Player Forum Feedback 08-25-09
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Written by DOC   
Tuesday, 25 August 2009 09:23

Q: Concussions on depot: Can we get effects lowered a bit? I know that been discussed already. It seems that the new mode is to mortar it to death in order to get what in return? Pretty boring job if you want my advice. Better recap or even camp it with a tank (!)... Since it can't kill people spawning, where is the fun really as mortar? Let's infantry get some fun out without getting a headache or worst, an aneurism.


 
A: One of the biggest factors of combat and war that we never see happen in the game is the effects of being suppressed by incoming fire. If you were in a building with bombs and HE rounds and mortars falling all around you, you would not be returning fire with any effectiveness at all and would in all probability be trying to get the hell out of there.

Yet in the game … without forcing you to do this, or suffer effects preventing you from simply returning accurate fire … you will remain there aiming and shooting effectively until you are killed by a direct hit.
 
So in effect, while the concussive effects are obviously annoying, that is actually why they exist as such. They prevent you ignoring suppressive effects by neutralizing your ability to aim and shoot effectively while under bombardment, and if you leave the area because you cannot stand it any longer that is in effect getting a similar result as you would expect if the combat were real, you leave the area of bombardment (even though why you leave is different than real life, ie: you don’t fear death or dismemberment in the game) … so your leaving the area (even though you want to shoot back instead) mimics the kind of power that suppressive bombardment would achieve if the combat were more real.
 
Q: Big problem: It's easier to kill tanks than trucks.  I can shoot a tank 1 to 3 times and most of the time im killing it with an atg or another tank.  I shoot an enemy truck it seems like they can take HE or AP and keep on rolling to no effect
 
A: You’re being deceived by your perceptions here. Trucks are many magnitudes easier to kill than tanks are. Small arms fire can do it although it depends a lot on what part of the truck you hit as to how easily or quickly you can kill a truck. They aren’t giant hit boxes where you just hit the box and that is sufficient, you still have to hit damage model components like engines, driver, gearbox, fuel and so on. Small arms fire isn’t going to kill tanks. HE and AP rounds function differently. Because HE rounds are fused to blow up immediately at or after impact, they work best against soft skinned targets. The AP rounds will probably pass through the softer truck target altogether unless you hit something solid like the engine block, because they are configured to go through something heavily armoured such as tanks. Thus an AP round might pass clean through a truck and if it doesn’t hit the driver, engine, gearbox or fuel tank … might appear to have done nothing at all.
 
The “deception” part of this scenario is the fact that trucks don’t stop moving if you kill the driver or engine while it is traveling at speed. Momentum will carry them on “as if nothing happened” even though the driver may well be already dead. If you blow the wheels or suspension off then the truck will grind to a halt quickly enough. That is also an effective way to kill them too, since once immobilized, you get a kill awarded for immobilizing them. You can kill a driver of a truck and watch it still keep right on going, until it despawns … because unless the driver applied the brakes before he died the truck is still going as if the driver is driving it, since a dead driver can’t apply the brakes to stop the truck.
  
Q: AI ATG's should evolve along with Tiers.  As long as we're still living with AI, the AI atgs should evolve along with the Tier stage. Whatever appropriate new model atg for that nation's tier should be emplaced in the pre-existing AI atg pit.
 
A: Back in the beginning we had planned to do this. It’s still possible to do so if we create the AI art models and some code to support the functionality. The only reason we didn’t do it is it slid way down our priority list with all the other much more important things we focused on in the meantime. It’s still not a high priority but it’s not impossible either. The real issue is how important it is compared to other work we have to do still. Taking that into consideration the upgrading of the AI to heavier class units to follow the players’ equipment timeline remains a very low priority.

Q: There's alot of gamenames taken dating back to the release of the game which were last used over 5 years ago, with 1.31 coming out later this year and a possible burst of new players in battleground europe, will the accounts not tied to a gold builders subscription be deleted to free up the names for use? I personally see a name i want that hasn't been used for a long time.

A: We cull out old names no longer in use from the database periodically as part of our regular database and account management. I guess the problem for some is that we don’t do it as frequently as they might like but we can’t do it all the time or on a one at a time on demand basis. You could send in a support ticket through http://support.playnet.com/support/faq.psp and maybe we can free up a name if it fits our criteria for that to be possible.
 
Q: Will 1.31 include settings for adjusting Antistropic Filtering and Anti-Aliasing ingame?
 
A: Those options are going to rely on your video hardware (card) and software (drivers and tools) not on our game client.
 
Q: Will there be a high command tab added to the top of the screen next to the squad tab to show online officers, where they're spawned at, and if they're map OIC?
 
A: We’ll be adding more tools and UI functionality to create easier and more transparent methodology between the HC and the ML/Player interface, but since this is still under design we don’t really want to discuss it in detail as the process is far from complete. Increasing command fluidity and decreasing it’s complexity to players is one of our major goals from this point forwards.
 
Q: Would it be possible to add in a 2nd flak36/88mm to completely replace the other for the tier the Tiger tank becomes availible which uses WW2 ammo instead of WW1 ammo?
 
A: We aren’t planning on adding a second model of the Flak.36 (88mm ATG) … and BTW it is not using WWI ammunition it is using the early WWII ammunition that matches its period of introduction to the game. Lots of weapons had their ammunition upgraded as the war got older but we don’t alter their loadouts later in the campaign either … because with the current game engine code this requires we create a new model to differentiate it from the earlier one. We don’t want to spend all that object memory on duplicating all the weapon models just to get an ammunition change for a different stage of the war, so this kind of thing will have to wait until we have dynamic loadouts available where we can alter the ammunition loadout without having to duplicate the weapon model to make it possible.

 

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Comments (13)
1 Tuesday, 25 August 2009 15:20
Guestuser
I don't mind mortars and getting bombed to death BUT they should have to pay for it also i.e bombs are blind sucks know they (or we) are running in under mortar fire that is killing the ei next to me and i just get annoyed from the concussion of it
2 Tuesday, 25 August 2009 17:14
Guestuser
Why do you have allmost more concussion in a house/bunker than outside? Especially a bunker should shield you from the effects.
3 Tuesday, 25 August 2009 19:30
Guestuser
why not add AA and anisotropic options to the client?

Just because I can force AA in my driver doesn't mean I want to have to turn it on and off every time for a single game, nor does it mean I should have to!
4 Tuesday, 25 August 2009 21:28
Guestuser
I love that straight forward answer Doc HA!
5 Tuesday, 25 August 2009 22:00
Guestuser
In regards to the Anti-aliasing and AF, does that mean we still wont get the option in game to enable this? At the moment I have to use Nvidia Control Panel to force AA on, it would be nice to have the actual options in the game client.
6 Wednesday, 26 August 2009 09:13
Guestuser
I think the explosions are fine the way they are. It makes the game more challenging. Have the effect of exploding mortars.
7 Wednesday, 26 August 2009 11:59
Guestuser
Atleast lower the friendly concussion effect.

Nothing like a newbie in a bofors spraying around the ab/fb blinding everyone.
8 Thursday, 27 August 2009 05:46
Guestuser
Lowering the friendly HE effect wouldn't help I don't think. Imagine not being able to line up your sights but ei can pick you off no problem - not a solution.
9 Thursday, 27 August 2009 05:48
Guestuser
However making bombs from aircraft get friendly ground kills would make sure attacks were more coordinated in case of collateral damage. I'm sure there's a bad side to it though.
10 Thursday, 27 August 2009 07:41
Guestuser
Thursday is beta day, especially a 28th of august :) Come on guys, I long for feedback. Can't come and test, my computer probably became outdated for 1.31. Still I run smoothly offline, but vid card is drawing lines everywhere.
11 Thursday, 27 August 2009 10:41
Guestuser
Concussion should be reduced in Bunkers. That was the whole point of a bunker, to allow more accurate fire while under attack.
12 Thursday, 27 August 2009 10:43
Guestuser
The deception is the lack of feedback. When an Inf is shot, they drop or they don't. With Tanks, Trucks and ATG's a crew kill on a visible crew member gives no feedback. Perhaps a red flash when a kill is achieved would suffice.
13 Saturday, 29 August 2009 03:37
Guestuser
Definitely the lack of feedback on vehicles is a big problem. Especially with ATGs. I wonder how far up the priorities list this is?