 private server set up as PR by default?
I assume that 95% of the time no one is on the private server.
This will allow members to try out the game without "distractions". We can further test things out (i.e., How many T.V. missle rounds are needed to take out a tank or an arty piece. ) and report things in brief AARs.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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02-13-2007, 09:14 PM #65
Re: Working to realize the potential of PR
I need to point out that herding pubbies is a chore I do enjoy. I think it ties in to the whole "Spread the TG way" by teaching by example. It's key each and every one of us undertakes this responsiblity to ensure we raise the levels of play on the server. Some of us need to overcome our fears or dislikes of SLing. I personally, probably need to overcome my fear of COing and step up when its late and we have a server full of pubbies. If thats all take care of, we can help a pubbie SL and squaddies get their ideas and play in line with what we want on the server by giving friendly advice (never, ever lead from the rear) and encouraging VOIP use.
That said, the pw server to practice is a great idea. I haven't dared take up a chopper yet for fear of friendly bodycount and embarrassment. A live server with a 6 man squad whos safe transport into the combat zone depends on you is not a good place to find out how the new flight dynamics work ;p
Do or do not, there is no try....
-- Yoda, Dagobah
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02-13-2007, 09:26 PM #66
Re: Working to realize the potential of PR
Were you in the chopper with me last night? Man I got the pilots kit, jumped in a blackhawk and then promptly killed every last one of us not 15 meters from the heli pad. I didn't get to fly again that entire round..... *grin* I've got to go practice and I think a private server is a really good idea in that regard.
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02-14-2007, 12:28 AM #67
Re: Working to realize the potential of PR
Orginally posted by someone at the PR forum. The thread was called TG.
"Originally Posted by Determined
I'd like to speak to an admin of this server. Mind you I have never played on a Tactical Gamer PRM server. However everytime I try to load in it tells me I have been kicked/banned due to a successful kick vote. Not exactly sure how that is possible. Anyway I mosey on over to your website and try to register. Well your registration is broken and played email tag with a moderator. I have yet to recieve a final answer on that part. Just for the hell of it I looked to see what your methods of reinstatement were.... downloading a program and a few other steps? I can't even register with your site."
and quoted from ArmedDrunk&Angry:
"I also recieve a message saying kicked by admin or vote for teamkilling.
For several days now.
I don't TK often so I'm not sure what's up."
__________________
For the complete thread, click here: http://realitymod.com/forum/showthre...955#post272955
see post numba 19, and 20
What is causing this? I want to help them get on the server.Last edited by Rick_the_new_guy; 02-14-2007 at 12:55 AM. Reason: added link
(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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02-14-2007, 12:30 AM #68
Re: Working to realize the potential of PR
Supporting-member kick i would guess, the server's pretty full these days.
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02-14-2007, 02:50 AM #69
Re: Working to realize the potential of PR
That's exactly what it is. I'll update the thread over there. Thanks for pointing it out.
Beatnik

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02-14-2007, 07:25 AM #70
Re: Working to realize the potential of PR
Let me share an embarrassing story from my pub adventures yesterday.
I formed a squad on Jabal Al-Burj, got 6 guys to join me and we moved out from our base. Evading enemy troop concentrations to the east we moved southwest in a car.
Approaching the beach flag carefully using the hills as cover we moved in facing no resistance. With the squad on the flag i finally realized that the restrictions of the AAS mode won't let us cap that flag we approached so carefully. Thats why there was nobody there...
Not able to get in one of the 3 HMVEEs because in Reality (Mod) they don't leave the keys in the ignition we hiked back to our ride up the road only to get ripped apart by an US APC that moved out from the flag we tried to cap before.
I managed to get a TK when throwing a grenade while retreating. My only kill that round.
Right then the round ended. That's whats happening if you don't know the terrain
TG-E1st TacticalGamer European Division | Watch this (pretty old) video to find out what TG is all about






A Tactical Gamer since 2005
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02-16-2007, 12:15 PM #71
Re: Working to realize the potential of PR
Attention. The following is a type of modified conquest mode we may be able to script on the TG PR server.
Enjoy the read. This means you Santa. Hehe.
Here is a type of game mode that is Conquest and AAS combined.
It requires organized unit structure to capture rear flags, and it bleeds the enemy with the less amount of flags.
The general principle of the mode will be to INCREASE the number of warriors NEEDED to capture certain flags based upon their realtion to the most rear flag. Keep in mind, this can focus on neutralizing and or capturing a flag.
assume it is a 64 player map.
Let's start at the most rear flag. The flag that has a black circle on the mission briefing screen.
You would need half your team to affect this flag. So let’s put the number at 16. If the server is not full, this becomes even tougher.
During random play, no way this gets organized and happens.
Maybe during a scrim, but were there is choppers, there is AA, so any Hollywood assault, should get repulsed with ease by an organized team.
The flag/sthat is second to the rear needs about a third of the team to affect it. So lets but it at 11. Odds are a little better, but a lot of coordination is needed.
The next level of flags would require about 1/4 of the team. So 4 should do it. Essentially, four players are needed to affect a flag in the middle of the map. Now it is 2, I believe.
Keep in mind this script is either for neutralizing or capping a flag.
I would recommend, that the two most rear black flags, only be neutralized.
If a team has their rear flag nuetrilzed, then they can recap it with four warriors.
In conclusion, I believe this set-up would give COs more option on how to assault and defend, flank, set up AA, tanks, and much more.
Also, it actually destroys the need to cap flags in order. The four player flag cap CO calls are more conservative and less rewarding. Where as rolling the dice with the massive assault is very riskey, but really rewarding.
The need to assault flags in order is gone, so this is a modified conquest mode.
Finally, the team that owns the most CP flags will bleed the enemy.
I believe giving the CO all the options is for best gameplay. With this set-up, running around and trying to capp back flags is very dangerous and will result in a lost of tickets and flags (your team is not defending their front line.)Last edited by Rick_the_new_guy; 02-16-2007 at 12:47 PM.
(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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02-16-2007, 12:20 PM #72
Re: Working to realize the potential of PR
My only question is, can this be done?
The PR guys are able to set up for 2 warriors to capture a flag.
Can we atcually set the amount of warriors needed to capture specific flag/s?
These PR guys can do anything with this game. Surly this can be done also.
P.S. I have already posted this on the PR forums(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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02-16-2007, 12:40 PM #73
Re: Working to realize the potential of PR
Interesting idea.. If we raised the requirements for flag capture, it could render AAS to be obsolete. It would encourage battles to be fought along battlelines instead of CPs.. But it would still allow for choppers to leapfrog, which may not be a good thing.




-- Suits are what you wear when doing things you shouldn’t want to do anyway.
FROM THE TACTICAL GAMER PRIMER.
3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.
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02-16-2007, 01:36 PM #74
Re: Working to realize the potential of PR
The choppers needed to hit back flags will need to be organized.
If they can pull it off, more power to them.
Also, keep in mind that for best gameplay, the two most rear flags should only be neutrilzed by the enemy. So the assaulters will not have any vehicles to spawn in on their position because it will be neutral ground. If they need support to defend the area, they will need to wait to it arrives. Furhermore, the team who lost the flag, as a better chance of taking it back with four warriors.
This is the beauty of this idea.
1. It does not dumb things down and force you to focus on positions the enemy knows you HAVE to go to. Sure AAS v2 is not as liner as before. But I want more options.
2. With enough coordination, rear flags behind enemy lines can be assaulted with superior numbers and superior numbers alone.
This resembles real life, and why we at TG have the no attack UCB rule. In real life, assaulting the H.Q. with a squad is reckless and suicide. With this game mode, more support is needed just to neutralize the rear flag.
Think about it. How risky is it to assault the rear flag when 16 warriors are needed. Big time risky. If just one guy is killed, the flag will not go down. Sure you can still destroy their assets and vehicles, put meanwhile; you may be losing flags, and most likely bleeding while you’re waiting for your guy to spawn in.
3. It stops the need to defend flags with entire squads, and focuses the battle on the front lines more. Granted, not as much as AAS v2, but a lot more than reg Conquest.
As Tempus wrote, those who are defending a flag, can go out and set up ambushes.
Indeed, a squad could patrol the rear flags, and hit them before they hit you.
4. No more back tracking. This is for you Al.
No more organized marching and assaulting a flag only for it to change to a UCB all of a sudden.
If you have got the men and the fire power, you can affect the flag.
Example, a SL, can scope out the place that requires 11 players to cap, and talk to the CO about getting reinforcements to attack the position. (Slows game down and requires SL CO communications)
If the CO feels it is warranted to make it so, he can order support.
The squad then sets up and organizes their assault as they are waiting for support. (Again slows down the game. It should require cunning and daring to affect rear flags.)
Once the support arrives, followed by arty or air support, the assault begins. Advantage, defenders if they just have a fire-team defending. However, if the flag is empty, then it is a easy flag to neutralize.
5. The return of bleed. Controlling territory is vital in real life combat. Let’s reward the team that does so by bleeding the enemy. The less territory they have the more they bleed.
Due to the riskeness of assaulting rear flags, sound commanding will result in keeping their rear flags lightly defended and up, and defending their flags that can be flipped ( require 4 players to cap) more heavily defended. As before, bleed will be the conservative play calls and result in the best chance of winning.
6. Excitement and sudden action. To quote the British SAS, “Who Dares, Wins.”
You can have a two man fire team defending your rear base the entire map and suddenly report to their SL, “Oh, blank, their assaulting, blank, I see two Blackhawk’s and a lil bird. Need support. Suddenly arty drops down and wipes out the fire team. The enemy starts sacking the base by
1. Neutralizing the flag.
2. Destroying assets that are there.
3. Throwing down mines. And sticky on vehicles.
4. Killing anything that is foolish enough to stop them.
After a few minutes of this, a four man squad stays and defends the position, the rest ditti back to their H.Q. Remember, the squad that stayed behind cannot cap the flag.
To Quote, Steve from Fox news. This is HUUGE!
As we know, in PR, the tanks and heavy armor spawn at the rear base. Sabotaging things, and preventing the enemy from capping their flag back will greatly retard the enemy.
Keep in mind, the CO that just had their H.Q. compromised has the option make a heavy push of their own.
For example, they can capture more CP flags and really put the bleed on the enemy. Or they can capture or neutralize all the flags on the map, causing the enemy not to be able to spawn.Last edited by Rick_the_new_guy; 02-16-2007 at 02:03 PM.
(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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02-16-2007, 01:37 PM #75
Re: Working to realize the potential of PR
Rick, I appreciate that you've put a fair bit of thought into this, but I strongly believe we need to give AAS2 a chance. Is it incredibly hard? Absolutely. However, it's also got great potential once players get into simulating actual combat and tactics.
BFCL TF2 league admin

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