|TG| TacticalGamer.com (North America)

Player feedback for all Project Reality: Battlefield 2 servers.
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Dirtboy
Posts: 229
Joined: 2007-03-27 19:43

|TG| TacticalGamer.com (North America)

Post by Dirtboy »

Server Name: TacticalGamer.com Public server 64.34.161.157

Server Size: 62/64 (Server is full at 62 due to supporting membership slots)

Server Location: Texas, USA

Map Rotation: Dynamic List

Server Rules:

See Below:


Server Admin(s):

http://www.tacticalgamer.com/battlefiel ... dmins.html

Smart Balance: enabled. 2 threshold

Team Kill Auto Kick/Ban: 6 punishes before auto kick / auto ban

Squadless Kick: enabled

Reserved Slots: 62

High Ping Kick: Disabled

Ban Appeals Forum Link: Here

TeamSpeak/Ventrillo/Mumble Server: Tacticalgamer Mumble channel on Official PR Mumble server

Server Website: Tactical Gamer

d1sp0sabl3H3r0 wrote: 1. Respect your fellow gamers, the admins and the Tactical Gamer community.

CliffsNotes version: Don't be a jerk. Treat others how you want to be treated.
  • We do not allow racist comments or names, nor do we allow strong sexual connotations for in-game communications, including but not limited to: squad names, player names, any form of chat or any form of voip communications.
  • Players will respect any and all admin decisions. Disagreements are to be taken off-line by utilizing our Contact an Admin forums. Public disagreement can and will be met with removal of the player(s) from the gaming server, so consider this post an official warning. Further disruptions will result in a ban.
  • Players will additionally respect the TacticalGamer community and it's rules and policies, including but not limited to the rules on the game server, supporting member kicks, etc. Per the above statement regarding public disagreement with the policies of the community, please take any issues off-line from the gaming server. The admins will remove disruptive players.
  • Mumble-specific rules:
    • 1a. Conversations outside of team planning are to end at the 2:00 mark on the countdown timer before a round starts.
    • 1b. Team planning conversations should occur in the leadership channels only.
    • 1c. Do not spam force-center. Force-center is to be used in the leadership channels only.
    • 1d. Behave in a mature and respectful manner at all times. Keep your language acceptable at all times. If a player or admin asks for the language to be toned down, do it immediately and without argument.
2. Realism rule

CliffsNotes version: Play the game right.
  • The goal of Project Reality is to mimic real life combat in as close of a manner as possible in a computer game while still keeping game play fun. At TacticalGamer, we emphasize playing the game using real-world tactics and realistic game play. As such, we disallow activities on the server that are contrary to this goal and will remove players abusing aspects of the game or gaming engine that do not follow this guideline.
  • Below are several specific activities that violate the "Play the game right" philosophy and will result in a warning, kick or potentially a ban from the admins for offending players. Final judgment is left to admin discretion, so it is advisable to avoid any of the listed situations and others where activities could be deemed to be abusive and unrealistic.
    • 2a. Players may not intentionally teamwound or teamkill.
    • 2b. Non-insurgent factions may not use suicide vehicles to attack the enemy, nor may they use vehicles to ram other vehicles intentionally.
    • 2c. Players may not abuse the game physics for vehicles to continously run over enemy soldiers.
    • 2d. Game engine exploits and/or map exploits may not be used for advantage.
    • 2e. Vehicles that have both a driver/pilot position and a primary gunner position must be crewed by 2 players with the proper kits to operate those positions at all times. If a crewman is killed or is lost via disconnection from the server, the driver is responsible for returning the vehicle to the safety of the main base immediately. Vehicles may not be one-manned from the main to pick up a second crewman or pilot.
3. Follow the chain of command

CliffsNotes version: Do what your squad leader says. If you are a squad leader, do what your CO says.
  • Tactical Gamer requires players to follow the orders of their squad leaders and/or their commander. Failure to follow orders can result in removal from the server. To avoid any conflicts, make sure that you communicate with the commanding officer.
  • Additional rules to be followed regarding orders:
    • 3a. Squads require at least two players to be locked.
    • 3b. Players may not take a vehicle currently in use by another squad. Once a vehicle has left the main it is considered to be in use and permission must be received from the squad that took the vehicle or the commanding officer before another squad may take that vehicle.
    • 3c. Vehicle assets may be assigned to a specific squad only through the orders of the commanding officer. If there is no commanding officer, vehicle assets are available on a first-come, first-serve basis.
4. Main bases are off-limits

CliffsNotes version: Keep the fight away from the mains.
  • Main bases are locations where a team has permanent spawns for infantry and/or vehicles, and are off limits to attack except as noted below. The maps in Project Reality offer plenty of real estate to fight over, so go fight over the 95% of the map that isn't the main base.
    • 4a. Main bases may not be fired in to nor out of unless and until the last flag for a team is in play (marked with the orange attack marker). Exception: Players may enter the enemy main for attack or capture purposes when the flag in play immediately prior to the main base flag is neutral.
    • 4b. Area attack (JDAM, artillery, mortar) may only be used on a main base that is capturable (the main itself is a flag) and it is marked for attack with the orange attack marker or is neutral (gray).
    • 4c. Exits from a main base may not be camped. This rule does not apply once the main becomes a valid target (see a and b above).
    • 4d. Aircraft engaged by enemy aircraft away from the main may be followed back to their main and engaged until they have landed. Only the aircraft may be engaged under these conditions, nothing else in the main may be engaged.
    • 4e. In Insurgency game mode, mosques with permanent spawn points are to be considered a main base and are subject to all rules above.
  • Rule 4a above allows for entry into an enemy main base if it is also their last flag when the prior flag goes neutral. They may not attempt to destroy vehicles or otherwise engage in base "rape" activities. They are allowed in specifically for the purposes of capturing the enemy flag or positioning themselves to attack once it comes in to play. These troops may be engaged and may fight back at this point. If the prior flag returns to complete control of the enemy team, those players who entered the main must attempt to exit as quickly as possible. They may be engaged and may fight back during this time, but they must be making an effort to leave the main base in doing so. Failure to attempt to leave may result in administrative action being taken.



FREQUENTLY ASKED QUESTIONS


:arrow: You are responsible for all actions taken on your account, regardless whether it was you on the account at the time. The decisions of the admin team still stand even if it actually was your brother, your roommate, your cousin, your friend, your girlfriend, your boyfriend, your sister, your nephew, your neighbor, or your dog using your account.


:confused: :arrow: If you were unexpectedly kicked while following the server rules, it was likely because of the "auto-admin script" running on the server. This script automatically kicks players for three reasons, listed below. Please review these cases before creating a ban-appeal!


:o ops: :arrow: If you think you WERE violating the server rules, CLICK HERE to resolve the issue.Note: Un-ban requests in the general forums will be locked!


Non-supporting member joins a "full" server (62/64)Two player slots are reserved to allow the script to process joining players. The server is FULL at 62/64 players. When a non-supporting member joins the server when it is full (showing 62/64), they will be "kicked" after fully loading the map. Unfortunately, we cannot edit the following kick message to indicate that the kick was for a supporting member, and not due to your behavior.

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When this happens, just re-connect once the server population drops below 62. Also, be aware that the in-game browser doesn't always show the updated player-count.




Kicks for not being in a squadOur server requires all players join a squad within 90 seconds. This applies to both supporting members and non-supporting members alike; both will be kicked if they do not join a squad. This kick operates whatever the server population. If you do not join a squad within 30 seconds, you will begin seeing repeating warnings in the top left of the screen:

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After being squadless for 90 seconds, you will be auto-kicked from the server with the following notification:

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Non-supporting member kicked to make room for a Supporting MemberThose who donate to help pay for the servers (Supporting Members) are given priority access over non-Supporting Members. When a SM joins the full server, the auto-admin script kicks the non-Supporting Member who has been playing on the server the longest. One player in & one player out, keeping the server population at 62/64, ready for the next supporting member to join. This is fair, as it gives everyone a chance to play and experience our way of gaming.
Last edited by fuzzhead on 2010-06-01 21:29, edited 6 times in total.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: TacticalGamer.com

Post by Outlawz7 »

The bridge from the Russian main to the Village may not be destroyed.
FYI the bridge is off limits to Chechens now, the RU base dome of death incorporates it, so no need for that rule anymore..?
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: TacticalGamer.com

Post by Rudd »

FYI the bridge is off limits to Chechens now, the RU base dome of death incorporates it, so no need for that rule anymore..?
it can be done still, its good that TG clarify the situation because of that
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Portable.Cougar
Posts: 1192
Joined: 2007-03-03 01:47

Re: |TG| TacticalGamer.com (North America)

Post by Portable.Cougar »

It can still be destroyed by Area Attack and IEDs very easly.

Our rule is in place to stop that.
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: |TG| TacticalGamer.com (North America)

Post by fuzzhead »

got to fix that one of these days :P
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: |TG| TacticalGamer.com (North America)

Post by Outlawz7 »

Clone the bridge and make and indestructible version perhaps?
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Viper5
Posts: 3240
Joined: 2005-11-18 14:18

Re: |TG| TacticalGamer.com (North America)

Post by Viper5 »

Or just make it repairable?

Anyways, great server. Only one I've played on for awhile now because its populated every night by both TG and other guys who know what they're doing.
Last edited by Viper5 on 2009-08-07 12:36, edited 1 time in total.
RememberTheAlamo
Posts: 173
Joined: 2009-02-12 00:58

Re: |TG| TacticalGamer.com (North America)

Post by RememberTheAlamo »

TG is the only server I ever play on now
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: |TG| TacticalGamer.com (North America)

Post by Gore »

TG is by far the best American server.

Been wanting to see my stats so I looked it up. I'm ranked at 354 or so with 220 hours. Feels like ALOT more tbh. Makavelli is on top with almost 2000 hours, that's crazay shiz, nerd.
Last edited by Gore on 2009-10-08 22:47, edited 3 times in total.
Dirtboy
Posts: 229
Joined: 2007-03-27 19:43

Re: |TG| TacticalGamer.com (North America)

Post by Dirtboy »

Gentlemen,

If you are on our server and experience hackers, griefers, and general asshat's and there isn't an admin on...please PM me their name and what time the instance occurred. But don't pm me if they stole your chopper...that would just be super lame ;)
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Donrhos
Posts: 16
Joined: 2007-10-21 06:37

Re: |TG| TacticalGamer.com (North America)

Post by Donrhos »

Yes, and we can get their adress and go visit those hackers ;)
sparks50
Posts: 1128
Joined: 2008-07-16 21:30

Re: |TG| TacticalGamer.com (North America)

Post by sparks50 »

The best server for public teamplay in PR in my opinion :)
Last edited by sparks50 on 2009-08-26 01:32, edited 1 time in total.
Lawer01
Posts: 67
Joined: 2008-08-12 12:09

Re: |TG| TacticalGamer.com (North America)

Post by Lawer01 »

Is the Battlerecorder on?
d1sp0sabl3H3r0
Posts: 439
Joined: 2007-07-03 20:57

Re: |TG| TacticalGamer.com (North America)

Post by d1sp0sabl3H3r0 »

TG is running 0.874 and the VOIP issue is resolved - game on!!
d1sp0sabl3H3r0
Posts: 439
Joined: 2007-07-03 20:57

Re: |TG| TacticalGamer.com (North America)

Post by d1sp0sabl3H3r0 »

This probably should be included in Dirt's opening post as it answers the most common question/complaint we get on our server, which is "Why was I just kicked?". Here are the answers to that question:
:arrow: You are responsible for all actions taken on your account, regardless whether it was you on the account at the time. The decisions of the admin team still stand even if it actually was your brother, your roommate, your cousin, your friend, your girlfriend, your boyfriend, your sister, your nephew, your neighbor, or your dog using your account.


:confused: :arrow: If you were unexpectedly kicked while following the server rules, it was likely because of the "auto-admin script" running on the server. This script automatically kicks players for three reasons, listed below. Please review these cases before creating a ban-appeal!


:o ops: :arrow: If you think you WERE violating the server rules, CLICK HERE to resolve the issue.Note: Un-ban requests in the general forums will be locked!


1. Non-supporting member joins a "full" server (62/64)Two player slots are reserved to allow the script to process joining players. The server is FULL at 62/64 players. When a non-supporting member joins the server when it is full (showing 62/64), they will be "kicked" after fully loading the map. Unfortunately, we cannot edit the following kick message to indicate that the kick was for a supporting member, and not due to your behavior.

Image

When this happens, just re-connect once the server population drops below 62. Also, be aware that the in-game browser doesn't always show the updated player-count.






2. Kicks for not being in a squadOur server requires all players join a squad within 90 seconds. This applies to both supporting members and non-supporting members alike; both will be kicked if they do not join a squad. This kick operates whatever the server population. If you do not join a squad within 30 seconds, you will begin seeing repeating warnings in the top left of the screen:

Image


After being squadless for 90 seconds, you will be auto-kicked from the server with the following notification:

Image








3. Non-supporting member kicked to make room for a Supporting MemberThose who donate to help pay for the servers (Supporting Members) are given priority access over non-Supporting Members. When a SM joins the full server, the auto-admin script kicks the non-Supporting Member who has been playing on the server the longest. One player in & one player out, keeping the server population at 62/64, ready for the next supporting member to join. This is fair, as it gives everyone a chance to play and experience our way of gaming.

Note: If you are tired of being kicked from your favorite server and decide to support the community here with a Supporting Membership subscription, be sure to register your BF2 Player ID with TG to never be kicked for a SM again!






If just need an admin, your best bet is to get on TeamSpeak, and find one in any of the Battlefield subchannels (PR, PoE2, or 2142). If it's early in the day or you can't find one on TS for some reason, please make a post in the Contact an Admin forum. This semi-private forum is monitored by all BFx admins, and your post will get a prompt response. You will only be able to see threads you have started and will not be able to see other player's threads.


(For reference, the complete list of admins is here: Tactical Gamer - Show Groups. Scroll down to the "Administration - Battlefield" section)
Last edited by d1sp0sabl3H3r0 on 2009-09-08 17:42, edited 2 times in total.
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: |TG| TacticalGamer.com (North America)

Post by fuzzhead »

also you forgot idle kicks dispo, i updated dirtyboys first post btw
Mongolian_dude
Retired PR Developer
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Re: |TG| TacticalGamer.com (North America)

Post by Mongolian_dude »

I feel that the supporting member kick could be better refined from its current state.
When a player is kicked for a supporting member, they are not allowed to join the server for 1/2 minutes. Im sure all the players that have experienced the SM kick are pretty annoyed by it, but its your server and your free to operate it as such.

However, when a player is kicked to the server browser, being forced to wait an extra minute to rejoin, despite there being perhaps 1 or even 2 free slots in the server, one can only look on in envy as those slots are filled over the remaining minute(s). Insult the injury :(

Aside from being rather demoralising, the extended wait time also increases the negative externalities in a SM kick. Essential members to squads or vehicle crews disappearing for lengthly periods of time disrupts the flow of a round and often makes players' hard work become void. Injury to insult :(


Short stories for an Un-supporting member:

At the culmination of an ambush, he turned to see his gunner slumped, dead, limp arms cradling the TOW system like an old lover. A sniper? No. Not a shot, nor a trickle of blood against his uniforms rugged shades of grey. Garnett was fitter than he was, it couldn't have been a stroke. He shook him at the knee but lifeless eyes looked through him.
How would he ever explain it to his dead-comrade's wife? Or himself?

The rotors groaned and churned, through hot turbulence. He was only a weapons officer and the conditions for auto-rotation were all wrong. Recovering a failing bird was a job for a pilot. Besides, he'd never been great at it anyway. Again, his cries were met with a static crackle. He glanced into his mirror for a glimpse into the pilot compartment, no more than two feet behind him. There was no sign of life.
Was this a bad dream? No. In nightmares, you always wake up before you die.

With the engine idle, a T-90 grazes lazily in the pasture, and single crewman gazes skyward at the sparse cloud, from atop the olive-brown turret. It was noon and his reassigned gunner had yet to report in. In the distant sky, an F-16 drove from orbit and spat a hail of red-hot flame, and all sorts of other hellish things into the gorge.
The distant battle could not bode well without him, he thought. They were running out of time, if not lives.


Familiar tails from a TG battlefield, some of us will agree. You weren't there, man! You weren't there!

...mongol...
Military lawyers engaged in fierce legal action.

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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: |TG| TacticalGamer.com (North America)

Post by Rudd »

Just wanna say I've had some fantastic rounds of late with squad members such as Riff and Ghost180. pubbers who I've not really played with b4. The lack of mumble users on TG does disappoint me ofc, but it is the only server I've found that can maintain the kind of teamwork I see on mumble only servers, without mumble :)

On Tuesday I think we had a al kufrah round, I led the main BMP squad, and it was 100% perfect. We killed all the bradleys and still sucessfully completed all our transport duties. Though this led to half the enemy rage quitting by the next round :(

The only negative feedback I can offer is that there appears to be a tiny bit of lag on the server sometimes. I get a ping of 89 which is fantastic considering I'm accross the pond, but even the American players seem to notice it when it happens.

And a suggestion would be that TG needs to run a special event sometime, the current maps are getting very overplayed, but there are some underplayed maps and underplayed layers. For example, al kufrah 16 or Qinling 16, or Qinling 64 in fact. A special night to play these maps would be fantastic, and low effort from the admins. All that is required is a Week's advertising with a thread, a passworded server on the night and a nice picture to catch people's eye :) (assuming you don't want to run a hardcore organised night with signups)
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: |TG| TacticalGamer.com (North America)

Post by snooggums »

'[R-MOD wrote:Mongolian_dude;1134436']I feel that the supporting member kick could be better refined from its current state.
When a player is kicked for a supporting member, they are not allowed to join the server for 1/2 minutes. Im sure all the players that have experienced the SM kick are pretty annoyed by it, but its your server and your free to operate it as such.

However, when a player is kicked to the server browser, being forced to wait an extra minute to rejoin, despite there being perhaps 1 or even 2 free slots in the server, one can only look on in envy as those slots are filled over the remaining minute(s). Insult the injury :(

Aside from being rather demoralising, the extended wait time also increases the negative externalities in a SM kick. Essential members to squads or vehicle crews disappearing for lengthly periods of time disrupts the flow of a round and often makes players' hard work become void. Injury to insult :(
Although it is great to have non-supporting members on the server, the reserved slot system is part of what keeps the server available through funding and having a large portion of the TG community able to play (since they wouldn't be able to join a full server without the kick). Of course the kick only comes into effect when the server is full and only affects the longest playing non-SMs so the idea is that people who have had the most time to enjoy the server are getting kicked first. If we kicked the shorter timed players, then they wouldn't have a chance to play at all when the server stays close to full.

The lack of a crew member is only an issue if the squad is locked and the new player can't join or the player does something else. If the squad stays locked for the kicked player, it is their own fault for making that asset useless during the period if they wait for them to rejoin. I've had plenty of squad members get kicked (including SLs) due to SM so I feel the effects too, but it is necessary to allow the supporting players to join.
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