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  1. 4 points
    Hey folks After leaving my first round feedback on Breakthrough, I decided I would start a small suggestion series regarding the new game mode, how I think it could be improved, and how I think the maps can be improved for it. That is a lot of text to type up, images I need to work on/have been working on, and I could easily fill up the Breakthrough feedback post with just a deluge of suggestions. But, eventually it would either turn into a single massive wall of text & pictures, or it would turn into discussion spam that would be all over the place, and overall hard to keep any real focus on. So, I'm going to start things off easy with small changes that I wouldn't imagine would take a lot of development time and then later on do the bigger posts that might take a considerable amount more development time to create. IE: Get the fast stuff out of the way, then get to the big stuff. So, lets get started with the small suggestions. --- Suggestion #1 - Increase player count from 20 to 30. This is easily going to be one of the big blemishes on Breakthrough if it goes to live. We know that Players have been wanting larger game modes and Breakthrough is going to look like a massive step backwards even if it just 10 players less than Warzone. While Breakthrough is still on the PTE, I think the player count should be boosted to 30 players in order for us to test it, and see how much of a impact having those 10 extra players has on the game. If the game ends up running bad/performing terribly, those that tested Breakthrough before it went to live can at least speak from experience when explaining to non-testers how Breakthrough benefits from having a smaller max player count for the time being. Will it be enough for everyone? More than likely no. But, it might be enough to soften the impact of some of the harsher criticisms that can be levied against the game mode for being smaller than Warzone. --- Suggestion #2 - Increase Standard Match time to 20 - 30 Minutes. As I stated in my original feedback post, the current matches feel too short even with the time being extended by the Attacking Team destroying the Objectives. Giving the Attackers a little more time to attack would not hurt anything in my personal opinion, so I think a standard 20 minute timer should be plenty to get a good fight in even if the Attackers get bogged down on the first Objective Area. If it's not, then I wouldn't go any higher than 25 to 30 minutes at absolute most for a standard timer. --- Suggestion #3 - Remove Objective Spawning and replace it with a Command Vehicle & Spawn Area for Defenders. Another possible blemish for Breakthrough is the current Objective Spawn. Now this isn't as much of a problem for Attackers as it is for Defenders. Players on Defense have a chance of being spawned right in front of Attacking enemies with little to no chance to react to the incoming enemy, sometimes even getting picked off by a waiting Sniper that knows that the Defenders can spawn in that general location. This causes a large amount of frustration and for the average player that frustration might be too much to deal with. So, my suggestion is to purely get rid of it and replace it with the Defenders getting their own Command Vehicle as their Fast - Risky Spawn (also in turn giving them Vehicle Support equal to that of the Attackers), and adding a Spawn Area that is far enough behind the Objective Area without both being inside the Objective Area and doesn't put the freshly spawned Defenders in direct line of sight of the attackers right away. Example: Turning the inside of the Bunker on Smolensk into a Spawn Area when the Defenders have been pushed back to the Radio Station and don't have a Command Vehicle or Squadmates in the Objective Area to spawn on. Of course the Spawn Areas should change (ideally) depending on what sector Objectives the Defenders are currently tasked with protecting, though this might be a challenge depending on the Map. --- Suggestion #4 - Objective Marker flashes when Bomb is planted. Simple and straight forward. When a Bomb is planted on a Objective, the Objective marker for the Defenders & Attackers should begin to steadily flash to act as another indicator that a bomb has been planted on the Objective or whatever. A little extra alert notification wouldn't hurt anything in the long run, sure it might annoy some People. But, if its the thing that made you realize that a bomb or whatever has been planted on a Objective, than the thing did it's job. --- Suggestion #5 - Different stock Vehicles based on the Map for the Teams. This is more of a suggestion for Immersion than anything really seriously wrong with the game mode itself. But, I would really like to see the Attackers & Defenders have Vehicles that really match their faction while also upping the firepower of their Vehicle Support based on the Map they're on. Here is what I'm getting at down below... Warsaw Defenders - West Faction VAB Command Vehicle Wolverine IFV Attackers - East Faction Typhoon Command Vehicle Bumerang IFV Berlin Defenders - West Faction VAB Command Vehicle Boxer IFV Attackers - East Faction Typhoon Command Vehicle Bumerang IFV Smolensk Defenders - East Faction Typhoon Command Vehicle Bumerang IFV Attackers - West Faction VAB Command Vehicle Boxer IFV Polyarny Defenders - East Faction Typhoon Command Vehicle Bumerang IFV Attackers - West Faction VAB Command Vehicle Wolverine IFV Moscow Defenders - East Faction Typhoon Command Vehicle Bumerang IFV Attackers - West Faction VAB Command Vehicle Boxer IFV Overall I think this would make Breakthrough matches a little more immersive, not a lot more, but a little more at the very least. For the Attackers they will have a much more fearsome Vehicle support with a IFV over the 4x4 Commando. --- Anyways, I cannot think of anything else off the top of my head that I think needs fixing/improving that is minor. I had another which is a brief break during gameplay for both sides to prep for the next attack wave (match timer pausing for the break of course.) But, I think the Devs might already be planning this, so I will leave it off the list for the moment unless something deems otherwise. These are just some small suggestions that I think will improve Breakthrough and not require a lot of Development time (I'm sure a Developer can come in and correct me if I'm wrong on that.) Next post will be suggestions I'm pretty confident will require a lot more Development time to do, then I will begin map layout suggestions starting with Polyarny which is nearly complete as I type this. If anyone has any suggestions they would like to add to the list, let me know, and I will add it to the list with credit given. --- Breakthrough Suggestion posts Suggestions to enhance Breakthrough - Large changes Polyarny Breakthrough Map Rework Suggestion -> Next to come. Berlin Breakthrough Map Rework Suggestion -> Still to come. Smolensk Breakthrough Map Rework Suggestion -> Still to come. Moscow Breakthrough Map Rework Suggestion -> Still to come. Warsaw Breakthrough Map Rework Suggestion -> Still to come.
  2. 4 points
    1. Dobrze, natomiast pojazdy teraz są zbyt słabe. 2. j.w. 3. Możliwość uszkodzenia gąsienic i silnika. Zwiększenie opancerzenia i trochę losowości przy trafieniach (krytyczne trafienie) . Kierowanie ogniem tylko przez pasażera.
  3. 4 points
    or map voting as its made in thousands other games
  4. 3 points
    New gadget icons are terrible.Bring the old ones back
  5. 3 points
    Goddamn, you're doing an awesome job, keep em coming, we're listening!
  6. 3 points
  7. 2 points
  8. 2 points
    Hey Folks Time for another "Weapons that could enhance WW3" post and this time around Mother Russia provides us with some love with the OTs-38 Stechkin Revolver. She is going to provide us with even more love when it comes time for the Special Weapon post, but we will get into that when its time comes. Now I know some players have been really wanting to see Revolvers added to the game, so when I was searching for new pistols I had not recommended already, I put Revolvers at the top of my priorities when looking for something new to suggest, and the OTs-38 is definitely something new. Primarily in the sense that I had not recommended it before, it didn't make my original honorable mentions list, and it has some pretty unique characteristics to it. So, without further bla bla, lets get into this. Contents of this post Section 1 - The OTs-38 Stechkin - Real life information behind the OTs-38 Stechkin. Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game Pistols and suggested Pistols with the OTs-38 Stechkin. Section 3 - Special Features - Special features I think the OTs-38 Stechkin should have. Section 4 - Customization - Customization options I think the OTs-38 Stechkin should have. ---- Section 1 - The OTs-38 Stechkin Introduction & Demonstration Videos of the OTs-38 Stechkin. OTs-38 - by Оружейная Фабрика (Arms Factory) - Hope you speak Russian because I sure don't. Extra Information sources. OTs-38 Stechkin - Wiki OTs-38 Stechkin - Gun Wiki OTs-38 Stechkin - Modern Firearms Created in 2001, the OTs-38 Stechkin is a 5 round, sound suppressed, double action revolver created by TSKIB SOO (Central Bureau for Sporting and Hunting Arms, a division of the famous KBP organization, located in Tula, Russia) by request of the FSB, the successors of the USSR KGB. The weapon features both a integral suppressor & Laser Sight and when fired the weapon produces almost no sound and absolutely no flash. Firing 7,62×42 (SP-4) caliber rounds of ammunition, the OTs-38's rounds are loaded in by a special flat clip that holds the 5 rounds together, and when reloading keeps the empty cases from falling out onto the ground to avoid leaving any traces behind. However, reloading the OTs-38 is rather strange as it's cylinder doesn't just slide out to the left or right like a normal revolver. It slides to the right, then goes forward, and upwards a bit. Also unlike most revolvers, when the OTs-38 is fired, the rounds come out of the lower barrel instead of the upper barrel where the Laser Sight is located. This is to help minimize muzzle climb while firing and maintain a degree of accuracy. The ammunition was tailored to deliver wounding effects at up to 100 ft (30m) and have a practical (potentially fatal) effect at ranges below 30 ft (10m.) ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the OTs-38 Stechkin would be a highly specialized weapon like it's real life counter part. Favoring players that prefer to sneak around the battlefield, avoid getting into face to face fights, and generally flank the enemy while delivering quiet death. It would ideally not be a great sidearm for Players that are playing purely Defensively by letting the enemy always come to them or going highly aggressive on the offensive, primarily because of a limited capacity, only really being effective at very close ranges, and a moderately slow reload speed due to it's strange reloading process. Now, lets move on to comparing possible stats of the OTs-38 Stechkin vs. other Pistols. Like always the color coding works as shown below. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. OTs-38 Stechkin proposed and compared stats. OTs-38 Stechkin Effective ranges: 15m (36 damage.) Damage decreases at 16m - 135m (18 damage) G17: 60m (29 damage.) Damage decreases at 75m - 135m (20 damage) Ragun: 60m (29 damage.) Damage decreases at 75m - 135m (20 damage) Lebedev: 60m (31 damage.) Damage decreases at 75m - 135m (27 damage) OTs-38 Stechkin Weight: 2.00 G17: 1,33 Ragun: 1.55 Lebedev: 2.35 OTs-38 Stechkin Recoil: 0.55 G17: 0.95 Ragun: 1.0 Lebedev: 1.1 OTs-38 Stechkin Spread: 0.6 G17: 0.3 Ragun: 0.2 Lebedev: 0.25 OTs-38 Stechkin Reload time: 3.6 Seconds G17: 2.6 Seconds Ragun: 2.6 Seconds Lebedev: 2.6 Seconds OTs-38 Stechkin Rate of Fire: Depends on the Shooter G17: 600 Ragun: 600 Lebedev: 600 OTs-38 Stechkin Caliber: 7.62x42mm SP-4 G17: 9x19mm Parabellum Ragun: 9x19mm Parabellum Lebedev: 9x18mm Makarov OTs-38 Stechkin Muzzle Velocity: 300 m/s G17: 375 m/s Ragun: 360 m/s Lebedev: 319 m/s OTs-38 Stechkin Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 8 / STL: 12 G17: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 Ragun: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 Lebedev: HDPE: 6 / PTLN: 7 / Cer: 10 / STL: 14 With this out of the way we move on to special features which we have a little to work with. ---- Section 3 - Special Features Integrally Suppressed - Because the OTs-38 is Integrally suppressed the weapon should always be rather quiet. Integral Laser Sight- The OTs-38 should come standard with a built in Laser sight that projects itself outwards from the upper barrel. Reduced Muzzle Climb - Because of the design of the OTs-38 with the round coming out of the lower barrel rather than the upper barrel like most revolvers, the OTs-38 should inherently have a rather low muzzle climb when shooting as the whole point of it's down was to combat muzzle climb. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that. Just a quick mention of what customization options the OTs-38 should and should not have access to in my opinion, Primary Sights All Pistol Options Barrels None Muzzles None - Integrally Suppressed Side All Pistol Options Magazines None Ammunition All (Gun) Ammunition Types optional As for cosmetic bodyparts, there really isn't anything that I could find personally. But, I think the Devs could make some custom grips for a little something extra for People since the OTs-38 is really light in the customization department. Sort of the price of being a highly specialized weapon. And with that this brings the post an end. I hope everyone likes my suggestion for the OTs-38, or at least the general idea of it even if not exactly what I'm suggesting. I know some People are wanting to see some Revolvers added to the game and while I did find some with the RSh-12, Taurus Judge, and Unica-6 in my old pistols list. I could not in good faith ignore the OTs-38 as the whole point of these posts is to find weapons that are factually different from what we currently have in game. So, since I already recommended the RSh-12 & Taurus Judge once before, it just felt natural to push the OTs-38 this time around as it's both a Revolver which (again) players have been wanting and it's a Revolver that essentially has a built in suppressor which gives it that unique characteristic that I try to find for these posts. Next post will be the Sniper Rifle post and after that will be the Special weapons post before I start the cycle over again. Till the next "Weapons that could enhance WW3" post is made... Have a good one folks! ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter K14 Special Weapons Chapter GM-94 Submachine Guns Chapter APC45 Battle Rifles Chapter BREN 2 BR Shotguns Chapter AA-12 Light Machine Guns Chapter LWMMG Pistols Chapter (More to come) ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  9. 2 points
    I want more explantion on the different armor options and their damage reduction against RPGs and stuff like that. And turret armor thickness aswell
  10. 2 points
    When will the reworked animations make it to the pte
  11. 2 points
    Forgot this topic exists. Already posted in 0.8, but will copy my breakthrough part here. Highlighted the TL;DR parts in green/red depending whether it's positive or not Regarding breakthrough, I feel like the mode is good but once again I am personally undecided whether I prefer the community breakthrough or the dev breakthrough, because of the objective differences. Also, even at 10v10 the mode does feel a bit empty, I'd say it would probably be safe to go for a 15v15. The defenders seem to be lacking a lot when it comes to getting points, while the attackers get plenty of points. Even for the attacking team, there's a large contrast in score due to the fact one person gets between 1000-2000 points for destroying the objective, so maybe reward the rest of the team with some sort of bonus if they're close or have done damage to the objective even if they didn't put the final hit into it. And perhaps reward defenders for every X time the objective wasn't destroyed with Y points, maybe 500 or so. Although I think this mode is far better balanced than Warzone and TDM combined, not sure if it's the players we're playing with, or the mode itself, but the games seem to be a lot more close, and therefore fun. I've also heard complaints some people find it hard to know if they're attacking or defending, although I personally got to understand it quick. On top of this, I think the stations should give some visual and audio alert when a charge is planted. Right now it's sometimes hard to notice something was planted. Overall though, the experience has been great, it brought a great fresh air to the game, and I thank the devs for making this happen. I feel like it's better than 0.6 in regards to making the game feel a lot different, and a lot better.
  12. 2 points
    Hey Folks So I was debating whether to cover either a Shotgun, Pistol, or Sniper Rifle next, and with recent talks with Ragir over the Long Barrel for Shotguns I figured I would go ahead and cover a Shotgun this go around. Now the AA-12 had made my original "7 Guns that could enhance WW3 - Shotguns" List back when I made it and I wanted to cover one of the "old faces" from it since I had already covered three new guns in a row with the Zastava M17, BREN 2 BR, and APC45 that didn't make my original lists prior to the new suggestion system. The next weapon suggestion post will either be a Pistol or a Sniper Rifle next, not sure which but I know for sure it will be a new gun I had not covered before in any of the main lists. Special Weapons I will leave for last and after that is done I will start a new Weapon Suggestion cycle. But, that is enough bla bla for now... Contents of this post Section 1 - The AA-12 - Real life information behind the AA-12 Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game Shotguns and suggested Shotguns with the AA-12. Section 3 - Special Features - Special features I think the AA-12 should have. Section 4 - Customization - Customization options I think the AA-12 should have. ---- Section 1 - The AA-12 AA-12 Generation 1 (Left) and AA-12 Generation 2 (Right) Introduction & Demonstration Videos of the AA-12. AA-12 - Vickers Tactical AA-12 - Iraqveteran8888 AA-12 - FPSRussia (AA-12 Fans knew this would come) Extra Information sources. AA-12 - Modern Firearms AA-12 - Gun Fandom AA-12 - Wiki The AA-12 or Atchisson Assault Shotgun was created in 1972 by Maxwell Atchisson and is one of the few purpose built, fully automatic Shotguns in the world. The Gun's popularity has mainly come from pop culture such as Movies & Video games over being battle tested in conflict. This is primarily due to the fact that only three countries have unofficially adopted the AA-12 into their armed services, and those countries are India, Saudi Arabia, & United Arab Emirates. To lower the maintenance demands of the gun, the internals are mostly made up of Stainless Steel parts which presents an advantage for the gun as it's concept started with being able to perform well even when shooting cheap, low grade ammunition (speaking of which...) The weapon's RPMs vary depending on the quality of ammunition that is loaded into it. The AA-12 can fire up to 300 RPMs with cheap, low grade ammunition, and go up to 700 RPMs as more expensive, high grade ammunition is used. Two of it's main selling points however, is that the gun is fairly light, and features a low recoil system where the bolt never comes into contact with the rear of the gun. Because of this design the shooter experiences very little recoil while firing the weapon in either semi or fully automatic fire. So if the gun was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to the other Shotguns? ---- Section 2 - Favored Playstyle & Stat Comparisons The Playstyle of the AA-12 would obviously favor a very aggressive playstyle much like any Shotgun. It's primary benefits should be it's capability for full auto fire, higher than average RPM, low recoil, and higher than average ammo capacity (which I will cover in customization.) However, because some players have a hatred of all things Shotgun (double so a fully automatic Shotgun) and the AA-12 is inherently a pretty beastly Shotgun as it. Some things will obviously need to be tweaked and a few uncharacteristic traits will be needed to keep the gun from overshadowing the MCS & VEPR-12 to the point they become useless. So, I would give the AA-12 a lower individual pellet damage count to make those one shot kills a little harder to secure, a higher shot spread when hip firing to discourage excessive hip firing with the weapon, and finally I would make the weapon heavier than the MCS & VEPR-12 so it's harder for someone to justify using heavier body armor with the weapon. Now, lets move on to comparing possible stats of the AA-12 vs. MCS & VEPR-12. Like always the color coding works as shown below. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. Special Note: Muzzle Velocity & Bullets to Kill are not listed in game for Shotguns currently, thus I will not try to balance around these stats. However, I will not fully remove them from this post in the event that something changes. AA-12 proposed and compared stats. AA-12 Effective ranges: 15m (12-11 damage.) Damage decreases at 16m - 30m (9 damage.) Damage decreases at 31m - 45m (4 damage.) Damage decreases at 46m - 75m (0 damage.) MCS: 15m (24 damage.) Damage decreases at 16m - 30m (19 damage.) Damage decreases at 31m - 45m (10 damage.) Damage decreases at 46m - 75m (1 damage.) VEPR-12: 15m (16-15 damage.) Damage decreases at 16m - 30m (12 damage.) Damage decreases at 31m - 45m (7 damage.) Damage decreases at 46m - 75m (0 damage.) AA-12 Weight: 14.5 MCS: 8.9 VEPR-12: 11.4 AA-12 Recoil: 0.85 MCS: 2.7 VEPR-12: 2,0 AA-12 Spread: 0.14 MCS: 0.5 VEPR-12: 0.7 AA-12 Reload time: 3.7 MCS: 2.3 Seconds VEPR-12: 3.1 Seconds AA-12 Rate of Fire: 500 MCS: 400 VEPR-12: 400 AA-12 Caliber: 12 Gauge MCS: 12 Gauge VEPR-12: 12 Gauge AA-12 Muzzle Velocity: MCS: VEPR-12: AA-12 Bullets to Kill: HDPE: / PTLN: / Cer: / STL: MCS: VEPR-12: With this out of the way we move on to special features which there really isn't too much to cover. ---- Section 3 - Special Features Fully Automatic Fire - This is an absolute must for the AA-12 as this is one of it's primary characteristic features that differs it from other Shotguns and most importantly the MCS & VEPR-12 we have in game. Larger than Average Magazine options- In real life the AA-12 has three options (that I have found) for Magazines. An 8 Round Magazine which should be the stock Mag for the AA-12 if it was added to the game, then a 20 round Magazine, and finally the large 32 round Magazine. Naturally this of course means that the bigger the magazine is, the slower it is to reload the gun. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that as usual. Just a quick mention of what customization options the AA-12 should and should not have access to in my opinion, Primary Sights All Sights optional Secondary Sights All Sights optional Barrels All Barrels optional Muzzles All Muzzles optional (except suppressors like any Shotgun in WW3) Lower All Lowers optional Side All side mounts optional Magazines 8 Round Magazine 20 Round Drum Magazine 32 Round Drum Magazine Ammunition N/A till Shotguns get their special ammunition As for different bodypart options, there really isn't anything out there beyond a modest change to the rear sighting post to allow the mounting of optics on the Gen 2 model. This is primarily because (as stated in the videos up top) the gun is really rare and really expensive on the civilian market, not even counting the much more rare fully automatic version which means there really isn't any aftermarket customization options out there. So, if the Devs want to get a little creative, well...they have the open field for it lol. And with that this brings another weapon suggest post to an end. I hope People like the idea of seeing the AA-12 added to the game whether it be exactly how I suggested it or in some different form than what I have suggested. Like my old lists, I try to stay true to the idea of finding weapons that are different compared to what we already have in game and the AA-12 is without a doubt different from the MCS & VEPR-12 in how it performs as a shotgun. I won't bore you with a lot of bla bla for now as I got more suggestion posts to make in time, three of which I want to get done before I either start something new or go back to covering Strikes for a little since I never finished those prior to my break. But, till the next suggest post comes around... Have a good one folks! ---- Strikes that could enhance WW3 Series Support Strikes Chapter Supply Drop Mission Master UGV-C Scanner Strikes Chapter Mission Master UGV-S to come... UGV Strikes Chapter Mission Master UGV-P to come... CUAS Drones Switchblade Weapons that could enhance WW3 Series Assault Rifles Chapter Zastava M17 Precision Sniper Rifles Chapter K14 Special Weapons Chapter GM-94 Submachine Guns Chapter APC45 Battle Rifles Chapter BREN 2 BR Shotguns Chapter (More to come) Light Machine Guns Chapter LWMMG Pistols Chapter OTs-38 Stetchkin ---- Outdated Suggestion Posts to be revisited at some point Guns that could enhance WW3 series 6 Guns that could enhance WW3 - Assault Rifles 6 Guns that could enhance WW3 - Precision Sniper Rifles 7 Guns that could enhance WW3 - Special Weapons 5 Guns that could enhance WW3 - Submachine Guns 8 Guns that could enhance WW3 - Battle Rifles 7 Guns that could enhance WW3 - Shotguns 6 Guns that could enhance WW3 - Machine Guns 6 Guns that could enhance WW3 - Pistols (Old) Strikes that could enhance WW3 series Strikes that could enhance WW3 - Heavy Weapons Strikes that could enhance WW3 - CUAS Drones Individual or Mini Series Suggestions post 3 Hand Grenades that could enhance WW3 5 Gadgets that could enhance WW3
  13. 2 points
    Alright, now that I have sleep in me and apparently need to have my metaphorical serious pants on... That was an assumption. While I do prefer Warzone over TDM, I have played TDM. Alright, where is the F51 official rules & standards for suggesting weapons for TDM? Because as far as I can tell there isn't one and I see nothing about the gun or what I have suggested that implies it doesn't fit TDM. As a matter of fact, I even proposed suggestions to make it (uncharacteristically) less dangerous than the MCS & VEPR-12 in some situations such as making it heavier, weaker per pellet shot to reduce the chances of 1-shot kills, and have a higher spread when hip firing it. It's not like I'm suggesting a Thermobaric RPG Round (even though there was one presented in the original WW3 Trailer I believe) which would (ideally) easily wipe out a cluster of enemies in tight spaces in TDM and The Developers have clearly deemed it acceptable (so far anyways) to still be a weapon that fits the game mode. If they were to shut off the RPG from TDM, then they could shut off the AA-12 as well if it was added (even though of the current three maps, Moscow would probably be the only map the AA-12 would perform very well on since it's mostly CQC), and People cried enough about it. So, to say the weapon "doesn't fit TDM" is nothing more than a stretch. If you don't like the gun because you don't like Shotguns or just don't like Automatic Shotguns, then that is fine. But, to say it doesn't fit TDM on a factual basis is untested bull. An Automatic Shotgun that would... Ideally be weaker per pellet shot than the MCS & VEPR-12 for game balancing reasons... Ideally have greater hip fire spread than the MCS & VEPR-12 for game balancing reasons... Ideally be heavier than the MCS & VEPR-12 for game balancing reasons... Ideally have an even slower reload speed than the MCS & VEPR-12 even for it's smallest, fastest magazine option for a mix of realistic & game balancing reasons... Ideally have an even smaller magazine option than 85% of the non-Shotguns in WW3 and it's largest magazine option only putting it a whole 2 rounds ahead of the common, stock, faster reloading magazines of other weapons. Meaning that it's reload speeds go from Slow, Slower, to "OH MY GOD IT'S SO ****ING SLOW!" as the player increases their magazine sizes on the AA-12.... Ideally would be slower firing than most non-shotguns in full auto fire for game balancing reasons... And some how is going to destroy a game mode where People are able to fire RPGs at infantry targets only, set down Claymore mines, use C4, Smoke & Thermal combos, Mini UGV that explodes, allowed to use their 100 - 200 round LMGs, and eventually at some point use damage dealing Gas Grenades that block off choke points when we have Equipment bags to resupply them easily. Yeah...the AA-12 is magically going to be that straw that destroys this popular camel's back. For those that need a "Too Lazy, didn't read" You're making an assumption and I have Played TDM before, I just prefer WZ over it. I have no problems with you just not liking the gun in general. There is nothing about the general concept of the AA-12 that makes it factually unfit for TDM as TDM has no standards beyond - "Don't die and kill the enemy." Your assumptions on it being the thing that destroys TDM is unproven bull.
  14. 2 points
    Very unlikely to happen and honestly I don't support a Revive system being added to the game. Nothing personal against anyone, I'm just not in favor of it personally. The Developers have also expressed multiple times they're not interested in having Revive in the game. Here are two Developer comments over Revive mechanics, November 28 - 2018 by Ryuzaki December 7 - 2018 by Ragir Now I know these are old. But, here is a screenshot from Discord that is probably no more than maybe...2 - 3 months old at best? Now I obviously can't stop you from wanting it or others for that matter, nor can I obviously stop People from requesting it. But, if I had to give you a little bit of advice it would be this; don't get your hopes too high up on it being added to the game.
  15. 2 points
    Proponuję aby markery określające pozycje punktów (A1, A2 itd.) wisiały wysoko nad tymi punktami. Obecny system się nie sprawdza i ikony punktów niejednokrotnie zasłaniają obraz przez co np. nie widzimy przeciwnika.
  16. 1 point
    First of all, thank you very much for your comments. Yes, English is not my main language, so most of this article is translated into English through translation software, so there are inevitably some grammar or word errors. I started playing WT in 2014, and I am very convinced of the WT mechanism. Although there are some small flaws, for example, even if the penetration threshold is exceeded, if the weapon is lower than that value, it will never be broken, but if there is HP, it will be different. Regarding the engine problem, I have reservations, because the leo2a4 tank chassis protection is indeed worse than the M1A2 and T72, and the LEO2A4 does have an auxiliary engine unit in the case of engine failure to support low-speed movement. If there is no difference between the three main battle tanks, it will be very boring and unfortunate. I started playing WW3 on October 20, 2018, and accumulated 150 hours of game time. I really care about WW3, and all the people who published articles in this forum are really hoping that the future of WW3 will develop very well. Because we all saw its potential and the hard work of the production team. Even if the catastrophic server was released for the first time, they did not give up hope, then we should accompany them to the end and support them.
  17. 1 point
    Very good presentation. Complicated stuff like this is what interests me but we already have a problem with people not understanding the systems. Not to say we should scratch this but if implemented we need a tutorial or something to make clear what is happening.
  18. 1 point
    С переходом на новую версию движка и, вроде как, новое освещение повылезали новые баги и даже вернулись некоторые из старых. Разрабам обо всём этом уже много раз сказали да и они сами вроде не слепые, так что просто ждём.
  19. 1 point
    Zrobię co się da, żeby zdążyć przed 1.0 z tym
  20. 1 point
    15 30mm shells to the front are enough to almost destroy Leo tank. No problems with other parts.
  21. 1 point
    Thanks for replying.
  22. 1 point
    @Ragir Hi thank you for responding to my suggestion and yeah with the current ping i have game would have been a nightmare for me my best ping is 150 sadly .
  23. 1 point
    There are some TDM maps in the works, we'll go back to the big maps and carve those up after 1.0, so we can add them quicker and with more reliability. Some of them were also tested and didn't work very well, so keep that in mind.
  24. 1 point
    Made a theme 11 months ago. I think I'll copypaste it. Yes. Upwards sliding. Especially on stairs. I hope it is not too hard too implement. I'm tired of grinning when I do it myself.
  25. 1 point
    Confirmed not to happen some time ago.
  26. 1 point
    Witam wszystkich
  27. 1 point
    Being able to duck down with c would be cool to.
  28. 1 point
    Move to Bug Reports section plz. Can someone tell me what are conditions for "match ending" to appear in server list info? Because I have suspicion that when it's less than 5 mins this message would appear. I was curious and was sitting and waiting for match to end. It was definitely more than 10 mins. So, presuming that when there is less than 5 mins server is locked attackers can destroy stations in these 5 mins and they would have again LESS than 5 mins to destroy stations. And if it close game server would be closed for up to 20 mins?
  29. 1 point
    I feel like after 0.4 or 0.5, armor upgrades became somewhat inconsistent, therefor useless. Getting the best and most expensive armor in the game turns your tank into a bulldozer, which gets stuck on bushes, barrels and traffic cones. But even with those upgrades, you still die from 2 hits to your back side. I don't think armor works as intended currently.
  30. 1 point
    Zobaczymy jak po zmianie systemu animacji to będzie wyglądało, wszystko jest ustawiane na nowo, więc pewnie będzie lepiej ^^
  31. 1 point
    Chciałem dodać, że nowe ikony są bardzo nieczytelne - np. ikona medpacka.
  32. 1 point
    Dear devs, don't listen to cry babies who criticize an aspect of the game in order to compensate for their laziness, I know this huge nerf was done to literally troll and show them what happens when they get what they wish for. In honesty, I really want the Heli drone to come back as a solid threat on the battlefield, it should take a decent amount of effort to kill it, not one magazine with an assault rifle. I'd say a decent estimate would be 200-350 bullets to destroy it, or 1 tandem and 2 regular rpgs.
  33. 1 point
    The game crashes when certain vehicles explode, i know for a fact that the anders is one of the few vehicles that will cause crashes when exploded. This problem has been in place for a while and is a big one since other bugs are just an annoyance but causing the game to crash is a serious problem that requires developers immediate attention as this issue really destroys gameplay. I know that you developers are doing all you can and are sick and tired of endless complaints, but please fix this one as it is a very major issue. PS i really enjoy WW3 and will continue to support it despite the pesky bugs, but this crashing thing really needs to stop and needs to stop fast!
  34. 1 point
    It's a PhysX crash, we're trying to update the PhysX version in our engine and find other fixes for this, but it's elusive so far. We're working on it heavily, though!
  35. 1 point
    It's called suspension of disbelief and it's required to play games IMO Aren't respawns also really weird? Spawning mid-air on leader? Injecting yourself with vitamins giving you health back? There's a lot of stuff that's very game-ified, and shotguns are legendarily hard to balance in shooters, so we have to find ways of doing it. That said, final balance is still to come, so don't despair too much
  36. 1 point
    Just because it's a small gun doesn't mean it cannot pack a big punch.
  37. 1 point
  38. 1 point
  39. 1 point
    Currently vehicles that spawn in the bases when the rounds starts are usually free BPs for even medium skilled players. Especially APC/IFVs. U need 1 tandem greande, 1 normal grenade for RPG and voila! u have "free" BPs. And there are almost no chances for drivers to defend themselves. No chances and no instruments. So, plz, devs, give default vehicles smokescreen grenades. It will be balanced feature as the vehicles do not have Infra/Thermal scopes and smokescreen would block their vision too. Because now there are matches when 15-20 minutes later there is tank staying in the base, because nobody want to be sponsor and give enemies free BPs.
  40. 1 point
    Witam wszystkich graczy i twórców! Mam pytanie do twórców. Czy chcecie, lub macie w planach stworzyć grę o tematyce 2 Wojny Światowej? Wg mnie gra od tego studia miałaby potencjał. Miło byłoby zobaczyć 3 gry o tematyce wojen światowych czyli WW3, WW2 i na koniec WW1. Czekam na odpowiedź ;) Pozdrawiam!
  41. 1 point
    Well then let's see how that plays out I have to admit I would prefer the same base damage for each barrel and other advantages of the short barrel as mentioned above.
  42. 1 point
    Pretty much exactly that We don't want to rush out any untested changes right now but the barrel damage curves will look very simillar to the above pic.
  43. 1 point
    I love the game but NA servers are empty I used to be able to handle EU servers lag but it got worse a lot worse. Besides lack of players it would be I can’t find a gun i really like to use.
  44. 1 point
    IMO pełen system gore jest niepotrzebny. Wystarczyłyby tylko niewielkie efekty "wizualne", czyli dymki krwi (lub krótkotrwałe chmury przy trafienia z czołgu) i krew na powierzchniach. Na razie nie ma na takie coś czasu, ale nikt nie powiedział, że ten temat nie zostanie poruszony w przyszłości.
  45. 1 point
    Super low player numbers in the US is my main thing. There is hardly ever a server with enough people to have any fun anymore. I also think that Modern Warfare, after playing the beta this weekend, will be a decent enough game that I won't really need this game anymore. It's sad to say, because I've been playing since the alpha, but it's taken so long to finish that most hype is gone along with the player base and I think this year's Call of Duty will take the rest.
  46. 1 point
    Ташкент, Киев, Минск, Гонкконг, полно городов которые можно добавить))
  47. 0 points
    RAGIR -----NA servers are TOTALLY DEAD ! none players , I mean nobody play this game anymore in NA !! when we play " sometimes " in EU servers , Or we just loose connection or PING are terrible , just unplayable the Online experience it's terrible , the game went from " good " to BAD in total, very disappointing , - progression in regions are different WDH ! . Period. You guys cant fix it anymore , with every patch something brakes. We STOP playing. Just less than 100 players at times " US fans" plays it......" at times" . NA have other games in EA that have better performance than this !! . This EA game your Project it's BROKEN, the game. it's gonna arrive to release all broke , forgotten and empty. It Was..... but.... is not more. The Battlefield killer was just a JOKE ! empty promise and bad projection in total . My TEAM and I , We are very disappointed as customers and as players, we just got tired of bad implementations. bad design and bad global projection in total. FARM 51 need to do something OR RIP. My Team and I tried to support this EA game as much we could, but the game went to the garbage !!! Down the drain !! The 2 fiscal year Next Battlefield gonna be here , BY BY WW3 Dream !! Very disappointing .
  48. 0 points
    It still could be a good game, give it more time.
  49. 0 points
    The last time I "played" and uninstalled this game was ... December 21, 2018 ... Now, reading this post and checking on Steam's servers, I'm pretty sure this game is doomed....It could have been a good game. *SIGH*
  50. -1 points
    ... Um... Lol, where is the animation rework and the movement system? I thought 0.8 was mainly to rework the game and make it feel and look fluid, make it look pretty and engaging, like AAA games. I even remember a dev saying it will "sky-rocket" the quality of the game. I know this isn't the whole 0.8, but seriously where is the REAL good stuff and when is it coming? That's really what we've been waiting for now a year or so. I haven't tried breakthrough yet, it's still downloading, but I'd imagine it would be a solid mode when finished. But please guys get those animations and movements out on the pte.
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