Downloaded this the other day and I have to say that I had a good time playing it last night for an hour or so. I still don't understand how somethings work, but my experience was much improved over the last time I played it. I think my slightly upgraded pc since the last time I played is a big help as well. I had zero lag issues on a server with about 40 people in it. I tried to join a small server first playing the Tatooine map, but it kept getting a CTD. Switched to the bigger server with a different map playing and everything was smooth sailing from there.
Recommend you give it a try if your last experience with the mod didn't completely turn you off from it.
I use to love that mod, but the last version had some changes I didn't agree with. Really changed the ground game. I'll try to check it out if I get some time....
Ok I grabbed it, it is slightly better than the last time I tried it.
Ain't it a little screwey that your the red team, you have blue base markers, red lettering for your team, you kill blue oposition. And the Blue team has red base markers blue lettering for your team, you kill the red oposition.
(^^^ is as confusing as the game is to me...)
I found I was always going to attack the wrong base and flags..... Red team attacks red flags but don't shoot the red tags. :roll:
Almost to much thinking involved to play..... So I layed mines or sniped.
That is a little screwy. I do find myself studying the map more than in other mods just trying to figure out where I should be fighting. I was having fun with the various vehicles and trying not to kill myself too much.
I tried playing last night but got kicked almost immediately with a pb "issue" and Atomm came on TS at the same time so I switched and played BG for BFV which was fun as well.
That seems to be the case with the BFV mods. Except for POE, they all sort of fritter out. POE has done well because they cater to the DC crowd and they also released their mod very quickly after BFV came out and have updated several times. They got an audience while there still was one and have been able to keep it. That is a lesson for other mods right there. DC did the same thing.
I agree Sarge. I think BG42 should get their mod out the door first for BF2. It seems to make all the difference. People seem to have a short attention span when it comes to mods.....
heh.. just a reminder that the guys over at bfrecroom will be doing GC 5.3 on one of their servers tonight.. something of a last horrah for the mod.. I'll try to split my time between this and that BG42 if I dont have to DL anything.. have a Baseball playoff game to do early this evening.. Some tournament being held in Idaho? I'm lookin for 2 Y-Wing Diehards for Gold 2 & 5 😛 The Y-Wing is the best fighter hands down in the trench!! Now if only could hit that damn exhaust port!
[CAT] Major Sleep posted his tips for flying some of the air/space craft in Galactic Conquest over at the CAT Scratching Post, and I thought they were good enough to share for anyone here playing.
Sleep's Ship Tips:
... for the Falcon you need to right click to exit Echo Base then let off and just use the forward control. Hit the right click when you need a burst of speed. They changed it for 5.3 and I still forget about it and am getting the hang of the falcon still since they added the glide.
For most fighters it's best much of the time to hover for a take off. When landing let off the gas coming in slow and hit the hover (whatever your reverse is usually 's') If it's a two-seater you can switch to position 2 to hit the brakes faster, otherwise if you need to lose speed make a slow turn as you skid on the ground.
If it's the Deathstar map and you want to get a tie out of the hanger without crashing remember to hover out and point down slightly. It takes getting used to but one you do it's not too hard. For the rebels on that map do as the load instructions say and let your craft freefall until you can see the surface of the Deathstar.
Boarding the capital ships is a bit tricky for some of them:
Rebel Runner:
For any of the capital ships you can bail above them from any height and not take any damage. This can be better since itâs hard for the guns to track a falling body. What you want to do is get near the guns on either side between the two bulbous humps. Lay prone as if there is anyone in a turret they can hit you. Hit âeâ to enter one of the pods from above (They left this glitch in intentionally). Once in it seems best to hit position 3 before you exit thus putting you inside. Be careful not to hit âwâ when doing this as youâll thrust away in the pod. It sometimes take a while to find just the right spot before it will let you in but it usually seems close to the edge of the ship.
Rebel Frigate:
Just fly right into the bay with an escape pod and exit when you stop. You can also do it with fighters but the ties are pretty tall and tend to clip the hanger roof or floor. Fly at 90 degrees and/or bail just as you hit the entrance.
Imperial Lancer:
This is the phallic-shaped ship, it is the easiest to board. There is an entrance in the front just where it slopes downward. Bail from a fighter or a pod (much better as itâs a smaller target) Try and get as close to the front as you can because the top turret can nail you. There is a dark patch you can fall into their bridge. Itâs best to kneel while doing this to avoid falling damage.
Imperial Carrack:
This is the carrier for the imps. Itâs relatively hard to board and seems to be pest with a pod or an A-wing. Get under it and slow to a hover and try and land on the small walk way. If youâre in a fighter it can be helpful to blast the ties out of your way and get toward the front as the walkway is much wider there. Remember you generally exit to the left of your craft so position it with that in mind before you exit onto their walkway. If done right youâre now on the walkway with the option of climbing the ladder to the bridge or stealing a fighter or bomber.