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 Post subject: Re: Suggestions
PostPosted: Wed 15 Feb 2012 11:47 
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arto100 wrote:
The AK-74 is in the stats, so why not add it ingame, the game is meant to be realistic after all, and G-3, L1A1, etc are modeled ingame.

G3, L1A1, FAMAS ... are indeed modeled because they are quite different families of weapons, even at our scale.
But at the same scale, AK-47 & AK-74 are too similar. Such goes for the M16/CAR-15 family.

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 Post subject: Re: Suggestions
PostPosted: Wed 15 Feb 2012 12:33 
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Joined: Wed 24 Aug 2011 00:05
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i am very disapointed that vehicles like the bmp cant swimm, cause it would give more opportunitys on the battlefield.
i hope they will implement this feature soon.


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 Post subject: Re: Suggestions
PostPosted: Wed 15 Feb 2012 12:42 
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Joined: Mon 13 Feb 2012 12:39
Posts: 127
For me, most important are:

* Directional control (akin to Total War) is needed. :arrow:
* A comparison window in the armoury :?
* The ability to use a 2nd monitor as a dedicated satilite view. 8-)
* Double click to "move fast" (or some hotkey). :!:
* And Co-OP against AI is needed, if I'm going to sell this game to my FPS firends. ;)

Other than that, I love the game. In fact, even without the above, I love it. But this /\ would be icing on the cake. :D


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 Post subject: Re: Suggestions
PostPosted: Wed 15 Feb 2012 12:49 
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Joined: Sat 14 Jan 2012 22:34
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So to answer some questions : move fast hotkeys is M

For range and LOS use T

There will be modding tools, devs have said it!

Finally no fog of war : don't working with the reco systems.

Oh and using shift+U to say to your guys unload there...

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 Post subject: Re: Suggestions
PostPosted: Wed 15 Feb 2012 13:06 
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Joined: Wed 15 Feb 2012 12:49
Posts: 94
Location: Canada
1. Fix desynch

2. Chat box needs to be moved to the bottom left out of the way and made easier to read. Have it retractable.

3. Have a quick match feature, it's boring when people join and leave your game because the "level" intimidates them. like quick match 1v1, 2v2, 3v3, and 4v4 random or team vs team. Sitting waiting around will put off some potential customers.

4. Fixed wing aircraft? Where are they? I see no SU-26, A-10, or Tornado.... make them like 200 or 300 points...



erm
5. Out on a limb here... superweapons? Fuel Air Bomb or small 1/4 kiloton pocket nuke?

Other than that the game seems pretty cool as long as you play with Russian vehicles.


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 Post subject: Re: Suggestions
PostPosted: Wed 15 Feb 2012 13:08 
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Joined: Sat 14 Jan 2012 22:34
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No fixed wing aircraft and off map support...

Devs have they said it's too hard to balance gameplay with them and they don't fit the scale of the game...

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 Post subject: Re: Suggestions
PostPosted: Wed 15 Feb 2012 13:33 
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Joined: Sun 6 Nov 2011 00:00
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diana olympos wrote:
No fixed wing aircraft and off map support...

Devs have they said it's too hard to balance gameplay with them and they don't fit the scale of the game...

Aircraft certainly do. The issue with the game is the difference between perceived scale and real scale.

For example most games are played on the larger maps with less than 1500 per player. This leads to company - strength forces working without contact with each other. One of the argument for such gameplay is that "there is no space to maneuver on the small map with lots of point" and "with lots of points on the small map arty gets op".

However in my experience it is not so. On the small (apparently 1v1 map) Highway to Hell you have a flanking route. A clever player can make a fast (80 km/hour) force with supplies to move it to the enemy spawn area to cut off the reinforcements. There is also a room for general movement of the lines to the left, if you want a close envelopment.

Also, provided you deal with scouts and move around - even if your whole force is in the same sector, you can avoid arty with skill. Even with 4 max vet MLRS/Smerch or 12 Msta S you can do that.

Lastly I think the whole maneuver thing is based on roads. Basically you want at least 4 roads spawn/to spawn direction wise, this will preclude of any road of being overcrowded with defenses. At the same time 2 players teamed up will still be able to punch through.
That is what maneuver is about - not moving through the completely empty area, but being able to punch through the weak spot with superior force, to concentrate your effort (this also means team work).

also

- Please what is wrong with Strela 10? 2 accuracy?
- why is dana more expensive than MSTA-S although MSTA is better (save for the speed)

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 Post subject: Re: Suggestions
PostPosted: Wed 15 Feb 2012 13:45 
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Joined: Sat 11 Feb 2012 11:49
Posts: 54
diana olympos wrote:
So to answer some questions : move fast hotkeys is M

For range and LOS use T

There will be modding tools, devs have said it!

Finally no fog of war : don't working with the reco systems.

Oh and using shift+U to say to your guys unload there...


Re move fast, my view would be to reduce the amount of micromanagement, so a toggle makes more sense - you either want your character in fast mode or you don't. Currently I click the move, think rats forgot move fast so reclick move fast (or m) and rechoose, maybe if i'm unlucky i've realised a few selections on so I just have to guess where my men are going. But of all the suggestions it's probably the least important.

LOS is understood by everyone who posts in here, what people are asking for is the ability to understand what their units can see - I don't understand what reco would have todo in that respect?

Shift U I need to test, I assume that is a clickable so select shift U and say where to unload - if so that is excellent thank you :)

In my view the most important ones currently are
* The chat window and info window position
* ability to see where a unit(s) are heading

LOS is behind that but it's still important - think of it like me saying to my man on the ground, what can you see. At the moment he would say I don't know what I can see because I can see no opposition....Wheras what I want him to say is I can see as far as the trees in the distance and no enemy spotted.


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 Post subject: Re: Suggestions
PostPosted: Wed 15 Feb 2012 13:51 
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Joined: Mon 13 Feb 2012 12:39
Posts: 127
tals wrote:
Re move fast, my view would be to reduce the amount of micromanagement, so a toggle makes more sense - you either want your character in fast mode or you don't. Currently I click the move, think rats forgot move fast so reclick move fast (or m) and rechoose, maybe if i'm unlucky i've realised a few selections on so I just have to guess where my men are going. But of all the suggestions it's probably the least important.

LOS is understood by everyone who posts in here, what people are asking for is the ability to understand what their units can see - I don't understand what reco would have todo in that respect?

Shift U I need to test, I assume that is a clickable so select shift U and say where to unload - if so that is excellent thank you :)

.


Well, I'm not to phased by move fast, so long as there's a hotkey. once the habbit is there, I'll be fine. It'd be good if we can group units in the delpoy stage, so I can get them all going beyond the obviouse artillery spam.

As for Shit U, I'm not sure that's an "unload here" command, but it can be used to stack orders. So create a "moved here" then "unload" string.


Last edited by BobbyDylan on Wed 15 Feb 2012 14:30, edited 1 time in total.

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 Post subject: Re: Suggestions
PostPosted: Wed 15 Feb 2012 13:55 
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Joined: Sat 11 Feb 2012 11:49
Posts: 54
Agreed, both of those if they work as described are fine. - mainly keen for the other items I highlighted to be implemented. That said I want to make it clear I looooooooove the game :)


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