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Smeltz

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Posts posted by Smeltz

  1. I thought about it and then realized I haven't used my joystick in so long the drivers were outdated. I think it would work great, just never dropped the cash on a new stick. Let us know how it works out.

  2. I was guessing the drop team crowd was clocking in at an average above 30. Thanks for all the well wishes! And Iceman, since it seems you're the youngin' of the group, I'm not sure if we can allow you to keep the Admiral title. Just kidding. By the way you carry yourself I would have never guessed your age, and that is a good thing my friend, a good thing indeed.

  3. Great info on the continued support for Drop Team, thanks Clay! I gotta put my 2 cents in and say that I believe with a WWII mod this game will come into its own. If you notice, Battlefront is geared a bit towards WWII era gaming, not the far future. I think that it was great that Battlefront "broke" out a bit with a great game, but your Joe Blow Battlefront fan is probably waiting in the wings for the chance to get some Panzer kills. As for me my time has been eaten up by Medieval II. I'm still watching though... and I surely wouldn't uninstall this puppy.

  4. I like Gunts suggestion. Team points should be awarded for declared games. Problem is making sure everyone stays on the same team. Maybe a team score listing team members. Example -- one Sunday I'm a Blood and am on the winning team twice. Next Sunday I'm on Water and win once. Both Sunday's were 3 matches. My score - 3 out of 6. Other statistics could be added for bragging rights. This way no matter who you team up with the ultimate goal is a win, and it doesn't matter if your the guy in the cutter or the guy running defense.

  5. I don't think the vehicles need to be more gamey. The 'old' paladins were more 'crisp' and hard to drive but after a while you could drive on two wheels with these things - on a keyboard!

    The stunt driving on two wheels is over the top, I agree. I'm not calling for a revist to the old way; just trying to compensate for the harshness of the new. Any control input can be compensated for with practice. You can fly in the worst flight sims with enough user input compensation, but is that how you want it? I see two main problems with the current system.

    </font>

    • 1. Newbies will be scared off of wheeled vehicles because of bad interface and steep learning curve (remember your relearning how to drive with game experience firmly behind you)
      2. With the tempered speed and steering restrictions wheeled vehicles will become sitting ducks. Tarquelne said: "The Pal. moved great in "urban" terrain and in the desert canyon. I found the wooded/hilly maps killers." So in "open" terrian, known as tank country in warfare, wheeled vehicles do great. In the hills or woods, where you would expect lighter, more manuverable equipment, they have trouble. anyone else see the irony here?</font>

    My initial response to the new suspension was "wow, this is cool"...which was shortly replaced by "wow, this is NOT very cool". Now, after several hours of use, I've got to say my opinion is starting to lean more towards my initial response. I've been a lot more reasonable in my use of the gas pedal, which has done wonders for cutting down on my flipped paladins. A real brake would be nice though.

    A real brake would do wonders for wheeled vehicles. Some work with the input response on the accelerater, brake, and the speedometer that's been asked for, and wheeled vehicles will be about right.

    I'm not downing the dev. team here. I think that they have done a great job with DT. But in the interest of the game I feel the wheeled drive experience needs to be revisited. I worry newbies will be scared off by the input (and we all want more players, right?) and that wheeled vehicles will become cannon fodder for the big guns at best, not used until armor is exhausted at worst.

  6. I kinda skimmed over the long posts so sorry if I walk over someones previous thought.

    Clay-- You mention about leaving off the gas while turning. This is true in the OLD 4X4's without proper differential set-up. Now days, with limited slip, when in a slide, floor it and pull out. Am I also to understand in a tech filled universe with space travel they never heard of yaw control or traction control? Okay, enough of picking on Clay, now to the heart of the problem...

    I fully agree that the wheeled vehicles act goofy with the new suspension set up. I believe the true problem lies in perception. Since the DT world doesn't reflect ground speed well in the third person view and you can't FEEL anything it makes it very hard to drive. Driving with a keyboard almost impossible as it is in a driving sim, let alone a battle sim. The input you get from just your eyes, as your also looking for targets, isn't enough to help you feel the attitude of the vehicle. Tracked tanks are easier because they are inherintly more stable and slower.

    I considered trying with a joystick but haven't ponied up for a new one. I certinally won't be getting a driving wheel, though that would be cool, just because of cost vs. use ratio. So what is the solution?

    I hate to say it but the vehicles need to be made more "gamey" Arrgggg, I hate that. Since the inputs for controlling the vehicle are so limited, the vehicle needs to be dumbed down to compensate. Right now it's like play Grand Prix Legends (one of the best racing sims ever made) with a keyboard; it just doesn't work.

    All in all I'll end my slap at Clay with a compliment; The suspension and physics of the wheeled vehicles are well done and I would guess acurate. Problem is, too much so for playablity. A new learning curve is fine but I fear the wheeled vehicles will not be used since they get smoked by the bigger guns easily, and you just can't steer the darn things! They have lost their reason for being...speed.

    As for the brakes...they need an upgrade cause if I had them on my car I'd be taking them back!

    Schmeltz

  7. Oh and another thing... How do you pronounce Rbentus? I want to make sure I yell out the right thing when I say "Die Rbentus, die!" as I shoot the fool down floating around in a Viper.

    --"I'm sorry to tell you that you've contracted a rare form of Rbentus, for which there is no known cure." :eek:

  8. Give your original posts a read Dark_au. I think you will see that you didn't ask direct questions but blathered on with accusations. Once Clay put your complaints to bed you chilled out. That's fine, but don't play victim here. I'm all for critique and free exchange of ideas, but when you whip yourself into a frenzy over free stuff I draw the line. No one hates you, just play nice.

  9. I have to agree with Iceman. It can be very hard to find a game worth its salt that doesn't attempt to consume every waking hour of your life just to learn the controls. DT has a pick up appeal that fits well with my real life. I can hop on and have a good two hours of fun and walk away. At the same time, with some coordination, you can get into an intense semi-realistic armored combat struggle. DT does an amazing job of blending these two important elements. Battlefield 1942 feels a bit too gamie for me, and a true blue blood tactical sim is just too in depth for me to invest the time. Balance is harmoniously struck with this game. There, an shining opinion, free of charge.

  10. Ugh! I guess Dark_au wasn't willing to take my advise in another post.

    What part of BETA didn't you understand; no matter what the faults. Also, I think it's free, right? With free who cares what it does. If Battlefront wanted to they could have had you download screen shots of pink bunnies dancing to Yani!! Get over your six foot six inch 280 pound self and start acting like a man, son.

    Now that I got that out of my system, time to just stop listening. Once you're willing to play nice and be constructive you can get back in the FREE sand box and play with the rest of us. Until then, sit around and remind youself how smart and wonderful you are.

    I'm done feeding the troll now poesel, sorry.

  11. You've got a great idea running here, Iceman. The fixed weapon platform will be something new for sure. Keep the larger ammo since the sense I'm getting from your write up is an anti "heavy" armor vehicle.

    Dark_au: Your last post is a better example of constructive critisizm. Iceman is developing this of his own free will; he doesn't need beat with a club from anybody. Keep it nice and we can all play in this sand box together. Keep up the hate mail and people will stop listening to you.

  12. Guess it all comes down to the fact that any fiction story falls apart if you think too much. To get back on point about weapons however... We can all concieve more and more powerful weapons that should exist in the DT universe due to technology, but what would it do to gameplay and balance?

  13. Maybe I'm missing the point but... Antimatter weapons are impractical completely due to the inherent instability. We create antimatter now, on this planet, in very small quantities. To harness the power of the antimatter and transfer it to weapons grade will be impractical to say the least. As power, it gives the ability of the game to not need fuel guages and run all the imagined high tech gear. But the game already states, it's in very short supply. For the game to start working on antimatter weapons while it's a short supply fuel source would be like our current battle tanks using gasoline as a shell propellent instead of good old TNT.

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