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Balzac

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About Balzac

  • Birthday 01/01/1969

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  1. Under /showfps true everything turned on and running at 1280 x 1024 Icefields: 24.5 low 45 avrg 75 High Raid: 19.61 low 32 avrg 75 High Specs 7900 GTX 512 AMD64 X2 4400 2 Gigs Ram I have to say all in all the FPS was rite about were I guessed they would be. Any plans on further tweeking to get the low up a little higher?
  2. I hade a 7800 GT 256 and it runs DT with everything on at 1280 x 1024 no problem. I just upgraded to a 7900 GTX 512 and it smokes pritty much every game I have with everything turned on and at 1600 x 1200 including DT. Is there a way to tell frame rates ingame?
  3. Things I would like to see changed on the Engineering Tank the "Cutter". Request 1: Change the shape of the ground cut from the "V" that it is currently, to a cut that is the width of the blade. Making gun pits and obstructions more effective would be a good thing, Also nothing is more annoying then when you are making gun pits/obstructions and all the sudden you tip over. Request 2: Adding a Breech Charge (similar to the rocket propelled line charge of today) for clearing mine fields. Enough said. Request 3: Make the armor thicker all around. There supposed to be able to go out and do there jobs in all conditions even under fire. I think most the armor just needs a little fine tunning and they all will be valuable assets and fit a roll nicely.
  4. I agree with LtCol West. A Range Card would be a great addition to the game! Being able to mark routes, dead zone and keep outs would just plain rock! Maybe have it that the commander can draw a shape and and click on it and it fills it with the appropriate data (mines, impassable, dead zones and so forth that he can chose). For attack routes have a thing that you have way points from start to end, and when you finnish it fills it in as arrow with a long tail on the teams map. Then that way you can drive along the route the commander wants but still have enough flexibility the you can maneuver in that corridor without being attached to way points. Tall order but would be cool! Also giving the commander more detailed maps and info would make him a invaluable part of the team that you couldn't live with out.
  5. IRT Moon: The weight thing goes back to what I stated in earlyer post. If you have a 68ton object in normal earth gravity (Average weight of a MBT) you reduce the the gravity to 1/3 of earth you now have around a 22ton object. I guess im not sure how much the tanks in the game weigh, but things just seem to light.
  6. IRT Iceman: Think 1920's for the starting point of tank suspension. http://en.wikipedia.org/wiki/Christie_suspension When I was talking about feel you need to understand modern armor. I think the devs and anyone interested should check this out. It's a good starting point to the M1 MBT and gives some insight to modern armor and were it's going. http://www.fprado.com/armorsite/abrams.htm The scary thing is that the thickest armor on the M1A2 is rated at 960mm RHAe against kinetic attack and the sabot round at 2000m and a 60deg angle will penetrate 960mm RHAe. Now I understand that this is a game and and the devs have a universe in mind, but they did ask for improvements/suggestions. Also a good read is at the bottom of the M1 page called "Lessons Learned - Operation Iraq Freedom 2003" It's the report of battle damage that the M1 took With lots of Pic's and improvements in mind. Another thing that I have not seen that would be nice is when you zoom in and have the cross hairs on a target, that you could hit a key and let your team know what target your shooting at so you can coordinate fire. [ March 23, 2006, 12:58 PM: Message edited by: Balzac ]
  7. Ok, after much time spent playing I have one major gripe that I have not seen posted yet. I do not feel as though im driving a tank, It feels more like im driving a hot wheel. I mean that there is no feeling of weight or mass to the vehicles in the game. Lets say you have a 90 ton object in normal earth gravity, at 1/3 earth gravity your still going to weigh 30 tons so the gravity of the planet wont come into play all that much with the feeling of weight. I would like to see the vehicles act like they had weight, Instead of the sudden flips, vehicle humping (when you bump into another vehicle and it gets stuck on top of you and you cant separate), Wheel stands (hit the breaks hard at full speed on the wheeled vehicles and you will tip over the front), and wheelie's that are in there now. Also modeling in suspension would be a great addition to the game. The vehicles move too jagged across the terrain, it often feels as though your ridding across bumpy/jagged concrete on a skate board. Smoothing them out would add a nice feel to the whole experience.
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