July 23, 200619 yr Source: Tactical Gamer Tactical Mod v1.3 Released! Tactical Gamer, the premier gaming site for team based and tactical gameplay announces new features for the upcoming 1.3 version of Tactical Mod for Battlefield 2. (download and installation information) Updates to this Tactical Gamer community driven project include: # Added 6th seat to APCs # Adjusted flag position and capture radius for each CP # Flag capture apture logic: team with a 4:1 force ratio in the capture zone can raise the flag # Restored flag capture meter # Decreased flag capture time # Added MEC transport helo to Strike at Karkand 2 # Fixed rare ticket bleed bug # Increased tracer frequency and added tracers to assault rifles # Removed generic "Enemy spotted" radio message # Removed shock paddle related text messages # Increased critically wounded time and decreased killed time # Increased duration of tinnitus effect # Removed parachutes # Increased AA missile damage # Removed unused Commo-rose and map menu items # Replaced F-35Bs with F-18s # Decreased AT missile ammo to 3 # Increased number of bots in singleplayer to 32 # Give points to commander for kills by teammates (so CO isn't kicked for being "idle") Read more...
July 23, 200619 yr 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!!!) _______________________________________________________ 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" -------------------------------------------------------------------------- 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.**************
July 23, 200619 yr ~scoutnex~{TD}']good review man. i may take a look at this mod. Thanks! Perhaps I'll see you on the Tactical Gaming server sometime - I'm in love with this mod now. >.>
July 23, 200619 yr 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" so you single US out? is there a reason for this? :banana:
July 23, 200619 yr so you single US out? is there a reason for this? :banana: You bet I am. You both bully me!
July 23, 200619 yr I've played further, alongside White-Nine now, and have found a few other things out about this mod. _________________________________ Grappling Hook length..... Huge, huge, huge. You know the Hotel in Karkand? One grappling hook from the ground and I climbed it. Zip line length..... Again, HUGE. White-Nine found that from TV station roof, one could fire the Zip-line all the way to the road just in front of Construction site on Sharqi Peninsula. Gas Mask, go.... Alright, it appears that you -can- get a gas mask, which makes me sad...it was fun to shoot tear gas into crowd thinking they couldn't do anything about it. Medic Kit throwing..... On the SF version (untested on the MC version), medkits are not throwable, but ammo bags are. Again, you only have 1 but it resupplies itself eventually. Up periscope.... As a sniper, putting the scope to your eye takes longer, as does putting the scope down. SVD's firing rate has been dramatically reduced. (Will continue to edit/add on as new features are found.)
July 23, 200619 yr Huzzah1!!23 <Is so glad he won't play this alone anymore.> There is a 24/6 server for the BF2:MC version, if you have Same mod only checked, it'll pop right up - it's the only one. I live in Kansas and I get a 40 ping, so I don't think anyone should really have any issues with it. I'll see you guys there! <3 Tactical Mod
August 12, 200619 yr Thanks for so much info. It helps convince some of us that may be bored with Vanilla BF2, to try these mods. I will. Nevermind. I tried and tired and could not find link to download mod. Oh well. No biggy.
August 12, 200619 yr Hmm, I tell ya what. I'll download the mod again (the executable) and see if I can send it to ya. This mod is worth it, people, that's all there is to it, really. Like I said in another thread - if you play Jibbel City, 64 player, with all 64 players on this mod with good squads, you will NEVER play BF2:MC or BF2:SF the same way again. One of the things I remember most about my first 10 minutes in this mod (on a server) was the immense confusion as you first spawn in. There is no UAV, there is no artillery, I don't think there's a vehicle drop...that makes commander essentially useless aside from, guess what? COMMANDING!! The commander in tactical mod is everything--he can still can and he can still say, "Alright, look, we got about 10 guys parallel to squad 2 on the west. I need squad 1 to move further north and east to assist squad 2." I remember when I first spawned in, at a hotel with a construction site dug into the ground in front of it--bags of dirt in front of the "hole", concrete pipes also in front of the "hole"--and my squad leader was hid behind a dumpster, with a medic looking up at some building roofs, support lying prone, just constantly spraying a roof (where I imagine he had seen someone) and another support fellow just standing there, scanning the area around them. I went prone, scanning rooftops when all of a sudden, I heard about 30 shots whiz RIGHT by my head. That's a rush, to be honest, when you're so confused as to your whereabouts and where exactly you are in location to the enemy team--everything relies on sight. So as the bullets continued to whiz by my head, I heard the squad leader yell out, "<x> and <x>, give Biscuit some smoke and cover fire so he can get over to us." As squad leader commanded, the support personnel that was scanning the area around us dropped prone, threw some smoke, and just opened fire on where he saw hostile tracers coming from. I safely rendevous'd with the squad, still watching tracers fly left and right of our fragile position. The only way I can describe this mod to you guys (and girls~) is freakin' awesome. That's all there is to it. If you don't get this mod, ask me or someone else to send you a link or .exe for it, because it is absolutely worth it. The teamwork, the confusion, the so-called fog of war, and just overall difficulty of this mod are.........joygasmic. EDIT: http://www.tacticalgamer.com/battlefield-2-tactical-mod-information-faq/61858-tactical-mod-change-log.html This is a complete change log so you can see for yourself what all there is to be excited about in this mod.
August 12, 200619 yr Apologies for double-post, but this is sort of a "bump"/"here you go" post. If you would like to download Tactical Mod, this link has everything you need to get started - the server is up Thursday and Sunday nights around 8 PM ET. http://www.tacticalgamer.com/battlefield-2-tactical-mod-information-faq/71665-download-installation.html
August 21, 200619 yr UPDATE Tactical Mod version 1.4 is out alongside a new map pack! Why do I make a post about this, you ask? Because there's a new map called, quote, "Operation Greasy Mullet." What's cooler than that + tactical mod? Not much. XD!!
August 21, 200619 yr Apologies for double-post, but this is sort of a "bump"/"here you go" post. If you would like to download Tactical Mod, this link has everything you need to get started - the server is up Thursday and Sunday nights around 8 PM ET. http://www.tacticalgamer.com/battlefield-2-tactical-mod-information-faq/71665-download-installation.html How late does the server stay up? Asking cuz i get out at midnight EST and want to know if it stays up or shuts down after a certain hour. I definitely want to play this mod.
August 21, 200619 yr How late does the server stay up? Asking cuz i get out at midnight EST and want to know if it stays up or shuts down after a certain hour. I definitely want to play this mod. Lemme first start off by saying... It'll be great to have you along!! This mod is SOOOO much fun. I can't even describe it accurately. Here is the server schedule - slightly modified (for ease) so you all can play with me! Tactical Mod Nights are as follows - Thursday - starting at 7:00 or 8:00 PM EST. It goes until roughly 12:30 PM EST (when people start to leave). Sunday - starting at 7:00 or 8:00 PM EST. It goes until roughly 1:30 PM EST (when, again, the numbers dwindle too much to play large-scale battles.) ___________________________________ It'll be GREAT to have you with us! (By the way, do NOT play this like normal BF2 - the TG fellows are very strict on infantry-based squads that follow orders word for word. Example: If they say, "Biscuit, Sypher, and I will move north to the hill and recon enemy positions. I want the rest of the squad roughly 30m apart spread out throughout the slums - let's get someone in the hotel," you do it...you don't screw around because I found out the hard way last night that messin' around even for just a couple seconds can wipe the squad. (I apologized afterward and, naturally, they were just like "Hey, don't worry about it, just don't let it happen again.") With 45 second respawns, you want to stay alive as often as possible. Keep that in mind and have a great time! (It's hard not to with this mod.)
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