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Found 174 results

  1. DESCRIPTION OF BUG: Ok, not really a bug per say but I wanted to know why the auto map rotation is not working after latest update. Was it intentionally disabled? GAME BUILD ID: 4856289 STEPS TO REPRODUCE: after end of game, wait for loading of next map. SYSTEM SPECIFICATIONS: CRASH LOG:
  2. Why are they missing? TDM_Warsaw Warzone_Smolensk Warzone_Polyarny All missing this weekend. Please turn those servers on!! Thanks.
  3. 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.
  4. Hey Folks Time for the start of round of 2 of "Vehicles that could enhance WW3" and this time around for the AFVs I will be covering the BMD-4. Now, before I get really deep into this, I would to cover something real quick I suspect I will probably be asked and that is- Why not cover the Kurganets-25 instead of the BMD-4? It fits the AFV bill better than the BMD-4. The reason is very simple. Much like the Leclerc MBT I had covered in round 1 of "Vehicles that could enhance WW3". I suspect the Kurganets-25 is a Vehicle that we are very likely to see added to the game at some point. I usually don't cover things that I suspect are already on their way, unless I have a particular reason to cover it like I did with the Leclerc. I will likely cover the Kurganets-25 later on in round 3. But, for now, I really wanted to find something that brings something really different to the table and the BMD-4 brings a lot of differences with it. On top of this, I have another suggestion post coming up as well that will have some connection to the BMD-4... If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the BMD-4. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - BMD-4 - Real life information about the BMD-4. Section 2 - Differing the BMD-4 from other AFVs - Suggestions to differ the BMD-4 from other AFVs. Section 3 - BMD-4 Stats & Comparisons - Suggested Stock Stats for the BMD-4 and comparisons. Section 4 - BMD-4 Customization - Customization Options for the BMD-4. Section 5 - 30mm/100mm Sinitsa Turret Customization & Features - Customization Options & features for the BMD-4s stock Turret ---- Section 1 - BMD-4 Introduction & Demonstration Videos of the BMD-4. BMD-4 - Matsimus Extra Information sources. BMD-4 - Military Today BMD-4 - Wiki In the Cold War Era the Soviet Union had the largest amount of Airborne forces in the world and they needed a Vehicle that could transport those Airborne Troops once they were on the ground. They needed something that was both light enough to be airdropped onto the battlefield and amphibious to cross any potential bodies of water. In 1969, the first BMDs would enter service with Soviet Airborne Troops, bringing with it many innovations that made it a rather unique Vehicle for the time. Fast forward to 2005, the fourth generation of BMDs would enter service with the Russian Military with the BMD-4. Today the BMD-4 serves as the most heavily armed vehicle in the world in it's class, featuring a 100mm gun, 30mm coaxial cannon, 7.62 coaxial machine gun, and can have a 9k113 Konkurs anti-tank guided missile mounted on the Vehicle's hull along with other weaponry. On top of this, the Vehicle's 100mm/30mm weaponry can even be elevated to a point to engage low flying, slow moving Aircraft even while traversing water. Currently BMD-4s are in low production, primarily because BMD-3s are being upgraded into BMD-4s. But, even BMD-4s are being upgraded. In 2008, the BMD-4M was revealed by Kurganmashzavod and in 2017 the new BMD-4M Sinitsa was unveiled with it's modernized Sinitsa turret that adds a top-mounted panoramic sight with a thermal imaging channel. So, if the BMD-4 was added to the game, how could it differ itself from the other AFVs beyond it's stats? ---- Section 2 - Differing the BMD-4 from other AFVs Much like with my previous posts, in order for the BMD-4 to really differ itself from other AFVs it would need some unique passive abilities. Luckily the BMD-4 features a Autoloader system which I've already covered before. But, it also features the ability for the Commander to take control of the main armaments of the Vehicle. However, because of how things work in WW3, I've made a slight modification to that Commander ability I'm calling "Primary Weapon Remote Override" which (in my personal 2 cents) isn't an overly uncharacteristic change of the real life Vehicle. BMD-4 Autoloader System- Increases the reload speed of current selected ammunition by half while decreasing the AFV's ammunition change speed by half as well. BMD-4 Primary Weapon Remote Override - When both the Gun & Commander Optics are destroyed, the RCWS seat is able to fire the Primary & Secondary weapons of the BMD-4 while using the RCWS sights (If a RCWS is equipped.) Once the Gun or Commander Optics are repaired or the RCWS is disabled, will the RCWS seat lose access to the Primary & Secondary weapons of the BMD-4. ---- Section 3 - BMD-4 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 Vehicle is better compared to this Vehicle in this particular stat. Yellow - The Vehicle is equal or competitive compared to this Vehicle in this particular stat. Red - The Vehicle is worse compared to this Vehicle in this particular stat. (S) - Anything with a (S) before it's name is something I have suggested, but is NOT in the game currently. 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 BMD-4 vs Ajax, Marder, Anders, & (S) CV90 BMD-4 HP: 840 Ajax HP: 850 Marder HP: 900 Anders HP: 1000 (S) CV90 HP: 870 BMD-4 Frontal Armor: 7 Ajax Frontal Armor: 5.4 Marder Frontal Armor: 5.71 Anders Frontal Armor: 6.35 (S) CV90 Frontal Armor: 6 BMD-4 Side Armor: 4.25 Ajax Side Armor: 4.72 Marder Side Armor: 5 Anders Side Armor: 5.56 (S) CV90 Side Armor: 4.72 BMD-4 Rear Armor: 2 Ajax Rear Armor: 2.22 Marder Rear Armor: 2.35 Anders Rear Armor: 2.61 (S) CV90 Rear Armor: 1.85 Mobility Performance of the BMD-4 vs Ajax, Marder, Anders, & (S) CV90 BMD-4 Top Speed: 43mph Ajax: 43 mph Marder: 47 mph Anders: 45 mph (S) CV90: 43 mph Main Armament of the BMD-4 vs Ajax, Marder, Anders, & (S) CV90 30mm/100mm Sinitsa BP Cost: 1600 Ajax 40mm CTAT BP Cost: 200 Marder 30mm HFLT BP Cost: 0 Anders 30mm HFLT BP Cost: 0 (S) CV90 40mm B.A BP Cost: 200 30mm/100mm Sinitsa Weight: 1,350.0 Ajax 40mm CTAT Weight: 1,000.0 Marder 30mm HFLT Weight: 500.0 Anders 30mm HFLT Weight: 500.0 (S) CV90 40mm B.A Weight: 1,150.0 30mm/100mm Sinitsa Clip Size: 10 / 1 Ajax 40mm CTAT Clip Size: 10 / 0 Marder 30mm HFLT Clip Size: 10 / 0 Anders 30mm HFLT Clip Size: 10 / 0 (S) CV90 40mm B.A Clip Size: 16 / 0 30mm/100mm Sinitsa Reload Speed: 3 / 5 Seconds Ajax 40mm CTAT Reload Speed: 3 Seconds / 0 Marder 30mm HFLT Reload Speed: 5 Seconds / 0 Anders 30mm HFLT Reload Speed: 5 Seconds / 0 (S) CV90 40mm B.A Reload Speed: 5 Seconds / 0 30mm/100mm Sinitsa RPM: 200 / 10 Ajax 40mm CTAT RPM: 100 / 0 Marder 30mm HFLT RPM: 150 / 0 Anders 30mm HFLT RPM: 150 / 0 (S) CV90 40mm B.A RPM: 200 / 0 30mm/100mm Bakhcha-U Rotation Speed: 4 Ajax 40mm CTAT Rotation Speed: 7 Marder 30mm HFLT Rotation Speed: 7 Anders 30mm HFLT Rotation Speed: 7 (S) CV90 40mm B.A Rotation Speed: 5 30mm/100mm Sinitsa Smoke Grenades: Yes Ajax 40mm CTAT Smoke Grenades: Yes Marder 30mm HFLT Smoke Grenades: Yes Anders 30mm HFLT Smoke Grenades: Yes (S) CV90 40mm B.A Smoke Grenades: Yes 30mm/100mm Sinitsa RCWS Optional: Yes Ajax 40mm CTAT RCWS Optional: Yes Marder 30mm RCWS Optional: Yes Anders 30mm RCWS Optional: Yes (S) CV90 40mm B.A RCWS Optional: Yes 30mm/100mm Sinitsa Coaxial MG: Yes Ajax 40mm CTAT Coaxial MG: Yes Marder 30mm HFLT Coaxial MG: Yes Anders 30mm HFLT Coaxial MG: Yes (S) CV90 40mm B.A Coaxial MG: Yes ---- Section 4 - BMD-4 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 Hull Plates & Skirts - Adds an additional layer of passive armor to the sides of the Vehicle. Kurgan Hull - Special lightweight armor that is more durable without adding a lot of weight. Active Armor All Active Armors optional. Grenades All Grenades optional. Observation All Observation sights optional. ---- Section 5 - 30mm/100mm Sinitsa Turret Customization & Features Normally I would be wrapping up the post after the customization section. However, because this Sinitsa turret is so unique compared to other turrets that are currently in the game. I wanted to give it, it's very own spot light of mention that way People can get deeper details on what I think it should have, and how I think it can be balanced out. 30mm Cannon & 100mm Gun - The Turret should have both of these in one turret naturally along with it's Coaxial Machine Gun. 60 degree Gun Elevation - The 30mm/100mm guns should be able to be aimed up to a 60 degree angle, allowing the Turret to engage low flying air based strikes. With that out of the way, lets begin to tame the beast a bit. One type of Ammunition for each Primary Gun - If the Turret was able to bring 2 types of Ammunition for both guns for a total of 4 different types of ammo. That would be a pretty overpowered turret and make it a very obvious choice to take during gameplay. So, I would suggest limiting the 30mm & 100mm guns by only being able to bring one type of Ammunition for each of them. 1600 BP Cost - I know I already stated this above in Section 3, but I wanted to bring this up in the event that someone thinks 1600 is a steep cost. Yes, it is a very steep cost. But, look at it this way; For a 1600 BP cost increase on the Vehicle, you will be able to field a Vehicle with a turret that has a 100mm gun, 30mm coaxial cannon, coaxial machine gun, can have a RCWS mounted on it, and can have the primary weapons elevated into the air at a 60 degree angle to double as a Anti-Air Vehicle. I think that is a pretty fair price for so much firepower and versatility. Hell, one could even argue that maybe 1600 is still too cheap. High Turret weight - By making the Turret Heavier it can ultimately make the Vehicle a bit slower, so players using Sinitsa turret will need to play a bit more cautiously when engaging enemy targets as it makes them slower. This brings us to the next side effect of increased weight- Slow Turret Rotation Speed - By making the Turret heavier, the Turret would ideally have a slower rotation speed as well. This will force players to play a little bit more defensively rather than rushing around recklessly, especially since the BDM-4 has fairly weak armor on it's sides & rear compared to other AFVs. ---- And with all that out of the way we bring this post to an end. I hope everyone likes the BMD-4 or at least the general concept of it even if not exactly how I suggested it. I know, I should have covered the Kurganets-25 instead. But, the BMD-4 was just waaay too cool to ignore and again I already suspect the Kurganets-25 is something the Devs are considering adding (It's a gut feeling kind of thing, no evidence to support it beyond maybe pointing at the 30mm ERA Light turret which both the Kurganets-25 & Bumerang use.) With the BMD-4 being the world's most heavily armed Vehicle, that turret was just waaay too tempting to ignore, and ultimately fills the one major goal I always seek with these kinds of posts; something that brings something different to the game than what we already have. The BMD-4 fits that bill like a glove. But, till the next suggestion post comes around... Have a good one folks!
  5. 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.
  6. 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.
  7. WZ Warsaw is missing from the NA server rotation after update. Is that on purpose?
  8. ^ 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 :
  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. 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.
  12. 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
  13. 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)
  14. Hey Folks This suggestion post is going to be a little odd as I'm going to (as you can tell by the title) talk about a "IFV" known as the Dragoon. The Vehicle, while called the Dragoon, is actually a upgraded Stryker. For the sake of this post, I will refer to this Vehicle as the Dragoon, and the reason for that is because (if it was added to the game) the Vehicle's stock form would be that of the M1296 "Dragoon". Stryker or Dragoon, either name works great for me. But, for the sake of the post I will be calling it the Dragoon. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the Dragoon. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - Dragoon - Real life information about the Dragoon. Section 2 - Differing the Dragoon from other IFVs - Suggestions to differ the Dragoon from other IFVs. Section 3 - Dragoon Stats & Comparisons - Suggested Stock Stats for the Dragoon and comparisons. Section 4 - Dragoon Customization - Customization Options for the Dragoon. ---- Section 1 - Dragoon & (Left to right) Stryker MGS & M1296 Dragoon Introduction & Demonstration Videos of the Dragoon. M1128 Stryker - Matsimus M1296 Dragoon - Military Notes (Live Fire Drill in Germany) M1296 Dragoon - Jane's Stryker A1 IM-SHORAD - General Dynamics Land Systems Extra Information sources. M1126 Stryker - Military-Today M1296 Dragoon - Military-Today Stryker - Wiki The Stryker is a family of eight-wheeled Armored Fighting Vehicles (by real life definition) derived from the Canadian LAV-III, produced by General Dynamics Land Systems Canada for the U.S Army. In October of 1999, General Eric Shinseki, outline a transformation plan for the Army that would allow it adapt beyond Cold War era conditions. He called this plan, "Objective Force", which called for the Army to adopt to a highly flexible doctrine that would allow for rapid deployments with the ability for those deployed to have a variety of equipment for a variety of operations. The plan called for a "Interim Armored Vehicle" which was intended to fill a gap between the heaver & heavily armed, but not easily deployed, Vehicles. Such as the M2 Bradley and HMMWV. Plans though ultimately fell behind schedule after a period of time, General Motors-General Dynamics Team had been awarded a $8 Billion dollar contract in November 2000 to produce 2,131 Vehicles of a variant of the Canadian LAV-III for equipping six rapid deployment Brigade Combat Teams by 2008. On 27 February 2002, the Army formally renamed the Interim Armored Vehicle the Stryker. Fast forward to today and the army is now looking to upgrade many of their Stryker Vehicles with increased armor, firepower, and a whole host of other upgrades to improve the capabilities of the Vehicles. The first of these upgraded Strykers was named the XM1296 "Dragoon" and it would later be equipped with a 30mm, unmanned turret to increase the Vehicle's firepower as part of the U.S Army's goal for the Vehicle's future. So, if the Dragoon was added to the game, how could it differ itself from the other IFVs beyond it's stats? ---- Section 2 - Differing the Dragoon from other IFVs In order to really differ the Dragoon from the other IFVs in game, the Dragoon should have two passive abilities that are unique to it's real life counterpart. Unfortunately however, what makes this vehicle special isn't something that can be translated into game uniquely to itself, and that is primarily because we already have the ability in the game in a universal implementation. To sum it up; the Vehicle is able to tell exactly where it's allies are that are using the same software. In WW3 currently, this would basically be just hitting the M key to see where allied Vehicles are at and with the bonus of seeing where the Infantry are as well. However, what makes the Dragoon unique is it's adaptable platform that it was built upon and the ability to utilize different feed systems. So, I propose the following. Specialized Autoloader & Dual-Feed Systems - When using particular calibers of turrets, the Dragoon gains the following benefits- When using 25mm - 40mm turrets, the Dragoon gains "Dual-Feed System." Allowing the Dragoon to switch to it's alternate main armament ammunition faster at the cost of reduced reload speed. The Stryker is also able to cancel the reload of an ammunition feed to immediately load it's alternate ammunition. However, upon needing to reload both ammunition feeds the reload speed is reduced by half. (EG: If the Turret has a reload speed of 15 seconds, it will take 30 seconds to reload both Ammunition Feeds at the same time should the user cancel the previous Ammunition Feed reload to immediately use their alternate Ammunition Feed.) When using 57mm - 120mm turrets, the Dragoon gains "Autoloader System." Increases the reload speed of current selected ammunition by half while decreasing the IFV's ammunition change speed by half as well. (EG: If it takes 5 seconds for another Vehicle to switch to alternate ammunition, it will take the Dragoon 10 seconds to do it) 105mm M68A1 Turret - A Unique 105mm Turret 30mm M-SHORAD Turret - A Unique 30mm Chaingun & Stinger Missile Pod Anti-Air Turret ---- Section 3 - Dragoon 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 (Dragoon) Vehicle is better compared to this Vehicle in this particular stat. Yellow - The (Dragoon) Vehicle is equal or competitive compared to this Vehicle in this particular stat. Red - The (Dragoon) 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 Dragoon vs Boxer, Wolverine, & Bumerang Dragoon HP: 750 Boxer HP: 800 Wolverine HP: 700 Bumerang HP: 650 Dragoon Frontal Armor: 4.28 Boxer Frontal Armor: 5.08 Wolverine Frontal Armor: 4.44 Bumerang Frontal Armor: 4.13 Dragoon Side Armor: 3.05 Boxer Side Armor: 3.56 Wolverine Side Armor: 3.11 Bumerang Side Armor: 2.89 Dragoon Rear Armor: 1.20 Boxer Rear Armor: 2.22 Wolverine Rear Armor: 1.94 Bumerang Rear Armor: 1.81 Mobility Performance of the Dragoon vs Boxer, Wolverine, & Bumerang Dragoon Top Speed: 62.1 MPH or 100 km/h Boxer MPH: 64.0 MPH or 103 km/h Wolverine MPH: 62.1 MPH or 100 km/h Bumerang MPH: 62.1 MPH or 100 km/h Main Armament of the Dragoon vs Boxer, Wolverine, & Bumerang 30mm MK.44 Bushmaster II BP Cost: 0 Boxer 35mm Lance Light BP: 100 Wolverine 30mm HIT FIST LIGHT BP: 0 Bumerang 30mm ERA Light BP: 0 30mm MK.44 Bushmaster II Weight: 350.0 Boxer 35mm Lance Light Weight: 750.0 Wolverine 30mm HIT FIST LIGHT Weight: 500.0 Bumerang 30mm ERA Light Weight: 250.0 30mm MK.44 Bushmaster II Clip Size: 20 Boxer 35mm Lance Light Clip Size: 10 Wolverine 30mm HIT FIST LIGHT Clip Size: 10 Bumerang 30mm ERA Light Clip Size: 15 30mm MK.44 Bushmaster II Reload Speed: 15 Seconds Boxer 35mm Lance Light Reload Speed: 10 Seconds Wolverine 30mm HIT FIST LIGHT Reload Speed: 5 Seconds Bumerang 30mm ERA Light Reload Speed: 10 Seconds 30mm MK.44 Bushmaster II RPM: 100 Boxer 35mm Lance Light RPM: 150 Wolverine 30mm HIT FIST LIGHT RPM: 150 Bumerang 30mm ERA Light RPM: 200 30mm MK.44 Bushmaster II Rotation Speed: 6 Boxer 35mm Rotation Speed: 5 Wolverine 30mm HIT FIST LIGHT Rotation Speed: 7 Bumerang 30mm ERA Light Rotation Speed: 6 30mm MK.44 Bushmaster II Smoke Grenades: Yes Boxer 35mm Lance Light Smoke Grenades: Yes Wolverine 30mm HIT FIST LIGHT Smoke Grenades: Yes Bumerang 30mm ERA Light Smoke Grenades: No 30mm MK.44 Bushmaster II RCWS Optional: No Boxer 35mm Lance Light Smoke Grenades: Yes Wolverine 30mm HIT FIST LIGHT Smoke Grenades: Yes Bumerang 30mm ERA Light Smoke Grenades: Yes ---- Section 4 - Dragoon 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. 105mm M68A1 (Unique - BP cost 900) 30mm M-SHORAD (Unique - BP cost 500) RCWS Turret All RCWS Turrets optional (except on the Dragoon's two 30mm Turrets & 105mm Turrets) Chassis Armor Stryker Armor - Passive Light Armor RPG Nets - Self Explained RPG Nets V2 - Just RPG Nets with a little protection for the wheels. DVH Armor - Passive 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 Stryker/Dragoon, or at least the general concept of it even if not exactly how I suggested it. I wasn't entirely sure how to approach this Vehicle suggestion at first, hence why it took so long to get around to making it after making the Leclerc MBT suggestion post. I will have to look into giving the LAV-III it's own unique post if I can find a way to really differ it from the current Vehicles as well as from the Stryker/Dragoon. But, we will see in the future when I get there. For now round 1 of Vehicles is completed with the Dragoon, CV90, and Leclerc having been suggested and I have round 2 pretty much ready to go. So, expect a future IFV, AFV, or MBT suggest post to come at some point, most likely the AFV will be first since I have a bit of a mouthwatering idea for it. But, that is for later. Till the next suggestion post however... Have a good one folks!
  15. 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): ------
  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. 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.
  18. 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): ----------
  19. We will take and share the questions for you, we won't be able to answer everything in one hour but it's not the last AMA and your questions might be answered at a later date if needed. Don't worry too much. Your questions will be answered by Kamil Bilczyński (Kamil Bilczynski), Creative Director and Co-Founder of The Farm 51, and Alexey Larionov(Curtainman), Producer at MY.GAMES. Some questions was answered, supplemented by community managers: [CM] Halth, [CM] Tyrell, [CM] ajem. [CM] Halth: Questions about Roadmap, content and development will be for another time. [CM] Tyrell: The issue is that we wanted to do this AMA fast to answer questions about MY.GAMES partnership. As everyone was worried about it. *** about F2P and P2W *** MY.GAMES do F2P projects. WW3 will become F2P with microtransactions? Who will observe microtransaction. Do the decisions remain with the F51? Or will the publisher dictate pricing? Will prices be regional? Curtainman: The details of the distribution model will be revealed later in 2020. However it’s important to mention that F51 will have full control over development process and the vision for World War 3. Additionally, in any case, we are not going to introduce pay2win elements to the game and we’re adamant in this decision already. [CM] Halth: Answers about "F2P", "partnership" were answered, but we can't answer to a question if we don't have the answer (such as release date) or if it's not related to the current AMA (content and development) [CM] Halth: But the answers will arrive sooner or later [CM] Tyrell: Yep, definitely won't be P2W *** about dates *** To Farm 51: When do you plan to release 0.9 update? Kamil Bilczynski: We will release new updates when they will be ready. Where answers about concrete dates? [CM] Halth: You prefer hearing about a random date then a lot of delay without being sure about anything? Giving hope is nice but if we are not sure about any release date, lying to the community or disappointing you all is a no-no [CM] Tyrell: Hey hey everyone! I get your feeling. As I said at the end of the AMA, I don't think sharing dates for the sake of sharing dates will be a good idea. I remember being very very disapointed when one of my favorite game shared a false date *** about MY.GAMES and partnership *** Will My.Games going to help you in other way than resources and expertise? What role will MY.GAMES have in development? Will they contribute staff, funds or leave it entirely up to F51? Will this deal help accelerate the development of new content like maps and weapons? Does the partnership have any personal consequences on Farm 51's side? I.e. have F51 employees been replaced by MyGames guys Kamil Bilczynski: A lot of questions In general - My.Games will help us in any aspect of WW3, to make this game more bigger and better. Thats why we chose My.Games as our strategic long-term partner for WW3 project new content like maps, weapons will come for sure How did the team and the people over at MyGames handle the significant backlash, angry comments and concerns they got from the community on the forums and discord? Kamil Bilczynski: I’m pretty sure that My Games is a perfect partner for WW3 project Before we sign a deal i had a lot of discussion with them, they really understand WW3 as game and player expectation as well. We have a solid plan how to improving WW3 together - don't' worry Why did you choose WW3 for a game to support if you are a producer of Warface (simillar FPS shooter game). Isn’t WW3 a competitor for your own title? Curtainman: We feel that World War 3 is already a great game and we want to work on it together with Farm 51 to make it even better as well as to attract new players to it! As for the Warface title. we are sure that both games provide unique gameplay experience and won’t interfere much with each other. Will mail.ru related to partnership? How? [CM] Halth: MY.GAMES is the gaming section of Mail.ru , so we are part of Mail.ru What My.Games will give WW3. 3 main items [CM] Halth: You mean what MY.GAMES will bring to the game? I won't consider myself as a "main item" but you got an exemple Help for publishing : Community management, Marketing and other things alon these lines How many years will your (Farm51and My.Games) cooperation last? Curtainman: You don’t usually put an expiration date on things like that, in this regard it’s like marriage:) But seriously, we trust this is going to be a long and fruitful cooperation. Is there a team at my.games now working or helping on the development of WW3? If yes, is there a specific area(s) which they are working on? Kamil Bilczynski: Yes - we are working pretty close together on many key areas! We will share more details about our cooperation when we will be ready to to that...we just starting Any chance for Partnerships or Partner Programs with content creators? [CM] Halth: Oh There will be Partner Programs with content creators (Yeah my words have less impact than Kamil or Alexey, but you can expect it for sure) Maybe some details regarding the partnership? What can we expect [CM] Halth: I guess it's the usual relationship between developers and publishers. Developers makes a good game, Publishers makes it known to a lot of people so it becomes a success Will there be any collaboration with other games that my.games published (for example Armored Warfare)? [CM] Halth: It might be an idea in the future but I guess we will want the game to be released first before proceeding to such a cross-over /collaboration. It's quite difficult especially when the two games are so differents What does my.games see for the future of World War 3? Curtainman: We think that as soon as the game is complete it has full potential to be a hit on Tactical FPS market and even the FPS market in general. As a publisher we will apply our resource and offer all the help to Farm51 to make this happen. *** about steam and access*** Why will the game be "on hold" for purchase exactly? When we loose opportunity to buy a game ? Curtainman: Players who have already purchased World War 3 in early access will be able to play it indefinitely. However, the game will no longer be available for purchase on Steam until further notice. We will certainly reveal full details about that later. Will there be any patches, big and small, before release? Can we update the game and play? How long it is going to stay in EA version? Curtainman: Game will be available on steam but will not be available for purchase until final release. We have some plans to share and test new improvements with players before 1.0 release, but for sure we don't want to show unfinished/untested updates. If people bought your game via Steam in an Early Access Phase for 99pln, what will they get when the game goes f2p and will it be worth the previous price? Curtainman: You'll definitely keep access to the game and you'll receive rich amount of game's content regardless of our distribution solution that is still to be announced later this year. With the professional QA team support from my.games can we still have access as players to the PTE environment maybe a bit before launch?, online players always find more bugs than QA teams [CM] Halth: Players who bought the game will have access to the game during the development so I expect you will be able to be our super wonderful QA What will veteran ww3 players receive during final release? Kamil Bilczynski: All early access players will be recognised as veterans and will receive special gifts when the game launches. Any purchases of in-game content made during the Early Access period will be transferred or refunded as in-game currency as appropriate. *** about game and new patch *** Do you believe that the key weaknesses of the game, I mean optimisation and servers can be finally repaired to satisfy players? Kamil Bilczynski: In my opinion together with My Games we have a much better starting point to polishing and improving the WW3 game and launch successful final release ! How many new maps are your team currently working on? Kamil Bilczynski: You will be surprised (we hope) Will you implement a complete and easy to follow tutorial? Kamil Bilczynski: Yes, we have such a plans Would you consider adding map voting after each round? Would you consider adding map rotation? [CM] Halth: I won't put this question in priority, as it's more of a good suggestion than a question Are we going to get a large "Arma" style map? [CM] Halth: I'm curious too, do you mean a map for a lot of players or more of a sandbox map? What part of development was so far the hardest one? (again without obvious ones i.e. release disaster or 0.3) Kamil Bilczynski: Creating a multiplayer FPS game is a constant challenge, every day...this is a nice story for another long conversation in the future (after successful final release) Will there be any DLC´s? Curtainman: We are certainly planning to release a post launch development roadmap as well as production plan later this year. When can we expect new teased content like animations to turn up? Kamil Bilczynski: When new stuff will be ready to release on live update Thanks to our cooperation with MyGames we will have access to professional QA team, which (we hope) help us a lot on bugfixing stage. Will there be more diversity for character customization? Kamil Bilczynski: I think today we have a lot of the options for character customization comparing to other fps game But Yes - more operators and outfits will come in future If you have any suggestions just send us an email what you want Is there a rework plan for some maps like Berlin, which is quite a weak map visually, compared to Smolensk or Polaryn. Kamil Bilczynski: We are improving old maps in terms of gameplay and visual part - you will be surprised What will be the weight for single player experience vs multiplayer? Kamil Bilczynski: Right now we are focusing on multiplayer..but who knows ? Maybe in the future we will release some pure-hard tactical single player campaign...but right now we are focusing on multiplayer How will be the WW3 protected against cheaters? Nowadays every FPS has tons of cheaters. Curtainman: Yes you’re right it’s an important issue to handle. However, both MY.GAMES and Farm51 have experience in managing FPS games and dealing with this problem accordingly and that’s exactly what we intend to do As far as how exactly it goes, we will reveal the details as soon as they are set, prepared and finalized. *** about consoles and other platforms *** On what conslole will be the game? Ps4 or xbox ? [CM] Halth: Consoles are not on topic as we want the game to be ready and running on PC first (it's in the answers) On what type of consoles do you plan to release the game and when? What is the role of My.game in porting process? Curtainman: We are very excited for the new generation of consoles as well as the possibilities of console release in general, but we want to first focus on delivering the best possible experience to PC players. Currently we don’t have any announcements to share regarding bringing WW3 to other platforms. *** about communication*** What happened to communication over the last three months? Kamil Bilczynski: We were working pretty hard on project and talking about cooperation details with My Games. Is Ragir still working on this game or he is fired? [CM] ajem: yeah, Ragir is still working on this game Can we expect some regular information/communication again or will the development go on "in the dark"? Curtainman: We will certainly keep you informed of our progress. We are going to release WW3 development roadmap and production plans later this year. Will you release past videos, photos, etc. of development from early on, before EA release? Some fun stuff, some serious stuff, both? Kamil Bilczynski: Sure,why not *** about regions *** What are your expectations regarding to chinese market release? Do you think My.games can help with it? Kamil Bilczynski: Definitely, asian market is very important for us and for our strategy a i’m pretty sure that My Games as global publisher will help us to manage WW3 on asian regions The game will become regional? Russians play only with Russians, Chinese only with Chinese, Europeans only with European e.t.c.? Kamil Bilczynski: At this moment we don't have any plans to have a different "region-separations" comparing to today WW3 servers. *** about technical *** To Farm 51: Do you still plan to replace microsoft servers with linux servers? Kamil Bilczynski: Yes, we are considering linux servers as sold alternative for windows servers. RTX and DLSS 2.0, will be support for this? Kamil Bilczynski:Sure, why not - to be honest, we are evaluating this possibility *** *** Can we expect answers to unanswered questions after this AMA? Curtainman: We are going to be posting a summary of our today’s AMA this week and we’ll try our best to add some more info there:) However, you see, some things are still in production or under discussion and we will be sharing them as soon as we can. [CM] Halth: Please note that few questions will be answered later and you will receive a recap of this AMA soon [CM] Tyrell: We will be back soon with the recap from the ama and some more questions answered.
  20. 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.
  21. 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 ?
  22. DESCRIPTION OF BUG: You can turn of the rotation of the minimap but with every map restart/new game you have to switch it off again even though it's already on disabled. You have to enable and disable it again in every new match for it to work. GAME BUILD ID: 3428619 STEPS TO REPRODUCE: Disable it and start a new game. Happens everytime.
  23. 1. No, I am not a dev. And everyone can start a poll 2. I talked a lot with friends and well know people who are also loving FPS and are following WW3. We discussed a lot and also about map rotation. At the end, all last comments have been: they wont' start to play/test it until a map rotation is available and not the sever map reloading. Everyone is saying that a map rotation (and also game mode rotation if it fits to the game) is a must have standard feature in every FPS. Also in the game chat I read complaints about that and now with 2 more maps later in the "live" or official version it's time for a rotation. But not with the same cycle in every rotation sequence. And yes, I read the road map and saw it somewhere under "improvements" or something like that. But to make a map rotation at the end of development is too late. All people I talked to are saying the same thing: they will give it a try when this map rotation will be released. And I believe there are much more people who are waiting for that.
  24. After every match I get back to the world map. It would be great if there is a map rotation: all the players of your current match are moving to the next map with you and if some people are leaving, the slots get filled with new joining players. I also refer to another thread from me, where some forum members have a good idea (autofill match with new players) which can work very nice with a map rotation:
  25. Hey Folks I felt like making a few light suggestion posts and figured I would start with a Anti-Air turret for the IFVs & AFVs in the form of the Skyranger Turret. Something easy before I tackle round 2 of Vehicle Suggestions and my next big suggestion series project since completing my Breakthrough reworks. Before I get really deep into this post however, I would just like to say that I'm going to be experimenting with my Profile Status to use it as a Master Archive of all my Suggestion posts, primarily to cut down on the length of my suggestion posts since the posting of this one will actually mark the 31st suggestion post I have made since the start of the new Suggestion post system on the forums, and to make editing my posts easier later on where I won't need to edit all my previous suggestion posts with new links. If this experiment goes good, I will stay on this path, otherwise I will likely modify my old approach. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the Skyranger Turret! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - Skyranger Turret - Real life information about the Skyranger Turret. Section 2 - Vehicle Accessibility - What Vehicles should have access to the Skyranger Turret. Section 3 - Proposed Stats - Proposal for the Stats of the Skyranger Turret. Section 4 - Special Features - Special Features of the Skyranger Turret. ---- Section 1 - Skyranger 35mm Turret (Left to right) Skyranger Turret mounted on a Boxer and Skyranger Turret mounted on a Piranha IV Demonstration Video of the Skyranger Turret. Skyranger 35mm Air Defense System - Defence Technology Review Magazine Skyranger Anti-Aircraft Gun System - Jane's Information sources. Skyranger Anti-Aircraft Gun System - Military-Today Skyranger Anti-Aircraft Gun System - Military Factory Designed by the Swiss Company, Oerlikon Contraves, a subsidiary of Rheinmetall Defence. The Skyranger is a Short-Range, Anti-Air Defense system is a unmanned turret designed to combat low flying targets such as UAVs, Helicopters, and other such aircraft. The weapon system is capable of firing at a blistering 1,000 rounds per minute, which is made even deadlier by the fact that it fires a special 35-mm AHEAD (Advanced Hit Efficiency And Destruction) Ammunition. A self-programming ammunition designed for increased lethality as it's capable of releasing a cloud of sub-projectiles just ahead of the target. While the Skyranger is very effective against air targets, the weapon system can also be used as a fire support weapon against ground targets using Frangible Amour-Piercing Discarding Sabot (FAPDS) rounds. ---- Section 2 - Vehicle Accessibility Naturally the Skyranger Turret should only be accessible to IFVs & AFVs. Though if the Developers wanted to limit it to just the IFVs and maybe do something different for AFVs I wouldn't honestly argue against it. That is just me though in the end. ---- Section 3 - Proposed Stats Because Vehicle Weapon 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. Armor Thickness Burst Damage Damage per minute As for the stats I did cover, the old rules still apply. Down below you can see the color coding and markers I will be using. Green - The Turret is better compared to this Turret in this particular stat. Yellow - The Turret is equal or competitive compared to this Turret in this particular stat. Red - The Turret is worse compared to this Turret in this particular stat. (S) - Anything with a (S) before it's name is something I have suggested, but is NOT in the game currently. 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. Also I will be referring to the Skyranger turret as "S-ADS" down below, short for Skyranger Air Defense System, an alternative name both for easy short hand & if the Developers can't use "Skyranger." 35mm S-ADS BP Cost: 350 35mm Lance Light BP: 100 35mm S-ADS Weight: 550.0 35mm Lance Light Weight: 750.0 35mm S-ADS Clip Size: 30 35mm Lance Light Clip Size: 10 35mm S-ADS Reload Speed: 20 Seconds 35mm Lance Light Reload Speed: 10 Seconds 35mm S-ADS RPM: 700 35mm Lance Light RPM: 150 35mm S-ADS Rotation Speed: 8 35mm Rotation Speed: 5 35mm S-ADS Smoke Grenades: No 35mm Lance Light Smoke Grenades: Yes 35mm S-ADS RCWS Optional: No 35mm Lance Light Smoke Grenades: Yes 35mm S-ADS Coaxial MG: No 35mm Lance Light Coaxial MG: Yes ---- Section 4 - Special Features Air Detection - Because the Skyranger Turret is incapable of using a RCWS, Smoke Grenades, and a Coaxial MG. It should be able to detect all air based Strikes using a integrated radar in exchange. Revealing their positions and flight paths to allies within proximity of the IFV or AFV using the Skyranger Turret. Electro-optical Tracking Sensor - While in Hunter-Killer view mode, the Skyranger Turret should be able to track Air targets automatically once the crosshairs have been placed on the target, allowing the turret to follow the flight trajectory of the target automatically for easy target engagement. The Skyranger Turret is also capable of having a Missile Pod mounted on the side of it. But, I thought that might be a little too overpowered for something that would already have a lot of anti-air advantages. But, I leave that to the Developers ultimately in the end if they wish to add the Skyranger Turret. And with all that out of the way, the post now comes to an end. I hope everyone likes the idea of the Skyranger Turret (or 35mm S-ADS), even if maybe not in the exact way I have suggested it. With the Leo Tank getting it's special Gepard turret, I thought it would be nice to see another option for Anti-Air weaponry that could be mounted on a IFV or AFV instead of a MBT. Not too sure how balanced this thing would be, I figured with all the drawbacks I have suggested to go with it, the Skyranger turret should be balanced out for the most part. But, Like any suggestion post it's all a "On paper" sort of ordeal, not something I can actually test for balance. I know I've said it plenty of times, but it bears repeating. Till the next suggestion post however... Have a good one folks!
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