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  2. Hey guys, As I've finished my end of school exams and haven't made up my mind about buying the latest COD yet, I thought I would write a fairly large suggestion that actually fleshes out what I was writing before. Warning - this post will have other sub-posts linked in it for navigation, so it is a bit of a read. "War Games" playlist Rather than the current system of having a TDM game mode for infantry only combat, I'm proposing a set of game modes that get rotated through using the same system as map rotation. Joining the game and moving between games All "War Games" modes are listed as "War Games" on the server browser, and the servers can rotate between them. They all have a 20 player capacity, and focus on fast paced and close quarters infantry combat. When a new server is instantiated/booted up, a random map, mode, configuration and weather (night or day) are chosen (more on these later). The games consist of three five minute rounds, meaning that it's really fast paced. At the end of each round, a new "configuration" is used of the map, and the weather switches (this is like TDM, where there is a night day cycle). As each game is only fifteen minutes, game play is fast paced, and serves as both a good warm up for people who want to do combined arms and a main game mode for those who prefer infantry combat. Each game mode exclusively uses the smaller sized TDM maps. Game mode 1 - Team Deathmatch Game mode 2 - Warzone Mini Game mode 3 - Capture the Flag Game mode 4 - King of the Hill Game mode 5 - Destruction If you guys have anything you want to discuss about the individual game modes, you should go to that post and comment there. I figure it is easier to split things up into smaller parts.
  3. !!WARNING - THIS POST IS A SUB SECTION OF A LARGER POST!! My suggestion of a new game mode "Destruction" 1. Basic outline of the game mode In Destruction, each team has to try and destroy the other team's radio station while protecting their own. The radio stations work identically to those in the Breakthrough PTE. Players fight to destroy the other team's radio station. If the 5 minute timer runs out and no stations have explosives planted, a capture point appears, and whichever team can hold a majority of players on it for ten seconds wins. Destruction functions in the same way as the other War Games game modes. When an explosive is planted on a team's radio station, that team is given an additional spawn to give them a chance to recover. 2. Map layouts for Destruction based on the current TDM maps Warsaw Configuration 1: Team 1 spawn: point E (top floor) Team 2 spawn: point H (ground floor) Team 1 radio station: D Team 2 radio station: B Time limit capture points and spawn points when enemy has planted: I (ground floor), C, F (ground floor), G (upper floor) Configuration 2: Team 1 spawn: point I (ground floor) Team 2 spawn: point G (top floor) Team 1 radio station: point A (top floor) Team 2 radio station: point J (Niles shop) Time limit capture points and spawn points when enemy has flag: D, E, H (only one) Berlin Configuration 1: Team 1 spawn: point I Team 2 spawn: point K Team 1 radio station: H Team 2 radio station: G Time limit capture points and spawn points when enemy has flag: B, D, C (only one) Configuration 2: Team 1 spawn: point C Team 2 spawn: point G Team 1 radio station: point F (upstairs) Team 2 radio station: point E (upstairs) Time limit capture points and spawn points when enemy has planted: D Moscow Configuration 1: Team 1 spawn - point G (downstairs) Team 2 spawn - point B (downstairs) Team 1 radio station - point G (upstairs) Team 2 radio station - point B (upstairs) Time limit capture points and spawn points when enemy has flag: A, H, D (upstairs), E (only one) Configuration 2: Team 1 spawn - point J Team 2 spawn - point L Team 1 flag: point A (upstairs) Team 2 flag: point D (upstairs) Time limit capture points and spawn points when enemy has flag: H
  4. !!WARNING - THIS POST IS A SUB SECTION OF A LARGER POST!! My suggestion of a new game mode "King of the Hill" 1. Basic outline of the game mode In King of the Hill, there are two teams each with a spawn point, and one large capture point. To capture the point, a team must have a majority of players on that point for ten seconds. A team gets one point per second of controlling the capture point, and when the round timer ends (five minutes), the team with the most points wins. As with other war games modes, it is a best out of three, and the map configuration rotates between rounds to keep the game fresh. 2. Map layouts for King of the Hill based on the current TDM maps Warsaw Configuration 1: Team 1 spawn: point F (downstairs) Team 2 spawn: point I (ground floor) Capture point: C, B, D, H (lower floor), E (upper floor) (only one) Configuration 2: Team 1 spawn: point E (downstairs) Team 2 spawn: point H (downstairs) Capture point: C, I (ground floor), G (upper floor) (only one) Berlin Configuration 1: Team 1 spawn: point H Team 2 spawn: point k Capture point: E Configuration 2: Team 1 spawn: point C Team 2 spawn: point A Capture point: D Configuration 3: Team 1 spawn: J Team 2 spawn: D Capture point: G Configuration 4: Team 1 spawn: I Team 2 spawn: K Capture point: B Moscow Configuration 1: Team 1 spawn - point G (downstairs) Team 2 spawn - point B (downstairs) Capture point: A, H, D (upstairs), or E (downstairs) (only one per round) Configuration 2: Team 1 spawn - point J Team 2 spawn - point L Capture point: H
  5. !!WARNING - THIS POST IS A SUB SECTION OF A LARGER POST!! My suggestion of a new game mode "Capture the Flag" 1. Basic outline of the game mode In Capture the Flag, two teams battle to try and get both team's flag into their control zone. At the start of a match, each team's flag spawns at a control zone, and your team simultaneously has to both defend your flag and capture the enemies' flag. If you manage to get to the enemy's flag, you can pick it up by holding F for five seconds while looking at the flag (similar to healing). Once you have picked up the flag, you will have to try and get back to your flag's zone. Once both flags are at your team's capture zone, your team scores a point. As with other War Games modes, each round lasts five minutes, so the team who gets the most captures at the end of the time period wins that round. If a flag is being carried by someone, or is out on the map, a spawn point opens up in the map to give the losing team a chance. If they can kill the player with the flag, they can return it by looking at it and holding F for 5 seconds. If a player carrying the flag is spotted, the spot works like a vehicle spot, where it lasts longer and has a defined icon on the compass. I am suggesting that at each capture zone a player has to take one of these laptops from the Breakthrough stations, and the laptop functions as the flag. If the timer reaches zero and no captures have been made, a control point is opened in the middle of the map. If a team can hold a majority on that point for 15 seconds they win. 2. Map layouts for Capture the Flag based on the current TDM maps Warsaw Configuration 1: Team 1 spawn: point D Team 2 spawn: point B Team 1 flag: E Team 2 flag: H Time limit capture points and spawn points when enemy has flag: I, C, G (only one) Configuration 2: Team 1 spawn: point A (upstairs) Team 2 spawn: point J (downstairs) Team 1 flag: point I (downstairs) Team 2 flag: point G (upstairs) Time limit capture points and spawn points when enemy has flag: D, E, H (only one) Berlin Configuration 1: Team 1 spawn: point H Team 2 spawn: point G Team 1 flag: I Team 2 flag: K Time limit capture points and spawn points when enemy has flag: B, D, C (only one) Configuration 2: Team 1 spawn: point C Team 2 spawn: point G Team 1 flag: point F (upstairs) Team 2 flag: point E (upstairs) Time limit capture points and spawn points when enemy has flag: D Moscow Configuration 1: Team 1 spawn - point G (downstairs) Team 2 spawn - point B (downstairs) Team 1 flag - point G (upstairs) Team 2 flag - point B (upstairs) Time limit capture points and spawn points when enemy has flag: A, H, D (upstairs), E (only one) Configuration 2: Team 1 spawn - point J Team 2 spawn - point L Team 1 flag: point A (upstairs) Team 2 flag: point D (upstairs) Time limit capture points and spawn points when enemy has flag: H
  6. !!WARNING - THIS POST IS A SUB SECTION OF A LARGER POST!! My suggestion of a new game mode "Warzone Mini" 1. Basic outline of the game mode In "Warzone Mini", players fight over three control points on the smaller TDM size maps. Unlike the main Warzone game mode, each control point can generate points, and a team does not need control both points of a sector (A1, A2) to get points. Points are generally varied so that some prefer different play styles, allowing players to have preferred combat areas, however all will still generally feature the fast CQC found in the current TDM mode. To capture a point, a team must have a majority of players on that point for a period of ten seconds. Players win by having the highest points for their team at the end of the round, as in Warzone. As with all the other "War Games" modes, the match is split into three rounds of five minutes each, and each five minute round brings about a rotation of weather and configuration. When the match ends, a new server with a new map and game mode is found. Each configuration suggested has two spawn zones as well as a set of two more balanced control points and one in the middle. 2. Map layouts for Warzone Mini based on the current TDM maps Warsaw Configuration 1: Team 1 spawn: point F (downstairs) Team 2 spawn: point I (ground floor) Capture points: Option 1: J (Niles shop), C, A (Cafe) Option 2: D, B, C Configuration 2: Team 1 spawn: point E (downstairs) Team 2 spawn: point H Capture points: Option 1: G (upstairs), I, C Option 2: D, B and either I, C, G or F Berlin Configuration 1: Team 1 spawn: point C Team 2 spawn: point B Control points: F (downstairs and upstairs room), D, E (two apartments, corridoor) Configuration 2: Team 1 spawn: point I Team 2 spawn: point G Control points: H, D, G Moscow Configuration 1: Team 1 spawn - point K Team 2 spawn - point I (I is the one in the bottom corner) Control points: Any set of 2: (G, B) (C, F) One of H, D (upstairs), E (downstairs), A Configuration 2: Team 1 spawn - point L Team 2 spawn - point J Control points: Any set of 2: (G, C), (B, F), (A, D (upstairs)) Point H
  7. !!WARNING - THIS POST IS A SUB SECTION OF A LARGER POST!! My suggestions for a revamped "Team Deathmatch" This will be a rather short one as this game mode already exists and it only requires small changes to fit my suggestion. Reduce the round timer to 5 minutes Reduce the amount of kills required to win to 35 Each match is a best out of three. The other game mode posts will include more detailed information about spawns, objectives and rounds, but as TDM already exists in game those sorts of things aren't needed. I also know a bunch of people prefer to have 7 minute rounds, with 50 kills to win and first to three. The reason I have suggested changing these is because it makes this game mode more uniform with the other "War Games" modes I am suggesting, and if it is that you are commenting on I advise you go to the main post, as the other game modes better suit shorter rounds.
  8. What is possible: being epic as heck What isn't possible: not being entertained
  9. Yeah I've known this stuff. I just don't know anything about what is and isn't possible to do in the game mode as I'm not one of the testers is all. :)
  10. Can't tell you anything I know about Recon because the devs are very strict with policing the NDA (completely reasonable on their part), but there's a bunch of public information that's come out that is pretty interesting if you're paying attention.
  11. I saw a lower attachment that was labeled as a shotgun on the pte. So an underslung grenade launcher could be in the mix somewhere. I'd much rather have a launcher attached to my rifle but I can see why someone would want a grenade launcher gadget.
  12. Yesterday
  13. My SteamID64: 76561197981738601 I play on NA servers. If you can help, that would be great! Thank you.
  14. 0.7.2 still not working WILL IT BE FIXED ? ONE WEAPON PERK USELESS
  15. There were few suggestions recently about vehicles, armor and how it all should work. Great work. Elaborated ideas. With one but. These over-complicated ideas would not work in PUB games. Unfortunately. For example 2 seats idea wasn't working well in BF1942 when players were much more hardcore than now. And it wouldn't work now. I repeat. In PUBLIC games. My ideas are much more simple and down-to-earth. First. Leave current SH, HE and APFSDS set of shells untouched. And the dmg they would deal to light-armoured vehicles would be the same. Main difference would be what dmg would be dealt to tanks. And that's the Second. Dmg to the front. No shells with caliber lower than 50mm would deal any dmg to the front armor of the tanks. No HE shells with caliber from 57 to 125mm would deal any dmg to front armor of the tanks. The only shells that are able to deal dmg to the front armor are APFSDS shells with caliber higher than 57mm. Third. DMG to the sides. Dmg to the sides can be dealt by HE and APFSDS shells with caliber higher than 50mm. Dmg to the sides can be dealt by only APFSDS shells with caliber lower than 50mm. Fourth. Dmg to the rear. Can be dealt by all types of shels except SH. Fifth. Significantly decrease amount of hit with tank shells to destroy enemy tanks. Currently tank can withstand up to 7-8 hits to the front and sides. With 6 secs reload time for default turrets it's from 40 to almost 50 secs of dueling time if we assume the every shot is succecful. It's insanely long time. And usually the winner is the driver who has assistance. 1 guy with RPG is enough. Simply because if tank doesn't show its rear it's the best choice to aim at turret and keep shooting(for those who don't know - turret has ~20% weaker armor than hull armor). Little to zero need to aim at the sides. Especially because there can be untouched chassis armor. So if it's 1v1 guy who is seeing that he is losing usually has up to 20 secs to retreat. There was fight when me and 1 other guy we retreating and returning to the battlefield 3 times because we coudln't kill each other fast enough. For those, who don't know: for example HE shells to the front hull armor of the T-72 - 13dmg. Front turret armor - 16 dmg. Hull side armor - 18 dmg. For Leo it's almost the same with that remark that when shooting the side without chassis armor for T-72 it's 6 and for Leo it's 7 shells to destroy. IMO it should be max 5 hits with APFSDS shell to destroy tank when shooting front armor. And 4 for the sides. BUT! If we talk about only hull armor. And here comes to the scene Chassis Armor. I was writing about it previously in Vehicle's Armor System Poll. I think I'll simply copypaste it. Sixth. Chassis Armor. With this the value of chassis armor would be much higher and players would have to think cheap or expensive vehicle thay want to call in. And taks with full-ERA chassis armor set would be relatively hard to kill. This is how I would like to see for the vehicle armor and damage mechanics to be working.
  16. Same for me with calling in Leo on West base. Floating in the air rear of the tank while the front side is "buried" in the ground.
  17. I called in for the air drop and my tank just got stuck like that, I guess it really do be like that. Waiting for my 6k BP reperations btw.
  18. drone machine broke fix that joint I used my drone and this happened, I was able to move around but the camera was stuck like that
  19. Dzięki za zgłoszenie. Podesłałem dalej. Pozdrawiam.
  20. This topic seems a bit more fitting for the General section than the Suggestion section. But, I will bite anyways and see if we can make it more into a suggestion post. Question - How would you suggest fixing this? I ask because- Warzone by it's very nature and design demands a lot of running back & forward between objectives depending on the players involved in it. It's worked for Battlefield's Conquest game mode, it's worked for Call of Duty's (Insert whatever name it goes by now here), it worked for Homefront's version of conquest, and it has worked for others. So what exactly is crazy about it? Team Deathmatch is admittedly a lot more crazy, so I see some room here where the term fits pretty well. But, much like Warzone, other games have done this game mode before, it's pretty much the Ancient Game Mode of Game Modes in the world of FPS games. Ultimately it's only objective is just; Kill the enemy and don't die, no objectives to run back & forward between. Breakthrough is just basically a slightly better Battlefield Rush right now and it's just about the least "crazy" of the game modes there is. It's objective is simple - Attackers attempt to push the Defenders back and destroy Objective Points. Defenders attempt to hold them. As for Recon I'm not one of it's Testers, so I cannot say anything about it, and those that are Recon Testers are under NDA. Question - How would you suggest fixing this? I ask because WW3 tends to be regularly praised for it's customization options, so trying to limit it seems more like a detriment for the game than a benefit as far as I can see. What do you mean also with the Points Micro System? I think I know, but I rather not assume. Question - How would you suggest fixing this? Team Deathmatch is already Infantry only. Warzone was designed around using Vehicles and has already had it's Vehicle count reduced to where it is now. Any less and you might as well just push for a Infantry only Objective based game mode or a Infantry only Warzone game mode. Breakthrough has a 4x4 Commando that gets blown up in 2-3 RPGs, a moderately harmless Respawn Vehicle, and allows players to call in Vehicles if they manage to earn the BP. The Strike Vehicles are also a moderately rare sight to see on Breakthrough and they have limited operational room to really stretch their legs sort of speak. Again, I cannot say anything about Recon. Hasn't seemed like a problem to me personally. But, if that really is a issue, by all means I'm in support of it being fixed. Question - How would you suggest fixing this? Market the game? People gripe the game has poor performance and isn't optimized well enough. The company doesn't want to market the game till it's in better shape and final optimization won't happen till the game is on the cusp of being released out of early access. So, if the game isn't performing as well as it should and the game starts getting some serious marketing put behind it, how well do you expect the game to do at that point in generating more players? Push for Final Optimization? The Developers still have a considerable chunk of non-optimization related stuff to add to the game. Doing a lot of optimizing work right now and then adding stuff could very well cause a lot of that optimization work to go to waste. The game also just upgraded to a new engine, it's possible a considerable chunk of optimization that went into 0.6 was lost in 0.7 after the upgrade. Free Weekends? Already in planning and the company seems to prefer hosting these when there is something new to show. Right now, there isn't a lot of new stuff to show at the moment. But, there is a good chunk of stuff coming. Make the game Free to Play? Do you want Cheaters to have an easy path back to WW3? Because that is basically what happens with Free to Play games. That and a lot of Micro transactions. This is overall a very complex issue and it's not one where the blame sits purely at the feet of the Game or the Developers. When Players come on to these forums, go on the Steam discussion, and wherever else to go "Lolol WW3 is a Dead Game", "Dead game, dumb Devs, don't waste your money", or whatever sort of destructive approach they choose to take. They're not helping things anymore than the Bugs, poor performance, and etc of the game. Hell when Players refuse to play because of low player count, they're adding to the issue as well. Does WW3 run perfectly? No. Does it need work? Of course! Can it become tiresome of trying to play the game when nobody else seems to want to? Of course, how could it not? Are the Developers and the game above criticism? Of course not. Do some Players have legit good reasons for not playing? Of course! Do some Players have very stupid reasons for not playing? You bet! So, I ask again just to drive this home - How would you suggest fixing this? Question - How would you suggest fixing this? As far as I can see, this is a Player issue primarily. There are gameplay choices that have been made that do not help this either. But, the blame does seem to be primarily in the camp of the Players. What changes to the game modes would you suggest making to make them less back and forth? How would you suggest slowing the gameplay down? How would you suggest encouraging teamwork and communication? Why should all the airstrikes be removed? What do you suggest to fix UAV spam? Different strokes for different folks. I'm not against there being more Infantry only game modes or players wanting more of them. But, if WW3 went 100% Infantry only across the board. People like me would be out of here in no time flat and I can promise I would leave both this Game & the Company a very negative review.
  21. OPIS BLEDU: Dostałem granatem i zdrowie spadło poniżej 33% po czym wyrzuciłem mini ugv i zacząłem nim sterować. Podczas sterowania mój team mate mnie podleczył strzykawką. Kiedy zdetonowałem mini ugv zabijając przeciwnika miałem 100% zdrowia ale efekt niskiego zdrowia pozostał i tak z nim biegałem dopóki nie usiadłem na quada. GAME BUILD ID: 74931
  22. dante

    Rozczarowanie

    oczywiście że niema stresu Oczywiści że niema stresu w końcu tylko 10 osób w to gra ;D, zgadzam się również że wszystko idzie zgodnie z planem tzn 1.gra zarobiła 2.słuchamy naszej społeczności 3.ciągle powtarzamy że słuchamy naszej społeczności 4. wyłączamy serwy 5. ten punkt zostawiam do zagospodarowania dla społeczności
  23. We have an Independence Day today in Poland so there's no one in the office. Simplest way will be to add your friend to your party and play together as a team... I also don't have full server list, even if they're in steam browser some of them are missing. Maybe ISP blocking some ports, dunno but it will be investigated as Ragir said it's a known issue.
  24. Oh I know. I'm just being a Technidouche. I know People want to see Attack Helicopters, Transport Helicopters, Fighters, Bombers, the whole works. But, I haven't seen any shift in the sails (sort of speak) of the Developers that hints of such planning. So, while I cannot and will not attempt to stop People from asking for such things to be added to the game. I merely suggest that they don't get their hopes very high up.
  25. Let's completely remove all soldiers, even your own, from the game so they won't ever have effect on performance anymore!
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