Jump to content

MaitreCs

Members
  • Posts

    12
  • Joined

  • Last visited

    Never

Converted

  • Location
    Michigan, USA

MaitreCs's Achievements

Junior Member

Junior Member (1/3)

0

Reputation

  1. I remember a discussion about this during the Public Teset - did some sort of ATGM decoy or smoke grenade protection make it into the 1.0 release?
  2. That was most of what I meant - projectile weapons work under water. I'm a little skeptical about the vehicles travelling under water, too, but firing volleys under the water in the first SP mission just seems really odd.
  3. Anyone else get annoyed by vehicles operating underwater?
  4. kapps- We're not really talking about outfitting vehicles, just streamlining the selection by presenting a building process; instead of seeing 30 vehicles in a single list, you would see four hulls, then two or five weapon options, etc. If you pick a light tank hull, you can't mount an ATGM on it because that vehicle option doesn't currently exist; you can mount a 120mm because that option does exist.
  5. Actually, that's a good idea - sort of an a la carte vehicle selection.
  6. Just wondering if anyone thinks there are ... well ... too many different vehicles. People have suggested adding a 20mm to the ATGM units - which would make them even more lethal then they already are by giving them not just 10 missiles but an option against light armor as well. I'm wondering if it might make sense to delete the 20mm LAV in favor of a 20mm/ATGM vehicle with the 76mm gun track as the only gun-armed light armor, or otherwise consolidating some vehicle types. Seems to me that there are a lot of vehicles that each perform exactly one function, whereas a smaller number with multiple weapon systems might be better.
  7. I've had that happen before on the raid map and the ice map - I'm thinking it might be a network lag issue since I was moving at the time and seemed to morph with a nearby rise. I've also seemed to sink and disappear completely before reappearing on the surface. For that matter - has anyone seen a distant target that seems to be floating above the terrain but is clearly a wheeled or tracked vehicle?
  8. kapps - you're talking about two different situations - and I agree with you on the latter - sometimes suicide is the only option. But not when you're blowing the bejesus out of someone and they suicide to avoid getting killed. I'm just thinking suicides should either be penalized, or incorporate some logic ie "if player suicides within X seconds of being shot, penalize; if player suicides outside X seconds, do not penalize."
  9. The "I'm getting pounded so I'm going to suicide and take away their kill points" is getting REALLY annoying. It's incredibly chickensh-t to take fire and kill yourself just before you get blown away.
  10. "It's the 76mm that seems to lack any greater punch than the 20mm, yet has a much slower rate of fire.. " That is the problem I've seen - it shouldn't take a half-dozen rounds to kill a lightly armored vehicle . The 20mm seems right; the 76mm seems too weak.
  11. Re: ATGMs, data feedback, etc... Assuming a missile has a lock on you and is inbound, what can be done to not get hit? It seems like everything I've tried, from evasive driving (difficult with the iffy steering system) to ducking behind terrain doesn't work well. (Granted, some of that fire is guided by the operator, and not fire/forget launches). I'm wondering if it's possible to have some sort of built in countermeasures, whether that's smoke grenades common to most contemporary AFVs, or an antimissile system that is currently in development to protect tanks from incoming fire. I'm also a frustrated with the control/roll issue. Most AFVs and light utility vehicles are heavy enough that they shouldn't be rolling so easily. As far as target feedback - if nothing else, I would like to see (a) that I hit the target and ( roughly where on the target I hit. Perhaps a basic schematic of the target vehicle could be displayed in gunner view that would briefly highlight areas struck. With regard to weapon penetration: if a solid AP round penetrates armor into the interior, does that round (according to the game logic) travel in a straight line through the vehicle, or are trajectory changes gamed into the ballistics model?" This seems to be coming along quite well and, with some changes, will be an outstanding game in the near future. Thanks for soliciting feedback.
  12. Weapons effects... I've played the public test for a while now, and the weapons damage still feels off, especially the cannon damage. Yes, I have read the manual section. I can understand the occasional freak occurance where a 20mm gun will hit a weak point on a tank and kill it, but it feels like this happens too often. Likewise, apparent hits (explosion on hull) by HE/HEAT rounds with no effect against lightly and moderately armored vehicles are frustrating.
×
×
  • Create New...