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Cameroon

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Posts posted by Cameroon

  1. Strangely, while I totally agree with the physics aspect, I like the 90 degree turn visually. I don't know why, since I generally like realism much more (which would be a curve).

    I agree with Bnej about the lock-on warning, but have no strong feelings one way or the other about 'fixing' the course correction physics.

  2. Hey Bnej,

    I believe they stand for HE-Low Velocity (short range) and HE-High velocity (long range).

    The ballistic computer selects the appropriate one for the range you are trying to fire at, you can't manually choose one or the other.

    Currently the high-velocity rounds cannot target short-range even if you are out of all of your short-range rounds, but Claytonious indicated in another thread that it might be changed to allow that.

  3. I took out more than one MBT with the 20mm on the engineering vehicle by being close and shooting the turret side. The lethality is ok to my mind since it leaves room for mistakes.

    Guess here's my list as I see it right now.

    Wish List:

    1) I don't mind that hovercraft aren't as simple to move, but they need to be able to side-slip. I realize that would throw in another set of keys for them, but it's agonizing trying to maneuver them.

    2) Being able to set a rally point for the AI so they don't just drop randomly on the map. Ideally we could create multiple rally points and assign bots to particular ones, so that we could construct better attacks that included bots.

    3) Edge scrolling in the tactical map.

    4) 'E' toggles gunnery mode (or can toggle, could be a pref). Especially since if you're trying to move forward, turn left and target you quickly run out of fingers to coordinate your actions.

    5) Track and hover damage similar to wheeled vehicles in that you can lose one track or take damage to a quadrant of the skirt. If you suffer skirt damage (or just lift damage, if they don't have skirts), it would be cool to list towards that quadrant.

    6) Similar to the "Buddies", a "Favorite Servers" would be nice.

    7) Tabbing between fields, automatically putting the text entry into the first available (or logical) field, and return == default button smile.gif

    8) Slightly faster engineering vehicle? Even if the speed while digging wasn't changed (or changed much), it seems that it's as slow as the Thor which makes getting to somewhere useful (to capture, dig or remove mines) very difficult.

    9) A variant or two of the Shrike. It's extremely fun to drive, but the ATGM is in very limited supply. Although, if you put a 20mm gun on it, it might become extremely deadly since it could probably out-flank the turret speed of many of the tanks.

    10) Placing turrets on walls (e.g. Ice Fields)

    11) Some sort of visual scarring for non-fatal hits. This seems especially important for the Ion guns. It would make them more lethal, since multiple shooters could see to target the same spot AND would mean that someone could later take advantage of the weak spot.

    12) Make the 'accelerator' keys for issuing orders to the bots work without the Option key. If you've got one hand on the mouse, opt-m becomes difficult to manage (especially with a split keyboard).

    13) Teach the AI about the Extract command and when its ok to use. Even a "Try it once, if your DS gets shot down then suicide" might be fine. Especially important if changes are made to make a suicide less convenient for players.

    14) Does the AI understand that it should stay near the EWV?

    15) Allow the commander to assign control of a bot or bots to other players.

    16) More substantial looking tree trunks? ;)

    17) Targetting map auto-exits when you die or extract

    18) Definitely wishlist, but... Shrike with 20mm and lasing ability for the mortar vehicles to guide munitions in. Ideally the lasing (or is that lazing?) would be boresight so you could be hulldown. I don't know if that would be too powerful, but I want it ;)

    Things I like:

    1) The game smile.gif

    2) The smoke effects ROCK! They are visually appealing and definitely affect combat capability. Does the AI have trouble seeing through smoke as well? Seeing an incoming missile is definitely an "oh s..." moment ;)

    3) EWV - I like that it rewards "thoughtful" gameplay, since it can have a large impact against players that dismiss it for the small gun.

    4) Hovercraft acrobatics. Get up to full speed running straight at the walls in Ice Field. WEEEEE!

    5) Dragging a DropShip around like a hat when someone shoots it down over my vehicle. I've wondered if it provides extra armor...

    6) Deformable terrain. It has yet to get old to see the ground collapse out from under a Thor due to artillery or to watch trees collapse from large rounds or artillery.

    7) Armor penetration and damage modeling rather than hitpoints. I really like that a 20mm cannon can give a Thor a bad day if you're close and firing at a vulnerable point.

    8) The Paladin 76mm. If it were just a little faster, it'd probably be my favorite non-direct-fire-artillery vehicle smile.gif It's just quick enough, potent enough and manueverable enough to make itself a nuisance.

    9) The Hurricane (who doesn't love that!)

    10) Extraction and Resupply

    11) Indirect fire via the targetting map

  4. RIPper_SVK, you can tell the bots to escort or move with you. I think that would pretty much be the equivalent of controlling multiple vehicles at once. Given that there is the command aspect, it would be nice if the commander could assign bots to a particular player. That player could then do as he or she wished with the bots.

    My own list of likes/dislikes/wishlist is coming smile.gif

  5. Ignore below! It was stuck at 16 bit and magically when I loaded it a 3rd time its back at 32 bit. I have no clue why though!

    ---------

    I'd been playing for the past two days using, unbeknownst to me, the Catalyst 6.1 drivers. So I said "Hey, they say 6.2 or later" and downloaded and installed the 6.3 drivers.

    Now, despite every setting indicating that it's set to 32 bit mode, it's most definitely rendering in 16 bit.

    Are there any known causes? For the time being I'll probably just tell the drivers to force 32 bit mode, but it seems strange that it was working flawlessly with drivers that were too old. smile.gif

    Specs:

    P4 3 Ghz w/ HT

    1 GB RAM

    ATI X800 w/ 256 RAM

  6. I enjoy the smoke trails too. I'm sure it's not realistic, but it's just so much fun! ;)

    My only issue with the missiles is that I can't seem to hit anything, even with a lock. It seems to always impact right behind the target, rather than on top of the target.

  7. Any chance of getting rotation of which side is attacking and which defending? I looked at the command line switched and didn't see anything.

    Since both sides have exactly the same equipment and support (or so it seems), the starting 1000 points and ability to deploy turrets seems to make attacking exceptionally difficult. Is this a command competence issue? [My gut says not exactly, since defenders usually have an edge and the numbers aren't weighted to give the attackers any help]

  8. There are two things I dislike about the ice fields:

    1) DropShips are shot down from way far away. I can't tell you how frustrated my brother was that the bots on my team kept taking out his DS that was coming down on the edge of the map.

    2) It feels featureless. Which I guess is accurate, but it's just so barren ;)

  9. Originally posted by Grappler:

    </font><blockquote>quote:</font><hr />Originally posted by ham1:

    Is it normal that I cant switch the ammunition types on some vehicles?! It happens sometimes that I cant shoot straightforward, the projectiles/explosives pull downward right in the ground...

    The mortars automatically pick the rounds based on distance. So if your target is out of range, the short range rounds won't be wasted.

    When using a mortar, try using Ctrl-M to bring up a targeting map. Put the cross hairs on the target in the map and fire away.

    Ctrl-M again to close the targeting map </font>

  10. Well, the "simple" way would be to draw some text right across the browser area when you click on the Network tab that says "Click Refresh".

    That would, probably, serve to instruct on how to refresh as well indicate that you need to do it to get any servers at all.

    Whether that's visually appealing or not... ;)

  11. Kurtz, I'm able to read it just fine in Preview.

    Do you have any of your fonts turned off? At work I just helped someone troubleshoot why a ton of their apps wouldn't work, which turned out to be that they turned off some of the system fonts that the machine expected to be there.

    And just an FYI Moon, Preview is the OS X-provided PDF reader (as well as plain images).

  12. So what's the chance of getting the TBG and BattleFront guys to hold some sort of "training" events? Like an 8 v 8 game with 4 experienced people and 4 of us unwashed masses?

    I have no idea what kind of numbers could be in one game, but there seemed to be an awful lot of chaos on the battlefield and not a lot of organization to that chaos ;)

  13. Los, are you running Windows? Are you familiar with the command line? Make sure whichever person is hosting the game has port 9967 open.

    Even if you aren't familiar with the command line, hopefully these instructions can help you out (note: I don't know how powerful your machine would need to be to be the host and client, so...):

    1. Go to Start and select Run

    2. Type cmd and click Ok

    3. Type cd c:\program files\battlefront\dropteam public test\bin and press Return

    4. Type DropTeamP4Release.exe -enterlobby false -hostmode server -lobbyname YourGameName -numbots0 4 -numbots1 4 -dynamicbots true -gametype Objective and press Return

    5. You won't see any apparent results, but it should be running now.

    6. Double-click the DropTeam icon on the desktop and connect to the server.

    If you'd like to adjust the number of bots on each team, simply change the -numbots0 and -numbots1 parameters (and I did try it to make sure it works).

    In order to stop the DropTeam server, you'll have to use the Task Manager since there doesn't appear to be a way to do it otherwise.

  14. I think you have to fire up a dedicated server with the multiplayer test release. I think the "server+client" at the same time was mentioned to be coming with the actual release (thought I saw that in the docs somewhere).

    I think you can probably run both the dedicated server and then the client, but the hosted games seem to be as confused as the game my brother and I were playing. ;)

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