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  1. I agree to tynblpb. For the moment I would say the WW3 community is serious enough so that one would not have to expect pink-green-yellow patterns . If not it would just be a disadvantage. Another idea which came to my mind is somewhat related to this. Given the current way of map rotation one may play one match on polyarny and another on Smolensk. It would be nice to be able to save different visual presets (i.e. arctic, forrest, urban) from which one can choose before the match starts or link a preset to each map. Thus, one would not end up with Pantera Camo on Polyarny
  2. For me one thing only: no map rotation. I want to play with same people / squad in new map after round ends.
  3. Mb devs know about it, since the problem with map rotation on Berlin BRE on PTE was quite obvious, but nevertheless: once entering Berlin - u can't leave it.
  4. JBoy007

    SERVER ROTATION

    Guys loving the game! Our aim here is to make a good game great. Are your developers actually reading and actioning these suggestions and posts? Third attempt to get this actioned: Map Rotation - this is an important one guys. It get boring staying on the one map. We love your maps we should be able to auto rotate from one map to the next. This is particularly relevant as we currently have to search for low ping servers, once we are into a low ping server we don’t want to change. The Combat Helicopter appears very over powered.
  5. Hey Folks After having a few rather rough days I was finally able to get around to make this Vehicle Suggestion post. I was originally going to cover a IFV, but my research hit a bit of a mud trap, so I need to shelve the IFV for now so I can come back to do additional research (most likely after Warsaw Breakthrough), and in it's place I figured I would cover France's Main Battle Tank (MBT) the AMX-56 (Officially known as the Leclerc.) Now I view the Leclerc MBT as I do the British Challenger, the Chinese Type-99, the Israeli Merkava, and other MBTs. They're too obvious of choices to leave out of the game forever and are highly like at some point to be added. However, rather than waiting to see how the Leclerc would turn out, I rather seize the moment, and post my suggestions on how I think the Vehicle should generally act when/if added to the game. So, lets get started before I bla bla a lot more... Contents of this post Section 1 - Leclerc - Real life information about the Leclerc. Section 2 - Differing the Leclerc from other MBTs - Suggestions to differ the Leclerc from other MBTs. Section 3 - Leclerc Stats & Comparisons - Suggested Stock Stats for the Leclerc and comparisons. Section 4 - Leclerc Customization - Customization Options for the Leclerc. ---- Section 1 - Leclerc (Left to right) AMX-56/Leclerc with XLR Armor Package and AMX-56/Leclerc "Terminateur" 140mm Gun on display Introduction & Demonstration Videos of the Leclerc. Leclerc - Matsimus Leclerc XLR - DefenseWebTV Extra Information sources. Leclerc - Military-Today Leclerc - Wiki With a new generation of Soviet Union tanks about to be introduced, the (then) French MBT, AMX-30, had been deemed inferior by comparison, and with a committee having agreed on a list of specifications in 1977 for the Char Futur Project. France was off to find a new MBT to serve it's ground forces and replace the current AMX-30 MBT. In February 1980, a Memorandum of Understanding was signed with West Germany involving the joint development of a MBT, called the Napoléon I in France and Kampfpanzer III in Germany. Fundamental disagreements about its desired configuration led to a failure of this cooperation in December 1982. Later it would be decided that a pure French Battle Tank would be in order after Tanks like the M1 Abrams, Merkava, and Leopard 2 had been studied & rejected. To limit costs however, partnership with a foreign state would be needed, and the United Arab of Emirates would add an additional 436 units on top of the 426 units already planned for the French Army. In 1986 a new project under the name "Leclerc" had been started with six prototypes swiftly built for testing and more entering mass production in 1990. Come 1992, the AMX-56 MBT or Leclerc MBT (named after General Philippe Leclerc de Hauteclocque, the Commander of the Free French 2nd Armored Division during WW2) entered service with the French Ground Army (Armée de terre.) In 1995 it would then enter service with the United Arab of Emirates. The AMX-56 features a 120mm Smoothbore main gun, 12.7mm Machine Gun, 7.62mm anti-aircraft Machine Gun, 1,500 Horsepower, a top speed of 71 km/h (or 44.1 MPH), ammunition capacity of 40 rounds for the main gun, and a autoloader system along with various modernized systems to enhance it's performance for the modern day battlefield. It's protected with a Advance Modular Armor system which can be tailored to different threats and the armor itself is apparently made from a combination of Steel, Ceramics, and Kevlar. Damaged modules can be easily replaced & upgraded. The Hull roof itself was designed to withstand top-attack munitions along with wide skirts placed around the Vehicle's tracks. So, if the Leclerc was added to the game, how could it differ itself from the other MBTs beyond it's stats? ---- Section 2 - Differing the Leclerc from other MBTs In order to really differ the Leclerc from the other MBTs currently in game, I would suggest the Leclerc MBT have the following passive abilities given to it (much like how I suggested some for the Swedish () CV90 in it's dedicated post.) Leclerc Autoloader System- Increases the reload speed of current selected ammunition by half while decreasing the Tank's ammunition change speed by half as well. Leclerc Defense Suite - The Tank sends out a warning to it's driver when a hostile infrared laser from a Anti-Tank missile has been placed upon the Tank. Once the hostile Anti-Tank missile is in flight however, the Leclerc will automatically activate it's Infrared Jammer within seconds, and cause the laser guided missile to fly off course. The Defense Suite has a recharge timer of X seconds and lasts only Y seconds (X & Y being whatever number the Developers deem acceptable if they add this ability) ---- Section 3 - Leclerc Stats & Comparisons Because Vehicle stats are a little more tricky to handle than gun stats, I've covered only the stats I felt I could comfortably attempt to offer some sort of balance suggestion to. Yes, that means there are stats that I'm leaving off the list purely because I wasn't sure how to approach them exactly and I felt it was better to just leave them in the hands of the Developers to figure out the best path. The stats I have left off the list are as followed. Mobility - Pivot Speed Mobility - Acceleration Main Armament - Armor Thickness Main Armament - Burst Damage Main Armament - Damage per minute As for the stats I did cover, the old rules still apply only in this case I'm comparing a stock Vehicle vs. another stock Vehicle to avoid making an even larger wall of text. Much like my gun suggestions, any Vehicle with (S) behind it's name is a Vehicle I have suggested (in this case you won't see one for MBTs just yet as the Leclerc is the first MBT I have covered) and is not in the game currently. Down below you can see the color code I will be using. Green - The (Leclerc) Vehicle is better compared to this Vehicle in this particular stat. Yellow - The (Leclerc) Vehicle is equal or competitive compared to this Vehicle in this particular stat. Red - The (Leclerc) Vehicle is worse compared to this Vehicle in this particular stat. 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. Basic Stats of the Leclerc vs T-72, Leo, & Abrams Leclerc HP: 1000 T-72 HP: 1000 Leo HP: 1100 Abrams HP: 1200 Leclerc Frontal Armor: 7.60 T-72 Frontal Armor: 7.41 Leo Frontal Armor: 8.15 Abrams Frontal Armor: 8.89 Leclerc Side Armor: 5.40 T-72 Side Armor: 5.56 Leo Side Armor: 6.11 Abrams Side Armor: 6.67 Leclerc Rear Armor: 3.26 T-72 Rear Armor: 2.96 Leo Rear Armor: 3.26 Abrams Rear Armor: 3.56 Mobility Performance of the Leclerc vs T-72, Leo, & Abrams Leclerc Top Speed: 71 km/h or 44.1 MPH T-72: 60 km/h or 37.2 MPH Leo: 72 km/h or 44.7 MPH Abrams: 67 km/h or 41.6 MPH Main Armament of the Leclerc vs T-72, Leo, & Abrams CN120-26 120mm BP Cost: 0 T-72 120mm B1 Heavy Turret: 0 Leo 120mm A4 Turret: 0 Abrams 120mm M1 Turret: 0 CN120-26 120mm Weight: 1,750.0 T-72 120mm B1 Heavy Turret: 1,750.0 Leo 120mm A4 Turret: 1,750.0 Abrams 120mm M1 Turret: 1,750.0 CN120-26 120mm Clip Size: 1 T-72 120mm B1 Heavy Turret: 1 Leo 120mm A4 Turret: 1 Abrams 120mm M1 Turret: 1 CN120-26 120mm Reload Speed: 3 Seconds T-72 120mm B1 Heavy Turret: 6 Seconds Leo 120mm A4 Turret: 6 Seconds Abrams 120mm M1 Turret: 6 Seconds CN120-26 120mm RPM: 20 T-72 120mm B1 Heavy Turret: 10 Leo 120mm A4 Turret: 10 Abrams 120mm M1 Turret: 10 CN120-26 120mm Rotation Speed: 4 T-72 120mm B1 Heavy Turret: 4 Leo 120mm A4 Turret: 4 Abrams 120mm M1 Turret: 4 CN120-26 120mm Smoke Grenades: Yes T-72 120mm B1 Heavy Turret: Yes Leo 120mm A4 Turret: Yes Abrams 120mm M1 Turret: Yes Unfortunately when it comes to Tanks, the differences are largely in the stats that I'm uncertain how to cover to begin with, but I still managed to cover what I could. I know some of it will sound fairly OP, but that is where the Devs step in to reel the beast in a bit sort of speak. ---- Section 4 - Leclerc Customization Much like with the Gun posts, this section will go on by quickly since I don't plan to cover the actual stats. Mainly to keep the length of the post down, though I will do some light descriptions. Please note: I was having problems finding the actual Armor package names, so I "faked" my way through them. If anyone knows the real names, please let me know so I can use those instead of these faked ones. Turrets Leclerc S1 Turret - Stock 120mm Leclerc Turret Leclerc Terminateur Turret - 140mm Artillery Gun Turret. Was only a prototype in real life, but this is WW3 in 2026, so maybe it became a thing? (BP cost: 600) Leclerc T40 Turret - 40mm Telescoped Turret with 2 mounted Anti-Tank Missiles. (BP cost: 300) Cannon 120mm Leclerc S1 Turret CN120mm 40mm Leclerc CT40 Turret CT40mm RCWS Turret All RCWS Turrets optional. Turret Armor AZUR S1 RN - RPG Nets Chassis Armor A-XXI - Medium Passive Armor AZUR-S1 E - Medium ERA Armor AZUR-S1 ERN - Medium ERA Armor with RPG Nets AZUR-XLR E - Heavy Passive Armor AZUR-XLR ERN - Heavy Passive Armor with RPG Nets Active Armor All Active Armors optional. Grenades All Grenades optional. Observation All Observation sights optional. Engine VD V8X-1500 And with all that out of the way we bring this post to an end. I hope everyone likes the Leclerc MBT or at least the general concept of it even if not exactly how I suggested it. As I stated before; I'm confident we will see the Leclerc tank at some point in the game. I just wanted to seize the moment, and give some suggestions towards it rather than waiting to see what the Developers cook up for it first. Next suggestion post will be Warsaw Breakthrough rework and after that I will be done with the Breakthrough suggestion series of post for a bit. So, till I see you at the next suggestion post... Have a good one folks! ---- Related Suggestion posts of mine Vehicles that could enhance WW3 series IFVs Chapter -(Redacted)- Coming Soon AFVs Chapter Swedish () CV90 MBTs Chapter -(Redacted)- Coming Soon ---- Other Suggestion posts of mine Weapons that could enhance WW3 series Assault Rifles Chapter Serbian () Zastava M17 Chinese () QBZ-191 Precision Sniper Rifles Chapter South Korean () K14 -(Redacted)- Coming Soon Special Weapons Chapter Russian () GM-94 -(Redacted)- Coming Soon Submachine Guns Chapter Swiss () APC45 Belgian/American (/) SCAR-SC Battle Rifles Chapter Czech () BREN 2 BR Russian () ASh-12 Shotguns Chapter American () AA-12 Turkish () SAP-6 Light Machine Guns Chapter American () LWMMG American () M68 Pistols Chapter Russian () OTs-38 Stechkin German () VP70M Strikes that could enhance WW3 series Support Strikes Chapter Supply Drop Canadian () Mission Master UGV-C CUAS Drones Chapter American () Switchblade Breakthrough Suggestion post series Suggestions to enhance Breakthrough - Small Changes Suggestions to enhance Breakthrough - Large Changes Polyarny Breakthrough rework Suggestions Berlin Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions Moscow Breakthrough rework Suggestions Warsaw Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions V2 - Future work Moscow Breakthrough rework Suggestions V2 - Possible Future Work Vehicle enhancements for WW3 series Main Gun Ammunition Chapter ABM Rounds General Vehicle Suggestions Passive Abilities for IFVs, AFVs, & MBTs
  6. WZ Warsaw is missing from the NA server rotation after update. Is that on purpose?
  7. ^ title some of us wanted the map rotation and it was respected. Then again some people would like to play on 1 map 24/7 cause they enjoy it [me]. Please consider adding :
  8. Guys loving the game! Our aim here is to make a good game great. Are your developers actually reading and actioning these suggestions and posts? Third attempt to get this actioned: Map Rotation - this is an important one guys. It get boring staying on the one map. We love your maps we should be able to auto rotate from one map to the next. This is particularly relevant as we currently have to search for low ping servers, once we are into a low ping server we don’t want to change. The Combat Helicopter appears very over powered.
  9. When match was ended rotation of map worked. When new map load there was some missing textures of map, and icons of my squad leader was white dot and i can't spawn on him.
  10. As title said. A lot of map rotation failed because of infinite new map loading. Sometimes it works but mostly I need to kill WW3 and Steam. My SSDs are working all the time, nothing happens. I don't know how I can reproduce it, happens randomly. It's a bit like in the first days of WW3 where people called the game "loading simulator", but now it refers only during a map change while it loads the new map. I hope I am not alone who have this problem. I think I read somewhere that some other people also have that problem. Maybe on Steam? Several crash reports are also sent.
  11. Hey Folks So I was planning to cover WW3's Meta Game next after having wrapped up my first round of Weapon Suggestion posts. But, with some missing information that I would like to have, Breakthrough going live, and some other stuff having come down the tracks. I figured it would be better to just shelve those plans for now and come back to them at a later date. For now I'm going to divide my suggestion energy between Vehicles and making map rework suggestions for Breakthrough. The reworks will take longer than the Vehicles will to create, so the Vehicle posts will be more for when I need to relax a little, and needed to relax a little I did when typing up this suggestion post for the Swedish CV90. Contents of this post Section 1 - CV90 - Real life information about the CV90. Section 2 - Differing the CV90 from other AFVs - Suggestions to differ the CV90 from other AFVs. Section 3 - CV90 Stats & Comparisons - Suggested Stock Stats for the CV90 and comparisons. Section 4 - CV90 Customization - Customization Options for the CV90. ---- Section 1 - CV90 Introduction & Demonstration Videos of the CV90. CV90 - BAE Systems Hägglunds Örnsköldsvik CV90 - Matsimus Extra Information sources. CV90 - Wiki Originating in 1993 the CV90 or Combat Vehicle 90, is a Swedish tracked combat Vehicle designed by Sweden's Defense Materiel Administration, BAE Systems Hägglunds, and Bofors. The Swedish Military was looking for a Vehicle to replace their PBV 301 troop carrier and they wanted something the met a list of demands within 5 years. The Vehicle needed a Medium Sized Cannon, high mobility, high troop carrying capacity. After the PBV 301 was replaced by the 302 variant, the PBV 302 was quick to become outdated, and the Swedish Military saw the need for a totally new design to meet the demands of the modern battlefield. Needless to say this new design to come would be the CV90 or (once again) the Combat Vehicle 90 and would go to become one of the most popular tracked combat Vehicles in Europe. Outside of Sweden, Norway, Denmark, Finland, Netherlands, Switzerland, and recently Estonia have adopted the CV90 into their armed forces. However, more countries are considering the CV90 for their armed forces as well such as; Lithuania, Croatia, Czech Republic, Poland, Canada, United Kingdom, and the United States. In the case of Poland, their CV90120T would later be rebuilt into what would be known as the PL-01. During prototype testing, five CV90s were sent with three of the five being armed actually. One had a 40mm Bofors L70 Autocannon, another a Bushmaster I 25mm Autocannon, and the final a Bushmaster II 30mm Autocannon. The other CV90s were primarily there for test driving and to see how well the Vehicle could handle whatever the Swedish Military could throw at it. The Vehicle would perform beyond expectations, reaching a top speed of 70 KPH (or 43.4 MPH), weighing in at 23 tons even while fully loaded with Infantry inside, able to perform the role of a amphibious vehicle with some work, and it's frontal armor has proven effective against rounds up to 30mm do to both it's material & frontal slope armor design. So, if the CV90 was added to the game, how could it differ itself from the other AFVs beyond it's stats? ---- Section 2 - Differing the CV90 from other AFVs In order to really differ the CV90 from the other AFVs in game (aside from giving the Vehicle it's native main armament the 40mm Bofors Autocannon), the CV90 should have two passive abilities that are unique to it's real life counterpart. The Mark III CV90 (in real life) has the ability to both automatically detect hostile enemy vehicles out to a certain range and fire either it's smoke grenades or main gun automatically when trying to evade or eliminate hostile threats while also instructing the driver of potential threats. With this in mind, I suggest the following. Automatic Emergency Smoke Screen - A unique passive ability that allows the CV90 to automatically deploy it's Smoke Grenades upon reaching half health (permitting the CV90 is equipped with a Turret that can use Smoke Grenades and the Driver hasn't already used them up.) By making this an automated system, the driver of the CV90 can focus primarily on getting out of trouble rather than fidgeting about deploying their smoke grenades when the heat is getting poured on them. Though if possible I think it would be good to also allow the automatic system to be shut off in the event the player wants it turned off for some reason. Active Hostile Vehicle Detection System - A unique passive ability that allows the CV90 to both automatically mark active enemy Vehicles that are within line of sight for allies & the Driver and highlight the enemy Vehicle for the CV90 driver with a four color threat meter to give the Driver a clue as to how dangerous the enemy vehicle is to them. Of course neither of these effects should happen if the enemy Vehicle is out of the CV90's optical sights. Green - The enemy Vehicle is of little to no threat to the CV90. Yellow - The enemy Vehicle is of modest danger to the CV90. Orange - The enemy Vehicle is of considerable danger to the CV90. Red - The enemy Vehicle is very dangerous to the CV90. ---- Section 3 - CV90 Stats & Comparisons Because Vehicle stats are a little more tricky to handle than gun stats, I've covered only the stats I felt I could comfortably attempt to offer some sort of balance suggestion to. Yes that means there are stats that I'm leaving off the list purely because I wasn't sure how to approach them exactly and I felt it was better to just leave them in the hands of the Developers to figure out the best path. The stats I have left off the list are as followed. Mobility - Pivot Speed Mobility - Acceleration Main Armament - Armor Thickness Main Armament - Burst Damage Main Armament - Damage per minute As for the stats I did cover, the old rules still apply only in this case I'm comparing a stock Vehicle vs. another stock Vehicle to avoid making an even larger wall of text. Down below you can see the color code I will be using. Green - The (CV90) Vehicle is better compared to this Vehicle in this particular stat. Yellow - The (CV90) Vehicle is equal or competitive compared to this Vehicle in this particular stat. Red - The (CV90) Vehicle is worse compared to this Vehicle in this particular stat. 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. Basic Stats of the CV90 vs Ajax & Marder CV90 HP: 870 Ajax HP: 850 Marder HP: 900 CV90 Frontal Armor: 6 Ajax Frontal Armor: 5.4 Marder Frontal Armor: 5.71 CV90 Side Armor: 4.72 Ajax Side Armor: 4.72 Marder Side Armor: 5 CV90 Rear Armor: 1.85 Ajax Rear Armor: 2.22 Marder Rear Armor: 2.35 Mobility Performance of the CV90 vs Ajax & Marder Top Speed: 43 mph Ajax: 43 mph Marder: 47 mph Main Armament of the CV90 vs Ajax & Marder 40mm Bofors Autocannon BP Cost: 200 Ajax 40mm CTAT BP Cost: 200 Marder 30mm HFLT BP Cost: 0 40mm Bofors Autocannon Weight: 1,150.0 Ajax 40mm CTAT Weight: 1,000.0 Marder 30mm HFLT Weight: 500.0 40mm Bofors Autocannon Clip Size: 16 Ajax 40mm CTAT Clip Size: 10 Marder 30mm HFLT Clip Size: 10 40mm Bofors Autocannon Reload Speed: 5 Ajax 40mm CTAT Reload Speed: 3 Seconds Marder 30mm HFLT Reload Speed: 5 Seconds 40mm Bofors Autocannon RPM: 200 Ajax 40mm CTAT RPM: 100 Marder 30mm HFLT RPM: 150 40mm Bofors Autocannon Rotation Speed: 5 Ajax 40mm CTAT Rotation Speed: 7 Marder 30mm HFLT Rotation Speed: 7 40mm Bofors Autocannon Smoke Grenades: Yes Ajax 40mm CTAT Smoke Grenades: Yes Marder 30mm HFLT Smoke Grenades: Yes ---- Section 4 - CV90 Customization Much like with the Gun posts, this section will go on by quickly since I don't plan to cover the actual stats. Mostly because there are little to no stats to work with beyond weight, so just like those stats I skipped above, I leave that all to the Developers to figure out. Turrets All IFV/AFV Turrets optional. RCWS Turret All RCWS Turrets optional. Chassis Armor Basic Armor - Self Explained RPG Nets - Self Explained MEXAS-L - Light Armor MEXAS-M - Medium Armor Active Armor All Active Armors optional. Grenades All Grenades optional. Observation All Observation sights optional. And with all that out of the way we bring this post to an end. I hope everyone likes the CV90 or at least the general concept of it even if not exactly how I suggested it. I'm sure People will give me some flak for wanting the CV90 to have those passive abilities I mentioned. But, in the future I do plan to cover current Vehicles in game like the Boxer, Ajax, Abrams, and etc to see what improvements could be made for them which of course will include their own passive abilities/special feature suggestions just like the CV90 got in this post (If I can find a way to translate those things over to the game in a realistic enough way.) So, don't worry, this isn't some sort of hyper biasness for the CV90 running wild or anything like that, though I'm sure I will be accused of it anyways since People are..."People". But! Till the next suggestion post however... Have a good one folks! ---- Related Suggestion posts of mine Vehicles that could enhance WW3 series IFVs Chapter -(Redacted)- Coming Soon AFVs Chapter -(Redacted)- Coming Soon MBTs Chapter French () Leclerc MBT ---- Other Suggestion posts of mine Weapons that could enhance WW3 series Assault Rifles Chapter Serbian () Zastava M17 Chinese () QBZ-191 Precision Sniper Rifles Chapter South Korean () K14 -(Redacted)- Coming Soon Special Weapons Chapter Russian () GM-94 -(Redacted)- Coming Soon Submachine Guns Chapter Swiss () APC45 Belgian/American (/) SCAR-SC Battle Rifles Chapter Czech () BREN 2 BR Russian () ASh-12 Shotguns Chapter American () AA-12 Turkish () SAP-6 Light Machine Guns Chapter American () LWMMG American () M68 Pistols Chapter Russian () OTs-38 Stechkin German () VP70M Strikes that could enhance WW3 series Support Strikes Chapter Supply Drop Canadian () Mission Master UGV-C CUAS Drones Chapter American () Switchblade Breakthrough Suggestion post series Suggestions to enhance Breakthrough - Small Changes Suggestions to enhance Breakthrough - Large Changes Polyarny Breakthrough rework Suggestions Berlin Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions Moscow Breakthrough rework Suggestions Warsaw Breakthrough rework Suggestions Smolensk Breakthrough rework Suggestions V2 - Future work Moscow Breakthrough rework Suggestions V2 - Possible Future Work Vehicle enhancements for WW3 series Main Gun Ammunition Chapter ABM Rounds General Vehicle Suggestions Passive Abilities for IFVs, AFVs, & MBTs
  12. As title says, Just make a post here to let the devs see that this is something you want in one place. This is a highly requested feature and would make the game so much better off the get go.
  13. Sound: Please improve the game audio. Give more life to the sound, i want to see stronger and more powerful explosions (and the player should be stunned) I know the game is still in E.A. but work harder on the sound part of the game Improve the sound of footsteps, the sound of weapons, ambient sound, rain sound.. The sound of the vehicles is still terrible is very low in some moments, the player does not realize localization of the vehicle only by the sound. Maps: More wall cover and any less aisles. We need more maps on more rugged terrain, on the riverside and with boats, in the middle of residential areas, a night map (my vote: Smolensk), a valley region, an industrial area, maps with more vertical areas.... Make Smolensk Night Happen (it will be wonderful to see muzzle flash and laser beams through the forest ) On a night map strategies would have to be different Bring the war to the sea HUD: The game HUD could be cleaner Map rotation: You can not keep playing the same map for so long Put a voting system on the next map BOTs: Put bots in the game while other players enter I do not like bots, but I do not mind playing with them while I wait for other players. One player enters, one BOT comes out ... until the match has only players I prefer Bots than stay without playing Bots very difficult (please) PVP: 20 vs 20 please Game Mode: Please look at Push mode (from Insurgency Sandstorm), it is an excellent game mode. One team attacks and the other defends, the team that is defending each lost goal retreats on the map. A game mode pushing the opponent is more fun and requires more interaction from the whole team than a simple TDM
  14. Hello, As title said, with the (next) release of updates/upgrades and new maps (Polyarny, Smolensk) and later also a new game (recon) I would like to start a poll and to see what is more wanted after 0.65 or newer until 0.7: Cosmetic (example: animation, ui) and new content (weapons, vehicles) or game mode and map rotation: - after end of match every players moves together to the next map and/or game mode - if some people left, server will be filled with players who entered by "quick join" automatically or by people who join manually by server search to get max player number - servers with one map and one game mode (current state) - servers with one map and all game modes - some maps with some game modes which may fit best (example with known game modes: recon and TDM with Berlin and warsaw, recon with war zone and every map) - this is just an example - servers with all maps and all game modes and only one game mode - servers with one map and all game modes - before a new cycle starts every map and game mode needs to be loaded before - randomize the sequence of the maps and game modes in each new cycle The reason why I want to start that poll is that such a rotation is a standard setting of all or most multiplayer shooters and with 0.6x and those two new maps it's time that the game has such a setting. With the version 0.6x the Devs did a great job with the smoothness and stability. I personally would like to see such a rotation until 0.7 instead of content or/and cosmetic. 5 maps, 2 or maybe 3 game modes it feels like 10 or maybe 15 maps maximum (depends on recon in this game if it's going to be released until 0.7)
  15. FPS was always about how fast u can turn ur camera. How fast and precise u do it. And what u r suggesting? And limited rotation speed like it was implemented for vehicle turrets? If Yes, I vote No. If u r talking about delay/inertia to players movement based on kit's weight where the players would still be moving in the same direction for some amount of milliseconds even if player is not pressing button anymore/trying to change the direction/ start moving from idling - then it can be discussed. With 1 but, that it would be kinda hard to choose the right moment of inertia that wouldn't outrage players and force them to start bombing the forum with posts that "game is feeling like a rubber, even though I have Hi-End PC!!!". So, what it was: limited camera rotation speed or based on kit's weight moment of inertia?
  16. Hi Dev's just want to bring to your attention there's like 12 Asian servers which have all the maps and just 3 servers for Aussies / New Zealand which play the same two maps Dev's we really need Map Rotation to keep the dream alive! Hitting Continue; Map goes for 2 maps then rotates to new map or Dev's just rotate after each round Or ! Vote map after each map Ping for the Asians servers is > 250 for Aussies worse for New Zealand players, while Aussie based servers are < 60 https://steamcommunity.com/app/674020/discussions/0/2530372519570467146/
  17. DESCRIPTION OF BUG (required: if the possible provide screenshots or video): no map rotation, "funny" animation of other players (moonwalker, running at the spot), server improvements/issues, GAME BUILD ID (required: please go to the game's properties on Steam and find it under the local files tab at the bottom): 3511736 STEPS TO REPRODUCE (required): about map rotation: wait until the end of timer, and you'll get automatically moved to the war map // about the animation of the other player: just play and they'll make a moonwalk. Equal which map and game mode // running at the spot while they are standing still // not possible to climb over each obstacle which should be also possible map rotation/servers: - need to overhaul the server settings/programming for the map rotation. - each map and each game mode need to played/need to be loaded by the server before starting them again - randomizing the map and game mode list after each cycle for map rotation (for example: in the first cycle you start with Moscow Warzone large, in the next cycle it starts with Berlin TDM) - each server/game need do be filled with players first; I could recognize for testing, when I leave a game with a not fully filled server, and load exactly the same game mode and map, I was moved into an almost empty server, even if the match of the server I was in before has still a lot of time and tickets left until end - shorting the time at the end of the match ("high score and game statistics table") until moving to the next map (when it works). Now it' set up to 1 minute official, unofficial what I always see is that the timer starts at 60 seconds again and end about 20 seconds. Maximum 30 seconds should be fine to see all the scores until a new map will be loaded. - tested the PTE and server browser: recognize that there server only for one game mode (TDM for example). At those servers a map rotation only with those given game modes (TDM in this example) - when the map changes, move all players to the new map who are staying in the "qeue" for the new map and fill empty slots immediately with new joining players. It is very seldom to join a match at the beginning. Over 95% of all time I joined in the middle of a match. It's sometimes very annoying. animation of other players: - when other players are running, sometimes they do "moonwalking" or better; looks like they want to run backwards while they are running in real forward. Need to fix it. - players are still running sometimes at the spot, the animation is still activated while they are standing still obstacles: it's still not possible to climb over each obstacle even if it should be able because you can do it by another one with the same size a few meters away. Need to be redesign to be able to climb over/on obstacles like in real life and each one within a defined size. SYSTEM SPECIFICATIONS (required for crash or performance issues): Asus Z170 Pro, i7-6700k, 16GB Ram, MSI 1070 GTX CRASH LOG (if any): ------
  18. The map rotation kind of works - a bit. I'd like to see it actually rotating maps randomly. If you played for example Berlin the game would choose any other map randomly. Then you maybe get Moscow next and after playing Moscow you could get Berlin and Warsaw etc etc. The team composition could be better randomized after each map. Often you'll play against the same team multiple times or with. I'm not very good at math don't know what to suggest. When rotating maps it could be usefully to join a fresh map rather then opening a new one. So if one map has low players, has not exceeded 10 minutes and is not the same map as before all players would be moved to that map.
  19. Bonjour soldats ! Voici un petit patch avant le week-end, juste pour que ce soit un peu plus amusant à jouer. Continuez à nous informer sur les problèmes rencontrés, nous travaillons sur le chargement infini (il y en a deux nouveaux - nous avons quelques pistes pour les résoudre définitivement) et nous avons des problèmes de retard intermittents que nous ne pouvons pas suivre sans plus de tests. Joyeux Thanksgiving à ceux d'Amérique du Nord et bonne fin de semaine à tous les autres ! Patch 0.8.1 [BUGS FIXES] Restauration du camouflage Winter Gepard, Le widget Warmup devrait maintenant être à nouveau visible pendant le préchargement, Correction éventuelle d'un crash lors de la création du personnage, Correction de l'impossibilité d'entrer dans les véhicules parfois, Correct pour la plantation à travers les murs, Récompense pour le changement d'équipe pas appliquée, Correction des mauvaises configurations sur le TDM - plus de retard dans l'inadéquation des poids, Correction de la rotation de la carte en choisissant constamment Berlin, HUD fixe remplaçant l'écran de déploiement lorsque le joueur apparaissait pour la première fois, Bombe bloquée lors de la retraite, Modificateurs de type de dommage pour la station BRE: balle blessée par balles et dégâts, Correction de l'opacité du marqueur de point détruit lors de la percée (elle ne ressemblera plus à l'apparition de l'objet sélectionné) [OPTIMISATION] Configuration de qualité des ombres - devrait améliorer les performances des ombres. Cordiament Hérulf et votre équipe The Farm51
  20. A small one before the weekend, just so it's a bit more fun to play. Keep letting us know about issues, we're working on the infinite loading (there's two new ones of those - we've got some leads to fix it definitive) and we have some intermittent lagging issues we can't track without more testing. Happy thanksgiving to those in North America and happy weekend to everyone else! Update 0.8.1 Patch Notes [BUGFIXES] Warmup widget should now be visible again while warmup is in progress, Potential crash fix in character spawning, Fixed not being able to enter vehicles sometimes, Proper fix for planting through walls, Reward for team switch not applying, Fixed bad configs on TDM - no more lags from weight mismatch, Fixed map rotation constantly choosing Berlin, Fixed HUD replacing deploy screen when player spawned for first time, Blocked bomb planting when retreat is in progress, Damage Type Modifiers for BRE station: nerfed bullet and strikes damage, Fixed destroyed point marker opacity on Breakthrough (won't look like selected spawn anymore), [OPTIMIZATION] Shadow Quality setup - should improve shadow performance.
  21. DESCRIPTION OF BUG (required: if the possible provide screenshots or video): When playing multiple maps in a row without going to war map you loose all points from previous matches. Only the points from the latest match will be added. GAME BUILD ID (required: please go to the game's properties on Steam and find it under the local files tab at the bottom): 3705486 STEPS TO REPRODUCE (required): Remember your points, play to matches (Continue) go to war map after second match. SYSTEM SPECIFICATIONS (required for crash or performance issues): ---------- CRASH LOG (if any): ----------
  22. HUD: I still think, it can be smaller (and symbols thinner). Ofc it more informative, but also MORE clunky. Optimisation: Less microfreezing, than in 0.7, but also less FPS, than 0.6. Strikes: Well, reducing count of active strikes will reduce its spamming too. Or not? We'll see. No kill message: Well, I hope, now kill and damage bounties are merged and you won't get cheesy 50 XP for lasthitting. Fixed lighting after match: No more acid-drugged colours. Hell yeah! MAP ROTATION WAS BROKEN FOR ME!
  23. As my title said, I don't have a red dot in my sight, and it's equal which weapon I use. I also figured out, that I can run through sandbags. It's like they don't exist (Warzone Moscow at B1) Map Rotation don't work proper in this version (I think it has something to do with map rotation). After loading Moscow Warzone again, the loading of the map etc. stoped, I only saw my weapon and arm, everything else was completely black and stoped loading.
  24. So I seen alot of posts about Map Rotation being broken, but not a single response to it, and even in 0.4 it doesnt work. Every server is supposed to change maps after a game is finished right ? Or did I miss something ?
  25. Small one, just some improvements to Breakthrough. We're still tracking down the lags that happen sometimes on Breakthrough and we're improving the HUD, stay tuned! PTE 0.8.2 Patch Notes [KNOWN ISSUES] Invisible packs are back, we're aware of them and are working on this bug, From time to time the server is starting to lag for a while, we need more info on this one, After spawning on a Mobile Spawn Point you can get a low HP effect, [IMPROVEMENTS] Changed camera position and rotation on leopard 2 to make it work better with the new Gepard turret, Breakthrough: defenders can no longer go back to retreat zone after leaving, Breakthrough: Zone placement improvements, Breakthrough: minor spawn fixes, Breakthrough: Reversed C and D points on Smolensk, [BUGFIXES] Breakthrough: Fixed a bug that sometimes prevented retreat from ending early when all defenders left the zone, Breakthrough: Fixed wrong Leopard version in the base on Polyarny,
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