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I dont know if its been mentioned yet (I dont have time to keep up with all these resistance threads) but I noticed the pics for the H&K and the FN-FAL are swapped.

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can anyone tell me how u can stockpile on guns, ammo and equipment.. or direct me wear to read such instructions.. much appreciation..

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hudson @ July 17 2002,23:25)</td></tr><tr><td id="QUOTE">I dont know if its been mentioned yet (I dont have time to keep up with all these resistance threads) but I noticed the pics for the H&K and the FN-FAL are swapped.<span id='postcolor'>

you mean the G3 and the FAL

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These have probably been mentioned, but they bear repeating.

1: Pistols aim way too high. You need to bring their elevation of fire down into sync with the iron sights

2: Pistol sounds are weak. When I was six I had a capgun that was louder.

3: FN-FAL & G3A4 damage needs to be tweaked. A 7.62 NATO round causes way more damage than the weak ass rounds these rifles spit out ingame.

4: FAL & G3 need different sounds. I dont know about the FAL, but the G3 needs to be a sharper, louder crack.

5: In multiplayer, go back to the method where when missions are downloaded, they are saved to your MPMissions folder, instead of making players download every time. This can be especially frustrating when there are low end connection-players on the server.

6: I love this addon, and I think it is well worth the price. But I think you should correct the problems, and polish this game to a glossy shine smile.gif

Thank you in advance Bohemia Interactive.

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35. Weapon animations: I recently noticed that the motorcycle has a stand that turns by 90° when you stop, and moves back up again, once you drive forward again.....kinda lika a bipod. If it is possible with vehicle models, it for sure would also be possible for weapon models. The above mentioned 'deploy bipod' option for machineguns could indeed be possible then. If it would furthermore be possible to turn the player model not on itself but on the bipod axis kinda like with all those inofficial stationary machinegun addons, we would at last have well designed light machineguns in the game. Many games like Day of Defeat for the HL engine or the recently released AmericasArmy offer such functionality for machineguns, which IMHO gives those weapons a very own role in both combat and experience. The option to deploy bipods should really be considered, and if combined with better accuracy while deployed would make the mg fans like myself cry out in joy.

One of the main things I always disliked on OFP was the lack of animations regarding proper reload and weapon handling in general. Even before CS, reload animations for example (not saying they were realistic, but they added to the acceptance and atmoshphere of firearms) were a common sight in most 1st person shooters. I'm not asking to add proper animations for every weapon in an upcomming patch, as this is very unlikely to happen due to the simple shitload of work caused by this demand. However, there are quiet a number of weapons in game that could need some spicing up like a rotating vulcan gatling gun (rotating should be possible, already done with grenade launchers), the above mentioned bipod idea and a law launcher which auto expands and thus is only half the size when carried on the back.

35. Player animations: Like with weapon animations, there is quiet some space for improvements. Especially missing animations for people that don't use weapons should be added. Currently, even civilians sit down, stand up and enter vehicles as if they were using invisible weapons. Furthermore players that only wear a pistol, still walk as if they were holding the strap of a rifle on their back, when the pistol is in the holster. Animations are not model based, but changes seem to automatically affect every model. Therefore the additions shouldn't be that hard to implement. Lastly, I want to point out that it would be great for modmakers to have a bunch of different animations at their disposal, even though they do not appear in the original game. Call it a gift to the mod community. Maybe some sort of poll on which additional animations are wanted the most by modders, would be a nice idea.

36. Sights: I would like to see a rework of some of the featured sight and scope views, currently in the game. Mainly the law launcher scope view should be replaced with an appropriate sight view as this weapon simply does not come with a scope (at least not by default). Weapons with attached grenade launchers lack a decent sight for grenade launching. Even with the pure grenade launchers, which do have a sight, the aiming is based on experience and guessing only. Another view I want to criticize is the Nato tank view. The Russians have lots of info on the scope like target range indicator and other stuff. Even if this is not relevant of the game, I think the lack of such eyecandy on the Nato scopes is a little sad. I have never actually looked through the scopes of an Abrams, so maybe there are simply no such bars and numbers all of over the place, but I kinda doubt that. Anyways, it's not that important but would still be a nice addition to eyecandy.

37. weapon model attachment on player models. Unlike many other games, Flashpoint has a very nice optical aspect on who carries what weapon. Having my weapons, currently not in hand, be worn on the back is a feature I don't want to miss in any game. It's not only realisic, it also adds to target identification and atmosphere in general. There is one point though, which I disliked on the whole feature since the first appearance of the Flashpoint demo: The alignment of the weapon models on the player models. In most cases, the weapons are several inches away from the player, hovering somewhere in the air. With launchers and other secondary equipment there is yet another downside effect. They all are carried way to high up the shoulder, making them pop up behind the player model. My solution for this would be to lower the attachement points for the weapon models on the left shoulder (launchers), so that they are less likely to be seen by the enemy. Large weapons like stinger or strela launchers would still be very easy to spot. Regaring, the distance of the weapon model to the player models, it a simple realignment of the attachment points could do as well. The problem I see with all this however is related to the question wether you have to change all player models or if you have to change only the weapon models. If only weapon models need to be recompiled, this should not be that hard to do, as you only have to change the attachment point on certain weapon models. However if player models need to be remodelled, the whole work arising from this would most likely not be worth the effort, as this would result in most player fan-made reskins to be ported to the new skeleton as well.

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i dunno for you but in every intro/outro (even in the start movie before klicking an option):

i got i see the guy walking or running while their head is seeing the right (u can do the same as player by hitting numpad 3)..

Well that only an estethic thing but i think it must be corrected, all the scene are bad to my opinion when i see somthg like that.I tested and it occur only with the 1.75 exe *not with the OPF CWC or Rhammer scene... only the nogova scene or movie*

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38. Movement on hills: If your AI squad wants to climb hills, you may have noticed that they always manage to get up faster than human players. Currently, you are forced to slow movement even on not so steep hills. My suggestion is to change the whole hill climb code that way that you basically are slowed down like right now, but with the option to run upwards when pressing the run key. This running however is only a bit faster than the allowed normal speed. For example, if you can only walk normally up that hill with no running allowed, like on medium steep hills, you should be able to still use running with the way I suggest. If you are only allowed to walk slowly (the same speed when you are zoomed in) with no normal and no running allowed, you should instead be able choose running, but the running would only be in normal speed then but still causing heavy breathing. Basically running should ALWAYS be allowed but running would only be allowed at one movement level faster.

The list below shows the steepness of the hills (1 being very steep and 4 being even ground) and the allowed way of movement on this type of hill.

#/normal/running *** replacing

1/crawl/fast crawl *** stays like it works currently

2/slow/normal *** replaces where slow only walking is allowed

3/normal/fast *** replaces where normal walking only is allowed

4/normal/fast *** stays like the current walking on horizontal ground

Of course all this should also apply to AI controlled units.

I would also consider making some extremly steep cliffs like those near the river on nogova impassable with maybe even one more movement level before where you can only crawl normal. Should be very seldom, though.

The movement downhill should behave exactly like the movement upwards with rare possibilites to hurt the legs or even die like it is possible right now.

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This doesnt pertain directly to resistance, but it should have been taken care of by now.

The laser designater still doesnt have a weapon and ammo pic for the briefings. it looks like the carlgustav launcher right now. Pretty small shortcoming, but it would be nice to see this portion of the game completed.

On that note, i'll also bring to attention that the AT4 still uses the carlgustav's weapon and ammo pics too.

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Some more bugs:

In the "ambush the convoy" mission, I killed drivers of both trucks and was able to drive the trucks myself. However, when I ordered one of the AI to do this, he said "Roger", climbed aboard and then climbed back out immediately!!!!

Also, the bodies of both drivers were levitating by the truck doors - it was really weird, I could clip right through them!

So, I manually drove the trucks back to base, but what was the point? The ammo and truck was not present in the next mission.

I also think the AI needs a massive[\b] bit of tweaking. The enemy doesn't seem to have awareness of being shot at, nor any particular tactical capability. I want the enemy to flank me, not just sit there and die! biggrin.gif

On the "blow the bridge" mission I was using an M21 to pick off Soviets left right and centre - they didn't seem to be aware I was shooting at them!! They just *rotated* (in "Scan Horizon" command style!wink.gif on the bridge and didn't even bother to run away. It was fun, but for the wrong reasons!

Also, whenever explosions go off, the men remain stand up and don't bother going prone or taking cover - they must be very well disciplined!!!

biggrin.gif

Apart from that, Resistance looks to be the business. Sort the AI out BIS and OFP will be the best game of all time!!!

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Another couple of issues I have with the game (sorry to be a moan):

* (This point has been raised before in this thread smile.gif ) I hate having to correct the driver of a vehicle all the time. I say "forward" and the tank veers left, right wildly. And that's in AWARE mode, not DANGER. I end up driving the tank myself, and getting blasted because the gunner's asleep really p*sses me off.

* The Delta force and Spetsnaz are supposed to be the elite troops in the game, able to think for themselves. I hate to say it, but in this game they are dolts! Example: in the "Steal The Tanks" mission, one of the Spetsnaz who parachuted in was literally standing on top of me - he MUST have seen me - but instead of killing me he just ran by and I blasted him.

* After telling a soldier to "Watch" a given direction, how do you tell them just to return to normal, and face the direction I am going (without issuing another watch command.) ?

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39. SpecOps: As kojak already mentioned, both blackops and spetznaz do not appear as the super elite units (the best of the best of the best of the...) they are praised during the campaign cutscenes. I don't want them to turn supernatural however some slight advantages over normal infantry apart from equipment and them being less likely spotted, I would suggest maybe have them move without sound unless they are running and maybe even take much longer until they start to breath heavily. Even though, you can fool AI enemies pretty easy, it's really tough to sneak upon human enemies. Small things like the above mentioned would already make a difference.

40. AI machinegunning: In general I would like to see AI use machineguns only in small bursts or full auto and never on single fire. Even on very long ranges they should at least fire in 2-4 shot burts. Especially on tanks, there is often the case where the gunner picks out infantry with single shots from the co-axial machinegun. Currently it seems that high skilled AI are more likely capable of using mgs in auto mode while low skilled units often seem to exclusively use single fire. This strikes me as wrong, as there is no skill in keeping the trigger squeezed while on the other side it is extremely hard to fire off single shots from an machinegun. I would suggest to switch this so that low skilled ai is using more automatic fire, while skilled machinegunners use small burts (but still no single fire). This has another nice effect: The mg fire sound pretty ugly when used in single shots. Only in an continous fire, the sound is acceptable and does not hurt one's ears due to the harsh and unexpected ending.

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I'd like to see a new unit, a unit which is an ammo carrier.

It should be good for some mission that there are runners, guys who run with ammo to all mates. And after a battle give resupply the soldiers.

I think that they should be capable of carrying an assault rifle (not M60 or LAW etc.)

Because then they would be super soldiers (like a law soldier with 7 rounds)

I don't know if this is realistic.

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hmm bis should remove that light thingy at every vehicle because the ai keeps turning it on at night.

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You can make them turn it off by setting them to stealth i believe

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (JonasBane @ July 17 2002,09:11)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NightEye @ July 16 2002,16:13)</td></tr><tr><td id="QUOTE">About the tanks : there is still what I think is a bug (it was also in CWC & Red Hammer):

When you are the tank commander, you target the ennemies for your tank squad, saying "T80 there, T72 there, AT Soldier other there", etc...

But while your saying all this, you CANNOT say to your gunner "FIRE" !

Which means that even if you have targeted an ennemy tank or RPG Soldier, that stupid gunner will NOT fire until you order it !

And of course, in the mean time, you have eaten 1, 2 or even 3 rockets ! This bug makes me mad !!!<span id='postcolor'>

Can you solve this by using the manual fire function?  You would still have to right click to target things, but once you give the order to fire the gunner should let loose a round.

Only downside is that the gunner may not be ready to shoot when you click.  So you can't string together a series of commands as effectively.  And with the machine gun, he'll only shoot one burst every click.  This could make mopping up infantry squads a little more frustrating.

Jonas Bane

There's Love Inside<span id='postcolor'>

For the machine gun in the tank on manual fire, use the left "Ctrl" key to do a rapid fire. same with choppers.

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41. If you (accidentally) dismount as Tank Commander, the AI keeps going round in circles, and won't stop, meaning you get run over trying to remount. This is due to them trying to maintain formation. IMHO the option to order the AI to 'STOP' is not the best way to solve this, as they still move around a bit until this happens. I think, it Would be smarter to have to order AI again to "keep formation" instead of them automatically continuing once you disembark? I mean, if there is a reason for you as the unit leader to disembark, you most likely don't want your men to spread out in formation immediatly. Another thing is that if you order all of your men to stop before you disembark, your very own tank does not automatically accepts this order. you have to order your tank driver seperatly to stop, causing an even longer delay. Furthermore it is simply way easier to radio 1-1 instead of 1-6.

Another problem apart from the danger that your own driver kills you while moving over you due to formationing is the following: Imagine a situation where you as the leader of a 5-ton truck convoy are moving in colomn formation along a road and suddenly want to stop because you though you'd see some infantry ahead who try to ambush your convoy. In this case you disembark to check the situation with binoculars or even by shooting at the enemy. However, once you have disembarked, the second truck in line will try to maintain formation and moves beside your truck which is now empty. The other trucks themselves, will try to maintaing formation as well and all of a sudden the nice looking convoy line is scattered. If you due to whatever reason want to quickly enter your truck again, it would be a pain in the ass to get all your trucks back in formation. Not seldom this will take several minutes until the convoy is back in formation and ready to move on.

So, to summarize, that's why I request that units moving in formation should automatically stop and wait for further orders once the leader they try to maintain formation to, disembarks, instead of staying in formation.

Related changes should also affect AI responding properly to this feature. Lastly, I want to note that if you as a commander (or any other crew member), but not as squad leader eject/disembark from a vehicle, the AI automatically orders you to enter again. However the remaining squad except for your vehicle will continue with their movement. The problem with this is kinda similar to the above mentioned request and should be changed so that the AI automatically waits for you to enter again (of course still with accompanied orders) and does only continue to move once you have entered.

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I've got a gripe about the AA launchers. In the "destroy the gunships" mission I had 3 AI soldiers carrying AA launchers. The moment we came across a single BMP, all three AI's launched their AA rockets at it at the same time! I wish they knew to save their rockets for airborne targets only.

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yeah, some sort of awareness on when to use which weapon would indeed be nice. Let AI soldiers check if there are any other wepons in the squad or even alive in a certain radius who could do the job as well. For example, if there are any LAWs alive, the AA soldiers won't use their weapons against armored targets. or if there are LAW soldiers present, AT soldiers won't use their weapons against minor armoured units like BMPs. Maybe this awareness could switch with the average skill of the units, making higher skilled units use their eqiipment more efficient. AI Officers should also know better which soldiers to order to engage certain targets.

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That pees me off no end, when they use a carl gustav on a UAZ and then when a T80 comes across youve got to try and kill it with LAWs and grenades, only it takes about 6 LAWs or 15 grenades. Also the auto lock on doesn't work for the Carls or the AT4s, it fires but hits the ground just below, i think its after BIS changed the rockets to fire in a curved trajectory rather than the flat one when the game was released. The grenade launchers are pretty poor, not in performance, but how many rounds you can carry, they take up 2 spaces in your inventory not 1 what you'd expect it to, especially when the flares only take up 1 and they are about the same size, if you could carry 6 then I'd stop moaning. (really its still not enough)

Has anyone noticed when you load a mortar on an XM177 it uses the M16 model, its even more noticable when you load one on to a XMS.

Other things that annoy, are the pics in your inventory, there isn't one for the green smoke grenade, isn't one for the strela missille, G3 and FAL are mixed around, and the laser designator uses the carls gustavs pics. the scope on the XMS is not a red dot in real life, its a X4 crosshair type.

Have you ever been in a situation when you are trying to shoot someone around a building from the left side and you keep hitting the wall, but the enemy can still shoot at you, so you either jump out and shoot them or most probably get shot your self or go round the other side of the building so you can shoot them, it would be better if you could swap hands to left or right, this could be useful for people used to left hand models anyway (not me) and for shooting round trees or buildings and the ability to lean around corners wouldn't go a miss either.

Sorry for the long post

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42. Another radio improvement:

When AI exit transports, every single member yells when he is out. This kinda slows down any actions/orders you want to give your squad like attacking enemies or moving in a nearby wood. I would suggest to only have the last AI orderd to exit, give a response, not all. Maybe something like "All waiting" or another combination of already existing radio commands would be okay. There is simply no need that all members spam the radio channel.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (kojak_2002 @ July 20 2002,18:42)</td></tr><tr><td id="QUOTE">* After telling a soldier to "Watch" a given direction, how do you tell them just to return to normal, and face the direction I am going (without issuing another watch command.) ?<span id='postcolor'>

Use the "no target" command. Works to cancel all "target" or "watch" commands, including "scan horizon".

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-There's still seemingly eternal problem of leadership not transferring in MP to next player after leader of the squad gets killed. This works in single player but not in MP.

Coop missions especially need somebody to take command, otherwise when the human leader is dead you have to type in commands or yell at the mic. Radio commands are much easier to use.

-As the leader, If you tell every human player in your squad to move certain place on the map, nobody sees the yellow box. Frustratingly, you have to order each man to the position individually so that they are able to see the yellow box.

-Players that disconnect mid-game or during loading will leave an annoying AI soldier behind which cause trouble especially in TDM/CTF missions. They keep yelling contacts, etc.

-The mid-game score list...showing only top-10 players. How about reducing font size dramatically and displaying players of different teams in separate columns? Can't be that impossible to do.

-The mid-game score screen doesn't update when players disconnect/drop. It's impossible to tell are they AIs or what from that.

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Would BIS continue spending all this time and money fixing the bugs? Thankfully, BIS have been very supportive of the game so far. However, wouldn't it be more resourcesful for them to work on a sequel or another expansion pack then fixing bugs... even if that means loosing the current fan base? A lot of the constructive critism would probably be implemented on a later game, rather than the current one.

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I'm certain that BIS is still working on patches, they've done for a year now and why should they stop now. Some issues are very easily fixed (like weapon stats in config.cpp) so why quit when it's not eating away their resources?

Like the bug that makes G-36 Uberweapon, reading from config.cpp i see that it makes 11 damage while Steyr makes 10. Why is that, they fire the same bullet in almost same barrel length? Stuff like that is easily fixed.

It's a whole different thing to start designing a sequel than make some patches on existing product.

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BIS should go back to Direct play.  It seems that since going to non direct play only more problems a rised.

With 1.46 it seemed that bis was on the fast track to fixing the game it seemed very stable and many of the issues had been worked out.

Since the introduction of non direct play, it seems that to many bugs have risen.  

Look I like OFP. I think it is a cutting edge game that has great potential.

Now the downside. Alot of people who played this game religously and have bought resistance have now become completely frustrated with it and refuse to play it anymore with all the bugs.

I hope that BIS patches these problems quickly. Or at least release a patch that shows you are trying to fix many of the issues. I do not mean to seem negative. I am just trying to tell you my feel for many of the people I know in the community.  Who do not post on these foroums and just play the game.

The people who post on these foroums only represent about 25% of the gamers out there who play the game.

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