Reply To: Wat experience with last update

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#36573
Anonymous
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Hi, I think PHL update worked out pretty well. There are of course some things and problems which we need to mention, but some of them are already in devs’s planned fix list. I made list, starting with most relevant to Update 5, finishing with less relevant to it but still important in general.

Markers:
– they are not as fast to make as before, takes some time to search/select needed marker, pretty hard to mark moving tanks
– with more time required to make a marking, with binoculars it is hard to make accurate marker, because strong sway with looking through binos is just too strong, I overshot everytime and mark not OP/garrison for example, but some tree 200m behind it
– I would like to see some follow me “marker”/order, so players know that they need to follow SL (when VOIP was out, they were just running around randomly and didn’t watch the chat obviously). Officer himself could act as dynamic moving marker for squad by that.
– some markers should be linked to some speciffic class – so for example if I place “need supplies” marker, it will automatically make some popup for player who has Support class. Again, when VOIP was down and people were not reading chat, it took far to longfor SUpport guy to realize I need supplies somewhere. “Need support” could ping all squad members, telling them I need Support class in squad.
– ping marker is visible for too short period of time, I have to peek out and remark often, double the duration of its visibility + I really would like to be able to turn sound of pings off
– maybe, we should be able to choose if we want markers to be visible for just our squad or whole team, to prevent overflooding the map for everybody, especially commander who needs to be able to assess the situation easily and fast. With many SLs (officers) there are many markers. Other solution which I would like much more, is making infantry squads consisting of up to 9 players instead of 6. It would make less people making markers and less spam in voice comms as well.

Map icons:
– there can pre pretty many of them overflooding commander’s ability to fast assess the situation
– OPs and Garrisons are all white. Make OP green as it was before and garrisons should be differentiated by color as well. If not, then differentiate at least selected garrison for deployment so I don’t need to reclick it each time, just to make sure it is really selected.
– icons of friendly players seem to be very small, same as are a bit too small

New icons for classes:
– they are new, harder to determine class by looking at them, but I believe it is just matter of time to learn them, I like them
– however, in scoreboard and deployment menu squads list, make popup text when hovering mouse over these icons. Hard to learn them if we can’t see their names anywhere (since only free time for that we could have during waiting for deployment, we are locked out of loadouts menu then so we haven o way of knowing which is which fast).

Red rivers:
– I don’t like the sudden hole after progressively going to water – I am not saying I hate impassable rivers, on the contrary, I like them, however the way that makes them deadly is illogical and stupid. This is roughly something we have now:

– the hole without being able to get away from it is not a good concept at all. If you want to prevent us crossing a river, remove the “underwater cliff”/sudden hole and make players go so extremely slow if water is in our shoulder heights, that there will be no way to cross on other side without drowning (even if the water stream is not very wide), but it will leave us chance to get back to shore.
– reason for these suggestions is that often I just needed/wanted to follow the river so I am lover and not so easily seen. I didn’t have intention to cross it, but suddenly I fallen into that senseless trap.

Loadouts for officer and others:
– for officer, M1 Carbine and G43 should be on LVL 6 instead of LVL 3 – replace them with Kar98 and M1 Garand on LVL 3
– after reaching LVL 6, I really doubt somebody cares about extra grenades if it means loosing G43 or M1 Carbine – makes whole LVL 6 officer reward useless and uninteresting
– a way could be using other weapons for LVL 6 or 9 (in the future) – MP34 and Grease gun could be better choices to limit count of mentioned best weapons in whole game by everybody after very short time
– Rifleman class is currently very uninteresting. It should have (at least on higher levels) more grenades, smoke grenade(s)… something. Ammo box should give us more ammo/equipment than we have after spawning. It worked very well in the past, I don’t understand why cancelling the feature some time ago. I had always feeling like I am going to prepare for a longer firefight better (and getting extra bandages there counted for something as well). Too many mines with it? Ok, make it not work for them or make them get 3 instead of 6, but the feature definitely should return in some form.
– 6 ammo belts for MGs are way too much, I was hoping it will go back down with the update. MG should have only 2 belts as before, and 4 (really no more) belts only after using ammo box. providing extra ammo/equipment was mostly the only thing that made Rifleman visibly useful in the past. With new system, not anymore as only AT is making use of him 85% of time.
– Spotter needs to get something as well, he has thomposn only and I am very much missing pistol at him. He is SL basically and should have pistol for sure, some smoke grenade(s) too, at least in some form on higher levels of the class.
– Thompson for Automatic rifleman? Thompson is not an auto rifle at all, it lacks logic. MP40 for assault class is pretty nice and logical solution. However, I wouldn’t object if SMGs would be at higher levels for Support or Engineers (like in CoH ๐Ÿ˜‰ ). MP40 for german one and Grease gun definitely for US one. I don’t honestly see the Thomposn’s place anywhere else than on US assault class and for officers.

Other (new, old, also not linked to new update):
– I like new tank
– I love PHL map! Mapping team (or just Danny? ๐Ÿ˜€ ) is doing awesome work all the time!
– Hopefully we will get more weather choices for existing maps, but not based on which gamemode it is – let us choose. Finnally we have a map where are not hard shadows and direct sunlight. I know that it is based on real weather during operation in history, but cloudy weather without direct sunlight is something we lack in all other maps currently, same as some night (and night would be suitable for all D day maps since it started during night). I really would like to see old gamemode with 15 active sectors eventually in some form and there could be also good choice to leave us ability to choose weather.
– new XP values for classes are better, but I think they may need some change yet… need to do some testing though
– I hate invisible walls on illogical spots, but hopefully we will eliminate them with DannyArt providing screenshots and their positions
– !!!Pls. do something about the text chat finally!!! Our free time to write is mostly when we die, but the chat typing turns itself off several times after dieing making writing extremely frustrating and stupid – just try it and when you want to write something fast after dieing and it will get you angry pretty fast. Chat could also definitely use some scroll up and down to being able to see chat’s history.
– command voice comms needs ability to contact specific squad leader with numpad numbers – current command chat where each officer has to hear each other officer is bad, especially if commander wants to talk to just somebody and not all SLs.
– If old 5×5 sectors (2x2km) maps are too big cause of techncial limitations, make currently unaccessible sectors accessible while making unaccessible others. I mentioned it several times, this is what all the map could use to make full use of potential with them (and being able to flank objectives which are imposible to, with current map layout, especially on Brecourt we can’t even flank historical most important objective – the battery and Brecourt manor itself). All maps should have selection of different playing areas, it would boost replayability of each map extremely much:

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