Stom

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About Stom

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  1. I like hulling down as a viable tactic in game as it is in real life but agree that the repair stations need to be tweaked as to not make the vehicles unrealistically resistant to damage. That being said, I have had situations where BTRs were hulled down with two repair stations but we were able to destroy them with coordination, but that isn't a defense for the cheesy tactic.
  2. It's far too early to start discussing imbalance and ticket costs since we don't have the update yet. I like to speculate as much as the next guy, but we've got to wait and play the update before discussing how much ticket costs and timers should be increased.
  3. I see single man crewing of vehicles as inherently negative for the game. It goes against teamplay which is the core of the game. Also, casual players aren't the ones who single crew vehicles, it's the regulars who are experienced enough with the systems to do so without getting frustrated. I hope we see some penalty to single crewing when more powerful vehicles are added. Whether that be the PR screenlock system (which I think was a bit clunky) or something simple like the screen fading to black and playing the noises of you switching positions for a few seconds before you assume control the crew position.
  4. No, those are coming in V10.
  5. A long time ago SgtRoss responded to someone requesting scope adjusting. From memory he said that soldiers don't really change the zeroing of their weapons in the field so they weren't planning on adding it to the game, but that could of been in regard to swapping full scopes, I don't fully remember.
  6. It always looks odd when a group of players are running in a line with their weapons pointed at the back of the friendly in front of them, so it's good news that you guys are adding those 3p animations.
  7. They probably have some issues to fix since it was just testing. Also, even if there were no problems I don't think the cycle is that fast. There is probably plenty that needs to be done to get the test build to a working public version.
  8. I don't think it's a silver bullet but reducing the amount of medics to one when dragging is implemented would force players to slow down. At the moment medics do some stupid suicidal moves because they've got a second medic on hand to revive them. If there is only one medic then he'll have to be more conservative and rely on squadmates to bring the wounded. Of course there will still be shit players who rush but hopefully if they only have one medic per squad it would be a less viable strategy.
  9. A great opportunity to do this would be if/when the dragging system comes in. At the moment if we reduce the amount of medics I'm not sure the playerbase would fully recognise what needs to change in terms of tactics, but if something like dragging was introduced at the same time it could be the right pairing for people to actually think about positioning and retreating.
  10. This would be true at first, but as the novelty wears off and a new routine develops it would lead to annoying random encounter style combat where players are randomly running through the fog occasionally being surprised by other players also running through the fog. Without fog you need to carefully think through troop movement and use the environment to conceal your squad as much as possible, with fog you would just run straight to where you want to go and just hope the enemy isn't in your path.
  11. They are visually appealing but I imagine playing them would just be annoying for me. Limiting the visual range of players with fog is something that should be done very sparingly because it's our main sense ingame. When it is a light fog that doesn't impact vision and is just for atmosphere then it's not an issue, but your examples are really dramatic.
  12. I also really enjoy irregular vs irregular combat and there are a few Militia vs Insurgent layouts in the game, though they are rare to see. The issue with similar equipment will hopefully be alleviated when Militia start getting some armour, like the MTLB that has been shown recently. There is also some room for Militia to start getting some more modern equipment at some point, like disposable launchers, and Insurgents to get some more improvised weapons, like IEDs.
  13. I would expect that the initial release of the motorbikes will have the current vehicle system, maybe slightly changed but nothing major. The whole system needs a rework at some point and I think the devs have said that it's on their list but I wouldn't expect the rework to happen until larger vehicle assets make it into the game like IFVs or MBTs.
  14. No, but the aim of making a game isn't to make it just unplayable, they're trying to make a good game. The main issue with the current vehicles isn't necessarily that they get stuck a lot, it's that they get slowed down far too much when driving up hill. I'm the opposite. I like helicopters but tracked vehicles are far more interesting to me, so much so that I would prefer to see every faction get a full compliment of ground vehicles before helis are even considered, but that's just me. But the animation system and multi-wheeled vehicles are part of the main structure of the game. All infantry movement and gunplay is beholden to the animation system overhaul. All new and existing vehicles are beholden to the multi-wheel system. Nothing needs to be changed for helicopters because they don't exist yet, the other features that we've been discussing are already a core part of the game and are being refined.
  15. Multi-wheeled vehicle physics isn't eye candy, that's a bonus, to my understanding what they're working is the actual physics of having multiple wheels in traction with the ground. This means we won't have BTRs or trucks getting stuck going up small hills, it's a very important feature since so many military vehicles have multiple wheels. You're right there. The only people on the team that are able to programme are the programmers, which don't make up a majority of the team. Game development teams are made up of multiple disciplines, like 3D artists, programmers, designers, sound engineers, effects artists, texture artists, technical artists and more. With the size of OWI I have no doubt many of the devs wear many different hats, but an artist isn't going to do programming and a programmer isn't going to do art. So to put it simply, they don't just have 25 people to throw onto the highest priority job, whether it be bug fixing, feature coding or art creation. Each member of the team is only able to work on one or maybe two aspects of the game, but can't touch anything else.