I'm going to try this mod, as I've been scoping it out for quite some time - I warn everyone though, their site is difficult to navigate.
(Not necessarily difficult...but I found it to be tedious at times.)
I'll give you guys a short run-down of how this mod is.
EDIT/REVIEW:::::::::::::::::::::::::::::::::::::
///////////// REVIEW BY BISCUIT \\\\\\\\\\\\\\\
When I first downloaded this mod, I thought to myself, as perhaps you are, "Meh, this will just be another wannabe realism mod that fails miserably." After playing for - at most - 2 minutes, I found I was terribly and horribly wrong.
I will give a rundown - not of what this mod is - but what, compared to BF2, it isn't.
Crosshairs vs. Ironsights - Round 1......
The first, most noticeable difference from BF2:MC is the lack of crosshairs. This, naturally, didn't bother me (as I play with no crosshairs anyway) and brought an immense feeling of realism to the game just instantly. As I spawned atop Construction Site (16 player, Singleplayer map), I said aloud, "Uh-oh." You really do have to aim your weapon and aim it well for reasons soon to be explained.
Ammo Count No Longer.....
Secondly, I looked in the bottom right corner of my screen and noticed, to my dismay, I no longer have a count of how many bullets are left in my clip. You keep the bar letting you know, roughly, how many shots you have left in the clip, but not down to a number; furthermore, the number of clips each player carries has been reduced considerably - I think the common clip count is 4.
RPK Report at 6 o' clock.....
As quickly as I could get moving, I heard innumberable shots being fired from locations unknown to me. One could easily distinguish between MEC and USMC weapons - it seemed to me that muzzle report volume has been increased tremendously. I could hear any shot being fired throughout the entire map and it REALLY made the round seem far more chaotic and intense.
Run, Forrest, Run.....
As I heard a teammate yell out, "Enemy spotted," I ran to assist him as countless tracers flew past his crouched body. He returned fire with a M4, his gun also emitting tracers - which again added to the realism dramatically. I digress...as I ran to him, I found that I did not tire. I could run for a long time and not run out of stamina; I estimate the sprint bar to last 3x longer. This ties in wonderfully with the next point of interest - critcal wounds. When you're hurt badly - not necessarily in red, just wounded critically (forgive the pun) - you cannot sprint.
EDIT: After playing further, I am not entirely sure that the critical wound state really stops you from sprinting (the TG mod claims to actually have a CW state and you will bleed damage, but I don't know if that prohibits sprinting), it might have been stamina bar depletion.
I'm hit.....
I returned fire from Construction Site - as my squad and I were taking fire from Hotel's roof - and attempted to move closer to get a better shot and assess the situation further. Again, tracers were flying EVERYWHERE and I noticed that it was FAR easier to spot someone's location now. Regardless, as I returned fire, I noticed that it didn't seem like I was hitting the enemy. I became disturbed at first, but then the kill registered. This creeped me out to say the least, and I thought that I had found a bug. I was wrong. After shooting much, much more I realized two things:
A) The "X" that appears when you normally hit someone - but don't kill them - does not show up any more.
:banana: Blood! Now, as you shoot someone, blood comes out of the location that they were hit in. This was actually a load of fun to experiment with and really was effective in letting you know if you were hitting someone. On the subject of accuracy, I almost felt as though accuracy had been decreased. (I'm a decent sniper - 16/0 rounds and what-have-you and I couldn't hit a guy sitting in a vodnik gun at 183 meters, but still saw where the bullet landed. The accuracy isn't a huge problem, though, as I still racked up kills.)
Hostile Armor.....
I think we all know that EA really punched us in the gut when it came to the sounds of a tank. One feels almost as though he is shooting a pistol when he is shooting the tank's secondary machine gun (because the report seems far too light to be large rounds). This has been changed in Tactical Mod. When a tank is shooting, you INSTANTLY know that something big is happening. It feels like these tanks really are tanks. I grappled atop a roof (I was playing the SF version) and was spotted by a hostile tank. As I reached the top of the building, I heard an extremely loud "boom" and then heard an equally loud "whoosh" and spotted the tank's main gun firing directly at me. Lucky for me, he was a bad shot and missed.
EDIT: The easiest way to describe the tank's main gun would be an almost plasma-cannon-esque sound.
Medic.....
Medic is by far one of the most important classes in this game 'cuz your respawn time is, get this...40 (perhaps 45) seconds. This is enough incentive to play it smart, so to speak, and PAY ATTENTION. If a medic revives you, you do not start out with 100% health again and must be healed manually. This brings me to my next point -->
Get Ammo! Here.....
Nope. No more of that. No more littering the ground with countless ammo bags and medkits to farm those team points. You must physically run up to the person and heal them or resupply them while holding the bag. (See bottom of post)
O noes!1!3 Mai T4nk....
When something blows up - example, a vodnik - its carcass, if you will, remains on the ground for a considerable amount of time - contributing further to the realism acheived by this mod. It gives you not only cover (through smoke and also through the burning remains of the vehicle) but also effeciently blocks off roads!
SF Mod....
I only got the chance to play the SF version of this mod before I had a joygasm, so I'll run down what some of the niceties of this SF version are. Here are the weapons I got to use ( I don't know if unlocks are allowed on normal servers...I couldn't find one. )
Keep in mind, when I say "Basic" I mean the BF2:MC version - M4A1, M16A2, M24, etc. not G36C, SCAR-H, etc.
SF Class - Basic SF gun, Basic SF Pistol, M67 Fragmentation Grenade, C4 Plastic Explosives, Zip Line, Binoculars.
Sniper Class - Basic Sniper Rifle (red xhairs 'cuz it's SF), Basic Sniper Pistol, Claymore, Zip Line, Grappling Hook, Binoculars. I don't recall seeing frag nades.
Assault Class - Basic Assault Rifle, Basic Assault Pistol, Flashbang, Grappling Hook, M203 Attachment, Binoculars.
Medic Class - Basic Medic Rifle, Basic Medic Pistol, Smoke Grenade, Medkit, Shock Paddles, Binoculars. I don't recall what they had - zip or hook.
Support Class - Basic Support gun, Basic Support Pistol, Ammo pouch, Binoculars, tear gas launcher. No masks in this mod.
These are the only classes I played before I decided to give this review, but it gives you a general idea of how this mod looks as far as loadout goes. (Yeah, Snipers get the grappling hook - it's about time!!!)
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Kill/Death Ratio.....
Kills didn't register as points for me, only deaths did. Same with teamwork points - nothing registered. I don't know the importance of that.
OMG Y00 TK ME LOLZ.....
When you are TKed now, it tells you how you were TKed. Example...
"(=A=) impact2oo [Teamkills - Su-34] (=A=) MisterBiscuit"
or
"(=A=) White-Nine [Teamkills - M249 SAW] (=A=) MisterBiscuit"
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I think that's all, ladies and germs...all I can remember anyway! I hope this helps. I'll leave you with my final review of TG mod....
10/10!!! GET THIS MOD!!!!
EDIT 2:::::::::::::::::::::::::::::::::::::
FPS.....
Only first-person, no matter what vehicle. For helos - cockpit only, for HUMMVs - only behind-the-wheel view, the list goes on, but you get the gist of it.
Cap that flag.....
Flag caps are EXTREMELY fast in this game, I've noticed...very very very fast.
No Bag throwing.....
It appears that you can, indeed, throw ammo bags - I've not yet tested medic bags. You only have the ability to throw ONE, though, not 3.
No unlocks.....
Indeed, there are no unlocks. Basic weapons only here, folks!
************** Edited for grammar, punctuation, and spelling.**************