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Abidubi

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Everything posted by Abidubi

  1. "The point I assume is that units seen by your buddies are displayed on your map. So if your friend an enemy you can target it using the map." As far as I can tell, it doesn't work that way. I almost never see anything that is not in my LOS, even when there are friendlys RIGHT THERE. Like literally there, no question. Maybe only human players can give you that info, but I have yet to see that, and it makes it a little dumb. "So you'd rather stumble around for six hours online rather than take five minutes and glance at the relevant section of the manual? Sorry couldn't help it." Uh.... YA! And no there is no PDF in my drop team folder anywhere. Done a seach.
  2. Thats cool, I didn't know it saved the range. I guess by right click you mean I can control-click? As I said, 1 button. Already knew that. Not an issue, plus I use it for more than mortars. I'm talking about on the mini map for quick referance. Unless your hidden behind some conviniant rock, you don't really want to completely ignor everything around you, and again cough FUTURE Absolutely useless. No, not the players, just no way to do such a thing. How is someone supposed to tell you where to aim? "Ya Jim, that way, behind that rock, not that one, the other rock!" There is no coordinate system, and I think 25 square kilometers is a little big to just randomly lob shots over an area. And again, FUTURE. You would think there would be some way to relay targeting information from one vehical's computer to another. Funny how flipping severly damaged you yet falling from an incredible high didn't kill him. And again, think of the occupants. Thanks for the feedback.
  3. BTW, I was playing under the name Shadow. Never mind. I opened the file, which at first is reasonable, but I soon found out how to show all of it, which is unbilievavly huge. I think I found where this occures, but it's a huge amount of data from when it starts to where I disconnect. For the record, it says I was getting between .32 and .36 FPS. It's just too much so what can I do with it? I found the exact place so it might be better if I just copy and past instead of you scrolling for 2 minutes. [ March 19, 2006, 04:45 PM: Message edited by: Abidubi ]
  4. I was just playing on Hopewell CTF server (7:18 PM easterm) and experianced some weird stuff. I was deploying an apollo a little close to some enemies, and I sucessfully landed but at the exact moment that i was deployed, my dropship was shot down. There was a big pause of about 5 or 6 seconds then I could see my tank, with only the turret above ground (this was in the middle of a road on that ice planet). Everything was UNBELIEVABLY choppy with sounds repeating, but still being updated (i.e. hearing an explotion normal but getting an engine sound like, um, cough, vrrrm... vrrrrrm...vrrrrrrm... over and over) then stoping when I got killed. There was also maybe less than a frame a second, with very unresponsive controls (cursor) and no control (as far as I could tell at 1 frame per second) of the vehical. This persisted even after I was killed, so I left. I will post my dropteam log next. I'm playing on a dual 1.8 G5, 1 gig of RAM, X800XT, OSX 10.4.5, and nothing was running in the background.
  5. Well first off, amazing concept. I especially love the destructable terrain. I love literaly hammering someone into the ground. I do understand quite well that it is a BETA, but I have some pet peevs and ideas and heack, isn't the point of a BETA to nag and nag and complain and wine about things until the game becomes absolutly awesome It's already awesome, but we just need to add an absolutly to it - OMG, OMG, OMG, OMG... OMG! THIS GAME NEEDS A TUTORIAL. Once you get the hang of it it's not so bad, but my first six hours of game time was spent thinking "What the heck is that thing?" "How do I switch to first person?" "Is that supposed to do that?" "Why are my shots exploding before they get get 10m away?" etc. I admit that I didn't read any manual (can't find one in my folder and a little too lazy to look for one ) but neither will a heck of a lot of others (anyone whoi just jumped in say I ). If you have played the game Homeworld 2, it's also fairly complicated, and the camera is difficult to get you head around at first, but they have an excelent tutorial that makes all the difference. This game should too. A short how to move, aim, shoot and move the camera, then maybe a how the comand map works and how to drop your guys (and what the rules of doing that are), and then some advanced tips. - Flying right now is PORPASE HORK (to quote futurama ). Vertically it is just fine ATM, but moving forward and backward (using pitch) is un intuative and next to imposible to be done precisely. I can see 2 reasons for that. #1, from what I can tell, you are using a similar method to that of halo, which is fine normaly, but not in this case due to reason 2. It makes it hard to tell when you have too much momentum and also makes it difficult to control how fast you are changing pitch and not to mention that there is a lot of ocilation going on. I would love to see a more BF1942 style in that the faster you move the mouse, the faster you change your orientation (both pitch and direction. #2 Correct me if I am wrong, but I belive that the server must decide what you are doing before you see it happen. That is to say, you hit turn left... the server sees you want to turn left, so it turns you... then you see it on your screen when you get that information from the server. Depending on your connection to the server it could take a split second (noticible but not anyoing) to half a second + (which is excusiatingly painful). Not bad if your on the ground, but horrible if you are flying. Unless you want to spend 30 sec bobing back and forth over where you want to land... and get shot down for sure, it's just pointless to even try. YES, I know the subtitle of the game is "mechanized combat in the far furture", not "air combat in the far fututre", but to quote someone somewhere sometime... "If you ain't gonna do it right, don't do it at all!". I don't mean any offence (it's not like I've ever even made a game that would rivel pong) I just mean, why have flying in the game, if it's not even a viable option. - Uhhhhhhhh, isn't it suppose to be realistic? Whats my problem? Why I do belive you may have some error with falling phsics. The other day, I picked up and enemy hurrican with the dropship (I belive his name was none... something or other :confused: ) and then poceded to fly up as fast as possible, I was at least as high as the dropships are when they first come into view, and I droped him while I was still flying up (so although I wasn't able to see him at that point, according to physics, he would keep flying up for another second or two). I had lost control and landed upsidedown, so I asked him if that hurt him at all. He answered "OH, YA " "I had to suicided because I was upside down". From what I understand, he may have taken a littile damage, but he was still alive and well, just upside down with no way to right himself. Now I'm no expert, but who could survive a fall from just 200m in a futuristic heavily armoured hover tank... UPSIDE DOWN. first off I'm gonna do the mgh equation, figuring this tank must weigh something like 4000 kg (thats just a guess) and taking the .89g into acount. Thats about 6977600J of energy or hitting the ground at 59m/sec or 212KPH (can you tell I use metric?). I don't know if they have super airbags in the future, but even if a 4000Kg tank could survive an impact like that, I doubt the crew could. Armour would most likely kill the occupants because of the shorter deccel distance (no crumpling) therfore higher G forces (can you tell I've taken a few physics classes). OK, ENOUGH OF SCHOOL. My point is, I really don't think someone should be able to survive that. - I know it's been brough up before but... LET ME OUT. That X in the upper right is SO not obvious. I think it would make more sence to be another tab (the right most) that would read "quit game" or "exit" or "give up" etc. - Another already brought up, a hit indicater. It's the future for cripes sake. You think they would have something like that. Why do I care? From game to game, the way the hits work differ. In some, if you see it hit on your screen, you hit him. Others you have to lead to adjust for lag. I have no idea in this game and the fact that it may take 1 hit or 20 to kill someone makes it extreamly difficult to tell if your actually doing anything, and it is very discouraging. - Anyone like crusing down the highway listening to ACDC's "Highway to Hell"? I certanly know I do. Some not too intrusive but still mood setting battle music would be a nice addition. - Another future thing. There should be a lot more eye candy. Lots of blips and targeting information. Maybe when you hold your indicator over a target some info should pop up. Maybe a range estimation, a little schematic of a major weakpoint or feature in a cool 3D schematic (only when in the first person zoom mode) maybe depending on you weapon (useless for lazer type) a little fire trejectory like a thin red line (visible to you only) would pop out of your barel and travel to the target every 2 seconds (useful to tell if you might hit something like a friendly dropship landing or the top of a bridge). - Of course, another future thing ( I'll even have a few more). It would be nice if rather than being red dots on you mini map, you would see maybe a triangle for tanks, a 90 clockwise "(" for a hovercraft, a ^ for a mortar, an empty triangle for light wheeled vehicals, and so on. - The mortars aren't exactly mortars. Yes, they shoot exacly like a mortar, how they shoot however is not. Right now you have to have LOS to see a target. Therefore you cannot intelegently shoot from behind a hill or in a ditch whithout those lightning rods, cough... I mean sensors. Mortars should have a special fire (default now is for maybe a remote sensor, that would get radar information for about 90 degrees in the direction you placed it (LOS), and you wouldn't have to call in a drop ship. Would be permanet untill you get killed or picked up, and destructable but barely visible. this way you could place it where you think they will come from, role behind a hill and balst away. it's not like it will give any unfair advantage, that just what it does, not to mention it's gonna take about 30 sec before it hits anyway. - Some kind of temporary range hold button. Why? Well when you try to shoot down a drop ship, it's nearly impossible (I just use the ctrl-m function and aim at that spot and try to time my shot). If you aim at it, range is good but by the time your shot gets there, it's gone. If you led your shot, you miss by miles because all of a sudden, it's calculating your range for that moon in the sky. Rather than using manual range ( I couldn't even if I wanted to as I don't have more than 1 mouse button, and at present I can't save keybord settings) you aim at the dropship, it calculates your range, you hit the button, it holds that range no matter where you aim, you lead your shot and fire. The you let go whenever your done. Ok, I think thats all the whining for now. Hope your not deaf. I just really think that these not only help to improve all around gameplay and entertaiment, but also probably attract a few more customers who try the demo, especially the tutorial (I assume there will be a demo like all your other games, CM would have been great but my old comp sucked at running it and my new one can't cuz of OSX). Please add any thoughts, as I know there is a magical formula somewhere, and I want to find it as much as anyone else. GREAT GAME :cool: [ March 19, 2006, 03:37 PM: Message edited by: Abidubi ]
  6. I notice this all the time and it is REALLY anyoing. I think (if it's not a bug and just caused by someone already joining) a very simple soltuion would be to consider someone already in the game as soon as he starts the loading process. Then when someone else hits refresh, the server would see 12 players (while only 11 are in game) and return 12 players to the person. I used to play tactical ops (the FPS mod for UT) on an old computer and it would take about 30 sec or so to load a map. Often I would join a server with 15/16 players and once I was done loading I would get the message "Rejected by server" and now see 16/16. I really would like to see that avoided in this game, considering the long loading times with the cashing and all (and my measly 1 gig of RAM).
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