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Everything posted by Borsti

  1. Well, for me 12.1 seems pretty good in regard to inf vs. vehicle. But it is far too early to call it perfect. In any case, a tank crew might decide to risk their tank to destroy enenmy FOB and they might succeed and drive away, but with 12.1, there is a real chance their tank gets destroyed. So for me it seems ok. You cannot balance out everything perfectl. And then there luck. It would be pretty boring if everything is predictable. That beeing said, OWI already told us about more/other AT weapons for some factions, about a commander who can call (AT-)Air Support and about destroyable tank-tracks. What i like is the idea of tank-barricades ( https://en.wikipedia.org/wiki/Czech_hedgehog#/media/File:Rozsocháč.jpg ), which should be cheaper to build then hesco walls, if implemented. Could also be interesting if there is a combat engineer role someday, who could place them anywehere (bridges....).
  2. Yes, and since no update in the world can change the players, we have to accept the reality of public servers....
  3. With the release of V12 you can destroy eninges from light Vehicles with a few shots from nearly every weapon, and that's ok. But there is one problem, at least as i see it. Players stopped to destroy unmanned enemy Trucks/Jeeps. Instead, you shoot the enigne a couple of times and thats it. I do the same, because it's the smartest thing to do now. But in some games it's getting a little bit out of Hand. Maybe Vehicles with 100% enigne damage should get some damage over time, so that after -let's say 10 minutes- they burn out and respawn at the main base?
  4. This topic is not about whether it's realistic to disable a truck or not! It's simply about the fact, that since V12 in many games half the vehicles are across the map, no crew, disabled engine and noone is retrieving them. And yes, in theorie you could retrieve them, pick up a crew men role (with stupid weapons) and then *somehow* (walk?) get to a needed Vehicle, repair the engine to 50% and drive like 5 minutes to the main base/repair station. But let's get back to reality on public servers: Nobody is doing that. People start to use anti-air tucks and other shit before they retrieve a transport truck. So, all i ask for is that disabled vehicles should burn out and respawn in the main base after 10-15 minutes.
  5. Vehicles vs AT infantry in V12

    After some V12 matches i have to agree. Not only when it comes to Battletanks, but also in regards to the Bradley and Warrior. They are OP. Or to put it the other Way around: AT infrantry has become unrealistic weak. Even 4 or more AT hits are not enough to take out the strongest vehicles. Maybe you damage the engine, but that's about it. In real life, even if you can't destroy it, you could do far more damage. In addition it has become harder to resupply for infrantry. Even vehicle Vs. vehicle is broken Just today we attacked a Bradley with two 30mm BTRs. We took the Bradley completely by surprise, he then had to spot us from 400 meters away, but still managed to take us down with two TOWs. I mean WTF? The map was Kohat, the US-Army got two Bradleys and they completely dominated the game. Sure, the russians can build a Kornet, but thats laughable against the three TOWs the US-Army has (with the Bradleys). In an other game: T72 Vs. Abrams We hit the Abrams like 6+ times, but apparently not in the weak spot, the Abrams then took us down with two shots and had 50%+ health left. I mean i get it, you have to hit the right spot. But hitting other parts of the tank 6+ times has to do some kind of damage. There is of course one exception for the weak infrantry: HAT with Tandem ammunition. But there is a big problem: 40 Player, one Tandem, and on Public servers, often enough this one player is a total douche. So one of the most effective weapon against a vehicles is lost... possible solutions Give AT infrantry more rounds and/or introduce more Tank components that can be damaged (tracks, sights, crew...) so that several direct hits would do at least something and/or increase the damage AT does on non-weak-spot verhicle parts at least slightly and/or get rid of HAT/LAT distinction all together. Make it just one AT-Class. (maybe max 5 per Team), damage between LAT and HAT (Militia and Insurgents a little bit more damage) Something else: The new ticket counts for vehicles are kind of imbalanced. Example: Bradley ticket count: 10 Technical ticket count: 5 That Makes the US/UK/Rus factions even stronger.
  6. A12 just got released?

    ufff, you are releasing it? Ignoring all the bugs and polishing it needs? Like every three matches every player on the server gets a crash to desktop....
  7. Vehicles vs AT infantry in V12

    I have played a few games in V12 and yes, Battletanks are dominating the game. I am not sure if it's a problem though. First of all, it's too early to tell anything, you have to wait and see how players will react to it and that takes time. Im sure some to tactics will evolve from this. Then, if there is a enemy Tank, your team has a Tank as well. I've played three games in tanks so far. And from the beginning it was obvious to me that my first priority is the enemy Tank. Which also means, as a tank, you dont have the time to chase the enemy infrantry all the time.
  8. Why can I not choose a role?

    Also Rombys numbers refer to a full 9-man Squad. Less Players in your Squad means less options for kit-selection.
  9. I don't think the devs will ever implement something like this. It might improve the Medic gameplay, but it is more or less science fiction. I agree with your first conclusion though. Being a medic often fills like 70% of your combat time with fixing up your teammates. I hate that too. But there might other ways to improve the user expirience here. As of now, the Devs are planning to give 8 Bandages to the medic, while everyone else keeps two Bandages. If you want to reduce the "face-to-earth" time for the medic, you could do the opposite, take bandages away from the medic and give them to everyone else (like medic 4 Bandages and everyone else 3). You could also speed up the healing process for medics. Or you could reduce the switch time from Gun to Medic Bag and vice versa. And I do like your idea of combining the Medic Bag with the Bandages. That would be more realistic and improve the user expirience.
  10. Falling Damage nerf?

    Where is the Point in 1 or 2% HP loss after "falling" from a little over 1 meter. Realy, where is the point? It may be realistic, but there are tons of realistic things which are not in the game for some reason. Also: in Reality i could carefully climb down a two to three meter high wall. But climbing down anything (besides ladders) is simply not in the game. So yeah, It realy comes down to realism when i "fall" 1 meter, because i am unable to carefully climb down and afterwards the medic can heal me instantly in 1,5 seconds. So, back in the days, as a gunner, how often did your medic massage your ankles for two seconds for a realistic insta-Heal? On top of that: My game character might have 30KG of gear to carry around, but i can't feel that in front of my monitor. Thats why there is a UI Element for Stamina i.e. Again, i am not saying anyone should be able to jump from the second floor, all i'm saying is the ~2% HP loss at very low heights is annoying and serves no purpose.
  11. Falling Damage nerf?

    yes pls. i mean where is the point in 1% HP loss when you fall from like 1,5 or 2 meters? Nobody cares, only the poor medic is annoyed because he now has the stupid health symbol on his teammate.
  12. I have used the forum search, but couldn't find anything. Text-chat messages are only displayed for a few seconds. But some random squadmember mentioned there is some console command to display the chat history. Unfortunately he failed to explain it properly. Anyone knows the answer?
  13. "smearing" during fast movements

    Thanks for your answer. I will try to solve it with the control Panel
  14. It's hard to explain, so here are two screenshots http://www.directupload.net/file/d/5157/gaywpr4m_jpg (outside the scope) http://www.directupload.net/file/d/5157/2yxg4l73_jpg (inside the scope) It's occuring when i move fast or look around fast, scoped in and not scoped in, when not scopped in, the ground gets some kind of blurry. On some maps more than on other (i think it's the map). I've tried several graphic options but it is not disappearing. Is this some kind of bug or it is intentional? In any case, it is annoying as sh**. It might not look as bad on the screenshots, but it is while playing. Windows 10 (up to date) Alienware 15 R3 (GTX 1070, drivers up to date)
  15. Cant make a fourm post on the support page

    i get the same error
  16. The rifle is always standard in any given army, but what about the other gear? I have never been in any military, so it's a honest questions. Scopes, grips, amount of nades/ammo etc. etc. Is there no modern army where the individual soldier can pick at least some of the gear?
  17. New Revive ability

    Don't take it the wrong way please, but i feel like this is the standard answer to a lot of objections to new features or game mechanics. Let the SL supervise the right use of it. Like the SL has not already enough to do.
  18. About Radio and noise pollution

    In my expirience, as soon as the fighting starts, the squad channel is full with "enemys on my position", "enemy at 234", "contact in North" and "SL please mark xy on my position". It's kind of a double edged sword. You want and have to communicate with other squadmember, but sometimes it's too much and almost every sentence that contains "on my position" is stupid anyway. So maybe every Squadmember should be able to mark exactly one enemy positions on the Map? Just one marker per Squadmemeber and all the other markers for the SL as it is. This could help with too much voice chat AND could make the SL role a little bit more attractive, since you don't have to mark everything for everyone.
  19. New mechanic for kits and team play

    i think constantly switching your role during a game takes away some of the immersion and is too much like COD. I've already said it in the other thread, but i think the SL should get some sort of cotrol over which kits are used in his squad. Also, the point System would be kind of complex, players would have a hard time figuring out how they het their points.
  20. Removal of marksmen from the game

    This. And maybe the SL should be able to pick the Fire Support Kits. So that the SL simply unlocks the Fire Support kits he wants and the squad members can pick them... or stay riflemen. But before implenting any of this the SL role must be reworked. Currently a SL has to many things to do. I.e. FOB building, Squad managing, setting up ralley points, coordinate a strategy with other SLs, mark enemys and other stuff on the map, listen the SL voicechat . Which is why so few players want to be SL. In some games it takes 2 Minutes before someone gives in and opens a squad. That's stupid. Medic will get their needed attention with the reworked revive, SL must be next imo.
  21. First of all sorry for my bad english. I hope you understand what i am saying. In some of my games i'm noticing a "problem", it's not a huge problem, but still. Lets say you are in a long and more or less even game and your team is running out of tickets. You then assume that the enemy team is also running out of tickets. So when the last 10 or 20 Tickets are reached, the SLs tell the players not to give up after they got downed, so your team is not losing any more tickets. If you are a good teamplayer you do that and spent the last 5 minutes or so watching the Map. If you don't give a shit, you respawn anyway. So teamplayers get kind of punished. So, here is my suggestion: Each time a player is downed, the team loses a ticket. So if your team is low on tickets and you give up (because there is no medic nearby) it doesn't change anything. If you don't give up and get revived instead, your team gains one ticket.
  22. Ticket loss for downed players

    Yes, that's the current situation, what i am suggestion is: Player gets downed --> Ticket loss for the Team Player get revived --> Ticket gain for the team Player gives up --> no extra ticket loss or gain @Zylfrax791 but what you are describing is the whole idea of beta/alpha/EA testing