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Since: Apr 29, 2005 Posts: 44
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(Msg. 1) Posted: Tue Jun 14, 2005 10:35 am
Post subject: After more then a few hours of play Archived from groups: alt>games>battlefield1942, others (more info?)
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Squad play, which at first I thought to be worthless is actually cool,
IF you have a full squad that plays as a squad.
The apc which at first I thought too strong is acceptable.
things that are still weak-
Sniper rifles are still broken --badly, scope mag is way to low,
accuracy is borked.
Heat seeking AA missiles are still a touch slow heli's can be brought
down as they slow to turn or hover but hitting jets is nigh improbable
unless they make long straight runs.
There needs to be somewhere the lone wolf, often the scout/sniper can
re-ammo/heal even if the sniper joins a squad he can't expectthe team
support/medic to come clear across the map for him and give the position
away he spent five minutes sneaking around the map to obtain.
Sound; weak in all respects. guns should be alot louder so you don't
walk around a croner into a gunfight already in progress.
Muzzle flash and tracer fire, needs to be brighter and alot more tracer
fire (1 round in 5).
A downloadable manual would have helped...alot.
things that are still great-
The graphics are still good, and the physics are good too.
vehicles drive nicely.
blowing bridges is cool.
undecided-
Arty, very strong, no problem with that as you can destroy the tubes but
they shouldn't be repairable. make them a little harder to destroy and
non repairable that way they become a point to be defended. A samrt on
board commander would hang out there with a short squad to lay mines and
defend against spec ops...
There needs to be alot more destructible terrain then bridges. I want to
collapse the tower cranes, crumble walls, and make craters in the ground.
Mr. Nemo
-Arguing on usenet is like the special olympics -even if you win, your
still retarded. |
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Since: Mar 23, 2004 Posts: 265
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(Msg. 2) Posted: Tue Jun 14, 2005 10:35 am
Post subject: Re: After more then a few hours of play [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Mr. Nemo" <OldChieftain RemoveThis @hotmailSPAM.com> wrote in message
news:EGhre.822$fV.455@okepread06...
> Squad play, which at first I thought to be worthless is actually cool, IF
> you have a full squad that plays as a squad.
> The apc which at first I thought too strong is acceptable.
>
> things that are still weak-
> Sniper rifles are still broken --badly, scope mag is way to low, accuracy
> is borked.
Yeah, scope mag is a little too low. What botheres me most about that is
not that snipers can't aim from far off but that the weaker scope makes it
too useful at close range. If a sniper tries to scope me from a lousy 10
yards, he should have a harder time trying to get me oriented in the scope.
Also bothering me: The Support MG seems to be pretty useless. Very
inaccurate such that if I try and lay down fire, I can't even use it for
decent suppress suppression. The other guy just hears my rounds pinging
around him, he goes prone, then just pops a couple shots off and I'm dead.
Basically, the MG is only good for saying "I'm over hear! Shoot ME!" The
support MGs in BFV were too powerful, especially pre-patch, but in BF2,
they've taken the weapon too far in the opposite direction.
I do like the hand nades in this game. You can no longer throw the 100 yard
Hail Mary's that BF42 had and the blast radius no longer takes out
everything in site. The radius could perhaps be just a tad larger, though.
The nade launcher is pretty lame, though. Since the launched nades don't
bounce/roll like hand nades, you have to be completely accurrate with the
launcher: the blast radius is practically zero which means to land a kill
your nade pretty much needs to actually hit the guy. Sort of defeats the
purpus of using the launcher over normal bullet rounds.
> Heat seeking AA missiles are still a touch slow heli's can be brought down
> as they slow to turn or hover but hitting jets is nigh improbable unless
> they make long straight runs.
Question I have: Do heli's have some sort of ECM or something? Firing on
jets, I often see them drop chaff which my missiles then go after. But
firing on heli's I often see the missiles just go haywire and totally miss
the target even though the launcher says I still have a complete lock. I'm
assuming ECM? Note sure as I haven't flown in any of the game's heli's.
> There needs to be somewhere the lone wolf, often the scout/sniper can
> re-ammo/heal even if the sniper joins a squad he can't expectthe team
> support/medic to come clear across the map for him and give the position
> away he spent five minutes sneaking around the map to obtain.
> Sound; weak in all respects. guns should be alot louder so you don't walk
> around a croner into a gunfight already in progress.
I think guns are pretty decent in volume. There's a lot of Spec Ops guys
running around, though, and those guns seem to be partially silenced, by
design.
> Muzzle flash and tracer fire, needs to be brighter and alot more tracer
> fire (1 round in 5).
> A downloadable manual would have helped...alot.
DEFINITELY
> things that are still great-
>
> The graphics are still good, and the physics are good too.
> vehicles drive nicely.
Vehicles are excellent. *Love* the tanks. They move fast when you get them
going, but they have a good ponderous feel to them, too. You really get the
feeling that you're driving a seriously large and heavy piece at the
machinery, yet at the same time it has a sort of nimbleness to them that
allow you to react decently and that doesn't leave them as frustrating as
say the rocking horse effect that firing a Tiger in BF42 had.
> blowing bridges is cool.
>
> undecided-
>
> Arty, very strong, no problem with that as you can destroy the tubes but
> they shouldn't be repairable. make them a little harder to destroy and non
> repairable that way they become a point to be defended.
On a related note: Spec Ops don't seem to get points for taking out arty or
bridges or the command huts. And engineers don't seem to get points for
repairing them? Sort of removes incentive to go and take them out or repair
them: makes such 'missions' almost suicide runs with no reward other than
self satisfaction. Meanwhile, Support guys and Medics run around dropping
points all over the place. |
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Since: Apr 29, 2005 Posts: 44
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(Msg. 3) Posted: Tue Jun 14, 2005 8:33 pm
Post subject: Re: After more then a few hours of play [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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I would say the support MG is great especially the unlocked upgrade the
PKM. the trick at range is to use the iron sights and walk small bursts
at him. they are best used however in defense when the enemy is just out
of grenade range. Especially if your defending your arty guns. go prone
and go to irion sights and at fifty yards blaze away. you will also win
most point blank spray and pray matches by virtue of the higher damage
ratio. the sight on the pkm is far better then the saw or mec default
mg. I get in a squad and trail them, when the fighting starts i get down
and hose their opponents. Usually I am SL so they can respawn around me
as tail end charlie I am usually not dead before they can respawn.
Find a server where the time limit has been hacked and you'll get enough
time to get used to the support mg. I admit the assualt rifles,
especially the G36 in single fire mode is more accurate then the sniper
weapons. thats the trick with all the other guns hit the 3 key and you
go to single shot and your much more accurate ( not the AK ) hit 3 again
and back to rock and roll.....
Mr. Nemo |
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Since: May 27, 2005 Posts: 7
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(Msg. 4) Posted: Tue Jun 14, 2005 8:33 pm
Post subject: Re: After more then a few hours of play [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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The part that bugs me the most is not about the game play but the use of the
US national anthem on the victory screen. That is really disrespectful in
that you are supposed to play the music all the way through. It seems rather
trivial to put it into a game. Why not use some other patriotic music --
even the Marine Corps song.
It is fun to see people start to use tactics with squads. That does add a
lot to the game. However, you need a good squad leader to make it work --
and willing team members. Something that will take time to shake out.
My $0.02 worth-- at least $0.01 more than it's worth.
PW |
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Since: Jun 10, 2005 Posts: 45
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(Msg. 5) Posted: Tue Jun 14, 2005 8:33 pm
Post subject: Re: After more then a few hours of play [Login to view extended thread Info.] Archived from groups: alt>games>battlefield1942 (more info?)
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On Tue, 14 Jun 2005 09:04:02 -0400, "PW"
<1wilkersonnospame.RemoveThis@notoherecharter.net> wrote:
>The part that bugs me the most is not about the game play but the use of the
>US national anthem on the victory screen. That is really disrespectful in
>that you are supposed to play the music all the way through. It seems rather
>trivial to put it into a game. Why not use some other patriotic music --
>even the Marine Corps song.
>
>It is fun to see people start to use tactics with squads. That does add a
>lot to the game. However, you need a good squad leader to make it work --
>and willing team members. Something that will take time to shake out.
>
>My $0.02 worth-- at least $0.01 more than it's worth.
>
>PW
>
IMHO ... the anthems should not be in there, should all have the same
'Glory' music of some untracable origin. How about queen 'We are the
champions' |
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Since: May 27, 2005 Posts: 7
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(Msg. 6) Posted: Tue Jun 14, 2005 8:33 pm
Post subject: Re: After more then a few hours of play [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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<Solidus> wrote in message
news:vs2ua1hcs42l8aucjfk4ng9uag2u6pgncj@4ax.com...
> On Tue, 14 Jun 2005 09:04:02 -0400, "PW"
> <1wilkersonnospame.DeleteThis@notoherecharter.net> wrote:
>
>>The part that bugs me the most is not about the game play but the use of
>>the
>>US national anthem on the victory screen. That is really disrespectful in
>>that you are supposed to play the music all the way through. It seems
>>rather
>>trivial to put it into a game. Why not use some other patriotic music --
>>even the Marine Corps song.
>>
>>It is fun to see people start to use tactics with squads. That does add a
>>lot to the game. However, you need a good squad leader to make it work --
>>and willing team members. Something that will take time to shake out.
>>
>>My $0.02 worth-- at least $0.01 more than it's worth.
>>
>>PW
>>
>
> IMHO ... the anthems should not be in there, should all have the same
> 'Glory' music of some untracable origin. How about queen 'We are the
> champions'
>
Or, "We will rock you!"
Or ANYTHING else (almost)
PW |
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Since: Apr 09, 2005 Posts: 95
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(Msg. 7) Posted: Thu Jun 16, 2005 10:13 am
Post subject: Re: After more then a few hours of play [Login to view extended thread Info.] Archived from groups: alt>games>battlefield1942, others (more info?)
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In article <EGhre.822$fV.455@okepread06>, OldChieftain.DeleteThis@hotmailSPAM.com
says...
> There needs to be somewhere the lone wolf, often the scout/sniper can
> re-ammo/heal even if the sniper joins a squad he can't expectthe team
> support/medic to come clear across the map for him and give the position
> away he spent five minutes sneaking around the map to obtain.
There is no more hiding for snipers.
Commander has full map scan and UAV to track him.
Arty fire will do the rest.
Walking will shurely get you killed also.
To avoid getting killed by arty ,those vehicles are verry important.
Get out when shelling starts.
--
"Don't argue with idiots. They'll drag you down to their level and
beat you with experience." |
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Since: Mar 23, 2004 Posts: 265
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(Msg. 8) Posted: Thu Jun 16, 2005 10:13 am
Post subject: Re: After more then a few hours of play [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Tiny Pat" <flyace.DeleteThis@pi.be.NO> wrote in message
news:MPG.1d1b6f314f9b5ccf98a554@news.telenet.be...
> In article <EGhre.822$fV.455@okepread06>, OldChieftain.DeleteThis@hotmailSPAM.com
> says...
>> There needs to be somewhere the lone wolf, often the scout/sniper can
>> re-ammo/heal even if the sniper joins a squad he can't expectthe team
>> support/medic to come clear across the map for him and give the position
>> away he spent five minutes sneaking around the map to obtain.
>
> There is no more hiding for snipers.
> Commander has full map scan and UAV to track him.
> Arty fire will do the rest.
Arty has a hard time getting a sniper hiding inside a building. |
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Since: Apr 29, 2005 Posts: 44
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(Msg. 9) Posted: Thu Jun 16, 2005 12:09 pm
Post subject: Re: After more then a few hours of play [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Nonymous wrote:
> "Tiny Pat" <flyace.DeleteThis@pi.be.NO> wrote in message
> news:MPG.1d1b6f314f9b5ccf98a554@news.telenet.be...
>
>>In article <EGhre.822$fV.455@okepread06>, OldChieftain.DeleteThis@hotmailSPAM.com
>>says...
>>
>>>There needs to be somewhere the lone wolf, often the scout/sniper can
>>>re-ammo/heal even if the sniper joins a squad he can't expectthe team
>>>support/medic to come clear across the map for him and give the position
>>>away he spent five minutes sneaking around the map to obtain.
>>
>>There is no more hiding for snipers.
>>Commander has full map scan and UAV to track him.
>>Arty fire will do the rest.
>
>
> Arty has a hard time getting a sniper hiding inside a building.
>
>
and if a commander wastes an arty strike on a sniper when he could
support an assault going in or break up one coming in? worst I have
sseen was a MEC assault of the west flag. Last remaining yank flag on
the beach and nearly twenty MEC going for near the same number of
defenders. both C/o's called in fire....more then thirty dead in the
space of five seconds. wasting it on a lone sniper some medic can sprint
over to and shock paddle is a waste. ( you did know the shock paddles
cause instant death to enemy troops right?) |
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Since: Jul 26, 2005 Posts: 4
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(Msg. 10) Posted: Thu Jun 16, 2005 12:48 pm
Post subject: Re: After more then a few hours of play [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <bOKdnQk0EY6UyizfRVn-rQ.DeleteThis@giganews.com>, noham.DeleteThis@nospam.com says...
> Arty has a hard time getting a sniper hiding inside a building.
So move 1 of your squads in to eliminate him.
--
"Don't argue with idiots. They'll drag you down to their level and
beat you with experience." |
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Since: Mar 23, 2004 Posts: 265
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(Msg. 11) Posted: Thu Jun 16, 2005 12:48 pm
Post subject: Re: After more then a few hours of play [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Tiny Pat" <flyace.RemoveThis@pi.NO.be> wrote in message
news:MPG.1d1b775cb75593dd989692@news.sunsite.dk...
> In article <bOKdnQk0EY6UyizfRVn-rQ.RemoveThis@giganews.com>, noham.RemoveThis@nospam.com says...
>> Arty has a hard time getting a sniper hiding inside a building.
That's what my trip mines are for. |
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