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DaViSFiT

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Posts posted by DaViSFiT


  1. Im a big tank fan. Since i bought both Dlc packs and none of them really impressed me (half even disappointed me), im not very excited whats coming... new 3 vanilla tanks with perhaps some nice interieur. yeaaa...what a gamebreaker. A new tank suite for the crew? Oh Yeeeea. AI still too retarted to use a tank (show me always your back of your tank or drive 10m in front of infrantrie) or even an ifv? Lets have some fun.


  2. 3D Interiors for driver its a real help to imagine his position and surroundings. If he can feel his position better, he can drive better. With this 2D Stuff its working, but less feeling, less fun. Bwmod did a better job then Bi, RHS did it best on some vehicles. Its the first step to make driver position interessting.

    For the Gunner its only good if its a lowtec vehicle where you better look outside to aim. Like a Sd.Kfz. 234 or simmilar ;)

    For commander its only good if you dont have a monitor, a periscope and cant open the luke.

    • Like 5

  3. What Tank DLC must have:

     

    - AI that are using tank and apcs the right way. Not driving straight to the front, aware of anti tank guys, never show their back to the enemy, help own guys from far away / stay behind. Against a lowtech enemy make the armor a shild for infantrie. Different driving skills.

    - realistic damage, values, penetrations. Not every 20mm can penetrate a tank....  :unsure: and not every hard penetration let a tank explode 100%.

    - realtistic night vision and thermal image.

    - reworked driving model. Dont make a tank drive 7kmh up a hill and this strange "steer+forward=1kmh" for vehicles should also be found a solution.

     

    What the DLC should have:

     

    - Make the job for driver interessting. Make it harder or more sim-style. give him some more options. Make him feel to drive 60t even with 1500hp.

    - Make more parts of the tank can be destroyed and needed to be fixed.

    - more chance of survival on this high tech vehicles. Beside tanks its all a one-Shot stuff.

    - fix all the ticket problems around tanks. Make the game more CO, more Sim, more complex...

    • Like 4

  4. I really miss the CO part  and with the new island its more and more infantrie sided. :mellow:

     

    About coop camp:

    - CO parts

    - using more stuff that arma offers, using all the new stuff offered

    - different storylines that happen on your actions

    - bigger, longer, complex. More then just "kill XY and run to exfil"

    - difficult of the campain comes only from accuracy of enemy soldiers. I never thought of "uhh, that was our fault, we did something wrong". It always "How did enemy see me that fast and kill me with 1 shot?".

    - Respawn? What about longer bleeding to death times and less of this arcadish respawn stuff that lets you respawn directly to the action?

    - Its coop 4, so please let us do different stuff (and not those 4 different weapon and loadout). Something with CO or actions that needs teamplay!

    - it was NOT a challenge


  5. I dont know if some sounds in vanilla are too low. Big guns now make big sounds and are great to hear (tank, arty, mortar). Now compare this to ambiende sound, how much should this be compared to sounds that a normal person would instant get deaf? If someone fire a gun, there shouldnt be any way to hear foodsteps or other real low level stuff. LJ is surely be aware of that and perhaps in the future he dont need to work on ALL sounds anymore, just make the not good ones better and the cheap ones rich. Some/Many Vanilla sounds are now acceptable after all these years because of LJ's work. I dont think BI would target sounds more and more if they didnt hear whats possible ;) Now take the scalpel and cut out those really bad parts ;)

    • Like 1

  6. Will try v12, on weekend we have a big clan event and i will report after this all data requested. Are there ANY params or config values i should use? As far as i know no malloc changes will help. We use +sigv2, -BE, +password, +HT, +HC.

     

    We use (client side) for this event: @CBA_A3;@CUP_Terrains;@HAFM_EC635;@LeightsOpfor;@RAM;@RHSAFRF;@RHSUSAF;@BWA3;@JS_JC_FA18;@task_force_radio;@ALiVE;@ace;  // for server +@ace_server, +@alive_server


  7. a little snipit from our serverlog: http://pastebin.com/Ast1zHv1

     

    - switching firemode is too loud. Why should i hear this switching? Even from more then 1m away?

    - pistol sound medium range (300m) very loud.

    - firefights far away between others have sometimes a strange sound soundscape. Like a bit from laser sound, very damped.

    - grenade is loud (which is good), 230mm arty compared to that is too silent.

    - helicopters are very silent. The rotorblade sound is as load as the turbines (and they are very load in RL). In JSRS 2.2 this was much better.

     

    CQC is very nice.

     

    Overall i would say that that its not needed to make all louder ;) (loudness war) but more in relation to another. Like smoke grenade sound is as loud as a helicopter 200m away? Or artillery make you normally deaf. Perhaps just a bit balancing. We will take it as it is and will be glad for your support ;)

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