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wattywatts

Former Developer
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Posts posted by wattywatts


  1. In the game, the 4-5km is the max. zeroing range for the cannons. Max. effective range (to hit a tank-sized target from front) should be 2-2.5km. At 4+km, it's more practical to shell enemy infantry with HE rounds while being out of range of their AT weaponry, rather than precision shooting at a point target, especially when it's moving.

    • Like 4

  2. 1 hour ago, Bobrus said:

    * FIA offroad near Ifestiona is spawned at the rocks, so hangs in the air (1st mission)

     

    If you are viewing it from a distance with medium/lower terrain detail settings, it may seems it's levitating, but it should be placed on ground.

     

    1 hour ago, Bobrus said:

    * Commander of the checkpoint has a radio voice (1st mission)

     

    Will be changed to 'direct' conversation mode with no radio post-processes.

     

    1 hour ago, Bobrus said:

    * Support vehicles maybe sould be indestructible and they should move into town once is secured (2nd mission)

     

    Due to various factors they have to stay at their position the whole time.

     

    1 hour ago, Bobrus said:

    * Offroads and Rhino at the beachhead are no match for my tank - they even didn't noticed me (2nd mission)

     

    Well, tank on steroids you know, as they said in the Dev Diary : )

     

    1 hour ago, Bobrus said:

    * Two Slammers on the east are not moving (3rd mission)

     

    Will investigate. The whole offensive needs some reworking anyway.

     

    • Like 1

  3. No worries, the performance of the 20mm rounds will be improved to make them as useful as they should be.

     

    Each of our AFVs is getting their armor upgraded, which should eliminate the inconsistencies in their protection. This will however take some time, as it requires extensive encoding work and QA testing.

     

    To the ammo update - it's possible that the changelog was added before all of the addons have been packed, so the rest should be present in the next dev-branch update.

    • Like 2
    • Thanks 2

  4. 6 hours ago, Alwarren said:

    Just finished the first mission of the campaign, and while I didn't see any gamebreaker, I noticed an error message

     

    This one got discovered yesterday by our QA and should be fixed in the next dev-branch update. It's caused when...

    Spoiler

    ...the supporting Nyx gets mobility or firepower kill.

     

    • Like 6

  5. 31 minutes ago, lexx said:

    Huh, why would all CSAT tank crew people wear the non-high-techy caps when all of their normal soldiers wear high-tech helmets? Especially in combination with their default recon fatigues it looks a bit... unfitting?

     

    True, but the current helmet is a reskin of the NATO's and since there is a new helmet available, it needs to be used somewhere. We can try different approach though.

    • Like 4

  6. 2 hours ago, SuicideKing said:

    hmm? locking will alert the crew? but isn't it an passive IR seeker?

     

    I see - it's not the locking itself, it's the incoming missile warning system, similar as in jets or helos.

     

    3 hours ago, Ex3B said:

    I know what we're seeing so far is a work in progress, and not final, but I fear some things that are lacking will stay lacking...

     

    Some of it might get into release, but no promises.

     

    3 hours ago, Ex3B said:

    Only 1 Nyx can be loaded in a blackfish, but it seems like 2 should fit, could this be tweaked?

    @wattywatts also, did you see this? it seems like something that should have been fixed a long time ago, it shouldn't be too hard to slip in this change of a 1 to a 0 in the next build, no?

     

    Noted.

     

    59 minutes ago, pr9inichek said:

    Some suggestions and bugs:

     

    Noted.

    The depot reskin (and all possible reskins of everything) is nice-to-have, but - since data lock is nearby - is very unlikely.

    For the helmet - the plan is to give it to all CSAT crewmen, replacing the current one (which would be available in Virtual Arsenal).

    • Like 5

  7. 2 hours ago, Strike_NOR said:

    Why chose vorona, if CSAT already has Titan AT?

     

    Titan is used by all main factions. As we were making new AT launchers, we primarily wanted to fill the gap and have one unguided launcher, usable for NATO, AAF and all kinds or irregulars. Then we also wanted to give CSAT something new, unique, of their own design, something requiring different approach than RPG or the Titan.

     

    2 hours ago, Strike_NOR said:

    Why not add Vorona ammo assistant?

     

    He is there, Assistant Heavy AT.

     

    2 hours ago, Strike_NOR said:

    Why not add Vorona AP (He/frag thermobaric) ammo alternative?

     

    It's also in-game, though not in the loadout of the units. You should find the HE missiles in CSAT's Launcher crates.

     

    2 hours ago, Strike_NOR said:

    Why not add a Static Vorona launcher?

     

    Static Vorona and SPG-9 were considered, as many of other nice-to-have assets, but with the given resources and deadlines, we had to focus on the high-priority assets.

     

    2 hours ago, Strike_NOR said:

    Is the Titan loadout overpowered?

     

    That depends. The damage overhaul is still in progress, so current damage dealt against armor is not final.

    The design for (infantry used) Titan is that it has a relatively small warhead and range and is effective against heavy armor only when used in top-down mode. For this you need to lock the target (which needs to be 'hot'), but doing so will alert its crew, giving it a chance to use countermeasures and locate your position.

    Vorona has much more powerful warhead and is undetectable, but you need to guide the missile the whole time, exposing yourself.

     

    It depends on situation - each launcher has some pros and cons.

    • Like 6
    • Sad 1

  8. 5 hours ago, twistking said:

    from the videos i saw, it appeared to me, that neither of the new vehicles offer the possibility to fire personal weapons or use binoculars when being turned out (FFV).

     

    Firing from vehicles was actually planned and configured, unfortunately it collides with the content licensing system, thus it was switched off. Once we manage to bypass this issue, FFV should be enabled again.

     

    EDIT: since there seem to be some confusion, to put it more simply:

    Spoiler

    Even those who don't have the DLC could get inside the premium vehicles as gunner and/or commander.

     

    • Like 6
    • Thanks 5
    • Confused 2

  9. 11 minutes ago, Damian90 said:

     

    Great to know, I have a question, if there is even a slim change, NATO will receive a proper, tracked IFV variant of the Panther. Even if not with a real Namer IFV turret recently presented, at least in for of a using copy paste of the existing RCWS turret in the game used by Gorgon and Kamysh, just like the Namer IFV prototype used?

     

     

     

    We considered this variant, but in the end it won't be included in the release.

    • Sad 3

  10. We have plans for adjusting vehicle loadouts in similar way, however Encoding and Tech Design are flooded with work at the moment. Some of the planned changes would not be backwards compatible (6.5mm coax > 7.62mm coax, Slammer UP 105mm > 120mm), requiring more intern discussions and decisions before we take action.

    • Like 4
    • Thanks 3

  11. On 25. 9. 2017 at 5:54 PM, Night515 said:

    Any particular issues reventing it's implementation?

     

    Lack of available programmers, as almost all of them are working on Enfusion.

    And now for something positive - while I can't give you any specific info, I can say that many of the issues mentioned here are on our long list of things we'd like to improve/fix/add. And they are progressing quite nicely.

    • Like 11

  12. On 22. 9. 2017 at 11:55 PM, joostsidy said:

    Are you reading this BI?

     

    Yes, we are. And we appreciate all the ideas and your enthusiasm.

    But please don't get too hyped about APS, it's highly unlikely it will get in game.

    • Like 8

  13. On 26. 8. 2017 at 3:00 PM, Night515 said:

    Whatever CSAT may get, just please be sure to give them a green hex texture source! Please!

     

    All premium vehicles will come with at least two texture variants, to fit on Altis and Tanoa type terrains.

    • Like 5

  14. Updated

    These changes are one of the last on the East Wind campaign. With the Bootcamp DLC, some new assets - clothing and headgear - will be re-added to the campaign.

    I'd like to thank my colleague Jiří 'Warka' Wainar, as it was his magical scripting abilities that made this all possible :p


  15. Each base has one repeatable scouting mission, which can be started as many times as you want (I have 14 replays of Scoutings in Adapt :)). The Scouting task is a parent task of the side missions, to distinguish them from the campaign missions.

    Regarding injuries:

    The injuries have never been transfered across missions, so you can simply travel back to be "auto-healed".

    Regarding replaying campaign:

    Double spoiler warning

    There still is some work going on for the campaign, so it might be worth waiting a little longer.

    As there will also be some new assets for our future projects, those which will fit, might be added as well.

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