Battlefield 2142 v1.50 Beta Patch Released

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Sir. Dosedmonkey

    #46
    Re: Battlefield 2142 v1.50 Beta Patch Released

    Originally posted by theminx
    i do force 16xaa via nvidia control pannel it goes away...interesting thoe that the actual game when i set it in the game menu it wont go past 4 x and yes i had the control pannel set to application preference...but its odd eh?
    I've seen that on other games before. Not sure how hard it is to sort that out? One for EA. At least I hope they sort it for BF:Heroes. :)

    Comment

    • Shalashaska

      #47
      Re: Battlefield 2142 v1.50 Beta Patch Released

      Can somebody explain how to get widescreen resolutions.

      My desktop resolution is 1680x1050, and i have been using the desktop icon edit to get that in 2142 for a year, i have deleated that extra part and started up the game in 1.50, and i cannot access any extra resolutions in the menu than i could before.

      Can anyone help?

      Perhaps changing "+fullscreen 1" to "+widescreen 1" would work?

      Comment

      • FPS[SONIC]
        Member
        • Oct 2006
        • 2106

        #48
        Re: Battlefield 2142 v1.50 Beta Patch Released

        Leave in "+fullscreen 1" and append to that " +widescreen 1" and you're good to go!

        IMO the unique game play on Wake Island 2142 is a winner! It's a very nice blend of Titan mode + NS buildings + Conquest ... I can see myself spending many hours playing that map. It's innovative and very well constructed. :salute:

        Comment

        • Shalashaska

          #49
          Re: Battlefield 2142 v1.50 Beta Patch Released

          Thanks


          Wake Island 2142 is fantastic, but it still needs some work, the lighting and shadows are off, some places could use alot more detail, like craters and scorch marks around gunship wreaks.

          The main EU base also needs its own flag, as most of the fighting avoids that large space entirely and just concentrates around the titan and the dock.

          I also believe instead of the commander toys being on a tiny island beneath there titan, making them allmost inaccessible to the EU team, they should be on the roof and around the bunker on the northern prong of the island, the one with the AA turret on the roof, but also within escape pod distance of the titan, that would make the area a nice staging point on the mainland for the PAC, and possibly stop them from just swarming the EU titan at the start of the match.

          A little more attention to detail and balance to the gameplay around the northern and southen prong of the island are needed, aswell as the EU base, as currently it just seems 90% of the chaos is centered around and inside the EU titan, making it the usual slaughterfest we are used to.

          Comment

          • Guest

            #50
            Re: Battlefield 2142 v1.50 Beta Patch Released

            Originally posted by Shalashaska
            Thanks


            Wake Island 2142 is fantastic, but it still needs some work, the lighting and shadows are off, some places could use alot more detail, like craters and scorch marks around gunship wreaks.

            The main EU base also needs its own flag, as most of the fighting avoids that large space entirely and just concentrates around the titan and the dock.

            I also believe instead of the commander toys being on a tiny island beneath there titan, making them allmost inaccessible to the EU team, they should be on the roof and around the bunker on the northern prong of the island, the one with the AA turret on the roof, but also within escape pod distance of the titan, that would make the area a nice staging point on the mainland for the PAC, and possibly stop them from just swarming the EU titan at the start of the match.

            A little more attention to detail and balance to the gameplay around the northern and southen prong of the island are needed, aswell as the EU base, as currently it just seems 90% of the chaos is centered around and inside the EU titan, making it the usual slaughterfest we are used to.

            We rendered the lightmaps at the highest quality possible.

            At first, that area had a flag. Unfortunately, it detracted from the Titan battles.

            We may move the Commander Assets depending on whether or not we receive more feedback.

            We're thinking about delaying the spawn of the helos at the start of the round, to give EU a better chance, for those who can't figure out to shoot the incoming enemy, to defend against the PAC.

            See, the problem we ran into was, people COMPLETELY avoided the Titan, which is bad, obviously. So, we made the Titan a higher priority than the other flags to rectify this.

            Comment

            • Shalashaska

              #51
              Re: Battlefield 2142 v1.50 Beta Patch Released

              Its good to know you guys are actively trying to get the map just right before it goes final.

              I understand the descision to try and route players to the titan by making it more of a tasty target, but i feel this is having a negative effect on the rest of the map, and with so much focus on a titan, detrimental tactics are bound to surface soon after the map goes final, with alot of camping choke points.

              The EU base is such a well designed area i think its a shame their is allmost no action taking place in it at all, doesnt seem quite right with the pacs objective to disable the military function of the island.

              A bit more focus on the northern and southern prongs of the island could be accoumplished with a few more strategicaly placed fav spawns, and having the commander toys placed around the northern bunker with the AA to form a bit of a staging ground and compliment the action taking place in the skies, aswell as a place for the EU to initialy attack, perhaps it could be a neutral cap.

              As it is at the moment, the pac quickly capture the titan and dock, ignoor the rest, and then its the eu working out of the small villlages against their own base, with no air support at all, samwiched left and right between 2 strongholds, while the eu have an indistructable titan with access to 3 spawning gunships and unlimited transports.

              It seems to go this way 90% of the time, and it unfortunatly doesnt end with a well earnt and rewarding victory ether side is happy with.

              Having more favs and other vehicles around the outlying caps, would make them worth capturing by the pac in the first place, deflecting some of the onslaught away from the titan, aswell as making it much easier for the EU to make a comeback if the PAC do go strait at the titan and they get stuck in the little villages, a cap at the EU base would also improove this.

              On a purely aesthetic side, its rather strange how an island allmost smack bang on the equator, is frozen over with snow, even tho the 2142 storyline aswell as opening cinimatic and varius other maps dictate that it would be temperate.

              Comment

              • Minmaster
                I DON'T PLAY CS!
                • Nov 2006
                • 4112

                #52
                Re: Battlefield 2142 v1.50 Beta Patch Released

                tree textures on wake are messed up from certain distances/angles. there is also a performance issue occasionally.

                Comment

                • [g00ns] nGamer

                  #53
                  Re: Battlefield 2142 v1.50 Beta Patch Released

                  I was just wondering is anybody else not showing 1680x1050 res in the menu cause I am not getting the widescreen working and not showing in the menu

                  Comment

                  • Shalashaska

                    #54
                    Re: Battlefield 2142 v1.50 Beta Patch Released

                    Change "+fullscreen 1" to "+widescreen 1" at the end of the target line found in properties of your 2142 desktop icon.

                    If your currently using the target line edit like most of us were to get 1680x1050, then deleat that part at the end.

                    Comment

                    • Guest

                      #55
                      Re: Battlefield 2142 v1.50 Beta Patch Released

                      Responses are in bold.

                      Originally posted by Shalashaska
                      Its good to know you guys are actively trying to get the map just right before it goes final.

                      We have ONE week to compile all the feedback, implement it, and test the map. We submit the final version on Friday. Yes, there is pressure, bloating, and gas.

                      I understand the descision to try and route players to the titan by making it more of a tasty target, but i feel this is having a negative effect on the rest of the map, and with so much focus on a titan, detrimental tactics are bound to surface soon after the map goes final, with alot of camping choke points.

                      The EU base is such a well designed area i think its a shame their is allmost no action taking place in it at all, doesnt seem quite right with the pacs objective to disable the military function of the island.

                      See, that's the thing. DICE COMPLETELY changed our map description. Below is the original we came up with overnight (yeah, we procrastinated):

                      Operated by a skeleton crew due to losses on the front lines, the Wake Island Station serves as a covert EU Titan repair and rearmament facility. In 2144, an EU Titan en route to the battle at Wuxi Shuofang, a PAC air base, was damaged in battle with PAC gunships and was forced to divert to Wake for repairs. During a routine patrol, a nearby PAC Titan intercepted communications between the EU Titan and Wake Island. Tempted with the prospect of capturing an EU titan, the PAC Titan commander chooses to attack. On the island, EU troops prepare their defense.
                      We may, quite possibly, move the DOCK flag back to that area. POSSIBLY. Like I said above, we don't have much time to test.

                      A bit more focus on the northern and southern prongs of the island could be accoumplished with a few more strategicaly placed fav spawns, and having the commander toys placed around the northern bunker with the AA to form a bit of a staging ground and compliment the action taking place in the skies, aswell as a place for the EU to initialy attack, perhaps it could be a neutral cap.

                      So... Make the prongs, uncaps?

                      As it is at the moment, the pac quickly capture the titan and dock, ignoor the rest, and then its the eu working out of the small villlages against their own base, with no air support at all, samwiched left and right between 2 strongholds, while the eu have an indistructable titan with access to 3 spawning gunships and unlimited transports.

                      [b]Well, when you put it that way! :laugh: Seriously, though, an organized attack on the enemy held Titan is very effective and usually works. However, if you'd like to be a part of this week's beta test in order to personally see how the changes play out, register on our forum and put your feedback there too.

                      It seems to go this way 90% of the time, and it unfortunatly doesnt end with a well earnt and rewarding victory ether side is happy with.

                      Having more favs and other vehicles around the outlying caps, would make them worth capturing by the pac in the first place, deflecting some of the onslaught away from the titan, aswell as making it much easier for the EU to make a comeback if the PAC do go strait at the titan and they get stuck in the little villages, a cap at the EU base would also improove this.

                      [b]The Titan + one island flag initiates bleed for the EU immediately. The EU just needs to focus their defense in the Titan, right at the start of the map, to force PAC to the outlying flags. Two guys in the AA guns and one sentry gun on the flight deck should solve any problems.

                      On a purely aesthetic side, its rather strange how an island allmost smack bang on the equator, is frozen over with snow, even tho the 2142 storyline aswell as opening cinimatic and varius other maps dictate that it would be temperate.

                      Yes, this has caused much cognitive dissonance within others as well. Wake's an ice cube now. Blame Al Gore.
                      Thanks for your feedback Shalash. :salute:

                      Comment

                      • [g00ns] nGamer

                        #56
                        Re: Battlefield 2142 v1.50 Beta Patch Released

                        Originally posted by Shalashaska
                        Change "+fullscreen 1" to "+widescreen 1" at the end of the target line found in properties of your 2142 desktop icon.

                        If your currently using the target line edit like most of us were to get 1680x1050, then deleat that part at the end.
                        thx I will try it out but I forgot to say I have no clue why but it is really laggy on the new map but not on wake for some reason? any clue why cause it doesnt lag at all when I played before

                        Comment

                        • Shalashaska

                          #57
                          Re: Battlefield 2142 v1.50 Beta Patch Released

                          The Titan + one island flag initiates bleed for the EU immediately. The EU just needs to focus their defense in the Titan, right at the start of the map, to force PAC to the outlying flags. Two guys in the AA guns and one sentry gun on the flight deck should solve any problems.
                          Yes but the problem is that the PAC launch an unstoppable first attack against the EU titan, for some reason the EU titan AA guns do allmost no damage to PAC transports, and SAAW shots do nothing because they cant kill a transport in 2 hits, they only hit at all 50% of the time due to crappy tracking, and the transport pilots 99% of the time raise their shields as they approach.

                          The EU titan front deck, usualy covered with a mix of engys with SAAWs and a few other classes, all get raped by transport guns (both of wich work on the PAC transport) or crushed/blown to hell as the transport lands/suicide crashes.

                          The blast from a suicide transport aimed at the front deck usualy kills/severly injures anybody their, while the PAC pod out and land all over the titan, and then head for the core from all angles, both from the back deck vents aswell as any who landed on the front deck swiftly killing the occupied and defenceless titan gun controllers.

                          This happens every 30 seconds as a transport spawns for the PAC and heads on its suicide ram mission/landing on the back deck and becoming a spawn point if the titan gun operators are incapacitated.

                          The core is swiftly and easily taken, and then with any slither of sence very easy to keep a hold of using the allready well developed titan defence strategies, aka rdx and apms everywear.

                          After that the PAC try and push from the titan to the dock, sometimes if they do it fast then it works, othertimes the EU put up their first actual defence of the round and hold it, ether way the PAC are entrenced in the position on the titan, and the dock changes hands back and forth thouout the round.

                          If the dock is taken, then the EU are left with the 4 allmost useless northern and southern prong caps, wich have a poor variety of usefull vehicles to use to fight against their own base, most people spawning their are stranded without a ride and then easily chewed up by any roaming PAC gunships, this usualy lasts the rest of the match, with their tickets bleeding down untill the PAC win.

                          If the PAC dont take the dock, then they allmost allways have at least 1 other cap taken by a lonewolf on their team, all the while the EU, without any air support, bleed their own tickets down by repeatedly assaulting the titan or getting chewed up by the PACs vastly supirior air support.

                          Overall it ends with a rather unrewarding victory for PAC, whos soldiers spend most of the time fubling around the titan coriddors and deck or flying around in any of their unlimited transports and gunships, while most of the average EU soldiers time is spent running long distances around the northern and southern prongs without a vehicle and then getting killed out of the blue by an EU vehicle/gunship/transport/titan aa gun.


                          The balance might work great in a controled competative enviroment, probably like the ones it was inhouse tested by, but alot of the time its not such a rewarding experience for your average pubber, wich is now what this map is essentialy for.


                          I'm not surprised DICE have given you guys 1 week to perfect it, dispite the fact their last inhouse patch took them more than 4 months to go from beta to final.

                          Overall the design of the map is spectacular, in theory, but so far its just not working out in public gameplay terms.


                          If a PAC gets bored of defending the titan, then its a loooooong trek on foot untill he can get to a vehicle, when he gets to the nearest one way back in the EU base, its usualy taken and driven off by somebody else.

                          The EU are frequently stranded at a prong cap with no vehicles and in the wide open air, and ether have to just sit where they are amoungst the buildings and wait half the round for a PAC to bother to leave the titan and attack the cap, or walk on foot to the EU base at wich point they are more than likely killed.

                          Usualy a map is fun and rewarding for at least the winning team, but this currently isnt the case for ether team on wake at the moment.


                          Ideas for changes:

                          Sprinkle a few more favs in strategic places around the map, 1 more for each prong cap, and a few parked close to the ramp up to the EU titan, so defending EU can more easily reach prong caps, and attacking PAC can more easily leave the dock and attack prong EU caps.

                          Add a flag in the centre of the rear of the EU base so that attacks from the prongs are directed at it first, and defending EU can use it to try and retake the dock if it is capped early by PAC, instead of being emediatly stranded at one of the prong caps and air raped.

                          Change the location of the PAC commander toys to the roof and surroundings of the northern bunker close to the PAC titan with the aa gun, and add a second fav, possibly add a capture point here that starts neutral and doesnt affect tickets when taken, this would serve as a beachhead for the PAC on the land, provide a place for the EU to initialy attack from the nearest prong cap, as the PAC titan pod down to it, currently this bunker is totaly useless and nobody has any reason to go that far up the island.

                          Instead of adding a delay to the spawning of the PACs transports at the start, wich would just strand them on the titan to wait for it, possibly (i dont know if its possible) enable the EU titans hangar bay shield, and make it so that when the 4 titan consoles are destroyed, it lowers the hangar shield aswell as blow the core doors.

                          Comment

                          • Guest

                            #58
                            Re: Battlefield 2142 v1.50 Beta Patch Released

                            Originally posted by Shalashaska
                            Yes but the problem is that the PAC launch an unstoppable first attack against the EU titan, for some reason the EU titan AA guns do allmost no damage to PAC transports, and SAAW shots do nothing because they cant kill a transport in 2 hits, they only hit at all 50% of the time due to crappy tracking, and the transport pilots 99% of the time raise their shields as they approach.

                            I just played for 3 hours on two different servers. Every time I was EU, I shot down ALL of the incoming transports and gunships. ALL OF THEM. PAC soon learned to go around low and wide and NO LONGER ATTACKED THE TITAN DIRECTLY.

                            The EU titan front deck, usualy covered with a mix of engys with SAAWs and a few other classes, all get raped by transport guns (both of wich work on the PAC transport) or crushed/blown to hell as the transport lands/suicide crashes.

                            See above. I had three guys in my squad, on the deck. That's all.

                            The blast from a suicide transport aimed at the front deck usualy kills/severly injures anybody their, while the PAC pod out and land all over the titan, and then head for the core from all angles, both from the back deck vents aswell as any who landed on the front deck swiftly killing the occupied and defenceless titan gun controllers.

                            Nope, nope, nope. TK the guys sitting in the guns and install two guys who know how to aim. Keep a third guy on the deck with a Voss to defend against podders.

                            This happens every 30 seconds as a transport spawns for the PAC and heads on its suicide ram mission/landing on the back deck and becoming a spawn point if the titan gun operators are incapacitated.

                            See above.

                            The core is swiftly and easily taken, and then with any slither of sence very easy to keep a hold of using the allready well developed titan defence strategies, aka rdx and apms everywear.

                            I saw no RDX in a total of 12 hours playing. Only Sentry Guns.

                            After that the PAC try and push from the titan to the dock, sometimes if they do it fast then it works, othertimes the EU put up their first actual defence of the round and hold it, ether way the PAC are entrenced in the position on the titan, and the dock changes hands back and forth thouout the round.

                            Sounds like you're just playing with people who A) Are idiots like me or B) Haven't figured out the map yet.

                            If the dock is taken, then the EU are left with the 4 allmost useless northern and southern prong caps, wich have a poor variety of usefull vehicles to use to fight against their own base, most people spawning their are stranded without a ride and then easily chewed up by any roaming PAC gunships, this usualy lasts the rest of the match, with their tickets bleeding down untill the PAC win.

                            Coordinated attacks to take back the Titan should be made.

                            We will look into the 3rd gunship issue and MOVE THE PAC ASSETS to one of the island tips.


                            If the PAC dont take the dock, then they allmost allways have at least 1 other cap taken by a lonewolf on their team, all the while the EU, without any air support, bleed their own tickets down by repeatedly assaulting the titan or getting chewed up by the PACs vastly supirior air support.



                            Overall it ends with a rather unrewarding victory for PAC, whos soldiers spend most of the time fubling around the titan coriddors and deck or flying around in any of their unlimited transports and gunships, while most of the average EU soldiers time is spent running long distances around the northern and southern prongs without a vehicle and then getting killed out of the blue by an EU vehicle/gunship/transport/titan aa gun.


                            The balance might work great in a controled competative enviroment, probably like the ones it was inhouse tested by, but alot of the time its not such a rewarding experience for your average pubber, wich is now what this map is essentialy for.


                            I'm not surprised DICE have given you guys 1 week to perfect it, dispite the fact their last inhouse patch took them more than 4 months to go from beta to final.

                            Overall the design of the map is spectacular, in theory, but so far its just not working out in public gameplay terms.


                            If a PAC gets bored of defending the titan, then its a loooooong trek on foot untill he can get to a vehicle, when he gets to the nearest one way back in the EU base, its usualy taken and driven off by somebody else.

                            The EU are frequently stranded at a prong cap with no vehicles and in the wide open air, and ether have to just sit where they are amoungst the buildings and wait half the round for a PAC to bother to leave the titan and attack the cap, or walk on foot to the EU base at wich point they are more than likely killed.

                            Usualy a map is fun and rewarding for at least the winning team, but this currently isnt the case for ether team on wake at the moment.


                            Ideas for changes:

                            Sprinkle a few more favs in strategic places around the map, 1 more for each prong cap, and a few parked close to the ramp up to the EU titan, so defending EU can more easily reach prong caps, and attacking PAC can more easily leave the dock and attack prong EU caps.

                            Add a flag in the centre of the rear of the EU base so that attacks from the prongs are directed at it first, and defending EU can use it to try and retake the dock if it is capped early by PAC, instead of being emediatly stranded at one of the prong caps and air raped.

                            Change the location of the PAC commander toys to the roof and surroundings of the northern bunker close to the PAC titan with the aa gun, and add a second fav, possibly add a capture point here that starts neutral and doesnt affect tickets when taken, this would serve as a beachhead for the PAC on the land, provide a place for the EU to initialy attack from the nearest prong cap, as the PAC titan pod down to it, currently this bunker is totaly useless and nobody has any reason to go that far up the island.

                            Instead of adding a delay to the spawning of the PACs transports at the start, wich would just strand them on the titan to wait for it, possibly (i dont know if its possible) enable the EU titans hangar bay shield, and make it so that when the 4 titan consoles are destroyed, it lowers the hangar shield aswell as blow the core doors.
                            Please, try to limit the redundancy of your posts so they're shorter. You made the point in the first few paragraphs, but repeated it two or three times. I've got a lot to read and not that much time.

                            Overall, the gameplay experience you had heavily contradicts the 20 or so hours I've put into the beta release. So, I don't know where that puts us, as far as this post goes.

                            Let me make this clear. The EU Titan flight deck shield, will not be turned on. It's removal was intended and is final.

                            Comment

                            • Shalashaska

                              #59
                              Re: Battlefield 2142 v1.50 Beta Patch Released

                              Well i didnt know it was previously there, im just a beta tester trying to lend a hand, but the detail i have put into these posts seems to be wasted.

                              Nevermind, hope it works out in the long run, it could be a fantastic map.

                              Comment

                              • Guest

                                #60
                                Re: Battlefield 2142 v1.50 Beta Patch Released

                                The details are welcomed, repetition is not. I think we can both agree that you were a bit redundant. You seem to be taking that the wrong way. I am still very grateful for your posts.

                                Comment

                                Working...