Jump to content
dr_eyeball

Tactical Battlefield - A PvP Modification

Recommended Posts

The new fatigue never reached the main branch. Hopefully they get it done because I find it a pretty important tweak.

Also, there is a bug in TacBF saving your ammo along with your backpack type, but your backpack type already contains ammo by default, so you get your backpack ammo duplicated on every respawn if you saved your loadout with an ammo backpack once (which is why you will get a "no room for X" messages when you respawn).

Share this post


Link to post
Share on other sites

Well, we only had a dozen or so players most of the evening, but the ACRE test went well.

Only issues to address are occasionally on respawn you don't get a radio (can grab one out the ammo box though), and on death, you can hear the opposing team giggly evilly sometimes.

Server was rock steady throughout, would of had more players as saw loads try to join without the right mods.

Share this post


Link to post
Share on other sites

This game mode is so damn fun... for the first 15 mins to half hour you play it. But then you're stuck in that game mode on the same terrain for literal hours while waiting on the thousands of tickets to drop. Or half the already dwindling server quits and leaves a handful of players on a 4 Kilometer map to run from cap point to cap point while never seeing each other. Or you get stuck with Call of Duty team mates who can't read, and you're stuck spawning a click back from every single objective.

Everything in this mode needs scaled back; size, players, # of objectives, etc. Perhaps even a smaller map size "fast action" mode with sector spawning or something? Something to give you more to do and less time to walk the miles between objectives getting more and more pissed about the last six dudes who couldn't catch the hint when shooting at the same helmet they're wearing.

Edited by TheCapulet

Share this post


Link to post
Share on other sites

Just to make it clear. The last map you played was Shrine and the mission maker made a error when he set the parameters for tickets in that mission it shouldn't of had 1200 tickets. But still we are looking at ways or game modes that are shorter. Just wanted to let you know that that mission was just broken.

Share this post


Link to post
Share on other sites

It is still beta and to observe some thing we need number of players. In about the month will be update according to observation we are making right now.

Also I will like we talk about technical issue out of BIS forum. For complainant and observation or suggestion pleas join on Tactical Battlefield forum and let this forum just as an information about TacBF.

Thanks for understanding.

Share this post


Link to post
Share on other sites
Just to make it clear. The last map you played was Shrine and the mission maker made a error when he set the parameters for tickets in that mission it shouldn't of had 1200 tickets. But still we are looking at ways or game modes that are shorter. Just wanted to let you know that that mission was just broken.

Btw Ch3v, I do want to apologize for that last round. Had been TK'd several times already and lashed out when it happened last. And understood on the bug.

But to reply to the idea and specifically Harzach, I agree completely that full servers with large missions can offer some of the best gameplay in Arma. I never stuck around PR to see skirmish mode though. But while big missions are great, I still think smaller missions, smaller server sizes have a place. Not everyone wants to play a hectic logistics driven 64 player monster of a mission, but TacBF still has a ton more to offer Arma PVP players past just those massive missions, I hope. And Arma 3 player #s need to be considered too. While massive 80 player missions can offer a metric shit ton of fun some of the time, it will offer zero (or minus) fun the rest of the time. Even the smallest missions are guilty, like Pano Valley or Agia Marina. While it's fun with 24 guys on, if you only have a struggling server with 6-8 guys on, it's almost guaranteed that they'll see no action. If instead we're on an infantry map with 3 semi-close objectives and controlled sector respawn, those 8 dudes now have a much greater chance at staying 8 dudes instead of dropping to 2 dudes within minutes.

All this isn't to say that big missions need to go or anything stupid like that. They have their place just the same. But I think having missions designed for smaller #'s with faster action would really benefit the mod and keep more people playing for longer.

Share this post


Link to post
Share on other sites

Hi, the mod looks fantastic, I have a question I could use only for COOP, you could revive and separates the medical system for use in co-op?

this is very close to being the new ACE XD

WWW.CIATIERONE.ES

Share this post


Link to post
Share on other sites
Just to make it clear. The last map you played was Shrine and the mission maker made a error when he set the parameters for tickets in that mission it shouldn't of had 1200 tickets. But still we are looking at ways or game modes that are shorter. Just wanted to let you know that that mission was just broken.

Just seeing this now.

Yep my bad guys, should be fixed in the latest mission pack. :)

Share this post


Link to post
Share on other sites

Thought we had while playing one of the night maps with ACRE - it would have been a lot more awesome if there was a parameter to disable all NV goggles and scopes. The night time lighting of A3 is incredible, and a firefight would be so pretty!

Share this post


Link to post
Share on other sites

But I think having missions designed for smaller #'s with faster action would really benefit the mod and keep more people playing for longer.

I'll try make one/two missions this weekend to help seed the server populations and provide 'faster' infantry based action.

Personally I prefer missions with medium to large AOs (area of operations). Due to the size of the beta testing team in the months prior to release we focused primarily on small to medium AOs.

In the end it's good to have a spectrum of missions, and also have a spectrum of gamemodes, which is what were working towards.

...it would have been a lot more awesome if there was a parameter to disable all NV goggles and scopes...

It's been discussed as a future feature but low priority at the moment.

Currently we need to ensure the experience is consistent and stable across the mod, and then allow missions to allow/restrict kit assignments etc.

Edited by mad rabbit

Share this post


Link to post
Share on other sites

Yes time and weather are forced by the missions and cannot be overridden by the parameters. You can change the fog level in the parameters however. This is something we'll discuss for the future but it was decided that the mission maker designs a mission for certain time of day and weather and this should not be changed.

Share this post


Link to post
Share on other sites
Yes time and weather are forced by the missions and cannot be overridden by the parameters. You can change the fog level in the parameters however. This is something we'll discuss for the future but it was decided that the mission maker designs a mission for certain time of day and weather and this should not be changed.

I play on a server that has a massive amount of missions capable of changing time, date, and weather via the parameters before game startup.

Have you looked more in depth if this is possible, are you aware it's been done?

Share this post


Link to post
Share on other sites

We designed it that way. It's not that we don't know how to make the params work we wanted to leave it up to the mission makers to determine the parameters and not the admin.

Share this post


Link to post
Share on other sites

Hi Guys, loving the mod and gameplay. Is there any chance this mod could be converted to suit singleplayer as you have done wonders with extras like suppression, first aid and the squad hud etc. Just wondered.........

Share this post


Link to post
Share on other sites

Maybe release modules from you main mod as stand alone mods people can use elsewhere? Like the stuff cub1 is interested in.

Share this post


Link to post
Share on other sites

Suppression effects on player seem to work in singleplayer and the squad hud, however the voices of your squad have been muted (obviously for multiplayer) so no target call outs. I know singleplayer isn't the purpose of this game mode but was just curious.

Share this post


Link to post
Share on other sites
Maybe release modules from you main mod as stand alone mods people can use elsewhere? Like the stuff cub1 is interested in.

this would be great , I would love to have working modules to use for the COOP and SP making

I tried to use the TB with a coop I created but it cause too many problems , it's clearly made for their PvP right now

PS: love you mod ! keep up the good work

Share this post


Link to post
Share on other sites

Aye we will talk it over and see what we can do, its been noted and hopefully we can come up with a system which we can agree on, what you must remember is we don't want competitors using our mod set for their own devices.

Otherwise we do the work and they get the benefit, I think not :p, so for the moment we will discuss and maybe in the future we will release some items.

In regards to suppression that's Adanteh's mod so he can be the one to receive the questions for that :D, also TMR is up for grabs by anyone that wants it :) as its not ours to give away.

Share this post


Link to post
Share on other sites
Aye we will talk it over and see what we can do, its been noted and hopefully we can come up with a system which we can agree on, what you must remember is we don't want competitors using our mod set for their own devices.

Otherwise we do the work and they get the benefit, I think not :p, so for the moment we will discuss and maybe in the future we will release some items.

In regards to suppression that's Adanteh's mod so he can be the one to receive the questions for that :D, also TMR is up for grabs by anyone that wants it :) as its not ours to give away.

the cool thing about your mod is that it's like an overhaul , in TB you find all the most requested features in a single package

You can build like a "small" ACE version for Arma III for SP/COOP where players download just your mod and have all the most requested features.

The problem right now is that you have to download up to 4 mods to have same results and is not easy to host coop that requires more than one mod

would be like a second TB brand version , just for COOP/SP and would be a success because Arma III right now lack an overhaul with all those needed features

Share this post


Link to post
Share on other sites

So, where are all the servers with this mod running, honestly... I search and fine like ten of them. all empty, do people really not play PvP anymore?

Share this post


Link to post
Share on other sites

I suppose it's not being played by people on your side of the globe. In my experience every evening EU time you can find a populated server.

Look up the SealZ guys. Not sure what they're up to nowadays, but I know they like PvP and they're from US time zone :)

Share this post


Link to post
Share on other sites

We don't have intention to change ACE mod in ArmA 3. Ace mod for ArmA 3 wil be ACE mod and TacBF planing to be compatible with ACE so you will be able to enjoy both mods same time.

ACE is already set up some standards in ArmA and will be in ArmA 3 I hope. I don't know any news about it, and hope ACE Devs working hard on the ACE mod and we wish them good luck.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×