 | | Fight Club News: Wait and See Posted by hapirott on Saturday, July 02 @ 07:00:55 HKT (152 reads) Topic =FC= Clan News
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As you should be aware EA has released their newest version of the Battlefield series, Battlefield2 modern combat. I have received some questions from members asking when the =FC= FIGHTCLUB will be developing a server for Internet play. Most of the configuring has been done and the server has been tested with moderate loads. As interest increases I will accommodate members. As of yet there has not been enough interest to have a stand alone server running and finding myself administrating this site and the services alone I'm taking a wait and see attitude. Please post your interest in such a server as I am currently playing adhoc on various servers to get a feel for the game.
HapiROTT
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Fight Club News: Thursday, March 3: Desert Combat Posted by hapirott on Tuesday, March 01 @ 21:22:50 HKT (76 reads) Topic The Screen Savers Lan Party
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"Desert Combat is a modern day military modification to the popular war game Battlefield 1942 from Electronic Arts. It is focused on conflicts in the middle-east within the last decade between the various nations, From Desert Storm to Somalia. Currently, only the Desert Storm campaign -- featuring Coalition and Iraqi forces -- is available. This war game is a total conversion for Battlefield1942 and is based on the same principles of a FPS and arcade-style vehicle sim."
TECH TV LAN Party Pointers
The LAN party is not open to everyone. To participate, you must register. Participants for each LAN party are randomly selected. Prior to the LAN party, selected participants will receive an email with the server name and password for playing the game online. This email will be delivered on the morning of the LAN party. (Please note: You will not be given our IP address.) To make sure we have full games, we're overbooking, just like the airlines do. You are not guaranteed a spot. Log in at your assigned time for your best chance to participate. You must be at least 13 years old to participate.
Visit The screensavers and signup!
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Fight Club News: Battlefield 2 (Peek at Gameplay) Posted by hapirott on Friday, February 25 @ 11:50:41 HKT (138 reads) Topic Battlefield2 (Dice-EA)
| | By Dave Kosak | Dec. 9, 2004

Can you say team work!
"Charlie team, hold position outside the base," our Commander tells us. Although I know he's a human being, the little voice inside my headphones sounds suspiciously robotic as he efficiently barks out orders to each of our Squad Leaders in turn. "I'm going to soften them up," he announces. Moments later, the airstrike hits: towering explosions erupt all along the hillside. When we move in immediately thereafter, not much is left inside to put up a resistance. Our tanks move into position next to the flag while infantry scouts ahead. Soon, new orders came in, and a new waypoint highlighted itself on our mini-map. The war raged on.
But this time around, the war doesn't have to be the bungled free-for-all affair that you so often see in online shooters. Battlefield2 features some of the most advanced teamplay organizational tools built into an online game since Tribes 2. These new features were the emphasis of our most recent visit to EA headquarters to see the game in person. Fans of Battlefield 1942 -- even those who might have been disappointed by Battlefield Vietnam -- will find a lot to love here.
The version of the game we played was "pre-alpha," that is to say, playable but still very early in development. Graphically it was stunning, with terrific soldier models covered with gear and vehicles that looked almost photographic in their level of detail. Framerate was still an issue with this version of the game, prompting Executive Producer Scott Evans to remind us optimizing the speed of the game is one of the team's major priorities heading into the game's release in March of next year.
So as we played, we focused instead on the gameplay mechanics, particularly how teams were created and the new roles of commanders and squad leaders. Here, Battlefield 2 really shines.
Whenever you play Battlefield 2 online, the game tracks detailed statistics on everything you do. These statistics are persistent and follow you from server to server, almost like you're creating a character role-playing game. As you do important things -- score enemy kills, capture points, heal teammates, etc. -- you'll earn some notoriety for yourself and your player profile will move up in the ranks. This doesn't impact gameplay very much until you want to become a Commander for your team, but more on that later.
The developers at DICE have worked hard to make sure that everyone is rewarded, no matter what role they play on the team. Support characters like engineers and medics no longer suffer in silence while the kills and credits go elsewhere. These classes are also more important than ever: there are no health or ammo packs sitting around the map. If you need medical attention, it's up to a medic to make it happen. If you're going to defend a position for a while, a medic can scatter health packs around, Enemy Territory style. They get credit whenever a teammate is aided.
Support vehicles have an increased role as well ("target," "bait," or "cannon fodder" no longer being their only functions.) If an APC has a medic inside, it acts like a mobile infirmary, healing any infantry within or standing nearby. If an engineer is aboard, the APC will repair all nearby vehicles -- the engineer doesn't even have to jump out where he could be shot. Combined with the fact that players inside of APCs can now aim their weapons out of the windows and fire, these support vehicles are now a real force on the battlefield. Sure, you still wouldn't want to lead an assault with an APC, but you definitely feel better when one follows just behind your main force.
Battlefield 2 comes with built-in voice-over-IP. It's pretty effortless: just plug your headphones into the back of your PC and the game will take care of the rest. Of course, you wouldn't want everyone talking at once in a giant 64-player game, but Battlefield 2 solves this problem by allowing players to divide up into squads.
A squad is a named group of about half a dozen players with a designated leader. All of a squad's headphones are tied together, so you can communicate easily as a group. The squad leader can also set goals through a simple on-screen command interface. Basically, he just presses the T key to bring up a circular menu of options, allowing him to quickly select one just by nudging the mouse and clicking. It's all context sensitive. If the Squad Leader looks at the ground and selects "move here," a smoke bomb will be set off on the ground and all the squad members will see the waypoint on the screen as well as a line to it on their mini-map. Different squad goals are available depending on what a squad leader clicks on -- clicking on an enemy held flag will allow him to give capture and hold orders, etc.
In some circumstances (such as when he's in certain vehicles) a Squad Leader can become a mobile spawn point, allowing teammates to respawn at his side during the fight. Obviously a good squad leader can make a huge impact on the course of a battle, organizing a group of players into a fighting force that acts as a single unit. Provided they listen.
Squad Leaders can direct the actions of a group of players, but Commanders can direct the actions of an entire team. It's a whole new way to play the game. Here's how it works: any player can apply to be a Commander, but if more than one person wants to do it per team, only the highest-ranking player gets the job.
The Commander views the game from the map screen, with a special interface along the side showing him the makeup of every squad and any special actions he can perform. The Commander communicates directly with the squad leaders and no one else. He simply clicks on a squad (or multiple squads) to select them, then talks to the selected leaders with his headset. Commanders can give orders to squads by selecting the squad and then clicking on a point on the map. Squad Leaders will see the orders but they have to accept them before they'll be transmitted to the rest of the squad.
For the most part, the Commander sees no more than his troops on the field, meaning enemy forces only appear on his map when they're in line-of-sight of his men. But he has some tools at his disposal to change this. The first is a Satellite Scan, which will reveal enemy forces along the entire map for a few seconds. This information is given to the Commander only, so he'll have to relay the important stuff he learns to his Squad Leaders.
The Commander can also send a spy drone over a particular area. This will display all enemy forces in that area not just on his map, but on the mini-maps of everyone on his team. Both the Satellite and the Probe take about a minute to recharge, so they're best saved up and used before key assaults.
When his men are in need, Commanders can also airdrop supplies. From the players' perspective this is a real trip: A giant crate parachutes out of the sky and lands right where you need it. Good Commanders will drop these at key points that will need a sustained defense or along major roads right where his men are about to assault an enemy base. The crates contain unlimited ammo and health to resupply with.
Finally, Commanders can take on an offensive role, pounding enemy strongholds with artillery strikes. It's as easy as selecting the place to fire the guns, but there's about a 10 second delay before the shells hit. When they do, they hit a large area in a random pattern, meaning it's pretty much impossible to hit something dead on, but fairly easy to devastate an enemy that's all clustered up around a specific point. (it's also easy to kill your own troops if you're not careful). Use of artillery, like other special Commander abilities, has a cool-down time before it can be used again.
The best part about being a Commander is that you can zoom down into a close-up overhead view of a specific region of the battlefield. Here you're actually looking not at a map but of the game itself as the battle rages. Little infantry men scurry toward flags, dunebuggies powerslide around corners, and tanks rumble inexorably toward one another ripping off shells. This view is perfect for pinpointing artillery strikes. Actually, more often it's used to yell at your squads to back off just before one hits. Occasionally this cool overhead view can give the Commander some big-picture insight that he'll want to share -- "There's armor flanking your APC around the building to your right," -- but staring at this view too long is a bad idea because you might miss what's happening elsewhere on the map.
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Fight Club News: Delays Delays!!!! Posted by hapirott on Wednesday, February 16 @ 10:50:22 HKT (92 reads) Topic Battlefield2 (Dice-EA)
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Delivery Delay
Battlefield 2 will be released between April and June in Electronic Arts' first financial quarter rather than in March as had been anticipated, the publisher admitted this week, as it reported uncharacteristically normal results that realistically still ought to leave its accountants' knees trembling like ravaged peasant girls lying on a bed of roses.
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The sequel to Battlefields 1942 and Vietnam, BF2 is set in the near-future as three factions (the USA, China and a Middle-Eastern Coalition) battle for control of, well, control-points. No reason has been given for its delay, but it isn't the first time that EA's near-future warring has slipped up; last year the publisher delayed console title Battlefield: Modern Combat (PS2, Xbox, Xbox 2) until November 2005 in order to add a singe-player mode.
Meanwhile, EA finally had its wicked way with Battlefield developer Digital Illusions CE (DICE) after much heavy-handed groping of and pushing-away from gartered executives in shadowy boardrooms. Despite having to give up on acquiring complete ownership, EA is now set to become the majority shareholder in the developer with its 59.8 per cent representing a controlling interest - with the potential to rise as high as 67.3 per cent if EA exercises additions warrants in the company at a later date.
Which means there are bound to be a few more Battlefield games around the corner.
Oh, and while we're on the subject of EA and pretty witless metaphors to do with procreation, it's worth noting that when Battlefield 2 does pitch up, it'll be joined on the shelves by Medal of Honor: Dogs of War, which should arrive at around same time. And will hopefully be more along the lines of Medal of Honor: Pacific Assault than previous console WWII FPS Medal of Honor: Rising Sun, which was, in the parlance of this 'ere item, totally and utterly f--
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