Wat experience with last update

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    • #36552

      Hello gentlemen,

      Lets make a group post here how you are experiencing the latest patch.

      And ofcourse , good criticism is also welcome.

       

    • #36553
      rookie
      Participant
      20

      Hello there! i’m new but i thought i’d share my personal experience.

      I play officer most of the time and it was abit overwelming at the start because i mark almost everything i mention for my squad for our next steps and for commander.
      The overwelming part is the new detailed marking system, wich took me a little time to get used to but at the end it makes the game more clear in a way, it sort of takes the fog of war away and sort of replaces a little bit of voice com since you can simple mark an OP or garrison yourself as each unit officer for everyone to see.

      so Pro’s for markings = – more detailed marking ( bigger selection and choice )
      – every mark an officer makes, is shown on the map to everyone.
      – simple way of using, on map or bino and can be removed by clicking it on the map.
      – could assist the commander in noticing wich unit is actually active by viewing markings and knowing what they are up to,to make him more flexible.

      Cons for markings = – some of those markings will never be used – seems abit of an overkill
      – could replace a little of the voice com wich is key in this game
      – any officer can mark all the markings all over the map and ruin it for most ( would be usefull for a commander to be able to remove it or something like that  )
      – takes away the fog of war, if you miss coms there’s still a clear mark to see wich takes more realism away
      – takes more work out of the hands of the commander, since his markings don’t communicate for the whole team properly anymore.

      The new garrison and OP very unclear to see but heard they might fix it.
      Soldiers drowing in 4 seconds cuz they end up in a deep river seem abit much, but i understand that it can be part of the strategy in the new map to make you think more about your approach.
      voice Comms stopped working yesterday wich really showed how important it is in the game, but then the new markers actually showed there worth during that none voice comm game… but that’s also what scares me.
      In general i like it and i expect bugs and mistakes after an update, that’s what it’s for and i look forward to the future of the game cuz they do a good job

      I’ll add more or update after playing abit more because this is only from playing yesterday, en feel free do fix mistakes.

    • #36573
      Anonymous
      Inactive
      0

      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 😉 ). 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? 😀 ) 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:

    • #36596

      Nice comments here

    • #36674
      Gav
      Participant
      1160

      Cross-posting this from Reddit:

      Here are five issues in the new update regarding the markers and how the devs might fix them:

      1. The marker update is now really clunky to use.

      Placing markers on the map using numbers was actually a lot easier than this turn-dial thing — it took a split-second to command your squad previously and you could easily do it on the run.

      The main issue now is that you can’t do it while moving; you have to stand still in a field with binoculars out fiddling around with 20 different icons on a scroll wheel hoping not to get shot in the head, while you’re frozen in position. It’s impossible now to mark enemy placements.

      Now it takes seconds to place one marker, which when you’re updating these every 10 seconds is massive. Placing a marker via the map in the previous system again took less than a second, providing an officer can map read. Now they have to go through a drop down list with far too many options, rather than simply holding down a number while on the move and clicking it onto the map.

      If you want to keep the 20 or so options, why not revert the change but make extra icons available in the map view. An officer could still “observe” a location in game and then change his marker in the map to something specific to the request. Having this scroll wheel dial only available once you’ve clicked and are standing in enemy view makes no sense at all (reverse the process at least).

      Many of these new markers seem redundant also; to get an air strike in a timely way you still need to use VOIP to ask your commander. Also, is a commander really going to respond meaningfully to 20 different symbols on the map, and now every officer sees these too?

      It’s better imo to just have VOIP doing these things. You could instead have certain marks visible to only specific groups: bombing requests to commander – squad movements to squad members, etc.

      On top of that, the markers are now visible to your squad for just a few seconds, making it almost entirely pointless to put down markers without in addition to that telling your squad to look at the map for them. It’s honestly a bit of a clusterf*** right now.

      These new markers add complexity to a game that is already challenging for new players.

      Ping’s a great touch though (y).

      2. It’s impossible now to mark falling supplies.

      Yes, there’s a skill involved in estimating positions when things are falling but I think when supplies are dropped behind your lines, you need to respond quickly. I think this was an unintentional consequence of the update (hopefully!)

      Making enemy supplies impossible to track (for instance, when dropped 500m from the main force) will prevent the defending team from being able to meaningfully counter solo officers running behind the lines to make sneaky garrisons.

      It’s going to totally change the meta of the game for the worse imo. Right now you get a sense of defensive lines and an ebb and flow as teams push or get pushed back. If a spawn can easily be placed behind lines without a viable counter, I fear you’re going to lose that feature, which is I think what a lot of people play HLL for over other shoot’em up focused games.

      3. The dots for squad members are too small

      Aside from the garry/OP display issue (discussed by others and apparently being fixed), it seems the markers (including squad markers) have been made tiny.

      Aside from general clutter, the dots for my squad members are tiny too.

      This makes it near impossible to mouse-over to find out who is who (say my guy says MG 280 100m, or tank near me – I can’t make what he’s calling out to be an attack marker without having to zoom in and out on each green dot on the map to work out who’s who).

      It again adds considerably to the time it takes to give orders – I used to be able to do this on the move. Pre-update was better.

      Why not go one step further and have the names of your squad visible on the map next to their icons.

      4. The default opacity for the markers is too high and now they contain color, rather than being transparent – they now block your squad’s vision

      This means marking an enemy location with a marker actually encumbers the people in your squad, in blocking their view, rather than highlighting where to look. Graphically I don’t know why this was necessary. Put the colored ones on the map if you wanna keep em but keep the in-game visuals clear.

      I would revert this. This change seems wholly unnecessary and blocks view of the map.

      5. Clutter – seeing other squads’ markers on the map

      I understand the need for one squad to occasionally see another squads’ markers, but why make them all visible?

      Why not just make “observe” visible to other officers (and nothing else), and request supplies visible to all support players (and not officers, etc.)?

      As I’ve seen in other peoples’ post in the same, this seems to be an ineffective fix to the lack of communication between officers. It won’t fix this. It only clutters the map, creating an even greater wall to those learning the officer role.

      ——

      Overall changes need to be made to make the marking process take less than a second for officers and make it able for them to do this on the move. For non-officers, markers should be clear on the map and not obscure your in-game view, please.

      This latest update broke what was a good officer interface, making effectively communicating with your squad and commander impossible without spending your whole game fiddling around with turn-dials and redundant options. Please fix!

    • #36737

      I’ll add an overall opinion: I think the update is pretty good 🙂 As a fairly new player to the game it’s added some nice usability improvements.

      Biggest negatives for me are:

      • Canals aren’t obvious when/where you’ll die / it’s too sudden
      • Too many icon variations
      • Garrisons / OPs aren’t as obvious as they could be, but after a few games I’m ok with it now (and I know a patch is coming)
    • #36742
      Anonymous
      Inactive
      0

      Here is my input, love the new map and had some amazingly intense up close and personal encounters in those reeds and buildings.

      1. Issues Connecting to Server – When connecting the screen goes grey and nothing happens, have to Alt+F4 to escape because selecting Exit does not work. Requires 4-5 attempts of the same experience to connect followed by Alt + F4 before can finally connect.
      2. Purple Heart Lane Rivers – maybe give the engineer something to help cross them? dont particularly mind the drowning but an easier get out of jail/grace period would be handy.

    • #36750
      • Ping has increased dramatically making the game unplayable. There is a direct link with the number of players, as my ping is normal below 70 players
      • Connection issues to server, have to try 4-5 times.

       

    • #36765
      Anonymous
      Inactive
      0

      My aditional notes about the map and markers:
      – zooming the map – one of the devs (not sure who anymore, it was longer time ago) mentioned that with new update and markers, we will be able to zoom the map no matter if we hover over soem marker on the map or not. This didn’t happen and zooming still can be pain in the ass.
      – marker layers order and ping marker problem – Somebody from my squad pings something that I need to mark properly with some other marker, but I can’t put my new marker directly over the ping marker – I have to wait till it disappears. And since ping is visible for very short time, my man needs to keep pinging and I have to tell him when to stop which is annoying for him and me as SL as well. Make it possible to mark over existing ping marker.
      – ping shortcut on the map – it would be far better if on open map we could make a ping with clicking MMB straight away without needing to select if from the marker menu.
      – markers color – why if I make a marker, I am the only one who sees it in green color? Rest of the squad sees it in blue as if it was markers of other squads. Why? Squad should see markers of its SL green and not blue.

      – icons size – friendly icons on the map are far to tiny and hovering icons of the classes are so small that it even doesnt matter if they are there or not. Some icons can be hardly distinguishable without taking 2nd look, making things realizing slower. Also, recon SLs and armor SLs should be distinguished from infantry SLs somehow, on the map. Either with color or different icon (with icons, I don’t now mean the one when hovering on the map over them).

      – enlarged map key – why after enlargement with ENTER the map key has to be drawn over the part of the map? We have 2 greyed out columns/rows of greyed out sectors which are not accessible. Why not use the space there to show more map keys? And btw., icons are also pretty small in the map key.

      – build OP/garrison markers not visible by my squad – honestly I don’t understand need of these markers for an SL if my squad can’t see them. They should be usable just for commander shouldn’t they? It is a bad thing that my squad is not able to see these. I was using these markers first under impression that they are meant to show planned OP/garrisson’s location for my squad/other squads – and that would be much better. Only later I realized my squad is not able to see them. Otherwise I see no reason to use it at all as SL. And if they would be made visible by my squad, they could be also renamed to OP site/garrison site for SLs, except for commander.
      – icons of my OP on the deployment map vs icon on map when alive – on deployment map there are 2 lines over the top column line for my OP icon:

      However, on the in-game map, these 2 lines and their double cross resemblance of my OP is not there, looking as OPs of other squads:

      – combat points – I noticed we get a lot more of combat points now. However, I fail to see the logic behind it tbh. For fixing experience gain balance among the classess, only the experience count could have been adjusted instead of changing whole combat points count gain for various things. If I look on my CP, I have no even clue what I got it for. However, it is a matter of getting used to maybe. But some table with numbers would be useful somewhere in tutorials/help menu.
      – offensive gamemode start on PHL map completely broken – the first objective is frankly useless. There is no way for deffenders to get to any one of them before the attackers, no matter what. 1st objective always gets captured straight away without any delay.

    • #36779
      Anonymous
      Inactive
      0

      i can also adress the high ping issue not only on the new map, but on all other maps now since the update came out which made the game barely playable

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