Elensar Skrevet 21. desember 2004 Skrevet 21. desember 2004 (endret) The guys over at BF-News.de have finally released some pretty awesome alpha footage of Battlefield 2. It's a 16 minute video, stacking up at 177mb which shows off some pretty intense action from land, air, and sea. 'Cause that's what Battlefield is all about! Ein kan laste ned demoen her: BF 2 Gamplay video EDIT: Hands On Battlefield 2 EA introduced Battlefield 2 to the press last Wednesday. BF-News.de was there too for you and tested Battlefield 2 intensively. The first impression The difference between Battlefield 2 and Battlefield: Vietnam is much larger then the difference between Battlefield 1942 and Battlefield Vietnam . Every aspect of the game is done again. The current version we tested as an Alpha-version is worth it. Obviously because the previously released articles some changes were to expected. Nevertheless we still were a little bit skeptical, because of the double feelings Battlefield Vietnam left behind. Jamie Dawsari, Sergio Salvador and Patrick O'Shaughnessy were brave enough to convince us of the opposite. They have fully done that. We'll try to explain why they convinced us in the rest of this article, cause you can't express it in one or two sentences. They start by using the right mood with the already familiar first class E3 trailer. This almost two minute long trailer was the first film to leave a good impression of what would be possible in Battlefield 2. While Battlefield 1942 and Battlefield Vietnam can be described as team orientated first person action shooters, with Battlefield 2 that's a lot harder. The first impression that we have is a first person action strategy shooter on our hands. Battlefield 2 is a succeeded hybrid. The mixture of first person action and strategy elements are refreshing and they did a perfect job with it. Battlefield 2 doesn't bring all kinds of new features, and lots of times those features look very similar to the ones in other games. Still, those features are very good adoptions of known battlefield features, and not just stolen from other games. In general, veterans of the famous and best first person shooters of the last years will discover lots of famous features again and they will almost certainly be pleasantly surprised. Together with the new features Digital Illusions CE has put in and all the necessary and logical next steps the basic Battlefield idea left behind Battlefield 2 left a very intensive and lasting impression. Nonetheless, it was obvious at many times and while we tested the game, that we didn't have a fully completed games on our hands. Though in general, the product was quite complete and very playable. Still we will keep pointing at the fact that the game is not yet optimal. Optimized code is better, smaller, faster and in generally not as demanding for resources. The behemoth we were working with was the AMD64-400 platform with an NVIDIA 6800 GT which made for some impressive prostrations in Quality and Playability, but DICE and EA don't have the idea that this will be the average hardware a gamer has. The expected code optimizations will therefore have some impact on the resources needed for the game. The game was never stopping to move and even the during the most intensive smoke grenade battles, it didn't make the game lag. It is difficult to say anything about what the minimal system requirements will be. It is confirmed that your graphics card should at least support pixel shader 1.4. 512 MB RAM also seems to be the right number. A CPU of 2.4 GHz can possibly be the minimum. Of course the result will keep improving as the hardware gets better and the best results will certainly be reached with a 3 GHz processor and one of the actual high end graphic cards (6800/X800), but that certainly doesn't mean the game will not be playable beneath these system requirements. We had the ability to fight each other in the Zatar Wetlands Alpha version. This map is a large and far reaching sand-swamp-landscape with lots of hills and some facilities lying far apart. The accent in this map lies with tanks and helicopters. Infantry fights in these far reaching plains will certainly attract snipers. The fights this will start will probably take many players from both teams. Both teams have light and heavy Tanks, APCs and helicopters. Because of the vehicle domination, this map will get very fast, and it takes some time before you get to used to the map. The MEC starts with one spawn point, while the USA has all others. A situation similar like in Tobruk, from Battlefield 1942. The logic behind the map is also similar to Tobruk. You could say: "Zatar Wetlands functions as Tobruk, still looks completely different and doesn't play like it either." In general, the feeling while playing Battlefield 2 is familiar from the other games. You start feeling the "right in it and not just there" quite quick, but in detail, Battlefield 2 is still completely different from the previous games. After Desert Combat and DICE have been making games together for a while, many speculated that battlefield 2 would get to be like Desert Combat with other skins. In some way Battlefield 2 clearly has some elements of Desert Combat, but it isn't the case that they gave Desert Combat different skins, and put Battlefield 2 on the box. The modern weapon systems cause high speed fights over big distances. Battlefield 2 shows impressively how experiences from Battlefield 1942 and Battlefield Vietnam were combined and further developed. There are three sides in Battlefield 2: The Chinese army, the MEC and the USA . The Chinese and MEC soldiers are similar to the Japanese and Germans in Battlefield 1942; these sides don't fight each other. In general the USA army plays the role of aggressor. While playing, the game doesn’t give the feeling that one specific class is popular. They clearly didn't put one side or army in the main role. All classes in the game are equally strong and detailed, and it is hard to say one team has a "build in" advantage over the others. Infantry Infantry is the heart and avatar of a player. The player models are unbelievably detailed. New to all infantry units is the sprint-option, the iron sights and in most cases, the multiple fire modes of the primary weapon. The sprint-option is connected to a key. When you push it, the player can run a lot quicker. All players have an energy quantity (stamina), which diminishes while sprinting. How fast you can sprint depends on the class you play. Light units are faster then heavier ones. While sprinting you can't use your weapons. It takes a while for your aim to return to normal after sprinting. It would be possible to build in a recover phase (and some mods certainly will), but you must not forget that Battlefield 2 is no realistic build action game, and that it doesn't want to be such a game either. Because this is the case in some aspects of the game, very much care is given to the realism, while at other points it's completely put aside. Battlefield 2 doesn’t try to adapt AAO or other simulation games, but follows it's own path. Of course not all people will be perfectly happy with this path, but the compromises taken and the proven solutions give a good compromise for both options, which is playable as all kinds of things. The second new option is the iron sights. All weapons that don't have a scope, now has an iron-sight as second fire (normally the right mouse button), in which you aim over your weapon, like in MOH, COD and other games from the genre. The player will need to adapt to this, as your line of sight will be a lot smaller. The benefit of the iron sights is almost liquidated by this small change and time and lots of battles will prove out whether or not the visual loss will make the iron sights a disadvantage. The third new option for infantry is the multiple fire modes, depending on the weapons you carry. Most weapons can switch between single shot and automatic, other between burst and automatic or other combinations. Because of this all players can choose the right combination of munitions, precision and firepower for themselves. The auto load and the crosshair weren't implanted in the tested version, but they will follow and both settings should be controllable by the player. Classes All armies have their specialties. Each army has seven classes to choose from. Sniper The sniper's clothing can change depending on the environment. Many will recognize the US scope from Counter Strike, but that's the way the scope of the US army looks like. The MEC has invented the Russian Scope again, that many of you will already know from DC. This solution is better. Good snipers can get a serious problem, because they can do lots of jobs for the commander, and because they can do serious damage to the enemy infantry. Snipers are armed with Knifes, Pistols, a scoped rifle, binoculars and smoke grenades. Snipers should not be in the battle, but not to far away from it either. They should work at the flanks or from the background. They were meant to work on their own, but fighting in a 1 vs 1 close combat situation, they will suffer the with the disadvantage. Special Forces These are light and fast units with explosives. The C4 charges will stick to anything: Buildings, Vehicles, and Players. Because of this, there are some very interesting strategically possibilities and the knife kill found a worthy follower. Special Forces are made for close combat and should stop and weaken other units. They are not good for long range firefights and weren't meant to be in them either. Special Forces are useful for taking and holding flags and buildings. Special Forces are not storm troops and shouldn't attack the strongest defenses frontally. "Move around them and don't let them see you" is the advice. Special Forces are armed with a Knife, Pistol, MP, C4, HE-grenades and binoculars. Assault This is an all round infantry unit for all circumstances. The assault has been equipped with body armor, which makes him take less damage. Compared to others he is not as quick and instead of HE-grenades he has smoke grenades. His assault rifle is equipped with a grenade launcher. Besides this, he has a knife, a pistol, and an assault rifle. If this combination doesn't appear very strong, then you should not underestimate the precision of the assault rifle. The grenade launcher is impressive and very well balanced. It causes damage to vehicles and because of the area attacked, it also works against infantry. Small groups of infantry can cause serious damage and should only fear air attacks and the depletion of their munitions. Because of this, assaults should have units carrying the main load. It's their job to frontally attack the enemy while other units support them. For this job assaults are perfect, and very well balanced. They aren't helpless on their own, but less strong. They reach their full potential while working together with other units. Support This class can be described as Heavy infantry with MGs. The support is vital for every infantry operation. With their MP the support class has the possibility to create an infinite fire and even for planes the support class can cause damage. Besides this, the support class can give ammo to other units. The support class can dispense ammo-packs which other units can pick up. These ammo-packs refresh the ammo supply of the player walking over it and picking it up. Support units are very strong on their own, but in combination with other units vital for every team. In vehicles they use their ammo-dispenser in an area-effect. All units within a certain radius around this vehicle get ammo. The support class is armed with a Knife, Pistol, MG and HE-grenades. Because of the body armor they wear, they can take more damage then any other unit. Engineer The engineer is the teams’ mobile workshop. As we know from Battlefield 1942 and Battlefield Vietnam the engineer has the ability to repair vehicles. The engineer now has the possibility to rebuild destroyed facilities and buildings. Because of this he now isn't only useful in combination with vehicles, but vital for the progress of the team. The engineers’ weapons are obviously for defense. The engineer isn't made for attacking in the front. Like the support class the engineer also has an area effect while in vehicles. An engineer in a vehicles functions as a mobile workshop. Vehicles within a certain radius around the vehicle with the engineer inside will get repaired automatically. The engineer can see in which state the vehicles of this teammates are and whether or not they should be repaired. The engineer is armed with a knife, pistol, shotgun and HE-grenades. Medic The medic returns. After a halfhearted forced holiday in Battlefield Vietnam , DICE decided to redo the whole medic and to bring it back in the game. The medic is a light and fast support unit. The medic can dispense med packs, which heal units who walk over them. The new thing with medics, they has is a defibrillator (or short "defib"). This defib is a guaranteed one kill close combat weapon. A hit with this device will eliminate every enemy instantly. Because the defib needs time to recharge, it isn't a fast fire weapon. With a knife you are clearly faster. The defib can also revive teammates back in the game, what obviously is the most powerful feature the medic has. The medic can revive teammates within a 10 second window. The medic can see how long he has by a little heart with an optical countdown (just like the taking the flag in Battlefield Vietnam , but a lot smaller). Besides this the medic also has an area heal effect while in a vehicle. In general, the medic is a unit which operates from the middle of the team. The medic is equipped with a defib, pistol, MP, CE-grenades and Med Packs. He is quick, but not made with the idea to be in heavy fights or to attack the enemy front. The medics’ job is clearly the care and Re-establishment of the team. Multiple options in the medics display make this job easier for him. He can for example see how much health his teammates have, and where the next teammate to be revived is. Antitank The antitank units always were a job for the specialists, and opinions about the antitank unit are never so different with then any other class. Either way, you like them and play them a lot, or you don’t like them and don't have an idea how to handle them. Battlefield 2 requires skill from the tank hunters. Rockets cause a lot of damage against Infantry (area damage) and all other armored vehicles, but at the other hand their mines are still very efficient blockades for friend and foe. The use of the rocket launcher needs some training. As soon as a player activates the goal mechanism (right mouse button) the sight functions as a remote rocket control. As soon as the rocket has been fired it tries to reach the point your aiming at. If this point moves, the rocket will change its path and target. Many people will be familiar with this from Team fortress Classic / Half-life. The rocket has a long range and is quite fast. Still it takes some exercise before you can efficiently take out tanks with the limited rocket supply. Moving targets are very difficult to hit. The rocket launcher has a nice reload time - not to long, not too short. Because of their limited supply, Anti tank units should always be near to support units. They are resistant because of their body armor, these units can support a frontal attack. The rockets are strong and should never be underestimated. Additionally, Anti tank units are equipped with a knife, Pistol and an MP. Together with rocket launchers and mines, this makes for a strong offense unit, if you don't mention their limited ammo. Teamwork All these classes are somehow familiar, but also new. DICE has invested substantial time and work to co-ordinate the interaction between the different classes and to adjust the particular components in such a way that they reinforce each other. An infantry squad that has parts of different classes in it can be very powerful! The squad can work together well. This working together, the team play of Battlefield 2 is supported and requested in all kinds of situations. Communication The key to successful teamwork is communication. This aspect is within Battlefield 2 is so elementary, that you can only see after playing the game how useless other solutions are. Voice communication by Voice over IP (VOIP) is an integrated function. This voice communication isn't just some Teamspeak that works beside the game. It's far more, a tool functioning in the game and made precisely for it's uses within the game. The voice communication works together with the troop structure of Battlefield 2. While other tools expect people to create different channels themselves, in Battlefield 2 all squads get their own channel automatically and because of this they won't interfere with other squads. On the other hand, we got communication 'upgrades' between the different squad leaders, so teams are still in contact with each other. Along with this, there are the radio commands, which aren't placed at the F-keys anymore, but on a onscreen menu with it's own aim. The Q-key is the default key to activate this menu, and as long as you hold it the menu will stay active. In the active menu the player moves the mouse. This needs a little bit of exercise at the start and you make some mistakes while in a hot situation. But after you got a little bit of training with it, you don't want it any other way and you can't do without it. In the middle of the screen the aim of the player is displayed in a somewhat larger grey circle. The radio commands are around this circle, like "Yes", "No", "Need help", etc. The game makes out what's in the middle of the circle. If you activate the menu while aiming at an enemy tank and you click "Spotted" (the middle button), then you hear the radio command "enemy armor spotted". Helicopters and planes are also recognized this way and the right radio command will be issued. On the minimap you can see who signaled what where for a short time. The other radio commands also display the person who sent it, which makes orientating and finding the person a lot easier. In the game, communication gets used very often and is a loved function which it should be. Battlefield 2 understands perfectly how to bring multiple functions together, and to keep their use simple. The VOIP features of Battlefield 2 can be configured, activated and deactivated as you wish, so you aren't forced to use them. The modification and new development of the radio commands worked out good, and the work in modifying it is reworded with a precise to use tool, which allows people to send complex message with just a mouse click. Squads Teams can work together in squads with a maximum of 6 players. Every squad has a squad leader. In theory, all players can make their own squad and all players are free to move into a squad or not. The squad leader decides whether or not a certain player can enter his squad or not. The squad leader can also kick unwanted players. Squad leaders can mark waypoints and tactical targets. These are marked with colorful smoke grenades and marks on the minimap. Waypoints, that should be taken over or reached are also marked with a direct pad from the actual position to the waypoint itself. Screen Members of a squad are shown on their HUD in which direction the other members of their squad are. Members of a squad are marked in green; this was previously only the case with buddies. Squad leaders can create temporary spawn points for their members on the map. These spawn points can only be used by the squad and will only exist for a certain time. This spawn point also has another color; it's green what makes its identification simpler. A squad is the smallest organized group that exists on the battlefield. You'll see quickly that lone wolves which aren't in a squad have a difficult life, because the only way they can communicate is through the radio commands. Linker: www.totalbf2.com www.planetbattlefield.com Endret 21. desember 2004 av Zernick
ttt Skrevet 21. desember 2004 Skrevet 21. desember 2004 Object not found! ikkje mykje å finne på den linken.
Elensar Skrevet 21. desember 2004 Forfatter Skrevet 21. desember 2004 Object not found! ikkje mykje å finne på den linken. hmm, lasta det ned der ifrå for 30 min sidan... prøv denne: BF 2 Gamplay video
Campari Skrevet 21. desember 2004 Skrevet 21. desember 2004 Så jo bra ut, god gammeldags BF stil. Det liker jeg! Men fallskjermhoppinga er fortsatt dårlig og jeg så ikke noe til de ødeleggende bygningene...
ttt Skrevet 21. desember 2004 Skrevet 21. desember 2004 (...) jeg så ikke noe til de ødeleggende bygningene... dette er sikkert noko som det tar langt tid å lage ferdig, så det er nok ei stund før vi får sjå dette.
Campari Skrevet 21. desember 2004 Skrevet 21. desember 2004 (...) jeg så ikke noe til de ødeleggende bygningene... dette er sikkert noko som det tar langt tid å lage ferdig, så det er nok ei stund før vi får sjå dette. Ja, det er vel godt mulig. Synd videoen kun viste 16 minutter fra et brett, men hvor mye kan vi forlange...
Belfez Skrevet 21. desember 2004 Skrevet 21. desember 2004 kjermen blir bare svart hos meg noen forslag som får det til å funke
Elensar Skrevet 21. desember 2004 Forfatter Skrevet 21. desember 2004 kjermen blir bare svart hos meg noen forslag som får det til å funke last ned ny codec.
Dandar Skrevet 21. desember 2004 Skrevet 21. desember 2004 No har eg lasta ned video`en. Kjem med tilbakemelding om ikkje så altfor lenge. Tips, bruk VLC Media Player, då trenger du ikkje og installera mykje codecs.
Lucas Skrevet 21. desember 2004 Skrevet 21. desember 2004 syyykt det store mappet !?? ser dere hvor stort det er ? og grafikken når den båten kommer kjørende, *gispe etter luft* BF2 for evah
knuttern6 Skrevet 21. desember 2004 Skrevet 21. desember 2004 ingen av linkene funker for meg.. kommer "klarte ikke lagre lenken. Nettsiden kan ha blitt fjernet eller endret navn" (firefox)
M@R7!N Skrevet 21. desember 2004 Skrevet 21. desember 2004 (endret) Noen som har en fungerende link, eller må jeg ta google i bruk? Edit: Kanskje jeg finner den på gamershell? Veldig bra fart der Fysj, siden var nede Så nå må jeg laste ned fra bf-news i 38kb/s Endret 21. desember 2004 av M@R7!N
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