BattleGroup-Frontlines Mod Update #45

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  • Polka
    Shitlord
    • Jul 2007
    • 2388

    #16
    Re: BattleGroup-Frontlines Mod Update #45

    Didnt see that in their update....

    Comment

    • CenturionWarrior
      Member
      • Aug 2006
      • 26

      #17
      Re: BattleGroup-Frontlines Mod Update #45

      The reinforcements game mode sounds like an awesome implementation. Supplies, as we all know, are vital to maintaining or advancing a frontline force. After beta testing this new game mode, does it create a see-saw type power struggle? Lastly, how will flag capture work on these reinforcement maps?

      Well, congratulations BGF team and thank you for the wonderful news of a November release!!

      Comment

      • GrossKopf
        Member
        • Jun 2005
        • 1180

        #18
        Re: BattleGroup-Frontlines Mod Update #45

        Originally posted by Polka
        Didnt see that in their update....
        I believe their wording was something to the effect that the release "should be in November".

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        • Manic Sidewinder

          #19
          Re: BattleGroup-Frontlines Mod Update #45

          Lovin' the update chaps, looking forward to this one!

          Btw, do all maps have SP??

          Oh, sorry if its been asked but what size are the maps as in 32, 64 player sizes?

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          • takiwa

            #20
            Re: BattleGroup-Frontlines Mod Update #45

            thanks for all the compliments, guys :)

            The reinforcements game mode sounds like an awesome implementation. Supplies, as we all know, are vital to maintaining or advancing a frontline force. After beta testing this new game mode, does it create a see-saw type power struggle? Lastly, how will flag capture work on these reinforcement maps?
            This gameplay type has been around since I implemented it in my Kasserine Pass map for BF1942 almost 4 years ago. It was very popular with the GlobalConflict tourney players, and should work even better now with BF2's squad feature.

            Basically, when you cap a flag (as the advancing force), don't expect one of your tanks to magically drop out of the air at the flag. You will recieve a vehicle spawn at your main base that needs to be moved forward to help protect this newly captured CP. Depending on where the CP is on the map (i.e., its strategic importance) will determine what type of spawn you recieve at your main base (plane, tank, APC, etc).

            The defending force will receive spawns at their flags as normal, so moving your re-inforcements up and protecting your newly aquired ground is catamount to winning the round...

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            • Polka
              Shitlord
              • Jul 2007
              • 2388

              #21
              Re: BattleGroup-Frontlines Mod Update #45

              Sounds awesome :)

              Comment

              • imported_Tiny
                Member
                • Nov 2005
                • 268

                #22
                Re: BattleGroup-Frontlines Mod Update #45

                Love the KV2, can't wait to use those HE 152mm rounds...hope those explosions are like the artillery ones in current BF2, with a long reload ofcourse. :nod:

                In a book written by an ex-german soldier, it was a part there where they shot 5 shots against the turret of a KV-2 with a panther tank of a distance of 100-200m, and not until the last 5:th shot did the turret jump out of place, and it was destroyed. I can imagine both tank crews swetting quite much.

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                • jdrou
                  Member
                  • Jul 2006
                  • 1860

                  #23
                  Re: BattleGroup-Frontlines Mod Update #45

                  Outstanding. I'll certainly be downloading this.

                  Comment

                  • Rad

                    #24
                    Re: BattleGroup-Frontlines Mod Update #45

                    Awesome news. Can't wait

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