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Battlefield 2

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Old 12-13-2004, 11:54 AM
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Battlefield 2

This one looks like its coming along nicely.

The sequel to GameSpy's 2002 Multiplayer Game of the Year promises to deliver an entirely new online teamplay experience.

Release Date: March 1, 2005


"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. Battlefield 2 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.

Never a Man Left Behind

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 roleplaying 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.

Commanders and Squads

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.

[img]//pcmedia.gamespy.com/pc/image/article/572/572130/battlefield-2-20041209013718659.jpg[/img]

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.



Finishing Touches

The pre-alpha version of the game we played was fairly stable, but the focus of development for the next few months was clear. The vehicle physics still felt a little 'off' in this version, with the buggies steering like broken tricycles. I was fortunate that the APCs were amphibious, since I must've driven them off of the bridges five or six times. But the team is committed to tweaking the vehicles until they have a solid feel. Similarly, the weapons are being tweaked and balanced to give better feedback when you hit opponents. One encouraging thing to note is that even in this early version, there was a much better balance of equipment than we found in Battlefield: Vietnam, where American heavy machineguns smoked the map every time.

Still, EA has decided to avoid the Holiday rush with this game, releasing it late March of next year. That gives the team plenty of time to polish the core gameplay we experienced until it gleams. From what we've seen so far it looks like Battlefield 2 has all the trademark multiplayer action of the original, but with new ways to communicate and run a team that will really take it to the next level. We'll have more details over the coming months on GameSpy.com, or you can always head over to PlanetBattlefield to get your fix!



















Old 12-13-2004, 01:11 PM
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the missle thru the chopper is dope!
Old 12-13-2004, 09:12 PM
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that look awesome
Old 12-13-2004, 10:22 PM
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$20 says the controls still suck and there's still shitty network code and horrible clipping problems.
Old 12-14-2004, 12:19 AM
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Originally Posted by nokio
the missle thru the chopper is dope!
Old 12-15-2004, 11:27 AM
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Originally Posted by ABreece
$20 says the controls still suck and there's still shitty network code and horrible clipping problems.
Yeah the clipping problems were an still are an issue with BF1942. Which controls did you think were messed up?

And most of the 40 person servers i play on have an AVG ping rate of 40-50.

Lets just hope they can iron out most of the bugs with this one though. It shows a lot of promise.
Old 12-15-2004, 01:29 PM
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Originally Posted by Chaptorial
Yeah the clipping problems were an still are an issue with BF1942. Which controls did you think were messed up?

And most of the 40 person servers i play on have an AVG ping rate of 40-50.

Lets just hope they can iron out most of the bugs with this one though. It shows a lot of promise.
All of the controls felt horrible. Movement was soft and mushy, response was slow as shit, switching weapons has NEVER worked right. If you want an example of GOOD controls, play Quake 3 for a little while. Go back to BF1942 and you'll go "what the fuck is this shit?!"

Ping isn't everything. I would get packet loss and lag even on LAN games where everyone had 0-10ms pings.

I really hope they make it a solid, polished title instead of a good concept rushed to retail.
Old 12-16-2004, 02:07 AM
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just as long as i dont have to upgrade my computer to play this, i.e. 4 gigs of ram
pentium 10, with a $1k videocard, that'll be fine.
Old 12-16-2004, 02:08 AM
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Originally Posted by ABreece
All of the controls felt horrible. Movement was soft and mushy, response was slow as shit, switching weapons has NEVER worked right. If you want an example of GOOD controls, play Quake 3 for a little while. Go back to BF1942 and you'll go "what the fuck is this shit?!"

Ping isn't everything. I would get packet loss and lag even on LAN games where everyone had 0-10ms pings.

I really hope they make it a solid, polished title instead of a good concept rushed to retail.
What BF game were you playing? They patched it up quite fine.
Connection reliability and game control issues are non existent.
Old 12-16-2004, 11:11 AM
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Originally Posted by KavexTrax
What BF game were you playing? They patched it up quite fine.
Connection reliability and game control issues are non existent.
The later patches to 1942 helped with the lag, but they took what, two years to fix that?

And the game still feels like trash.
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