View Full Version : i gave it a go
zipp0r
04-02-2007, 05:46 PM
i liked the look of the maps, especially the one where USA starts with the boats and comes up the river to attack the houses. great fun as a sniper :D
however i couldnt get to grips(or plain dont like) with a few things:
because there is no commander(yay!!) the snipers dont get ammo because theyre attacking away from everyone else.
medic and support bags run out... do not like it :|
recoil excessive, i tired of having to move the mouse down constantly.
my eye must be superglued to the sniper scope, cos everytime i take a shot and try to zoom out, i cant.. :|
the attack choppers are wierd, the missiles are strange and omg those aa guns rape them really badly!! couldnt figure out how to reload/repair the helos tho ??
the guns kill other players easily and quickly, which is spot on and how bf2 should have been in the first place.
no commander means, no uav or scanner finding you, you can snipe into bases in safety :D
so where are the fighter jets/bombers? i only seen a big jumbo so far :hmm:
Aliask
04-02-2007, 09:19 PM
my eye must be superglued to the sniper scope, cos everytime i take a shot and try to zoom out, i cant.. :|
I hate this as well.
{RR}SinisterCaesarSalad
04-02-2007, 09:28 PM
Thanks for giving us a try and the feedback. Have you played Desert Combat for BF1942? If you haven't, this is where you are probably getting confused on some things. All of the missles in this mod are dumbfire, meaning they fly straight off of the vehicle, no guidance systems. It will require practice and skill to kill someone with them. It's a lot more fun this way than to rely on a computer to determine if you hit your target or not. The medic thing is to keep the kit from being too powerful. The support kit is this way as well. These things can and will be changed if the fans want us to.
BigBadBob
04-03-2007, 07:34 AM
Not 100% accurate Sin. The hellfire missles that the Hind and Apache fire (I think the Hawk has them as well) have a slight guidance, to counteract the inherited inertia the BF2 engine has. But for the most part, they are fire straight.
I think that's how door or kiff or someone explained it to me, it helps lessen the effect of the engine dynamics.
zipp0r
04-03-2007, 11:05 AM
Thanks for giving us a try and the feedback. Have you played Desert Combat for BF1942? If you haven't, this is where you are probably getting confused on some things. All of the missles in this mod are dumbfire, meaning they fly straight off of the vehicle, no guidance systems. It will require practice and skill to kill someone with them. It's a lot more fun this way than to rely on a computer to determine if you hit your target or not. The medic thing is to keep the kit from being too powerful. The support kit is this way as well. These things can and will be changed if the fans want us to.
no ive not played bf1942
the secondary missiles are like the tv missile in bf2, except u have to guide it by moving the whole chopper. very hard to hit another chopper!
might be an idea to have the medic and support bags recharge slowly? so after a min you can supply ppl again.
Fishw0rk
04-03-2007, 11:24 AM
Personally, I'd like to see the mod get closer to the old DC and remove medic reviving and support's ammo bags. Any plans for this? IIRC in DC the support/engineer class had the medic bags (non-droppable) as well as the shotgun, mortar, knife, wrench and landmines. Any plans to bring back this setup?
Rhino
04-03-2007, 01:17 PM
Personally, I'd like to see the mod get closer to the old DC and remove medic reviving and support's ammo bags. Any plans for this? IIRC in DC the support/engineer class had the medic bags (non-droppable) as well as the shotgun, mortar, knife, wrench and landmines. Any plans to bring back this setup?
agree. when you re-create the past you need to leave all the faults there, so things like stannima and all need to go if they really want to make it like DC.
Jlspence
04-03-2007, 03:36 PM
...medic and support bags run out... do not like it :|
The medic packs can be recharged at the health cabinets. I would assume the same is true for the ammo packs at the ammo crates scattered throughout the map. I like it the way it is.
ACE_FIN1972
04-03-2007, 04:02 PM
Could someone explain me how is that arty system supposed to be used. I can open arty cam spotted by someone, but how should I know where that place is located in the map? I mean even some direction from gun to target would be nice...
zipp0r
04-03-2007, 04:13 PM
The medic packs can be recharged at the health cabinets. I would assume the same is true for the ammo packs at the ammo crates scattered throughout the map. I like it the way it is.
ahh i have seen cabinets and ammo crates, what key do u use to use them ??
delemorte
04-03-2007, 06:37 PM
I was a huge DC fan and this mod is exactly what i was looking for. its great. If you are having a hard time i am sorry but you need to get used to it.
I promise after a while you will get used to it and have fun. the only complaint i have is i miss the engineer mortar, but thats it.
As far as arty goes there are some threads out there on that so do some searching. if you cant find one PM me and i can show you in game. much easier to do in game than to try to explain.
Hash420
04-04-2007, 02:50 AM
Give the soldier a little more stamin for crying out loud, i was hoping they would change this so you can actually run without panting like an old woman after five metres. Besides that the game is great.
Papi4baby
04-04-2007, 02:51 AM
I gave it go too, and while i love everything, the experience sucked because of all the idiots on the servers i went to. So until a properly admin server is around i will most likely not try it again.
vBulletin® v3.7.2, Copyright ©2000-2008, Jelsoft Enterprises Ltd.