Source:
www.offdutygamers.com/2010/06/medal-of-honor-after-action-report/5/
Multiplayer Overview
We are introduced to Patrick Liu, Producer for MOH Multiplayer at DICE and he starts off quickly with an emphatic "This is NOT a reskin of Battlefield Bad Company 2!" and so with that, we get the quick list:
* Multiplayer is 24 players per map
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There will be dedicated servers
* This is an enhanced Frostbite engine (enhanced to do what MOH needed)
* Platforms are Xbox 360, PS3 and PC
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Featuring a SPECTATOR mode to assist tournament play and observation (but still takes up a player slot in game)
* Improved hit box (arms and body are separate) and while sprinting the head IS in the hit box (aka skeletal hit box)
* Faster bullets (muzzle velocity is more real world accurate)
* Accuracy is increased due to line of sight acquisition and lack of bullet physics to impact ballistic performance (put the sight on the target and thats where the round is going)
One mention of a skills system came up briefly but in less detail than I would have liked but due to time constraints we moved on. The impression I had with the Skill System was that players would get 'skill points' which would be independent of leveling up. Patrick Liu characterized this as "If you're getting schooled by a low level player you can look at their skill points and if that skill is high you're likely dealing with a skilled player and NOT a cheat" – We shall see.
What we saw here was a team clearly trying to take what they learned from BFBC2 and push the envelope as well as look at the realism that MOH reboot is looking. We were reassured that while you will see some elements that have that telltale BFBC2 feel, you are not going to think you're just playing with a revamped engine and so they pushed us right into seats to play for ourselves.
Multiplayer Gaming
The group broke into PC and Console (Consolers would play on XBOX 360 machines while PC players enjoyed a triple wide screen ATI Eyefinity visual feast.
The two playable maps we were able to play were carefully chosen to show off both open terrain combat as well as close quarter's city space.
Helmand Valley: Combat Mission
* Objective Based – Take positions, roadblocks etc to advance the mission
* High Tactical Usage – fire and maneuver, cover, flanking distances all seem attainable
* Rich environmental feel – Backgrounds, color, detail and texture all there from the single player
* Drivable Bradley fighting vehicle needs to be utilized (and protected) to assist mission (only drivable by US forces)
Kabul City Ruins: Team Assault
* A city in ruins, lots of clutter, tight spaces and multiple levels (second floors and rooftops)
* Take down the enemy team members
* Sniper positions at distance but so many locations to shoot from or get shot from that tactical players will work hard to own a line they create to avoid the enemy coming in from behind or above
* Roughly 4 blocks of the city is portrayed on this map
* High 'twitch skill' level. The area is so close quarters that individuals will have to be very reactive and this level could be quite a 'friendly fire' nightmare for the run and gun crowd.
MP Basics
* There is no PRONE or LEAN in MP
* Tier 1 picks their own gear
* 3 mods per weapon
* Lots of combinations
1.
1. Rail Slot (sights)
2. Barrel Slot (suppressor/silencer)
3. Base Slot (ammunition)
* Ammunition type (yes, you can choose higher powered ammo for hardened targets or to increase distance)
* 3 Player Classes
1.
1. Rifleman
2. Special Ops
3. Sniper
* Score Chains – Points build as you hit objectives or take down enemies and work as a team, the longer you stay alive the more these points build. As you build up these points i unlocks support actions (see you thought support was gone without the player class!). When you get a support action, you can choose between an OFFENSIVE or DEFENSIVE option for example, mortar strike or the UAV to locate enemies (and even a SCUD missile!)
* Ranking System
o You start as a Ranger and as you enhance and rank up you get selected for Tier 1 (you get your beard!) which is the level indication vs. a 'military rank' structure like that of BFBC2.
o Players unlock weapons and even new player skins for 'operator' custom look.
o Demotion in skill value points for 'bad' actions
* Support class has been removed to favor a more 'tactical' decision model. In the world of Tier 1, the groups are all tactical vs. having a dedicated support individual.
* Health will regenerate over time or will get awarded during game play
* Mods (load out choices) will persist between matches for classes and teams (and can be setup outside of the live game mode so you can take your time and consider)
* Teams are 'Coalition vs. Insurgents'
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Friend System just like BFBC2 to invite, track and join your buddies
* Specific weapon unlocks per side so that insurgents will get weapon unlocks specific to enemy and vice versa for Coalition forces
* Interior splash damage increases (grenade explosive damage worse in enclosed spaces)
* No gibbing – Kill model is ragdoll body effect not body parts
* Leaderboard and Stats – Both inside the game itself and outside sources for external game use
* In game achievements are separate from single player
* Hardcore mode will be available
* The team you're on (Coalition or Insurgent) determines which weapons you can select from
* Modified Frostbite engine limits destruction vs BFBC2 (more accurate depiction of damage)
* Snipers can steady a shot by holding breath
* UAVs are 'predator' variant
* No magic parachutes! If you jump from a building better be ready to pay that price
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Spawn decision allows you to choose from front line or rear area (if you need to regroup rather than jump into the firefight immediately)
Platform Specific Elements:
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PC: No Mod Tools (at least none planned at this point and foreseeable future)
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PC: Game server rental only. No private dedicated server which means no release of server code to community
* PC: While there is dedicated servers the EA Master Server will not be shared between BFBC2 and Medal of Honor
* PC: In game voice but it is for entire team only and not squad level
* XBL: Party chat functions will be available for private group voice functionality (take your party in game)
* PC: Server filters will be better than BFBC2 and MORE options
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PC: Spectator mode will take a 'player' slot from the max of 24
* PC: Punkbuster will be used
* PC: RCON tools will be avail
Posted on Thursday, 17th June 2010