Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » All about modding JA2 » New Mod: Fight For Freedom
Re: New Mod: Fight For Freedom[message #305387] Wed, 30 May 2012 19:33 Go to previous messageGo to next message
lockie

 
Messages:3926
Registered:February 2006
Location: Scotland
Quote:
It was quite realistic but in the end I ended up just reloading again and again which made me realize that's no way to have fun.


It's called 'tactics' , learn em and don't be too proud to run/hide !


Re: New Mod: Fight For Freedom[message #305389] Wed, 30 May 2012 19:46 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
Quote:
I tried playing an 1.13 game like that once. I had tripled the amount of damage dealt by all sources. A headshot even from a pistol was lethal. It was quite realistic but in the end I ended up just reloading again and again which made me realize that's no way to have fun.

Its not so bad in FFF as it may seem at first glance.
One maybe has to play this for themselves to get the full picture.
But tripling the damage sounds very excessive.

I try to get it across as best as i can, and the rest i have to report shines a different light on it.
Please dont think that the mod is crazy hard or something.
As said earlier, the weaponsystem in FFF plays a big part in understanding this.
Im tempted to post about it now, but i would rather wait another day to give other interested users a chance to chime in.
Also the maps are made with this in mind, so you have much more cover spots then in the vanilla maps.

But the Scorpion also urged me to test this more and report how the realism to fun ratio is and to maybe reduce weapon damage if it is too bad.
For me it isnt.

To elaborate a bit, when i fired the mod up first i played it on expert. But the test build was balanced for expierenced which i didnt knew.
What that means is that i played a game which was very much like insane with 30 elites in a single counter attack and a constant flood of soldiers, not to mention the ridiculous garrisons.
I was able to deal with this without too much grief, and im surely not the best player in the world. It wasn
Re: New Mod: Fight For Freedom[message #307700] Wed, 18 July 2012 23:28 Go to previous messageGo to next message
lockie

 
Messages:3926
Registered:February 2006
Location: Scotland
Anything, Hazmat , to report on your test mod ? Smile


Re: New Mod: Fight For Freedom[message #307706] Wed, 18 July 2012 23:54 Go to previous messageGo to next message
usrbid

 
Messages:1556
Registered:December 2008
Yah, can I download the Alpha somewhere? I will provide play test feedback, just tell me where to post.


Re: New Mod: Fight For Freedom[message #307731] Thu, 19 July 2012 17:10 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
If you want to play this, it would be best to contact The Scorpion. He gave it to me, so he probably is willing to give it to other familiar members. But keep in mind that it is strictly in german so far.

Well as a progress report, I'm half way through the mod. On the recomended difficulty(expierenced), you will not be bogged down too long in the first area of the game. I picked up a good deal of recruits and Skyrider is also around. Though his eggbeater looks different of course. I've also found some wheels and was in a good position to start the next phase.
The game sure got more challenging afterwards and the plot thickend. Can't really go into details on that though.

Let me talk a bit about the weapons, which I consider the meat of the mod.
You really need to apply the guns to their intended role. A standart setup would be a rifle and a smg or pistol. The rifle has high AP costs, and it's very difficult to get off two decent shots per round with the bolt actions. The semi-autos are a tad faster, but if you fully aim a shot, don't think about a second one if you fight at range. Also the system heavily emphazises being prone in combat.
Most importantly it gives you the accuracy you need, you won't have a great cth at range otherwise. There are some aim assist attachments, but they aren't over powered. I think I have made like three total headshots in daylight so far, you really have to go for center mass. Sniper rifles are dumb, as of now. The hard truth is that a normal rifle with a scope will perform better. But that is supposed to change in the future.

Smg's and pistols really shine in close ranges. Not only due to the low Ap costs, but also due to their good cth at short ranges. A rifle, while stronger, will not have the same base cth in close ranges, as an smg does. So you pretty much have to equip every soldier with two guns. And don't think about going for range with these, the cth will drop very hard after a certain point. You can still magdump beyond range, but don't expect a lot of hits. Like, one in twenty if you're lucky.

Automatic weapons are spray&pray for the most part. If you are prone and not to far away you can get some good shots, but other than that it's firepower over accuracy. I had some good results with the BAR and tracer ammo, but setting up your shooter and the flow of combat can be difficult at first. I got used to it over time, and now use MG's to supress or clear out enemies which I have lead to a certain area.

Heavy guns are awesome. I hava a Bazooka, some rifle grenade launchers and one or two Panzerschrecks(single use) with me at all times. I've not met a tank thus far, but they have saved my bacon numerous times. Even with the high damage and low armor, enemies will take some pain till they die. Especially when you have progressed a bit. You just need something to explode a group when it get's too close for comfort.

I changed my style for this mod quite a bit, and favour position and range advantage over my old tactics. I've also removed my flak vest's and only use uniforms and steel helmets. It's more intense this way, I feel. Not unfairly hard, but two good hits can kill you. With that said, the mod is more unforgiving with tactical mistakes, but I got used to it while playing. It probably sounds harder than it plays, after you have overcome the initial culture shock.

Another thing I would like to mention is night combat. Avoid it like the plague, if you don't have night ops. There are only two equipment items which increase you base vision at night. That's it. Two items for your whole roster. You can pick up night scopes like the Snooper or the Vampire system(haven't found that one) but you can't silence those guns. The Ai is really good at forming a circle around your gunfire, and suddenly shooting you in the back.
If you have night ops in your team, it can be really powerful. I gave Igor a De Lisle and one of the items, which turned him into a killing machine, as long as he stays undetected. On his own, he will die once detected.
Re: New Mod: Fight For Freedom[message #307740] Thu, 19 July 2012 19:35 Go to previous messageGo to next message
lockie

 
Messages:3926
Registered:February 2006
Location: Scotland
thanks Hazmat , and the 'feel' of the mod , is it WW2 authentic ?


Re: New Mod: Fight For Freedom[message #307748] Thu, 19 July 2012 21:44 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
I would say so. At least what I've seen is authentic.

http://lpix.org/738188/jagged.jpg
Re: New Mod: Fight For Freedom[message #307753] Thu, 19 July 2012 22:36 Go to previous messageGo to next message
lockie

 
Messages:3926
Registered:February 2006
Location: Scotland
Crikey , looks good . If only Scorpion was able to play with others ..... Sad


Re: New Mod: Fight For Freedom[message #321917] Mon, 24 June 2013 09:58 Go to previous messageGo to next message
NewAgeOfPower

 
Messages:112
Registered:June 2010
I hope this doesn't count as necromancy, but by god, the bridge map looks GORGEOUS. I almost had tears streaming at th-

Anyways, anyone have a storyline-driven mod or at least somewhat different mod with great maps? I heard someone named smeagol made great JA2 maps...

EDIT: I have played Arulco Revisited/1.13 and Urban Chaos/1.13, in addition to the original.

[Updated on: Mon, 24 June 2013 10:03] by Moderator

Re: New Mod: Fight For Freedom[message #321918] Mon, 24 June 2013 12:58 Go to previous messageGo to next message
lockie

 
Messages:3926
Registered:February 2006
Location: Scotland
Try Deidrianna Lives 1.13 , links at mod forum .


Re: New Mod: Fight For Freedom[message #321980] Tue, 25 June 2013 17:31 Go to previous messageGo to next message
Hawkeye

 
Messages:1903
Registered:October 2005
Location: Australia
Fight for Freedom is out there, just not available here, Renegade Republik is a fine mod made by the same creator, though is an older mod that does have some bugs, but still highly enjoyable if you don't have to have all the latest 1.13 bells and whistles.


Re: New Mod: Fight For Freedom[message #321987] Tue, 25 June 2013 18:50 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
Scorpion is banned here.

So it's rather difficult to find him now.

As I know, sometimes he visits our Russian forum http://forum.ja2.su Hi's nick is assassin.

Last time he visited us 22 May 2013 and asked something about Metavira.

So you can try to contact him. Smile

☆★GL★☆
Re: New Mod: Fight For Freedom[message #321994] Tue, 25 June 2013 19:39 Go to previous messageGo to next message
lockie

 
Messages:3926
Registered:February 2006
Location: Scotland
So , where is it available then ? Did he ever finish the single player game ?


Re: New Mod: Fight For Freedom[message #322035] Wed, 26 June 2013 01:55 Go to previous messageGo to next message
Hawkeye

 
Messages:1903
Registered:October 2005
Location: Australia
He did have a working single player game that was still under testing, I believe there's a post elsewhere in the pit, mentioning some of it's features and the tester's experiences. An English version was never released, and the German one was a closed/limited release as far as I know.


Re: New Mod: Fight For Freedom[message #322329] Tue, 02 July 2013 09:27 Go to previous messageGo to next message
NewAgeOfPower

 
Messages:112
Registered:June 2010
Why did he get banned?
Re: New Mod: Fight For Freedom[message #322331] Tue, 02 July 2013 11:05 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3807
Registered:July 2009
For sufficient reasons that need not concern us in detail at such late a point.


Re: New Mod: Fight For Freedom[message #328465] Sat, 23 November 2013 10:28 Go to previous messageGo to next message
winehouse

 
Messages:92
Registered:October 2012
Any way to contact Scorpion? He no longer replies to his Swiss mail account. He must be a big shot lawyer by now...
Re: New Mod: Fight For Freedom[message #328467] Sat, 23 November 2013 12:14 Go to previous message
lockie

 
Messages:3926
Registered:February 2006
Location: Scotland
Yeah , just disagree with anything he says and he's sure to storm back .......


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