Go Back   Tactical Gamer > News and Announcements > Tactical Gamer News Items


Tactical Gamer News Items News Item Postings for Tactical Gamer

Reply
 
Thread Tools
Old 06-09-2006, 09:19 AM   #1 (permalink)



 
asch's Avatar
 
Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,972
Tactical Mod 1.2 Features Preview

Tactical Mod 1.2 Features Preview

The feature list for release 1.2 of Tactical Mod for Battlefield 2 is fairly solidified at this point. The release is very, very close to being released. Here's a quick look at the upcoming release feature list:
  • Removed audible notification when friendly CP neutralized
  • Added additional seats to heavy jeeps
  • Decreased volume of distant vehicle and weapon sounds
  • Increased the sniper rifle accuracy
  • Increased M24 damage
  • Restored death scoring
  • Increased flag capture radius
  • Removed flag capture meter (under mini-map)
  • Changed flag capture logic so that a flag can only be raised when there are no enemy in the capture radius
  • Increased AT mine damage
  • Added new visual effects for aircraft wrecks (thanks Djukel!)
  • Added support for new maps from Tactical Mod Map Pack 1

    Tactical Mod Map Pack 1
  • Checkpoint Abadan
  • Steel Thunder
  • Maszarqi Siege
  • Jibbel City

Change to capture zone logic
I want to talk about the new logic we've installed surrounding capture zones. Up until this release, the focus seems to have been on a flagpole and not controlling a zone. This led to some unrealistic tactics where a squad almost always has to send a suicide runner in to die by C4 and then have a medic revive them. It also allowed a squad to focus on a very small area and not on the a whole compound / zone.

So for this upcoming release, the new logic will be as follows:
  1. Increase capture zone radius substantially (new)
  2. Neutralize flag when assaulting team has more units than defending team inside the capture zone
  3. Once neutralized, the zone will stay contensted (i.e. neutral) until only one team remains in the capture zone (new)

Example I
A squad of six assaulting a squad of four. Each of the defending squad members are within the capture zone. When five of the assaulting squad's members breach the capture zone, the flag becomes contested (instantly neutralized). Even though the assaulting team has more units within the capture zone, the flag will stay neutral. (In vanilla the assaulting team would be raising the flag.) Once a squad eliminates or pushes the other squad out of the capture zone, they will have control of the zone and raise the flag.

Example II
A squad of four assaulting a squad of six. Five of the defending squad members are within the capture zone. Even when all four assaulting squad units breach the capture zone, the flag does not change. The assaulting squad sneaks in and eliminates two enemy threats. It is now four assaulting units in the capture zone vs. three defending units in the capture zone. The zone now becomes contested (instantly neutralized). Once a squad eliminates or pushes the other squad out of the capture zone, they will have control of the zone and raise the flag.


It doesn't matter how many more units join the fight once the flag is contested. The flag will stay neutral until all units from one team are outside of the large capture zone.
__________________
| My Maps

Gaming Videos by Tactical Gamers

Fear the Frog! | Kill the Frog! | An Inconvenient Truth

"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, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer

Last edited by Mateo; 06-12-2006 at 11:11 PM.
asch is offline   Reply With Quote
Old 06-10-2006, 10:39 AM   #2 (permalink)
 
IRS_Agent's Avatar
 
Join Date: Sep 2005
Location: Wisconsin
Age: 17
Posts: 416
Re: Tactical Mod 1.2 Features Preview

The changes sound right on the money, I can't wait to play it.
__________________
The art of war is simple enough. Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving.



I
#83 of 213 things you cannot do in the army.
83. Must not start any SITREP (Situation Report) with "I recently had an experience I just had to write you about...."
IRS_Agent is offline   Reply With Quote
Sponsored links
Old 06-10-2006, 12:39 PM   #3 (permalink)
jex
 
jex's Avatar
 
Join Date: May 2003
Location: United Kingdom
Age: 37
Posts: 3,430
Re: Tactical Mod 1.2 Features Preview

Good work guys
__________________
Jex

jex is offline   Reply With Quote
Old 06-10-2006, 02:12 PM   #4 (permalink)
 
Zephyr's Avatar
 
Join Date: Apr 2004
Age: 20
Posts: 1,665
Re: Tactical Mod 1.2 Features Preview

Sigh. I'm too interested, I can't help it.
*re-installs Battlefield 2*
God here comes the addiction all over again, I just know it.

Edit: Hmm? An autolink? Interesting...
-Zephyr
__________________
You were once like the newbie who needed a hand from above and TacticalGamer gave you it.

You owe the newbie who comes after you that same outstretched hand from above on your honor as a Tactical Gamer.

Tactics at TG come from trust and friendship, not meticulous detail and rigid discipline.

Everyone should be assumed mature until proven otherwise.

We are no clan.
We are not a single game.
We are mature, intelligent, and cooperative individuals.
We are TacticalGamer, a community above and beyond its name.
Zephyr is offline   Reply With Quote
Old 06-10-2006, 06:09 PM   #5 (permalink)
 
jmaker's Avatar
 
Join Date: Jan 2006
Location: Warren, OH
Age: 28
Posts: 2,647
Re: Tactical Mod 1.2 Features Preview

This new release sounds very interesting. I can't wait to try it out tomorrow. You guys couldn't put Inishail_Forest in time for the release?
__________________

jmaker is online now   Reply With Quote
Old 06-10-2006, 06:25 PM   #6 (permalink)



 
asch's Avatar
 
Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,972
Re: Tactical Mod 1.2 Features Preview

Quote:
Originally Posted by jmaker
This new release sounds very interesting. I can't wait to try it out tomorrow. You guys couldn't put Inishail_Forest in time for the release?
Duke and Kilrogg put a lot of time over the last 48 hours to get Kilrogg's map ready for map pack #1. I'm just about to make the announcement that his map will be in this release.
__________________
| My Maps

Gaming Videos by Tactical Gamers

Fear the Frog! | Kill the Frog! | An Inconvenient Truth

"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, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer
asch is offline   Reply With Quote
Sponsored links
Old 06-10-2006, 07:35 PM   #7 (permalink)
 
Join Date: Jul 2005
Location: Sioux Falls, SD
Posts: 650
Re: Tactical Mod 1.2 Features Preview

Excellent work guys! The new features sound perfect.
jaymind is offline   Reply With Quote
Old 06-11-2006, 04:31 PM   #8 (permalink)
 
CymBa's Avatar
 
Join Date: Jul 2005
Location: Kingston, Jamaica
Age: 31
Posts: 223
Re: Tactical Mod 1.2 Features Preview

Yeah I'm intrigued by the new Zone features. Esp since now it looks like a lone guy can't just sneak in and neutralise a flag under the nose of a whole squad.
__________________


| Click my flag... |
CymBa is offline   Reply With Quote
Sponsored links
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are On
Pingbacks are On
Refbacks are Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
Tactical Mod v1.4 Features Preview asch Battlefield 2 - Ranked Vanilla 0 08-11-2006 08:19 PM
Tactical Mod v1.3 Released! Mateo Tactical Gamer News Items 0 07-22-2006 07:43 PM
Tactical Gamer Launches The Tactical Mod for Battlefield 2! Mateo Tactical Gamer News Items 3 04-13-2006 11:17 PM
the next BIG thing from Tactical Gamer: Wyzcrak General Discussion 20 12-13-2005 12:54 PM


All times are GMT -4. The time now is 09:16 AM.


Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved