Jump to content
Battlefront is now Slitherine ×

The 60th second, his gun fires but he can't move.


Guest muslim_Bob

Recommended Posts

Guest muslim_Bob

Post/Pre: There seems to be two states for the in-game 60th second, pre 60th is when the timer reaches 60sec, units become frozen, but projectiles such as infantry rounds/mortars/artillary/tank shells are still being played out. Post 60sec is the point where everything is ACCUALLY stopped, nothing is being played out.

I never got around to asking about the 'post 60sec Artillary strike' situation. When the timer reaches pre 60sec all units freeze but an artillary stike will continue even during this frozen unit state. This accually happends to all projectiles, you won't see projectiles of anykind frozen in the pre 60th second. Basically speeking, when the timer reaches pre 60sec all units freeze but projectiles are still played out, why though?

Well BTS doens't want projectiles frozen in mid air once the 60sec is officially over because this leads to some odd situations.

EXAMPLE: A multiplayer game, your friend fires at your Tiger with a 75mm shell, timer reaches 60 sec, everything freezes. You now see a nice yellow 75mm projectile right in from of your Tiger. The problem is that at this stage you will THINK about this 75mm projectile and make a DECISSION (like turning the tank in that direction)pertaining to a projectile traveling at 600+ ms, this is very unrealistic, situations like this just don't happen, making a move based on a projectile that will hit in 1/20th of a second, do you really think that making decissions like these was part of the strategy/tactics of WW2. It's got nothing to do with it, if a tank fires it's guns there is no DECISION MAKING, it hits or missed, destroys disables, nothing more. So BTS doesn't wan't you to see projectiles in mid air and make dicissions for these situations because that is irrelivent to what happenend in WW2, situation like these didn't exist in WW2.

Link to comment
Share on other sites

×
×
  • Create New...