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Found 3 results

  1. Hello all, I've finally had success in editing server loadouts. Currently this is the structure I'm running on my server for a public setting. Match settings will differ once we, as a Tactical Realism Community, decide what the standard should be going forward based on the options we have available to us. Remember, this is what the "Tactical Realism" style of play usually entails as that is how my server is set up based upon the current Battalion 1944 Dedicated Server Settings. This is NOT the standard Battalion 1944 structure or what it was launched as. Currently my server runs on Wartide (Search and Destroy) only with a Tactical Realism ruleset that we have set up for my organization. The rules are as follows: 1. No teamkilling 2. No bunny hopping (Jumping around corners to avoid being shot, jump shooting, etc) 3. No dolphin diving/prone dropping (Dropping prone in a firefight while you are actively engaging the enemy) 4. No blind grenades (All grenades thrown must have visual confirmation of the enemy unless clearing a room. In this instance, you must follow the grenade into the room upon explosion within 3-5 seconds) 5. No hip firing (Use your sights at all times. There are instances in which you are surprised and do not have enough time. We are aware of this) 6. No unrealistic falls/jumps (Do not fall or jump from a height which you would not survive in real life without fatally injuring yourself) 7. No unrealistic positions (Do not stand or reach a position that would not support you in real life while firing a weapon) 8. No cheating, exploiting, or hacking (This is a given. No explanation needed) Global settings are as follows: Switch sides after 6 rounds as the round switch only occurs once. Standard SnD style from COD2 13 round maximum Winner at 7 rounds won Each team has equal opportunity to attack 6 rounds and defend 6 rounds based on this function due to the round switch only happening one time. Smoke and Frag grenade options removed (Given to each class respectively at this moment in time; No option for having two frags, two smokes, etc) 5 Minute Round Timers 9 Second Plant/Defuse Time 60 Second Bomb Time once planted Loadout Settings are as follows: Squad Leader (Carbine/Gewher 43) Unlimited Slots per game Smoke and Frag Grenade Rifleman (Garand/Kar98k) Unlimited Slots per game Smoke and Frag Grenade Assault (Thompson/MP40) 2 Slots per game (If opposing team takes your card it will drop you by a slot until 0 remain or until you pick up friendly card/enemy card to regain slot; Based upon how I've seen the card function work upon death) Smoke and Frag Grenade Support (BAR/STG44) 2 Slots per game (Same description in regards to cards and opposing team capturing them upon death as Assault) Smoke and Frag Grenade Breacher (Shotgun) 2 Slots per game (Same description in regards to cards and opposing team capturing them upon death as Assault) Smoke and Frag Grenade Marksman (Springfield/Scoped Kar98k) 2 Slots per game (Same description in regards to cards and opposing team capturing them upon death as Assault) Smoke and Frag Grenade I'm going to see how this functions in a public setting. Grenade and Smoke allowance per class will vary once we see how the play is if it is over the top in terms of smoke spam, grenade spam, etc etc. Feedback is welcome as well if you play on our server. Thanks!
  2. Hello all, I've finally had success in editing server loadouts. Currently this is the structure I'm running on my server for a public setting. Match settings will differ once we, as a community, decide what the standard should be going forward based on the options we have currently. Global settings are as follows: Switch sides after 6 rounds as the round switch only occurs once. Standard SnD style from COD2 13 round maximum Winner at 7 rounds won Each team has equal opportunity to attack 6 rounds and defend 6 rounds based on this function due to the round switch only happening one time. Smoke and Frag grenade options removed (Given to each class respectively at this moment in time; No option for having two frags, two smokes, etc) 5 Minute Round Timers 9 Second Plant/Defuse Time 60 Second Bomb Time once planted Loadout Settings are as follows: Squad Leader (Carbine/Gewher 43) Unlimited Slots per game Smoke and Frag Grenade Rifleman (Garand/Kar98k) Unlimited Slots per game Smoke and Frag Grenade Assault (Thompson/MP40) 2 Slots per game (If opposing team takes your card it will drop you by a slot until 0 remain or until you pick up friendly card/enemy card to regain slot; Based upon how I've seen the card function work upon death) Smoke and Frag Grenade Support (BAR/STG44) 2 Slots per game (Same description in regards to cards and opposing team capturing them upon death as Assault) Smoke and Frag Grenade Breacher (Shotgun) 2 Slots per game (Same description in regards to cards and opposing team capturing them upon death as Assault) Smoke and Frag Grenade Marksman (Springfield/Scoped Kar98k) 2 Slots per game (Same description in regards to cards and opposing team capturing them upon death as Assault) Smoke and Frag Grenade I'm going to see how this functions in a public setting. Grenade and Smoke allowance per class will vary once we see how the play is if it is over the top in terms of smoke spam, grenade spam, etc etc. Feedback is welcome as well if you play on our server. Thanks!
  3. What TEAM matchmaking is going to look like? In csgo we are used to competitive set to BO1 / mr15 - but is's for "solo matchmaking/personal ranking" ... i know we can play with friend but everyone has his own rank(league). It means that I play map which I've choosen. System match 2 teams and autoassign them and then randomly set the starting side(T/CT - Att/Deff) of each team. and team who gets 16 match/map points wins! BUT what we can expect of team matchmaking? 1. What about map selection... What about banning maps in matchmaking >> (similar as league of legends when players banning champs) ... or same as cs/cod players do on LANs. Team will be able to decide which maps they dont want to play in the match. 2. Best of XYZ - number of maps... BO1 is great for solo matchmaking... its fast and work pretty well... BUT for TEAM matchmaking we could do something greater... f.e.: BO3 - mr10/12. It will be great to measure skill on different maps in one match.. every team has the best and the worst map.. Match rounds it supposed to be lower than in BO1... f.e.: 10 ro 12. 3. Competitive gameplay look like... What about KNIFE ROUND at beginning of each map. Winners of knife round will be able to choose SIDE/ROLE - if the want to be attackers or defenders at beginning. 4. ECONOMY system... some of us want to economy system like csgo has. Economy work well for cs franchise and the economy system make core of gameplay/cs-mechanics.. BUT! IMHO lot of us dont want it at all (including me ). Not implementing economy system has lot of PROs and CONs. Cod2-pam/Cod4promodd dont have it and it also works very nice... Big advantage to DONT HAVE ECONOMY is that every round players have same opportunity with no "ECO limitations" etc. we can expect more risk plays... like 1vs5 cause players dont save their guns for next round (1 or 2 guns in team barely made great opportuinity to force enemy) - so saving is little bit useless and spectators are impoverished of sick actions like 1vs5 etc.
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