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Showing content with the highest reputation since 12/09/2018 in Posts

  1. 20 points
    Kept ya waiting, huh? We've got some more stability changes in this small update, in line with our focus on fixing the crashes as the first priority. We think that most of the crashing issues should stop after this update, but some still might lurk under the surface, so keep vigilant and keep sending us the crash reports. They not only let us fix them faster, but also let us know where the most frequent problems occur, so we can prioritize better. We're currently in closed Recon testing and we've just came back from IEM 2019, both of which took away some of the time. Now we can focus back on crashes, bugfixing and - last, but by all means not least - optimization. Patch notes might not look very appealing, but this update does make a difference in game stability. As usual, please don't hesitate to send us your feedback and let us know if you're having issues after the patch. 0.4.3 Stability Patch Notes [BUGFIXES] Fixed a few crashes related to object serialization, Added a nullptr check that otherwise resulted in a crash, Fixed one garbage collector crash that occurred due to bad variable UPROPERTY setup, Fixed a few other crashes.
  2. 18 points
    After a weekend of testing, we've got some fixes to make 0.4 even better, as it seems that most people like it over the Live version even as it stands now. That being said, we want to make it good, not just better than 0.3. Here they go! PTE 0.4.1 Patch Notes [GENERAL] Removed waiting for players from PTE builds (will stay as it was on Live), [GAMEPLAY] TDM timers tweaks (wait times etc.), Moscow senate spawns adjusted, Helmet balance pass, Global hipfire accuracy decreased due to lower TTK, [IMPROVEMENTS] Updated strikes stats in customization menu, Updated stats for warheads, HUD optimization, Changed autowin conditions (can't be tested on the PTE), Fixed some weapon positions on the screen, Improved lighting on Moscow Senate map, Weapon sounds polish pass, Claymore sounds improvements, Polish commander VO, [BUGFIXES] Another batch of crashes fixed, Fixed healthbar becoming empty sometimes, Fixed strike cost locked to 1000, Fixed BTR front right exit, Fixed ammo showing as 0 (only display bug is fixed, the proper ammo bug is still there), Fixed quick radio chat opening when in state different than play, Morphine animation fixed, Fixed the AK15 iron sight showing up to attach on weapons without iron sights, Fixed FPP sprint animation with TOR, Fixed the new SMG not coming with a sight, Around 20-30 minor bugfixes with materials, stat tweaks and others.
  3. 17 points
    Another one! We've decided to change some stuff again due to player feedback we got yesterday - we all want 0.6 to be the best experience, so one more day is definitely worth it. Some small, but vital changes in this one! PTE 0.6.8 Patch Notes [BUGFIXES] Sometimes another player icon was not visible, Heli-Combat Drone is now on cooldown so you can't spam one after another, Fixed level up screen, Marking enemies and vehicles on map was not working sometimes (again), Probable fix for auto spawn, [GAMEPLAY] Removed some additional neutral vehicles on maps, Limb damage reduced from 80% to 67%; hand/foot damage reduced from 60% to 57% - sniper rifles should no longer be 1-hit kill on limbs, Improved damage dealt by RPG and tank shells vs Heli Drone, Heli Drone HP decreased by 25%, Tweaking Leopard2 speed in reverse and custom turbo force, Tweaks in Abrams speed curve, Tweaking T72 speed in reverse and custom turbo force, Adjusting capture points to enable capturing by vehicles + minor vehicle placement adjust, Buggy and Quad cameras now follow the vehicle rotation, increased Quadrocopter's hitbox, [IMPROVEMENTS] Enabling option where buggy and quad camera takes vehicle rotation in FPP mode, Events for updating settings on ui while Quick Quality has been changed, Warsaw map textures update.
  4. 17 points
    Guys, chill out, please! We know 0.3 has its problems and we are fully committed to fixing them ASAP. To address complaints that PTE player numbers are too low and that it's not enough to fully test the patch, I just wanna say that our entire team is also using PTE to test things out in their respective fields we have also expanded our internal testing team and expect to limit the number of issues in any patch to minimum. Perhaps pushing a 0.3 patch before the Christmas period wasn't the most thoughtful idea, but hey! we are learning our lessons and I can assure you that future updates will be better executed.
  5. 15 points
    Merry Christmas and Happy New Year 2019 Christmas is a special time to enjoy with family and your loved ones. To spread the divinity and cheer around, Merry Christmas and all the best in the New Year! From The Farm51
  6. 11 points
    Next bunch of tweaks , fixes and improvements is on the way! PTE 0.4.2 Patch Notes [IMPROVEMENTS] Server browser improvements, showing detailed error messages, Improved auto-rotation. It should be more reliable now, Added a map to Moscow Senate TDM map, [BUGFIXES] Fixed wrong strikes naming, Fixes for spawn selection on deploy screen, Fixes for collisions on Moscow TDM map, Fixes for strikes collisions with soldiers.
  7. 9 points
    Hey, I just wanted to add that Team GiD is giving away 3 GiD T-shirts on top of us giving away World War 3 keys! The rules are simple: All clips that get into the trailer are entered to win shirts, A jury comprised of GiD members and F51 devs will choose 3 clips that they like the best, 3 people get a customized, high quality T-shirt. Good luck!
  8. 9 points
    Somsiedzi i szwagry! Dzięki uprzejmości studia The Farm 51 (szczególne podziękowania dla kierownika @Ragir), wraz z kolegą @Lugresky pragniemy was zaprosić na event, który odbędzie się dnia 19.04.2019 o godz. 22:00 Założeniem tego eventu jest przede wszystkim wspólna zabawa przy jednoczesnym sprawdzeniu możliwości innego systemu rozgrywki. Mapa: Strefa zielona - obszar dostępny dla atakujących Strefa czerwona - obszar dostępny dla broniących i atakujących Strefa czerwona przekreślona - dostępna dla drużyny broniącej do momentu utrzymania w kontroli punktu C2 ZASADY OGÓLNE I ZAŁOŻENIA ROZGRYWKI: Event "PRZEŁAMANIE" polegał będzie na podzieleniu się na dwa zespoły (drużyna atakujących oraz drużyna broniących). Odbywać się będzie na zamkniętym serwerze PTE na mapie Warszawa WZ. Na mapie wyznaczono strefy oznaczone kolorami oraz obramowaniami. Strefa zielona, jest dostępna wyłącznie dla drużyny atakującej (broniącym nie wolną się nią poruszać). Strefy czerwone są dostępne zarówno dla drużyny broniącej i atakującej. Około godziny 22 zbieramy się na discordzie gdzie otrzymacie hasło na serwer. Po zalogowaniu się wszystkich osób na serwer drużyna broniąca przejmuje punkty B1, B2, C2, C1 i udaje się do punktu C2. W fazie przygotowania nie strzelamy do siebie i dodatkowo obydwie drużyny rozstawiają swoje mobilne punkty respawnu. Po fazie przygotowań na czacie będzie odliczanie i ruszamy do boju. DRUŻYNA BRONIĄCA Zadaniem drużyny broniącej jest oczywiście obrona własnych punktów. Podczas obrony: drużyna broniąca nie może korzystać ze strefy zaznaczonej na zielono i porusza się w obrębie dwóch pierwszych bronionych stref. Dla przykładu w początkowej fazie rozgrywki poruszacie się w obrębie Stref C2 i C1 plus strefy od respawnu ale nie poruszacie się np. strefą B2. W momencie kiedy drużyna broniąca utraci punkt obrony może ona już korzystać z poprzedniego punktu czyli np. C2 i B2 plus stref od respawnu i analogiczne aż do punktu A2 po przejęciu przez drużynę atakującą punktu C1 i C2 teren mapy oznaczony zakreskowanym na czerwono polem nie jest już dostępny dla drużyny broniącej po przejęciu przez atakujących punktu B2 drużyna broniąca może zająć punkty A1 i A2 drużyna broniąca nie może przejmować utraconych stref za wyjątkiem ostatniej czyli A2 (strefa, którą można odbijać kiedy przejął ją wróg gdyż aby wygrać musi ją utrzymać przez 5 minut) mogą używać JAMMER-ów w każdym miejscu mapy DRUŻYNA ATAKUJĄCA Zadaniem drużyny atakującej jest przejęcie wrogich stref w kolejności pokazanej na mapie żółtymi strzałkami. Warunkiem zwycięstwa jest utrzymanie punktu A2 przez 5 minut, przed upływem czasu lub ticketów każdej ze stron. Atakujący: mogą poruszać się po wszystkich strefach mapy muszą przejmować strefy w kolejności zaznaczonej żółtą strzałą (zakazane jest przejmowanie następnego punktu bez przejęcia poprzedniego bądź zajmowanie dwóch jednocześnie) - C1, C2, B2, B1, A1, A2. muszą obronić przez 5 minut punkt A2 aby wygrać. W tym przypadku broniący mogą go odbić. Po odbiciu punktu i ponownym przejęciu przez drużynę atakującą zegar 5 minut biegnie od nowa. atakujący mogą użwać JAMMER-ów tylko na strefie obecnie atakowanej, zabronione jest zagłuszanie stref poprzedzających MOBILNY PUNKT RESPAWNU: Dozwolone jest korzystanie z mobilnego respawnu tylko i wyłącznie jako miejsca odrodzenia. Nie korzystamy z jego właściwości bojowych. Pamiętamy, że używamy go tylko w strefach do których mamy dostęp (opisanych w zasadach) STRIKI: zabronione jest używanie strików w postaci: wszelkiego rodzaju pojazdów bojowych (LAV, czołgi) dronów bojowych (quadcopter, battlebot, heli combat drone) Pozostałe STRIKI są dozwolone ZASADY ZWYCIĘSTWA: Drużyna broniąca: silna obrona punktów i utrzymanie co najmniej ostatniego punktu do: 5000 ticketów dla własnej drużyny końca czasu meczu uzyskania 5000 ticketów przez drużynę atakującą (tj. tickety wpływające na konto drużyny atakującej działają na jej niekorzyść gdyż w momencie rośnięcia liczby ticketów czas do przejęcia punktu A2 stale maleje) Drużyna atakująca: wygrana po utrzymaniu przez 5 minut punktu A2 Jeżeli jesteście zainteresowani na taką rozgrywkę zapraszam do zapisywania się w tym temacie. Ewentualne uwagi mile widziane. PROSZĘ PAMIĘTAĆ ABY WEJŚĆ NA GŁOSOWY KANAŁ NA OFICJALNYM DISCORDZIE. NIE MUSICIE Z NAMI ROZMAWIAĆ (lecz jest to mile widziane) ALE WAŻNE ABYŚCIE SŁYSZELI INNYCH. o7
  9. 9 points
    Hey there, we've decided to get some more people in to get some fresh eyes on the game mode and see what comes out of it. Due to a lot of confusion we had last time, please make sure you read this post very carefully. Reply in this topic (even if you did in the previous one and didn't get in), Make sure you know your SteamID64, this means a number like this: 76561198050043123, it will be useful later, Make sure you know your DiscordID (with the number after the nickname, like this: Ragir#6666) - it helps with communication as Discord has all the info first, Signups will close in 48hrs! YOU DON'T HAVE TO REAPPLY IF YOU ALREADY GOT IN, READ THE FIRST POINT AGAIN UNTIL YOU UNDERSTAND
  10. 9 points
    To nie tylko wrażenie, patch 0.3 wprowadził nowy system ładowania (optymalizacje RAMu i czasów ładowania), co zaowocowało większą niestabilnością gry. Wiemy o tym i testujemy już poprawioną wersję, która niedługo powinna trafić na serwery testowe PTE a później do normalnej wersji. Jeśli chodzi o problemy z rejestrowaniem trafień - naprawione. Niestety, w związku z tym, że mówimy o grze multiplayer, czasami przy skoku pingu różne rzeczy mogą się wydarzyć - to jest coś, czego nie da się przeskoczyć. Niektóre gry rozwiązują ten problem zawsze ufając temu, kto strzela - dzięki temu rzeczy takie jak "lag pedal" działają, a osoby z wysokim pingiem są niemożliwe do trafienia. W WW3 nie ufamy w 100% temu, co gracz wysyła, przez co jest trudniej hakerom, ale jeśli ktoś ma słabe połączenie, musi celować przed przeciwnika (kompensować). Przyjrzymy się temu, tak samo jak osobom, które używają kucania do 'omijania' pocisków, też nie chcemy takiego zachowania w naszej grze. Zrozumiałe, ale zachęcam do spróbowania za kilka tygodni ponownie, będziemy dalej pracować i ulepszać grę
  11. 8 points
    I've said this in the Steam forums as well. With 0.6 patch, the game is so stable and smooth. Sure, there are still rough edges that will get ironed out as the game evolves but I think F51 showed everyone that they are committed and serious about building a great game. There are plenty of players all day long now in the USA after 0.6 patch. Very nice! If F51 keeps this up, I am sure we will have a CLASSIC shooter in our hands that will define the future of other shooters. Thanks F51! PS - I am very dismayed with all the FAKE NEWs being spread by people who don't even own the game. If they play 0.6, I'm sure they'll realize how great the game has become.
  12. 8 points
    When will the large map game modes come back?
  13. 8 points
    Hey, we're still 100% commited to WW3 as I outlined in the post @weedtime linked - WW3 team is I think over 3 times bigger than Chernobylite and we've grown since the new year considerably (and I mean the WW3 team has grown). We're still 100% on track for releasing the game 12-15 months after the start of Early Access (like we said before), so 1.0 will be out with everything we wanted it have (and more) late this year or early 2020. We, of course, will push this back if we decide we have something cool to add or there are some major bugs, but overall we didn't change our plans. As for 0.6, it will be out when it's ready, we pushed 0.3 out and it was kinda bad, so it's better to wait a bit and make sure it's solid.
  14. 8 points
    I would personally like the VOIP to be enabled by default, however, have it as a push to talk option. Also having two different channels, Squad and Team, would lessen hassle, improve squad and team teamwork, and also add the ability to mute one of these channels in case there's a bit too much of nonsense screaming people unrest going on in Team chat, or mute Squad so your squad can cooperate with the entire team at once. This, as well as the obvious option to mute individuals. Also perhaps a way to have a channel with more than one squad in it, but not an entire team? E.G. Invite squad Delta into squad Alpha's comms?
  15. 8 points
    That's easy, we don't have a publisher that will force us to make as much money as possible, so we don't have to repeat the Battlefront mistakes. While our company is well established, we never had a game this big and we're just starting to create a following, so for us it makes much more sense to be genuine and care for our players, we don't care about making money, but making games. That all said, we can't do this for free, so we have to think about stuff like this, so we can keep making games, just trying to figure out how to go about it with our players. This is why we went with EA - so we can all change and shape WW3 so it's a game for the players, not for the publisher I'm not surprised you're skeptical, we've all been burned by both early access and predatory monetization, so it's only natural to be wary, but we're commited to proving we're different, think more CDPR rather than EA
  16. 7 points
    Another one! This one has a lot of bugfixes and we hope that it will make the game a bit more fun. We're still working on fixing some of the most annoying bugs for 0.7, but overall it's coming along nicely. We've also added new challenges - let us know if they work and if some of them are too annoying to complete! Important: Warsaw Warzone will be unavailable in 0.7.3 due to lighting errors, but it won't impact testing and would push patch back if we were to fix it! PTE 0.7.3 Patch Notes [KNOWN ISSUES] Warsaw is missing from the Warzone playlist, There is still some grenade desync, White box instead of hit data texture, Spawning on MSP's can result in getting stuck, JDAM strike has the upcoming napalm particles, Resupply packs are still disappearing sometimes, Shotguns are OP, Some vehicle HUD bugs are present, [BUGFIXES] Switching a weapon by picking it up sometimes triggers a gunshot, Fixed a crash related to Audio Components, Crash fix for FSlateApplication::ForEachUser(), Changed replication priorites and merged replication graph priorites, Fixed DistanceRelevantCharacter replication issue, Fixed vehicle HUDs drawing on top of Quick Map, Fixed projectiles dormancy, Fixed character replication pausing too soon, Tweaked collision mesh for electric tower / poles and fixed no-collision param for foliage (poles) on Smolensk, Fixed IFVs acceleration, max speed and climbing, Sound positioning fixes, Rocket 'penetration' fix, Fix for music lowering volume randomly, Fixed Moscow TDM missing loading screens, Fixed bug with not sending match end event on TDM, Fixed bug with not saving TDM kills and deaths in player statistics, Random map rotation on TDM fixed - Warsaw will now be randomized as well, Fixed PSS emblem, Fixes is SCAR lowers, Many visual fixes in weapon menu - socket positions, explode positions, attachment categories, Fixed phantom bullets and repeated reloading after picking up weapon with different ammo type than default, Fixed Seat Widget taking color from settings when it shouldn't, Warsaw - Collision fixes, Warsaw - Floating paper fixes, Warsaw - Level streaming fixes, Warsaw - Map holes fixes, Warsaw - Draw distance fixes, Polyarny - Decal scale fixes, Polyarny - Collision / stuck point fixes, Polyarny - Map hole fixes, Polyarny - Streaming fixes, Polyarny - Physical material fixes, [GAMEPLAY] Increased MBTs, AFVs, and IFVs HP, Decreased IFVs rear armor thickness, Moved Helicopter Drone to CUAS category and updated it's stats, Adjusted AJAX's suspension, Tweaked summary screen time (30 seconds) and looking for new server time (30 seconds) for all game modes, [IMPROVEMENTS] Network optimization - Claymore & Semtex C4, Network optimization - action replicator, Added armor stats for vehicles in menu and updated the previous to match the current balance, Voip ducking, new warmate sound, Local player voiceover effect, Removed projectile distance check because it is checked inside Replication Graph itself, Projectile cull distance setup for Replication Graph, Barks distance tweaks, [NEW CHALLENGES] Basic Training: Spotting: Spot 10 enemies, Basic Training: Vehicles: Destroy 5 vehicles, Basic Training: Healing: Heal 5 allies, Basic Training: Ammo: Resupply 5 allies, Basic Training: Drones: 5 drone kills, Top Gun: Kill 10 enemies with flying drones, Airwolf: Kill 10 enemies with the Heli Combat Drone, Morning smell: 10 airstrike kills, Every Breath You Take: Spot 10 enemies, Senor Wingman!: 10 enemy kills from RCWS, Got your back: Spawn on leader 25 times, Float Like a Butterfly, Sting Like a Bee: Kill 25 enemies as a LIGHT soldier, Regular Everyday Normal MFer: Kill 25 enemies as a MEDIUM soldier, Juggernaut: Kill 25 enemies as a HEAVY soldier, Whether It Storms Or Snows: 10 Tank kills, Steel Hail: 10 AFV kills, Support the Troops: 10 IFV kills, Last Resort: 10 kills on last healthbar, Tremor: Kill 5 enemies with RPG.
  17. 7 points
    100% agree, loved Smolensk even without the textures. Was my favorite map to play by a decent margin. Comments like this are unproductive and a waste of time. They only serve to flaunt your anger and make you feel like your feelings are expressed justifiably. You're entitled to a view, but phrasing it like this helps no one. " Blind support and excuses for mistakes made by developers got the games industry where it is today" Bullshit. Publishers noticing Chinese mobile gaming MTX schemes is what got the games industry to where it is today. That, combined with the fact that in the early/mid 2000s gaming as a market started growing rapidly and capitalists began to sink their teeth into it (I'm not anti-capitalism at all, just saying this is how it happened). Developers over-promising or outright lying IMO didn't really start until the late 2000s and then it got a bit rampant in the 2010s. Making games is very complex and as technology improves, that difficulty actually increases because it allows developers to do more complex things in games. Developers have a vision in mind for a game and they advertise that vision, and the product sometimes falls short of that vision. Sometimes that advertising is purposefully misleading and a lie (Anthem), but sometimes it is genuine. And TF51 have clearly shown they are a genuine developer. They aren't beholden to a publisher, they don't appear to have aggressive monetization schemes, and they maintain direct contact between developers and players. Honestly, I can't understand why they get so much criticism. Sure, launch was a mess and the Christmas patch probably did more bad than good, but this dev team is working really hard and making improvements and still brainstorming ideas. I believe it was said about 50 people work on WW3, do you know how many people made the newest BF or CoD games? I don't know an exact number, but it was certainly in several hundred area, if not more. All of that being said, I don't agree at all that TF51 has lied or misled anyone. "Early Access/Alpha "actually it is a solid excuse for certain issues in the game. It is still in development, EA allows gamers to be part of the development process AND THEN once it's released you get the game for no further charge. You are not buying the game now, you are buying the right to be part of the dev process and then you get the game when it's done. Video games of this nature are rarely polished or perfectly playable while in development. Most major games really come together in the final ~6 months of development, sometimes less than that. People throwing vitriol at the devs for not delivering a finished and polished product a year before official release, is ridiculous. Uninstall the game and come back in several months or keep playing and giving your feedback. But coming to the forum to say "devs are bad game is dead" is a waste of everyone's time and these developers don't deserve that.
  18. 6 points
    It's funny when people who act like they're the best (when they're not) say things and act like children thinking their opinion is facts and logical when there is no facts or logic behind what they're saying. The direction where you died from is a good thing. If you think it dumbs the game down then stop camping. After you kill someone you move and change positions. I've been doing fine since early access release - present because I've adapted. It seems some "great" gamers can't and want it to be how it's good for only them specifically then come here to bitch and complain, why? Because your not as good as you claim? I think it's that but this is just my opinion :).
  19. 6 points
    Hallo a friend and I love to play WW3, we joined i guess at a very early stage and never really abended the game, even in the hard times... but as we talk about the "new stuff" that were implemented in the game, we came to that point that the game is not heading in the direction of the beginning and what the dev original said what kind of game they want. World War 3 is a casual shooter, not hardcore, no mil sim. Has a casual and fast gameplay like BF3/4 but is way more in the detail in damage model, weapon handling, Armor and teamplay like no other shooters on the market. IT IS UNIQUE as it was earlier: damage model: skill based gameplay, you better you aim and the better you position that higher is your chance to win the fight damage is exact and on point net code is so extreme smooth and pretty weapon handling: at first sight you get overwhelmed by the things you can customize but after playing the a few rounds you will see that only a few weapons are good to go. Armor: decided how you want to act on the field if you want to tank and be support fighter or be fast and flank the enemy lines. teamplay: you must connect 2 flags to win the game it is necessary to have one guy in the squad with ammo/meds/equipment to get you squad running. drop a flying eye to keep the point clear and save work together to get the tank, disturb it, confuse it and then get him kills don’t matter, get the connection as it is right now: damage model: it is extreme casual cause the time to kill is insane high, first shoot gets the kill, no chance to avoid damage and no need of skill. damage is extremely inconsistent and at some point, just random weapon handling: at first sight you get overwhelmed by the things you can customize but after playing the a few rounds you will see that only a few weapons are good to go. (nothing changed) Armor: is now totally useless, Armor is just slowing you down. teamplay: 404 not found and not wanted it looks for me it is not necessary to have one guy in the squad with ammo/meds/equipment, because it is on every flag. you don’t need to make a flying eye just nuke them only cost 100 bucks more don’t need to work together to get the tank, just nuke it implementing a Helicopter that is not able to get a connection or support the team in any form. as you see I think the game is losing his soul, his heart, the core mechanics that makes it unique and not a normal copy of Battlefield 4. I am asking me the question am I playing it wrong when I play in team, because it looks for me the dev´s don’t want us to do so. Other question is the game heading in the direction the dev´s want their game or are they just pushing it to be more casual to get more and more players. Am i the only one of the veterans who think so? The game as it was, was exactly what I searched for, but nowadays I'm not sure if it still is and if it ever will be again....
  20. 6 points
    They never said they are gonna be the same; light is gonna be slower and heavy a bit faster, that's it. (please don't use cancer for this, very unnecessary) What are you talking about? CoD has had flinch in every game and do you see people complaining? It'll just create a slightly bigger skill-gap and makes it a bit more realistic, you wouldn't just stand still when you got hit by a bullet would you. Randomness? You shouldn't spray and pray my dude, aim then shoot. If the recoil is too much then take a smaller magnification scope. Well I'm sorry this game isn't being tailored to your preferences, if you want that please go make a game yourself. The devs are doing their best and people like you who just shit on every little detail they don't like doesn't help anyone in the slightest. As they said, every change will first be tested on PTE and they move on from there; if people don't like the way the extra flinch impacts the game, they'll either scrap the idea or rework it. The devs are not just doing things blind and they are definitely not deaf when it comes to feedback, you'll just have to polite and concise. For playerbase, they haven't even started promoting the game big time with advertisements or anything.
  21. 6 points
    I've started some time ago theme about how beautiful, wonderful, superior are machineguns. https://forum.worldwar3.com/index.php?/topic/8013-time-to-choose-machine-guns/ But I was laughed at.? But now, noooooow, it's time for my comeback!? Now it's time for me to laugh. Here and there i see whining about HeliDrone being OP and how the whole team can't even scratch him. And I was: I've just destroyed it with less than half of my machinegun's ammobelt? But they again: HeliDrone is so OP!!! And I thought: there must be something to it. I need to check this out. And I checked. So here is the story of Devious Devs and their Devious Plan. Plan How To Make Dem Noobs Suffer. I think in the dark-dark room there was the meeting where they were discussing the yet to be added HeliDrone. - So, they asked and we finally are ready to add the HeliDrone. But still, we have to find a way how to Make Dem Noobs Suffer. Any ideas? And then someone, mb it was even @Kony, said: - Imagine, that some guy found himself below the flying enemy HeliDrone. He is in safezone and thinks: Heh, I've gotcha. Soon, ye be dead, - He starts to shoot at HeliDrone with his AR. - Aaaand? - And we will make the armor plate on the bottom of the hull the thickest, so the full 100 7.62x54R rifle rounds ammobelt would deal only 50% of HP damage.? - Great idea. And what else? - We will make announcement, that rotor can be dmged too. - But? - But it will be as tough as the bottom armor. And even more, front armor will withstand up to 200 MG rounds too! - Isn't it more like flying AFV now? -Oh, don't worry, there will be weak zones. When shooting the sides there would be from 50 to 100-110 bullets needed to destroy HeliDrone. And the smaller will be angle the less dmg will be dealt. Though there will be ultraweak zone. All it takes is 40 shots to destroy HeliDrone if the bullets will hit here. From any angle. 40 bullets. But! We will say that the RPG is the best way to deal with Heli Drone, so almost noone would know that the MGs are the best choice weapon to oppose HeliDrone and only best players, who run with machineguns, would deserve this knowledge. - And what about Assault Rifles? - Who cares about Assault Rifle peasants? We will simply make 5.56 two times weaker. Devs when adding HeliDrone. Now who is laughing last? Now u understand that it's time to choose machineguns? P.S. Tail is a weak zone too.
  22. 6 points
    Its common game design knowledge that this low of a TTK does not work well. At least reverse it. The game turned into CoD but worse, you prefire and spay as you turn corners and generally require no need to even aim just spray the enemies down. The game isnt worth playing with this ttk I have to force myself to play so I can give feedback. My KD has gone up a lot and I get longer streaks so its not that I suck at the new TTK its that its absolute trash and ruins any fun people who like to have skill based game play that requires effort. I dont see my self being able to put up with patch .4 the TTK is so horridly bad. Hopefully .5 comes sooner and this direction is reversed. Game is getting more and more casual and this TTK is another step. What happened to a hardcore game all the interviews were talking about, So far I see back peddling and catering to be accessible to as many possible which is a repeat of every game out there that puts the enthusiast out in the cold. I was hoping this game would be different and would take a stand that goes after making a good game instead of seeking to please the large crowd of casuals and hobbyist that dont generally care or play much.
  23. 6 points
  24. 6 points
    Recon: All Radars and Jammers cost 25% less BP, and everything else costs 25% more. Cooldowns for all Radars and Jammers are reduced by 10 seconds and increased by 10 seconds for everything else. Combat Controller: All Artillery and Airstrikes cost 25% less BP, and everything else costs 25% more. Cooldowns for all Artillery and Airstrikes are reduced by 10 seconds and increased by 10 seconds for everything else. Motorist: All Vehicles except tanks cost 25% less BP, and everything else costs 25% more. Cooldowns for all Vehicles except tanks are reduced by 10 seconds and increased by 10 seconds for everything else. Tanker: All Tanks cost 25% less BP, and everything else costs 25% more. Cooldowns for all Tanks are reduced by 10 seconds and increased by 10 seconds for everything else. Technician: All Remote Control Vehicles/Gadgets cost 25% less BP, and everything else costs 25% more. Cooldowns for all Remote Control Vehicles/Gadgets are reduced by 10 seconds and increased by 10 seconds for everything else. Any Questions, Comments, or Suggestions?
  25. 6 points
    I made quick teaser video so anyone can check how new map looks like Minidrone needs to have smooth movement for video purposes only co players can make cinematics from the game What do you think?
  26. 5 points
    just move RPG to gadgets and add weight for gadgets
  27. 5 points
    We've decided to focus mainly on Weekly Reports because the previous method of delivery - individual posts and communication via forums, Steam and in game - resulted in a lot of chaos when one developer would say one thing and a different one something completely different, simply because someone wouldn't be up to speed on the latest decisions/developements (which can happen rapidly). In the end there was not a single main method of communication and we decided to fix those with the Weekly Reports. Some people were even wondering if anything was happening at all because unless you took your time to read our forums, Steam, Discord etc. you wouldn't have any clue what was going on with the game. And believe me, reading comments like "is anyone still working on this?" while we continue to work our arses off (there was no change in production tempo since the EA release - if anything there's even more work to do now than was before) is pretty disheartening. So we're putting those out to make sure everyone knows what's going on behind closed doors. Obviously there's some stuff we can't talk about yet so it may sometimes sound like the updates are a bit rephrasing themselves but nothing there is written to hide a lack of progress or anything like that. And lastly - They're written by different members of the team (ones responsible for each update's topic) so we don't have a single person chugging those out 24/7, if that's what you're thinking. As for the OP: If I understand correctly (I didn't get enough sleep lately so forgive me if I'm wrong), you're wondering why we wrote the same thing twice? That's because the first update mentioned we were do change our engine in the future, and the later one said we are doing that now (which is the future from the POV of the first post). Unless I'm misunderstanding something? Sorry if I am.
  28. 5 points
    EAC is a good decision for more reasons that I can really tell you. It's not by coincidence that Apex came out with EAC as well, this is at the time the best anti-cheating software available for World War 3 and we really did our homework. Your personal problems and thoughts aint shit on the research and evaluation we did with inside info and code access into how those programes work. If there's a better alternative (and trust me, those companies reach out to us and we talk with them), we can easily switch. For now EAC is staying since it compliments our code very well - we take care of most of the server side checks and make sure we don't trust the client as much as possible, and they make sure someone is not tampering with the game files.
  29. 5 points
    Reverting is a great Idea. I dont think that it would have been done till after they got back from break and then they would lose out on crash reports but for the future they should set up the frame work for rapid reverts. I think that they could instead just push out a patch gather data then revert that day on Live while leaving the PTE up for continual testing. .3 was pretty bad even for EA, but I play a lot of ea and alpha/beta games which I'm a backer for a couple and get involved in the internal testing in the past. I am ok with crashes and low pop to a degree but this being a very looked at early access game with lots of non EA tester types players F51 cant go the traditional test dev route because you have a lot of less tolerable customers that get a little bent when the game isn't working or working well which results in bad PR.
  30. 5 points
    Na razie "żre, żre ale jeszcze nie zdechło" tak więc miejmy nadzieję, że zamiast paść to urośnie. Ja osobiście trzymam kciuki za WW3 i jestem optymistą o7
  31. 5 points
    I think 0.3 didn't really go well so far. Metagame bugged? I'm note sure what's happening with the Metagame, as i still haven't figured it out yet. Is it one metagame for each server or one metagame for all together? It seems like i keep getting a different metagame all the time, and after joining a match i'd be in a different one. I have successfully wasted all of my points without getting any benefits from it, because the server connected to the metagame was a different one i donated to or it just didn't work. If it's a different one, then where is the point in donating supplies in the first place, if you don't get the benefits from it? It's also lagging like hell. Inviting friends The squad play is quite odd. Sometimes it works, sometimes it does not. Playing with friends is a game of luck it seems. We were loading into different maps, sometimes one person was loading and the other was not and sometimes nothing happened at all. Also for some reason i couldn't start a match, i would always have to let somebody else start it and only the person who makes the squad can que up for a match. Restarting the game helped sometimes. Squad Leader Icon The squad leader icon on the map is not fixed by any means. It doesn't appear un-clickable anymore, in fact it doesn't appear at all sometimes. Also you get squads with 8+ players? Not that i mind bigger squads, but if you do bigger squads at least make it visually clear. I've been getting 20.000 points one match because i had a huge squad, so this is kind of game breaking as you can leech points to easily. Performance of the game The overall ram usage is less, but when in the main menu the computer really powers up and the graphic card has a hard time working, whereas in game it doesn't seem to be to bad. Stuttering is still a thing, but mainly the main menu is a problem. My computer sounds like an airplane in the main menu and when in a match it goes back to normal. New Battle Rifle The SCAR-H is okay, but sometimes hits don't register (this was known in PTE) and also the Handguard are bugged (also known) plus some stuff costs 10.000 credits? Like holy crap the amount of money i wasted before i noticed... Game stability The overall stability is quite bad right now (yes even after 0.3.1). Before 0.3.1 i had just a couple of crashes, after that small fix i'm crashing in every match. One time i literally just loaded into a match and it crashed. Also a lot of players can't even get into the main menu and there is some moderators trying to help, but they can't do much. I think somebody should stand up and talk with them trying to sort it out. Not good if people can't play and then get the feeling that it's not being taken seriously. Just to be fair: These crashed didn't actually happen to me like this on the test server, it was working more or less okay there. New Map The smolensk map is nice. Get stuck here and there, you kind of expect that from a prototype map so it's not too bad as long as it get's taken care of. The only problem is, that people are really abusing the paper walls at the moment and you can't shelter anywhere, because they know they can just shoot trough the wall and kill you anyway. Changes in armor With the changes in armor some weapon seem like they are really left behind. I was having a hard time killing people with the G36. Sometimes i'd hit them 6 - 7 times and then end up dieing before them. This shouldn't be happening, they need re-balancing again. So i also tried the MCS in warzone where it was literally garbage. It was completely unable to kill ANYBODY that was further away then 5 meters. Example is Moscow Bravo 2. There is that little room people spawn in and it has 2 doors. You can not kill somebody who is on the other door if you are standing in one door, as they will spray you down before you do some serious damage. New Team Death Match Map I really don't like TDM, but i played matches in Warsaw and Berlin anyway just for testing and i was positively surprised from the Berlin TDM Map. This one is great and it doesn't feel so frustrating anymore. I'm still not a fan of TDM, but this particular map is playable for me. Good job! Warsaw however i've noticed some issues. The spawn point doesn't seem to change until somebody physically enters the area where people spawn, so a lot of rounds are decided by who gets to camp their spawn first. I've had rounds where the entire team was camping the spawn and it did not change for the whole round. People spawned in and where immediately shot down, this also happened the other way around until somebody actually walks into the spawn. It's really bad for spawn camping and i can't remember it being this bad when i first tested this, so maybe that's a bug? Making a Loadout The Shopping cart is generally a nice feature, but in this form its more frustrating then helpfully. You can put literally one item into the shopping cart and when you click another item your previous item will be removed. So instead of clicking one button to buy things i now have to click the object, click the basket, confirm the basket and do that for every item. It's yeah it's frustrating. All it needs is the ability to put more items in the cart and it'll be fine then. For the future i would also wish, that the background changes for every second item, to make it 100% visibly clear, that you have more then one item. Example: 1. Item White Background, 2. Item Grey Background and so on. Of course not on those particular colors. Some of the scopes No Magnification look quite nice now, so that was a good job i think. I found some Christmas trees scattered on various maps, this was also quite nice (thank you!) I know it's a lot, but please do read everything and take your time...
  32. 5 points
    I can`t really see much of a negative impact from this, but if you can don`t hesitate to say something - Just say it friendly with constructive arguments. Currently the "Game Role" breaks up the squads a little bit. Sometimes you`ll get really good squads and earn a lot of points and sometimes you get people that just want to mind their own business or they would rather defend an objective. Instead of putting people into random squads my suggestion is to put people into squads according to the role they have chosen. Like put defenders all in one or two squads and offenders all in one or 2 squads, but keep the ability to make your own squads. This could enhance squad game play, as you can now effectively put all those single players into one squad and you`ll also be able to match the points of offenders. Currently defenders don`t get half as much points as offenders, because you might kill one or 2 enemies and then get some points for defending, then nothing, while offenders constantly get points for lots of things.
  33. 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. --- WW3 Meta Game enhancement Series (Still in Planning) Vehicle enhancements for WW3 Series Turrets Chapter (Still to come) Main Gun Ammunition Chapter ABM Rounds RWCs Chapter (Still to come) RWCs Ammunition Chapter (Still to come) Active Armor Chapter (Still to come) Optics Chapter (Still to come) Current IFVs Chapter (Still to come) Current AFVs Chapter (Still to come) Current MBTs Chapter (Still to come) Vehicles that could enhance WW3 Series IFVs Chapter (Still to come) AFVs Chapter CV90 MBTs Chapter (Still to come) 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 OTs-38 Stetchkin Breakthrough Suggestion posts Suggestions to enhance Breakthrough - Large changes <- Pre-Live Launch Polyarny Breakthrough Map rework suggestions Berlin Breakthrough Map Rework Suggestions -> Still to come. Smolensk Breakthrough Map Rework Suggestions -> Still to come. Moscow Breakthrough Map Rework Suggestions -> Still to come. Warsaw Breakthrough Map Rework Suggestions -> Still to come. ---- Outdated Suggestion Posts to be revisited at some point (Old) 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
  34. 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.
  35. 4 points
    or map voting as its made in thousands other games
  36. 4 points
    WW3 is installed on my PC since launch. During the Early Access this game had some low that make me stop and some good that makes me come back in. The core game is solid and i really like it, but i don't want to get bored of playing it before release (i'm already Mayor General). Player count always matter, and WW3 has bad numbers. Still does not means it is dead. At all. There is much else to play out there, and i know a lot of people that does not play since months but always keep an eye of forum and reddit and will be more than happy to jump in again when it will be more polished and complete.
  37. 4 points
    Great job, attacking the whole community just because people disagree with you will certainly sway the odds in your favor. The world doesn't revolve around you, grow up.
  38. 4 points
    If there is one already existing for Mk14, why not this one. A highly modular AR-10/AR-15 style Battle Rifle that looks sexy as hell, and packs a ridiculous amount of punch, as it is 7.62x51. An HK417 is a Battle Rifle made by Heckler and Koch. Currently it is used by the Bundeswehr as the G28 Designated Marksman Rifle, by the US Army where it is replacing the M14 EBR and is being introduced as the Squad Designated Marksman's Rifle under the designation of M110A1. South Korea also uses it as G28, so does Norway, Sweden, Hungary, Ireland, Italy, Estonia, Croatia and so on. As the revised HK417A2 Model, it generally comes in 3 different variants. 13" Carbine 16.5" Rifle 20" Sniper with accurized barrel It is a light gun for a Battle Rifle, at 3.8 Kilograms, has a muzzle velocity of around 700 m/s, and a base Rate of Fire at 600 RPM.
  39. 4 points
    Hmm looking interesting. Better points than v2. Will instnall pte again.
  40. 4 points
    So I've spoken with @Ragir about that (a week ago?) last time and it's been done for a reason - Teamwork, but as you say it won't going to work: unless you play all the time with your mates. I personally play since the EA only with med-packs, because I had enough ammo before I died and always I managed to find some, but it's never been too much. 120 overall ammo for rifles was reasonable, not too much not too low. You can choose drum mags, but I noticed, they really slow when reloading and give additional weight, so I back to standard ones. Maybe stupid solution, but set max amount of carried mags (4-5), each mag will have a certain weight? You will choose how much you want to carry. You can't force people to play with ammo packs if they don't want, there definitely will be more gadgets which you can choose in the future and then what, people can't use them, because game force them to play with ammo packs, maybe it seems ridiculous but ammo is the main thing in this game.... A good idea is also to let people carry two gadgets at the same time, for example, First Aid Kit you can put in one of the 15 pockets which you have on your uniform, backpack with ammo you can put on the back, there is huge difference with sizes of it in real life, why it has to be exchangeable? Otherwise, this backpack which we carry all the time seems to be empty, what we putting it there now - Tablet and Syringe? it's huge, we can load a lot more in there. Anyway, I think it's Designers team is responsible for this, so maybe @Borreh will say a couple of words. I will mention this issue in reports @tynblpb
  41. 4 points
    Czy była by możliwość udostępnienia 2x w tyg Sobota godz 20.00 oraz niedziela godzina 19.00 prywatnego serwera na którym nasz klan [PSS] Polskie Siły Specjalne oraz [DS] Deutsche Spezialkampfeinheit mogły by organizować wspólne starcia oraz treningi.Mogło by grać na nim tylko zamknięte grono które przyszło by na nasze spotkania. Nie ukrywam, że jestem poważnie zainteresowany takim serwerem. Oczywiście w ramach ugody, treningi organizowalibyśmy na waszym Discordzie. Taki sposób Promowania może zachęci większość ludzi do gry gdy zobaczą ile osób gra i jak liczne i zorganizowane jest społeczeństwo WW3 Jeśli chcecie ze mną pogadać zapraszam na DISCORDA KLANOWEGO https://discord.gg/djMV77V Dołącz do PSS więcej info W DZIALE : ?regulamin? ?informacje? ?rekrutacja-info? podania AKTUALNI DOWODZĄCY : [PSS] KARTON666 [PSS] SKNERA [PSS] Vatax
  42. 4 points
    Me as well ready ! I have vacations / holidays I was in pretests under NDA - no problem with that
  43. 4 points
    What could possibly go wrong? Back at it again with another WW3 video. This time we push all kinds of boundaries - both in the game and out... Here's the video and below I've attached some sneak peak screen shots of next weeks video! Hope you enjoy and don't forget to subscribe for weekly content!
  44. 4 points
    This, like everything else, is not set in stone and will be balanced if not changed. Topics like this help us decide which way to go, so keep it up. As for what I personally think, adding a weight limit instantly made the minigame of optimizing my builds a lot more fun. That said I can see some good arguments here, especially with gutshots. So an idea (not planned, just came up with it): what if heavier armor also covered more? This way gut shots wouldn't be reliable anymore (you can't know what someone is wearing, unless you're *really* good) and heavy armor would indeed give a lot more protection.
  45. 4 points
    Berlin is too cluttered with small objects that add stress to the PC and mess gameplay. Berlin and other maps were made messy to give more cover against longrange and vehicles but I think having larger more iconic assets will make the map design better. WW3 does map design for gameplay decent enough but not as good as it could be Berlin like many other maps needs some verticality which I think can be added with existing assets Ideas for verticality. You can climb up some Hescos Start with A2 Right now my biggest complaint is the triple stack on b2 the rest of the area is pretty good. With the bug going around B2 wont load in situations making it invis which lets us see how well it will look with out the trip stack. Looks so much better The back area is originally a parking lot, Having civilian buses back there arranged orderly with some parked cars can make a good spot to fight. you can even ways to get on top of the buses for some verticality then add in the military encampment items as if it was a refugee transport area. Along with some of the verticality of Berlin TDM this area could be a lot better. The green is the already there cargo I am only commenting on the back and the part where the radar is. The sniper window above the can be blocked some other way perhaps with something on b2 side of the tunnel. For B2 It works ok but its kinda messy and doesn't flow well. messy picture but make more use of vans and cars instead of hesco as random unorderly military defesive project dont look right. from the top add Hesco and other defensive structures to aid defending that spot leaving A2 for a better tunnel fight and perhaps add cover in the tunnel as well. on the top left replace the random wall with military trucks or buses/trucks. In the almost top middle add buses or trucks with ramps for verticality favoring the A side on the right it might be the hardest but if you are able to collapse the subway even if its not real to the area it would allow a clearer map but also allow safer travel to B2 from snipers. have a wall if you want to with some other cover on the sides but have wither tunnel cargo container with ramps or some other verticality to give a way to peak preferably a bit higher maybe with some cover on top. On the middle keep the H container set up but add another container to make a compound right under B and do what ever else is needed but have access to the top of B2 H. Below the middle mirror the other side of B2 with the verticality. Below that replace Hesco with vans and cars but have a foothold out side of C1 for both sides and maybe one piece of cover inside. For B1 Make this part look more like IRL with tree if you can, this area is kinda unused expect with mercy spawn in play and the area around B1 is void of happenings. Leave some of the small barricades up but bring some buses/trucks to replace the random paintballness of the. Have some containers to make it like B2 a little bit then have Hescos to give balance against vehicles getting shots into the inner area. Just some thoughts and not expecting any thing to come from it and dont mean to micro manage it but I do really want to see the assets cleaned up and some replaced with cars/vans/buses/big trucks in this area with some verticality. Could all fall apart if buses and truckes have more polys then the barriers and ect... but I think there enough random stuff like the construction site behind A1/A2 that does not contribute to the fight alonge with many small barriers that get destroyed anyways and dont contribute around the map. I see that @Morp is online ?
  46. 4 points
    The main issue is, that he can see somebody in an area that was deliberately designed dark, whereas other people can not see as good as him there. There is plenty examples like the corners of b2 in Warsaw small the spawn rooms in Moscow around b2 or the shopping center delta. But mainly noticeable is that he bypassed the night mode from tdm by having everything bright as day. So while everybody struggles, one person can run around like God. Definitely this is not how it was meant to be.
  47. 4 points
    0.3 in a nutshell... *I made a little spelling mistake but I ain't re-rendering and reuploading over 1 letter
  48. 4 points
    For sure the reticles in vehicles will be improved both graphically and mechanically.
  49. 4 points
    "Might" because there is no 100% certainty that collisions are the main cause for every vehicle that gets launched into space. Some IFVs are launched when a driver switches seats, some when driver exits it so there is no 100% reproduction for this bug.
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