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03-07-2006, 12:08 PM #31
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Re: TG RO Beta Testers: 3/6/2006
Any word on whether we might be able to host a beta server here?
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03-07-2006, 12:24 PM #32
Re: TG RO Beta Testers: 3/6/2006
A small private beta server would allow us to test more things out and get some technical issues worked out. Not sure if it is possible but it sure would be helpful.
Originally Posted by DigitalAssassin
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03-07-2006, 12:40 PM #33
Re: TG RO Beta Testers: 3/6/2006
Bubba tried a listening server last night and people could see it on the browser and was still able to play, so maybe we could set one up and try it.
that sounds like a good idea trooper.
-Vulcan
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03-07-2006, 12:44 PM #34
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Re: TG RO Beta Testers: 3/6/2006
Maybe, but it would be nice to get an official OK from the devs. Plus, it would be good to run it on the hardware that will actually be hosting our servers so we can see if there are any performance issues.
I think us being allowed to test in a 'controlled' environment with our play-style could be useful feedback. I'm not trying to be difficult, it just seems that the basis for a great game is there, they just need to polish and tweak it a bit.
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03-07-2006, 12:49 PM #35
Re: TG RO Beta Testers: 3/6/2006
You are absolutely right digital testing in a controlled environment would be best. Plus I really need to learn more about the awesome tank combat.
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03-07-2006, 12:50 PM #36
Re: TG RO Beta Testers: 3/6/2006
I think right now in the demo the tank battles are the best. The other maps really dont have much organization or good TG game play..
that sounds like a good idea trooper.
-Vulcan
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03-07-2006, 12:59 PM #37
Re: TG RO Beta Testers: 3/6/2006
The tank battles are crazy, the sounds are just plain awesome as the shells fly over you. I love the tank map, that would have to be the best one that we get to test.
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03-07-2006, 04:49 PM #38
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Re: TG RO Beta Testers: 3/6/2006
To echo what some others have said, squads are going to be more of a on the fly type setup. When you spawn as reinforcements it might be good to take account of what classes are there then decide if you need to spread out into multiple 'squads' or stay as a cohesive unit.
My thought was to break into two teams upon start of the game, each team with an objective. Upon the first reinforcement wave, that group will backup whatever squad (from the beginning) lost the most men or needs more help. If their were equal casualties yet not enough to form two reinforcement groups then obviously other ideas will have to be hashed.
Here's some quick tips... I'm at work so these aren't fleshed out. Just quick thoughts.
a) Never move by yourself or run into the open without having someone to cover you. I will admit I'm extremely guilty of this in the beta because half the time I die and not around any TG guys. I'll high-tail it to their last known location ignoring any tactical movement. This is a recipe for a quick death. You should move as a unit (or at the least a group of 2 soldiers) taking the time to move from cover to cover. One bullet can spell your demise unlike BF2 where the chances of a one-hit death are slim. Yes, it's going to be slow moving, but you're more helpful to your team if you're alive.
b) Know your class and it's weapon capabilities. Don't lead ANYWHERE if you are a MG (it isn't a BF2 SAW). You can fire if your not deployed, but it's not easy and it's extremely inaccurate. SMG's (or automatic riflemen) should lead the way in CQB areas. Bolt action rifles simply don't cut it close areas. Bolt riflemen should stay near the back behind cover picking off players while SMG's move up. MG's should NEVER deploy by theirself. They need at least one rifleman with them. Panzerfaust has a max distance of about 100 meters. Practice with it offline and learn to gauge distances then use the site. It takes a while but it's worth it when you are taking out tanks that are constantly pinning you down. If you are a CO, know how to use the binocs to call in artillery and how to mark rally points on your map. Also know how many strikes you get per round, don't waste them as they can be invaluable. Soldiers should know where find all the radio tables to call in artillery marked by leading classes.
c) You move extremely slow with iron sights up but they can be your saving grace if you encounter an enemy who has to fire from his hip. Learn to lean around corners with IS up, not just walk around them in BF2. This is not BF2, no where even close. I can't stress that enough. This is more like Rainbow 6 with combined arms, multiple classes, and intra-map respawns. Also, you can 'crouch-run' by holding down both modifyer keys.
d) Grenades are deadly. Know where you are throwing them and for what reason. They are helpful concussive devices that can gain you the upperhand if you are trying to flush an enemy or may have to charge into an area. If you find one at your feet, run and hit the dirt. Fragmentation grenades stand a less chance of killing you if you are prone. If you are firing at an enemy fairly close and he ducks behind cover, chances are a grenade is coming your way. Have an exit planned.
e) Use your map! Radio and re-supply areas are marked on the map as well as requests for artillery strikes. The grid is easy to use and should be used to call out targets if you are calling them out to your whole team. If you are using local VOIP, a direction maybe easier. Your compass is at the bottom left of the corner, the direction at the top of it is the direction your facing. As with all engagements, state the number and distance of any targets.
f) Tanks should be supported by infantry on combined arms maps. They can provide great help in taking out panzerfaust, sapers, and ATR enemies. When engaging other tanks, never expose your front or side completely. I don't know the correct angle, but my rule of thumb is that the enemy tank should be between your 10 and 11 or your 1 and 2. Practice and know how to use the gun site on the tank, it's much more easier than guessing. But the ^ on your target and adjust the range using your Q and E keys.
g) You are going to be frustrated. You are going to want to quit. You may even hate the game, especially after playing BF2. Practice, be patient, and adapt. In addition, don't take any play that you've experience on the beta server to be the norm on the TG server.It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-07-2006, 04:56 PM #39
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Re: TG RO Beta Testers: 3/6/2006
In a sense, that's kind of disappointing in terms of public servers. Hopefully, though, there'll be enough room on the TG ones for it to not matter.
Nice post, Tzefanya.
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03-07-2006, 05:08 PM #40
Re: TG RO Beta Testers: 3/6/2006
Couldn't of said it better. Nice post Tzefanya.
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03-07-2006, 05:29 PM #41
Re: TG RO Beta Testers: 3/6/2006
http://www.tacticalgamer.com/general...unication.html
Originally Posted by Turbo
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03-07-2006, 05:53 PM #42
Re: TG RO Beta Testers: 3/6/2006
Nice, Tzefanya!
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03-07-2006, 07:16 PM #43
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Re: TG RO Beta Testers: 3/6/2006
Any Beta players getting on to play tonight? I played a bit this afternoon, but didn't see anyone. It did look like the server browser / lag issues they had last night were gone.
BF2 POE2: NC_Tarheel
Team Fortress 2: |TG| Tarheel
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03-07-2006, 07:24 PM #44
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Re: TG RO Beta Testers: 3/6/2006
I just tried to jump in NCman. By the time I got in though, you had left.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-07-2006, 07:32 PM #45
Re: TG RO Beta Testers: 3/6/2006
Ditto, sir! You've certainly played much more than I have...
Originally Posted by Strag
I want to reitterate about the LMG role. I learned the hard way that this guy shouldn't be doing any room to room clearing. Your role is to either create a base of fire to support advancing troops, or set up defensively at a key intersection where enemy troops will certainly pass by. It takes too long for the LMG to deploy, so don't be creeping around anywhere, and if you do, have your pistol out. It's LETHAL if you get the jump on somone...
I've been thinking about how this will be played here, and I certainly think it will be rough early on because it will require sooooooo much coordination for an attack to work, but Tzefanya spelled out the basics.
(Remember, the kits are "limited" per map, so you only have maybe one sniper per side, I believe)
Sniper supporting the infantry from a safe distance, picking off troops as they pop their heads up.
LMG providing covering fire for advancing troops. Worth noting, it's difficult to run into a stream of bullets from this guy (as so often happens with Support in BF2) and be TK'ed since those neon green tracers give a pretty good indication where his fire is directed...
Indirect fire is effective in that with your video settings on "high" your vision gets blurry...with video settings on low I believe your monitor actually goes dark!!!
Rifleman picking off enemy troops as you get closer to your objective. Don't forget, for CQC you have both your bayonet and the butt of your rifle to bash someones head in!!
SMGs getting in close for the dirty clean-up. This is the only weapon I've used to spray and pray successfully...it's an almost guarantied kill if you're leaning around corners with the iron-sights and spot a nearby enemy.
I haven't played the "commander", the Sapper (3 kilo demolition satchel), or Anti-tank (Panzerfaust or AT rifle) yet, but they obviously have their roles. Apparently chucking 6 lbs. of high explosives like a grenade clears out a large swath of enemy troops! It also takes out tanks and blows holes in designated walls, etc...
People jumping from vanilla BF2 to this are going to be shellshocked. Please give it some time...it will require much more trust and confidence in your teammembers pulling their weight and fulfilling their kits' roles than anything I've ever played.
And don't even get me started on tank battles. They're the stuff of dreams...hearing a shell growling at you...growling louder and louder as it gets closer...sucking out all the air in its wake...clanking against the side of your tank and deflecting harmlessly to the side...OH YEAH (it's the KOOL-AID man!!!)|TG-1stMIP|Coridon

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