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  1. Hey there I'm shamelessly ripping off Dunabar's fantastic post with my own ideas for how to improve the Berlin map and the game mode as a whole. I'd like to make sure to be upfront that a lot of my ideas are inspired by Dunabar's work and I'll be following his established format in this post. Some of my suggestions are things that Dunabar had suggested before, such as his ideas for how to make the objectives more exciting and varied. Most of what I have to suggest is in a different format for the mode. I find that current Breakthrough can be very condensed, with the points/zones being fairly close as well as quite small. This leads to a mode that feels as though it has lost some the more tactical aspects of the game and is very chaotic. As with Dun's preface, these are just suggestions and all criticism is welcome, as are suggestions on how to improve upon my idea for the mode. Thanks for giving this a read! Main Goals: To spread combat out over a larger area, both utilizing more variation in combat, and creating combat that is more tactical and less claustrophobic. Create safe spawn zones to prevent spawn-killing and spawn farming. Slow down the pacing of the mode to promote tactics and teamwork while reducing chaos, without making the mode dull or empty feeling. Secondary Goals: Just as Dunabar did, create a story, point specific objectives, and targets, to make the mode feel more immersive and engaging. Create a mode that caters to the preferences of all players with small (5 players per team), medium (10 players/team), and large (15 players/team) engagements in a single match. Any asymmetrical elements such as different vehicles for East/West are welcome, however this is not my primary concern nor my specialty so I will not comment specifically on this aspect. Berlin Breakthrough Story: (East - Attacking Team) Following a successful push through the Baltic States, the Eastern Forces' next major challenge sits before them in Berlin. The Western Forces stand in their way, however, and aren't going to let the East push through to Paris, the final bastion of the West's Defense. Having already secured the Northern airfield, they must now push through the core of Berlin in order to secure the Southern airfield. The Eastern Forces must quickly push through the city to the Tempelhof Field to prevent further reinforcements from squandering their advance. (West - Defending Team) After the fall of the North side of Berlin, it is up to the remaining Western Forces to hold off and repel the advancing Eastern Force. The enemy forces must be held back to prevent them from pushing deeper into the heart of Western Europe and assaulting Paris, a key point for control over Europe. The Defense Force must prevent the Eastern advance from securing the last Tempelhof airfield until reinforcements arrive to drive off the attacking force. Berlin redesign Concept Map and Markers: In my version of Breakthrough, I opted for three points and three sectors rather than the two point scheme that is currently used. Due to the third point in each sector, the player limit would also be increased to 30 players, or 15 on each team. Additionally, spawning on squad members will not be possible. This is likely a controversial idea, but I will explain the reasoning later on. As denoted by the symbols on the graphic, different spawn points are available to each team during each phase of the match. The first phase, the Alpha Phase, would begin with a one minute preround timer. During this time, the defending team is able to spawn on each of the objectives, A1, A2, and A3, in order to allow for the team to correctly divide the team into squads to defend each point and get in a defensive position. During this time, the attacking team is able to spawn, however their movement will be restricted to their deployment zone. This is to allow for the attacking team to establish squad organization and determine which players will go where. One the preround timer is up, the match will officially begin. The attacking team's spawn points are denoted by the purple stars, the same spawn points as was available during preround. Defenders will no longer be able to spawn on the objectives themselves once the match has begun, and will now be able to spawn on the red diamonds, the orange diamonds, or the yellow diamonds. If the attacking team is able to complete all three objectives within the sector, there will be a one minute retreat! phase, similar to the current game. During this time, the defending team will be able to spawn directly on the next set of objectives, as they were able to do during the preround. The next phase, Bravo Phase, will follow the same set of rules as the previous phase, however the attacking team will now be able to spawn on the red stars as well as the previous spawn points. The defending team will no longer be able to use the red diamond spawns, but will still have access to the other two spawn locations they previously had access to. Just as with the previous phase, should the attacking team complete all three Bravo objectives, the game will have a retreat! phase and progress to the final sector of the map. The final phase of the match is the Charlie Phase. During this, the attacking team will now have access to orange star spawn points, and the defending team will only have access to the yellow diamond spawns within their deployment zones. Once again, during the retreat the defending team will be able to spawn directly on the objectives within the charlie sector, while the attacking team will be unable to enter or fire weapons within the zone until the timer is run out. I had neglected to mention this earlier, but unlike the current retreat phase, it will last a full one minute rather than ending once all players have left the captured zone. This is to ensure the defending team has enough time to properly set up their defense and promote a balanced match as both teams have this time to reorganize, rearm, and restrategize. Why Remove Squad Spawning? I believe the removal of squad spawning will help reduce the "body spam" that the current version of Breakthrough exhibits. By limiting the respawns to the designated points, teams will have to be more careful in regards to their gameplay and movement rather than allowing one member of the squad to hide behind cover while the rest of the squad continually rejoins the fight in the same place they were when they were killed. This will promote more tactical gameplay and more teamwork, as members of each squad will have to work and push as a unit to make progress rather than throwing a mass of bodies at the objective until they succeed. Why Three Points Rather Than Two? Having three points as well as three squads of five members, with one squad dedicated to a single objective from each team will create a fun and balanced fight over each objective. Additionally, each sector will allow for small, medium and large skirmishes. Once one squad is able to complete their objective they are free to reinforce the other objectives as needed. This goes for both the attacking team and the defending team. This means that each phase as objectives are taken/lost, the players will reinforce points which are still active leading to a larger fight on the subsequent objectives with more players and more action. This will cater to players who enjoy smaller skirmishes with fewer players while also appeasing players who enjoy the chaotic ambiance of a large scale war so that all play styles have a role to play and can find enjoyment. Alpha Sector Objectives Alpha 1 Objective Type: Intelligence Secure Objective Target: Computers and Server Objective: Obtain Enemy Weapons Intel How to Complete Objective: Attacker must "hack" the computer system which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the computer to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the computer is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they secure the enemy's weapons data. Alpha 2 Objective Type: Target Destruction Objective Target: Communications Array Objective: Destroy the enemy communications control How to Complete Objective: On top of the building lies the control panel for the Western Forces' radio tower in the courtyard below. Use explosive weapons and gadgets to destroy the panel or plant a bomb to destroy it. Bomb timer: 45 seconds Bomb set timer: 10 seconds Bomb defuse timer: 5 seconds Note: The timer lengths are very much subject to change, however I believe allowing for faster defuse than plant will promote use of unique gadgets and tools such as C4 or Semtex grenades to increase the chances of success and will promote more teamwork to destroy the objective. Alpha 3 Objective Type: Location Secure Objective Target: Rally Point Objective: Clear and secure enemy rally point How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. Bravo Sector Objectives Bravo 1 Objective Type: Target Destruction Objective Target: Enemy Artillery Silo Objective: Destroy the Enemy Artillery Silo How to Complete Objective: Use a bomb or explosive weapons and gadgets to destroy the enemy's artillery. Bomb timer: 45 seconds Bomb set timer: 10 seconds Bomb defuse timer: 5 seconds Bravo 2 Objective Type: Secure and Extract Objective Target: Experimental Drone Technology Objective: Secure the enemy's new experimental drone How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. Following capture a heavily armored helicopter will lift the experimental drone away out of the shipping container. Bravo 3 Objective Type: Intelligence Secure Objective Target: Subway Terminal Objective: Hack into the city's transportation mainframe How to Complete Objective: Attacker must "hack" the transportation terminal which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the terminal to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the terminal is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they gain control over Berlin's subway system. Charlie Sector Objectives Charlie 1 Objective Type: Location Secure Objective Target: Downed Cargo Plane Objective: Secure the weapons cache in the downed plane How to Complete Objective: This will work just like a point in Warzone, the more allies on the point than the enemy the faster the objective will capture. A single person will take 45 seconds to capture the point, each additional person will reduce that time by .5 seconds, so a full squad of 5 will capture the point in 15 seconds as long as no enemies are on the point. Following capture a heavily armored helicopter will lift the weapons cache away. Charlie 2 Objective Type: Intelligence Secure Objective Target: Drone Control Center Objective: Gain control of the enemy drones How to Complete Objective: Attacker must "hack" the drone control computer which will take a total of 45 seconds. This time does not need to be consecutive and can be interrupted and then resumed by interacting with the computer again. Defenders are able to interact with the computer to reverse the clock at the same rate back up to a maximum of the original 45 seconds. A player who is "hacking" into the computer is not able to move or use any weapons/gadgets, however they are able to release the interact key to pause the progress at any point and retain normal control of their character. The hacker's teammates will have to defend them while they gain control over the Western Forces' drones patrolling South Berlin. Charlie 3 Objective Type: Target Destroy Objective Target: Anti-Air Missile Silo Objective: Destroy the enemy missile silo How to Complete Objective: Use a bomb or explosive weapons and gadgets to destroy the enemy's artillery to ensure the Eastern aerial advance to destroy the Southern airfield. Bomb timer: 45 seconds Bomb set timer: 10 seconds Bomb defuse timer: 5 seconds Final Thoughts/Statements Please give any feedback that you think would improve the idea, and once again thanks to Dunabar for the inspiration and I hope I didn't blatantly rip off too much of your ideas... it's hard not to when your ideas are so good! Thanks for reading, this took way more effort than I thought it would and needless to say I'm impressed as I did maybe half the work Dun did on his. It would definitely take some new assets, so the full implementation clearly isn't something that would be done anytime soon, but I think the core concept of a 3 lane 3 squad system could be done without too much work and I would love to see how it pans out. I also wanted to mention that I made it so each subsequent objective type changes, so that the 1 points are a different objective type each time, as are the 2 points and 3 points. I think this idea would lead to a very fun game mode, and things like spawn locations could always be changed to fit whatever works best. Thanks again for reading, I hope you enjoyed the read.
  2. Hey wir sind zwei WW3 zocker @Fullback & @Erzkrieger mit sehr viel BF4 erfahrung und suchen 2-3 Leute für ein volles squad. Teamplay ist für uns das wichtigste, also wenn du es auch satt hast von random blue berries nicht gecovert zu werden dann kannst du gerne eine Runde mit uns zocken. zu finden sind wir hier : https://discord.gg/fpf4asf
  3. Hallo a friend and I love to play WW3, we joined i guess at a very early stage and never really abended the game, even in the hard times... but as we talk about the "new stuff" that were implemented in the game, we came to that point that the game is not heading in the direction of the beginning and what the dev original said what kind of game they want. World War 3 is a casual shooter, not hardcore, no mil sim. Has a casual and fast gameplay like BF3/4 but is way more in the detail in damage model, weapon handling, Armor and teamplay like no other shooters on the market. IT IS UNIQUE as it was earlier: damage model: skill based gameplay, you better you aim and the better you position that higher is your chance to win the fight damage is exact and on point net code is so extreme smooth and pretty weapon handling: at first sight you get overwhelmed by the things you can customize but after playing the a few rounds you will see that only a few weapons are good to go. Armor: decided how you want to act on the field if you want to tank and be support fighter or be fast and flank the enemy lines. teamplay: you must connect 2 flags to win the game it is necessary to have one guy in the squad with ammo/meds/equipment to get you squad running. drop a flying eye to keep the point clear and save work together to get the tank, disturb it, confuse it and then get him kills don’t matter, get the connection as it is right now: damage model: it is extreme casual cause the time to kill is insane high, first shoot gets the kill, no chance to avoid damage and no need of skill. damage is extremely inconsistent and at some point, just random weapon handling: at first sight you get overwhelmed by the things you can customize but after playing the a few rounds you will see that only a few weapons are good to go. (nothing changed) Armor: is now totally useless, Armor is just slowing you down. teamplay: 404 not found and not wanted it looks for me it is not necessary to have one guy in the squad with ammo/meds/equipment, because it is on every flag. you don’t need to make a flying eye just nuke them only cost 100 bucks more don’t need to work together to get the tank, just nuke it implementing a Helicopter that is not able to get a connection or support the team in any form. as you see I think the game is losing his soul, his heart, the core mechanics that makes it unique and not a normal copy of Battlefield 4. I am asking me the question am I playing it wrong when I play in team, because it looks for me the dev´s don’t want us to do so. Other question is the game heading in the direction the dev´s want their game or are they just pushing it to be more casual to get more and more players. Am i the only one of the veterans who think so? The game as it was, was exactly what I searched for, but nowadays I'm not sure if it still is and if it ever will be again....
  4. Hello, After playing the game for 4 hours: The game is bad but not that bad and can be great! The graphics are bad compared to big titles like BF I understand that this game is realistic so I won't say anything about the player movement, The weapons are great the recoil and everything, it feels real Big issues that can improve the game a lot: 1- The sound: the sound in the game is the most bad thing, you can hear enemies but you don't know where they are, the music is too low (even when you reduce the volume it is still bad), you can't hear your steps, the tank you hear it but you don't know where it is sometimes it's just next to you but you can't hear it 2- Point of interests: when I respawn I feel like I'm lost, I don't know which point I should go to, you don't know which point is the closest (till you point the weapon so you can see the distance underneath it with super small number). It would be much better if we can know which point is close you can make the closest point bigger... 3- Play with friends: it's so hard to invite a friend or join a friend even when you create a party please make it easier, because it takes about 20 minutes to be able to join a friend after he invited you and there is nothing saying you're joining your friend (like a small text or icon) 4- Respawn: we should be able to respawn on teammates not only on the leader, and we should be able to respawn on a point while is being taken because if a point is being taken it's like it's already taken! you can't respawn on it 5- Enemies are friends: add some visual effects or colors because it's hard to know if you saw an enemy or a friend they are almost identical 6- Custom weapon: in the game when you die you aren't able to change the weapon and you can't add different profiles, we should be able to change weapon in the game 7- Spotting: it takes time to spot enemies even big tanks 8- Disconnected after a game: each time a game end I get disconnected 9- Add autobalance in servers: when a team is loosing they start to leave and the teams became unbalanced 10- Crouch and Standing: Add an icon on the corner of the screen because most of the time we don't notice we still in crouch position! That's all what I can remember and for me they are very important, if you can improve these things believe me the game will go to another level!
  5. Zainspirowane BF2 którego nadal ubóstwiam. Możliwość zapraszania do drużyny graczy z innych drużyn (obecnie jedyny sposób na zapełnienie drużyny to osobiste dołączenie do niej) Możliwość zagłosowania za wykopaniem z funkcji obecnego dowódcy drużyny (gdy nie sprawdza się na swojej pozycji, nie wydaje racjonalnych rozkazów) Zgłaszanie prośby o wydanie rozkazu na konkretny punkt, w momencie gdy został już wydany rozkaz (dowódca widzi wtedy, że prosimy o rozkaz na konkretny punkt) Szybka możliwość odpowiedzi "tak", "nie" na zadane rozkazy (w bf2 działało to poprzez klawisze PgUp, PgDn) Kontekstowa prośba o gadżet w obrębie drużyny (zamiast wołać o użycie gadżetu na ikonie gracza, konkretna prośba pojawiająca się na ekranie każdego z drużyny "XYZ prosi o miny przeciwpancerne!") Ikony gadżetów, oraz ilość zdrowia na liście członków drużyny Zapraszam do dyskusji
  6. What would be great to have as a squad lead > Separate order and mark buttons. Sometimes i end up swapping team target while doing target callouts and it'll increase QoL when actively managing squad tasks (and using recon drone) > Objective selection cone. While the idea of "point exactly at point label and assign target" is great, doing so is not so great, greatly distracts from doing stuff esp when you don't exactly know where the center of the screen is (and going ads hides all objectives except current, good luck with that). So yeah, a bit bigger cone both for targetting and item interaction (go catch that small heli drone) would also increase QoL > More squad interaction. Quick orders? "Engage vehicle", "Rally up", "Attention %direction%", "Stay together", "Move to ...". Lack of in-game voice comms makes that kind of workaround mandatory > MAP INTERACTION (yes, caps, this one is important). Also relevant to previous ^ point. Just as i can assign objectives from map on deployment screen i want to do that from map in-game. Just so i make a command "attack a2" and not try to look directly at [a2] sign in 3d world. > Squad loadout item icons. Yes, the loadouts are up to my team, but if i can see on squad ui(which is there anyway) what they carry, i might as well work around their gear. Which icons? [Gadget], [grenade], [weapon types]. {ar/smg/shotgun/sniper/AT/pistol} Right now it's a big confusion. Do i have AT? Or any long range? eh... probably? + Assignning the point at which you are rn as a target is... looking in the air and trying to find the icon there. Just a poor choice of interactivity. Looking into the ground and pressing order button would be much better As a non-lead >Option to change lead, if there's no order in N minutes. Since many ppl just run and gun not even doing any lead-specific tasks. And forming another squad never works as people don't join. > Direction callouts same as for lead. "damn, there's something %direction%", as marking system doesn't bring attention, but rather just shows enemies if you have them on screen.
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