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  1. 1.Why do we need a new armor mechanics? The current armor mechanics is broken and meaningless.It is unreasonable that the basic main battle tank will die after hitting the side with two conventional HE warheads and one tandem warhead. Because the infantry sub-weapons are completely meaningless, most people choose RPG as the second weapon, which leads to RPG flooding and easy replenishment. Getting a main battle tank is costly. You need to get close to half the time of a game and get good performance to get it. Mines and RPG can easily destroy a tank, which is unreasonable. The war of the future is the war of vehicles, the war of informationization, not the war of infantry. The vehicle is the protagonist of the war, so the importance of the vehicle in the battle should be strengthened, not the simple infantry. But this does not mean that the infantry should be carried out by the vehicle, but the vehicle and the infantry cooperate and cooperate with each other. Large vehicles also have corresponding restrictions. They cannot enter small buildings. This is the infantry as the protagonist. On the empty road, large vehicles are the protagonists. 2.What new armor mechanics is we need? WarThunder Their armor mechanics is very suitable for WW3, and like WW3, it is a game that tends to simulate. But there is no need to completely follow WarThunder. Just learn on the architecture. 3.What parts need to be learned? modularity, and the impact of module damage. (1)Vehicle modularity The different internal structures of different vehicles also lead to different weaknesses, which are the characteristics of each vehicle. The T72 has excellent frontal protection and side armor thickness. But the maneuver is poor. At the same time, because there is no additional armor due to the ammunition frame, it is easy to be destroyed from the side.but,It is difficult to break the side with a weapon with a diameter of 30mm or less.However, due to the use of 125mm caliber guns, the charge of high-explosive ammo is higher than that of 120mm caliber guns. In other words, the 125mm high explosive ammunition is a devastating blow to the infantry, a deadly range of more than 10 meters radius. The Leopard2a4, with good front armor, but the protection of the lower part of the hull and the breech bolt is weak, and the protection of the HULL side is also poor, less than 40mm, which means that the cannon of 20mm or more can easily penetrate the side armor of Leopard2A4 with armor-piercing projectile. The weakness of the front armor can be compensated by using the leo2a5 turret kit. The leopard2a4 has better maneuverability than the T72 and M1A2, and the fire control system is better than the T72. The M1A2 is currently the most powerful main battle tank in the base of the game, with strong front and side protection, and powerful additional armor. Frontal protection: The turret cannot be penetrated by the TFS APFSDS, but the leo2A5 can. The armor of the front hull is above 400mm and cannot be penetrated by the HESH warhead, including RPG. Due to the special HULL structure, the front side is also difficult to break through. The thickness of the side armor steel is also above 60MM. It can only be penetrated by APFSDS above 30mm. But the powerful protection ability makes the mobility even worse than the T72. Main gun damage The main gun can be destroyed. If the main gun is destroyed, it needs to be returned to the base for repair. This will cause the team to lose important combat power and reduce the number of soldiers (you need to drive the tank back to the base, during which the actual combat personnel will be reduced) Main battle tanks should have better survivability. However, regardless of the strength of the main battle tank, damage to the sight, damage to the track, damage to the main gun will cause the main battle tank to be in an extremely dangerous state.The enemy can easily concentrate on fire to kill you. The high-explosive ammunition of the tank's main gun will be difficult to cause serious damage to the main battle tank, but the tank's sighting system and main gun can be easily destroyed. High-explosive munitions can easily destroy light vehicles such as drones and wheeled infantry fighting vehicles, just like WarThunder's HULL BREAK MECHANICS (2)Track and Tire All vehicles No matter how powerful the hull protection is, the track and tires are still a big weakness. If it cannot move for a long time, it will be destroyed by the enemy's concentrated firepower. Like the observation device, it can be repaired quickly.But leaving the vehicle is dangerous, so it relies heavily on the help of other Allies. (3)engine The core of the vehicle is the engine. Once the engine is damaged, the vehicle will be paralyzed and it will be difficult to rotate the turret due to the lack of power to the steering gear. The tank engine is usually poorly protected due to the rear of the hull. If it is attacked, the tank will be in danger. Engine maintenance requires longer time than the track. The 2A4's engine has an auxiliary power unit that supports low-speed movement even if the engine is damaged, which will compensate for the lack of side protection of the 2A4. (4)Tank HULL bottom armor As we all know, the bottom of the main battle tank is the most vulnerable part of the main battle tank. Although it cannot be penetrated by small grenade like M67, C4 explosives and anti-tank mines can easily penetrate and kill the members and equipment (engine) in the tank. (5)Coaxial machine gun T72 has 7.62MM PKT Coaxial machine gun 800 RPM M1A2 has 7.62MM M240 Coaxial machine gun 950 RPM M2A4 has 7.62MM MG3A1 Coaxial machine gun 1300 RPM Coaxial machine guns should not be required to select shots separately, should fix ammunition configuration and use the space bar to shoot (6)AMMO HE: The high-explosive ammunition of the tank's main gun will be difficult to cause serious damage to the main battle tank, but the tank's sighting system and main gun can be easily destroyed. High-explosive munitions can easily destroy light vehicles such as drones and wheeled infantry fighting vehicles, just like WarThunder's HULL BREAK MECHANICS High explosive munitions cannot penetrate the main armor of the main battle tank APFSDS: APFSDS can penetrate almost all vehicles and pose a serious threat to engine and vehicle members The APFSDS has a limited threat to the carrier's blood volume, just like a hole puncher, especially for light vehicles. The penetration is too high,so it hard to cause effective damage. APFSDS is not filled with bullets and can only directly hit the infantry to cause damage. HEATFS: HEATFS can cause a lot of damage to the vehicle, but the premise is that it can pen the armor of the main battle tank. The effect of the infantry is the same as that of the APFSDS. The side of the main battle tank can easily cause a lot of damage to the main battle tank. Can be intercepted by additional armor. If there is no additional armor interception ,it Destructive blow to light vehicles, FRAG/SH: Very deadly for infantry and vehicle sighting systems. It is impossible to damage the vehicle above the infantry fighting vehicle, and it can only damage the sighting system and the track. (7)COOP At the same time, the new mechanics should modify the number of occupants required for the vehicle. The gunner can control the vehicle movement at the same time and the gunner only controls the main gun and then the driver controls the movement. The M1A2 and leo2A4 can speed up the loading when the number of occupants is more than 3. 4.The impact of the new vehicle system? (1)The new mechanics will give the vehicle an absolute advantage over the infantry, which is justified, and the battle between the vehicle and the vehicle will be more diversified, and the division of labor will be more clear. Infantry can also use C4 to kill enemy main battle tank occupants and snatch enemy main battle tanks. (2)Improve balance, the vehicle needs to cooperate with the infantry to advance, otherwise it will be easily destroyed once it is injured. (3)More realistic, harder core, more in line with the theme of the game structure T72 LEOPARD2A4 LEOPARD2A5 M1A2
  2. We want to hear what you guys think about the current vehicle armor system. Is it clear to you how the system works, and if it works as you expect it to work? Please answer those two questions and write a short post/opinion on what you feel about the current armor system: 1. How do you think it's working. 2. Do you think it's working properly? 3. What would you change in the current system. !Also, please refrain from double posting in this thread, we want it to be purely for our information - if you would like to discuss the topic deeper, consider creating another thread! EDIT : We mean the additional armor you can choose in customization menu (Reactive, Nanoceramic etc.).
  3. Weapons: MG5 reload animation is bugged when switching to AP rounds M417 AP ammo cannot be used in game SCAR-H way too shakey? Customizer: M417 pistol grip not saved, always reverts to default having to double click in order to see the correct stats all the time Skins sometimes "swap" over for "default skinned" body parts when switching loadouts (probably the same reason why stats are not processed at the first click) attachments other than barrels never change the calculations (or are maybe even wrong - adding weight when it should remove weight?) inconsistent descriptions US Army uniform camo cannot be changed (same for pants and that one helmet) - not sure if that's intended or not Vehicles: ocassionally, wheels still fuck up after the vehicle was stuck no engine sound in that new APC - not sure what caused it, could be a fluke
  4. Hey guys, After getting quite pissed off from having almost destroyed a vehicle only for the driver to instantly teleport out and shoot me, I am suggesting a two second timer for leaving vehicles, although I am still unsure if there should be a timer for entering vehicles. Both of these will mean that players will be more cautious when doing either. If you want to exit a vehicle, you may want to consider if you will be wanting to get back in any time soon, and vice versa.
  5. Hello! Let me say that I have very high hopes for WW3 and I am have enjoyed my time playing it. I have played it for about 100 hours and wanted to share some things I would like to see in the game, maybe dreaming a little big but hopefully, some of these get added in! ? CUSTOMIZATION 1. Allow scope to be placed in different spots like further up the top rail 2. Allow for dual scopes, like a HOLO and an ACOG as it is shown on some of the pictures 3. The ability to change the reticule on sight (Color, Design etc.) 4. Add/Remove Camo's from certain parts of Weapons in sections 5. Different face models. 6. More Rail Options / Custom Rail Covers WEAPONS 1. Vector 2. MP5 3. AR-57 4. Scorpion EVO 5. P90 6. M27 7. Mk 14 EBR (M39) 8. Remington MSR 9. M110 (SR25) 10. HK417 11. Barret M52 12. SA80 & L85 Family 13. L129A1 14. M249 Family 15. AT4 16. Javalin 17. MBT LAW 18. Mk 18 19. M16 Family 20. M24 21. MP5 22. M240 23. M60 24. PDW Family 25. Ak-47(M) 26. Ak-74(M) 27. SV-98 28. VKS 29. ADS 30. ASh-12.7 31. RPK-74 32, RPK-16 33. G3 34. Panzerfaust 3 35, FAMAS 36. Beretta AR70/90 37. Beretta ARX160 VEHICLES 1. Bradley 2. Stryker Family 3. LAV-25 Family 4. Humvee Family 5. Husky Family 6. Challenger 7. BMP 1-2-3 8. PT-76 9. BMD-3 10. T-80 11. T-14
  6. DESCRIPTION OF BUG (required: if the possible provide screenshots or video): I keep having my vehicles go thru the map, the round where the clip below comes from I had it happen twice with my tank. I have had it happen mostly on the alpha map, twice on Moscow and a few times on Berlin. Combine this with the reload bug for vehicles and you have yourself a really expensive toy that is a risk to use ? GAME BUILD ID (required: please go to the game's properties on Steam and find it under the local files tab at the bottom): 3428619 STEPS TO REPRODUCE (required): Not sure: get hit by RPG and down you go drive inside a building drive thru a destroyed building stand still and do nothing drive under trees squad member spawns on you and there are 3 outcomes Nothing You got yourself a plane (you get thrown in some direction which quite some force) outcome of this is: 1. you land safely. 2. you land on the side / upside down and blow up 3. you also decide to go under the ground while you are at the move. You decide to go under the ground for good SYSTEM SPECIFICATIONS (required for crash or performance issues): CRASH LOG (if any):
  7. DESCRIPTION OF BUG (required: if the possible provide screenshots or video): Vehicles bounce at random times with random objects, it happens on all maps with all vehicles. Bouncing on people: Launching a vehicle when I collide with it: GAME BUILD ID (required: please go to the game's properties on Steam and find it under the local files tab at the bottom): 3421056 STEPS TO REPRODUCE (required): Bouncy people: Seems to happen after some repairs to the tank and not the first time. The random one I cannot recreate on purpose. SYSTEM SPECIFICATIONS (required for crash or performance issues): CRASH LOG (if any):
  8. A thread for vehicles to be added into the game, suggestions. 1. Patria Pasi (XA-180 Series) An APC vehicle that has seen combat for over 20 years. 2. Patria AMV. A newer model from Patria 3. MRAP (Or vehicles of similar caliber)
  9. [ Trying to fix the formatting of the text ] The current problem with fully upgraded Armored Vehicles is that its performance in the game is too “binary”. Most matches ended up with either of the following situations: Multiple tanks being airdropped into a match but dying within minutes or A dominating tank on a 30+ killing spree Having played with vehicles in semi-realistic FPS like “Squad”, “Red Orchestra 2” and “Rising Storm 2”, I believe the reason for such a large deviation is due to player’s playstyle. Players who do well with vehicles generally tend to play more conservatively, picking targets from a distance and denying opponents from taking shortcuts to the objectives. On the other hand, you have overly-aggressive players who dive and attempt to capture the objectives blind, thinking they are invincible before dying. I observed the same thing happening in “WW3” and I believe it is the reason why the forums often get feedback about vehicles being overpowered or underpowered. I would like to suggest how to make vehicles less underpowered for most players and less overpowered for the better players. PROBLEM: Vehicle repair downtime ( make it less overpowered ) Vehicle Performance at close range Even with the nerf to HE shells, it is still very easy to get kills at close range by shooting the ground within the instant-kill AOE. However this has been balanced out because it is at close range, RPG projectile drop is not an issue and tunnel vision allows easy one-shot tandem RPGs to the back. However, since the developers wanted to stop players from equipping overpowered “multi-purpose” loadouts by changing the weight system in patch 0.3, I believe it might have an unintended side-effect of making fewer players equip RPGs and allowing vehicle users to drive closer with less risk. Because it is easy for vehicles to get kills at short range, It is important to have some form of deterrent to stop players from driving up close. Vehicle Performance at a distant range The better players like myself like to “park” the tank away from objectives and block shortcuts. It may not feel overpowered to us because even if we went 30+ kills 1 death, we miss a majority of our shots and the amount of kills per minute appears balanced. However, it is actually overpowered gameplay-wise because such players just don’t die throughout the match and it takes an un-proportional amount of teamwork to counter a relatively simple playstyle. It is difficult to land a shot on a distant vehicle,but what makes this incredibly demoralizing and frustrating is knowing that a suicidal attack to destroy the optic or APS gets you 30 seconds of respawning and walking back to the action, while the tank user only needs 4 seconds to undo everything you just did from a safe distance. This frustration is further exacerbated by the failure to land the killing RPG shot on a tank which means the team only gets 1-2 minutes of breathing room before the tank returns back in full health. SUGGESTION: Instead of repairing continuously, making module repair work similar to how players uses a health restore pack. Players hold down the repair kit for a few seconds to “charge”, finishing a “charge” restores a percentage of module health instantly Being suppressed disables module repair Massively decrease the rate at which the repair pad restores hull integrity. Slightly Increase the vehicle module’s damage resistance to firearms of smaller calibers as a counter-buff RATIONALE: longer repair times dissuade players from driving up close even when there are not many RPG users around Damaging a distant vehicle to retreat rewards the team with a longer “vehicle-free” downtime to advance. Make follow-up attacks from teammates more rewarding at interrupting tank module repairs PROBLEM: Cannon’s non-lethal AoE and lack of suppression ( make it less underpowered ) Because the non-lethal AoE was too insignificant and the instant-kill AoE has been nerfed, most players try to compensate this by going up close like 10 meters, shoot the ground and hurt/kill players with the explosion. As close range and tunnel-vision makes the tank a lot more vulnerable to RPG-7, it gives players the impression that tanks are underpowered due to RPG-7s Majority of cannon shots either instant kills or misses completely, This makes it feel frustratingly "buggy" on near-misses. For players used to semi-realistic FPS, Vehicles are not very viable in a support role because it is difficult to get assist or suppression regardless of range SUGGESTION: Cannons should deal Light splash damage in a much larger AoE. The instant kill AoE remains the same but the cannon shell has double the AoE with a very heavy damage dropoff. Apply Suppression, deafness and Screenshake in an even larger AoE, ignoring cover. Intensity and duration of effect is based on caliber size, RATIONALE: The changes result in cannon shots feeling more “consistent” at damaging opponents Getting instant kills with vehicles still requires the same accuracy as instant killing with the nerfed HE shells, it takes an unviable amount of shots to kill using splash damage alone. The main purpose is to make it easier for players to get assists and suppression without increasing the lethality such that it is even more overpowered in the right hands Encourage tank users to keep their distance,thus extending their survivability and making tanks feel less underpowered to RPGs. It is much more difficult to land an instant-kill shot from a distance, but the above changes makes it more viable for players to use vehicles to support their team rather than getting cheap kills. Because the old meta is all about getting kills, the 57mm and 90mm cannons might be statistically balanced, but it feels “psychologically" underpowered. Despite a slightly faster fire rate, failure to kill on the first shot means I cannot fire a second 90mm shot on time before the target gets to cover, just like the 120mm. In this case, I should have used the 120mm in the first place because of the larger AoE and higher probability to get a lethal first shot. Slower fire rate meant that the TTK ( Time To Kill ) for 57mm non-lethal shots is much higher than the 30mm because both the 30mm and 57mm need 2 non-lethal shots to kill. In this case, I should have used the rapid firing 30mm instead for a shorter, near-instantaneous TTK. By changing the meta from "kills" to "assist and suppression", adjusting it using caliber size makes the 57mm and the 90mm cannons worth using without actually changing the stats
  10. Why is no one talking about this? Seeing an armored vehicle like a tank on the battlefield in this game is like witnessing a UFO. Pretty much every other item you can buy with battlepoints that are cheaper than the armored vehicles honestly end up being a better value. From my experience, I have waited entire rounds to save up for a tank (5000BP). I purchase the tank, get in it, I drive around for ~30 seconds looking for enemies to shoot. I don't see anyone, then I get hit with two RPGs from out of nowhere within 5 seconds and die. I could have spent those BPs on several UAVs and some Artillery strikes, which would have been far more useful. I really want to get to use some vehicles in this game, but they are both a rarity and of low value, yet high cost. In Battlefield 4, I have gone on kill streaks of 60 in LAVs, but in this game, LAVs are just big metal coffins on wheels. There is zero incentive to purchase armored vehicles in World War 3. Solution: In the next update, the BP cost to spawn armored vehicles should be dropped, and a second set of armored vehicles should be deployed at each team's base midway through the round (totaling 4 armored vehicles per team for the entire round. 2 at the start, and 2 at mid-game).
  11. China joined Russia in what start to be the third world war January 2027, China finaly joined their allies, Russia, and send a portion of their army to solve the actual conflict. The actual German president is almost sure this is not a coincidence, tension have grewed up since 2021, and China needed an occasion to show to the world their new military technology and power, showing to America how powerful they became. The president of Germany asked to Japan governement some help in the pacific, distracting China from East. Japan governement accepted, leading to one more sino-japanese war. Taiwan, decided to help Japan by sending them some soldier. In exchange, Taiwan have to be recognized as the real China by both Japan and Germany and some lands have to be reserved to Taiwan. The new unified Korea decided to attack directly Japan to protect their long time friends from East. (I'm not an expert for writing this case of scenario, but you probably understand how i see it :p) "Asia Frontline" ? What do you mean ? It's simple, really. It seems like some people here want to see more nations. As we still don't know what dev's want to put in the game, I decided to do a (probably unnecessary) thread about some Asian forces, to see if people enjoy the idea of seing those factions in game (or not), also to have some "experts" coming to me like "It should be like this, it's more realistic" to give a better picture of what is closer to reality or not, as i'm clearly not an expert. Most of things i have gathered come from websites where scrolling down is enough to discover new things. Why adding China, Japan, Korea and Taiwan ? Well, first of, the only really interesting nation to add is China because of their actual military power and their weapon diversity. All other nations give more of a context, to give opportunities to have some new locations with interesting design. Any Asia army forces could be welcome, but i choose those 4 because of their actual weapon loadouts more than anything else (as i don't know if dev's will include weapons that are unused by actual army forces). Any suggestion of another nation is welcomed bellow. Is it important at this state of the game ? Ahahahahah. Ahahah. No. But it will probably be useful in the future. There is still a lot of things that will change in the game, and this kind of addition is pretty huge. So, we probably won't see it before the end of the early access, at least. Maybe in 2019, or 2020. I can't be sure. It's just want to expose the overall idea and see what people think about it, etc. About guns Well, most of the following links will be from modern firearms, a Russian website listing a lot of weapons, even some that are not well renowned. Keep in mind that most of these guns are from China, as they produced a lot of them. I keept only fairly recent guns, released at least in the 70's, and nothing too exotic, like assault rifle combined with grenade launchers (Rip Korean K11). Assault Rifle: Daewoo K1 (South Korea): https://en.wikipedia.org/wiki/Daewoo_Precision_Industries_K1 NAR-10 (China): http://modernfirearms.net/en/assault-rifles/china-assault-rifles/nar-10-cslr-14-eng/ QBZ-03 (China): http://modernfirearms.net/en/assault-rifles/china-assault-rifles/type-03-qbz-03-eng/ Type-95 (China): http://modernfirearms.net/en/assault-rifles/china-assault-rifles/type-95-qbz-95-eng/ Type-86S (China): http://modernfirearms.net/en/assault-rifles/china-assault-rifles/type-86s-eng/ INSAS (India): http://modernfirearms.net/en/assault-rifles/india-assault-rifles/insas-eng/ Pindad SS2 (Indonesia): http://modernfirearms.net/en/assault-rifles/indonesia-assault-rifles/pindad-ss2-eng/ Type-89 (Japan): http://modernfirearms.net/en/assault-rifles/japan-assault-rifles/tip-89-eng/ BR-18 (Singapore): http://modernfirearms.net/en/assault-rifles/bmcr-br18-2/ Sar-21 (Singapore): http://modernfirearms.net/en/assault-rifles/singapore-assault-rifles/st-kinetics-sar-21-eng/ SMG: T-77 (Taiwan): http://modernfirearms.net/en/submachine-guns/taiwan-submachine-guns/t-77-2/ Type-79 (China): http://modernfirearms.net/en/submachine-guns/china-submachine-guns/tip-79-eng/ MSMC (India): http://modernfirearms.net/en/submachine-guns/india-submachine-guns/msmc-eng/ PM-2 (Indonesia): http://modernfirearms.net/en/submachine-guns/pindad-pm2-2/ Minebea M9 (Japan): http://modernfirearms.net/en/submachine-guns/japan-submachine-guns/minebea-m-9-eng/ MG: Type 88 (China): http://modernfirearms.net/en/machineguns/china-machineguns/tip-88-5-8mm-eng/ Type-95 (China): http://modernfirearms.net/en/machineguns/china-machineguns/tip-95-5-8mm-eng/ Sumimoto NTK-62 (Japan): http://modernfirearms.net/en/machineguns/japan-machineguns/type-62-eng/ Ultimax-100 (Singapore): http://modernfirearms.net/en/machineguns/singapore-machineguns/stk-ultimax-100-eng/ Shotguns: Hawk Semi-Automatic (China): http://modernfirearms.net/en/shotguns/china-shotguns/hawk-semiauto-eng/ Hawk XY10 (China): http://modernfirearms.net/en/shotguns/china-shotguns/hawk-xy10-eng/ La-12 Puma (China): http://modernfirearms.net/en/shotguns/china-shotguns/la-12-puma-eng/ LW-3 (China): http://modernfirearms.net/en/shotguns/china-shotguns/lw-3-eng/ QBS-09 (China): http://modernfirearms.net/en/shotguns/china-shotguns/qbs-09-eng/ SAS-12 (Philippines): http://modernfirearms.net/en/shotguns/philippines-shotguns/sas-12-eng/ DMR: QBU-88 (China): http://modernfirearms.net/en/sniper-rifles/standart-caliber-rifles/china-standart-caliber-rifles/qbu-88-eng/ Snipers: AMR-2 (China): http://modernfirearms.net/en/sniper-rifles/large-caliber-rifles/china-large-caliber-rifles/amr-2-eng/ JS-05 (China): http://modernfirearms.net/en/sniper-rifles/large-caliber-rifles/china-large-caliber-rifles/js-05-eng/ JS-7.62 (China): http://modernfirearms.net/en/sniper-rifles/standart-caliber-rifles/china-standart-caliber-rifles/js-7-62-eng/ XY 8.6 (China): http://modernfirearms.net/en/sniper-rifles/standart-caliber-rifles/china-standart-caliber-rifles/xy-8-6-eng/ Handguns: Norinco NRP-9 (China): http://modernfirearms.net/en/handguns/double-action-revolvers/china-double-action-revolvers/policejskij-revolver-eng/ New Nambu M60 (Japan): http://modernfirearms.net/en/handguns/double-action-revolvers/japan-double-action-revolvers/new-nambu-m60-eng/ CF07 (China): http://modernfirearms.net/en/handguns/handguns-en/china-semi-automatic-pistols/cf07-cslp5-eng/ QX4 (China): http://modernfirearms.net/en/handguns/handguns-en/china-semi-automatic-pistols/qx4-eng/ QSZ-92 (China): http://modernfirearms.net/en/handguns/handguns-en/china-semi-automatic-pistols/tip-92-qsz-92-eng/ DP-51 (South Korea): http://modernfirearms.net/en/handguns/handguns-en/south-korea-semi-automatic-pistols/daewoo-dp-51-eng/ Grenade Launchers: LG-4 (China): http://modernfirearms.net/en/grenade-launchers/china-grenade-launchers/norinco-lg4-eng/ Vehicles: Not much to say here, as i don't know much: Type-99 (China): https://en.wikipedia.org/wiki/Type_99_tank Type 10 (Japan): https://www.army-technology.com/projects/type-10-tk-x-main-battle-tank-mbt/ Taiwan: They seems to want Abrams tanks, but as always i don't know much about tanks K2 Black Panther (South Korea): https://fr.wikipedia.org/wiki/K2_Black_Panther Soldiers equipement: I found a encyclopedia for... Army camoflages, so i will link to them, to avoid any photo spams. This post is long enough ! China: http://camopedia.org/index.php?title=China Japan: http://camopedia.org/index.php?title=Japan Taiwan: http://camopedia.org/index.php?title=Taiwan South Korea: http://camopedia.org/index.php?title=South_Korea (I know, i did this in less than 5 minutes, but... NEXT PART) Potential Locations: This part is... Complicated as we can only have some exemple but not much. I can only link to some collections of pictures, not much. China: Chengdu -> http://www.visitourchina.com/chengdu/photos.html Japan: Senaga -> https://www.shutterstock.com/search/senaga+island Taiwan: Tainan -> https://www.tripadvisor.fr/LocationPhotos-g293912-Tainan.html South Korea: Daejeon -> https://www.tripadvisor.fr/LocationPhotos-g297887-Daejeon.html Aaaaand that's pretty much all folks. I really want your toughts or some other suggestion, and please don't forget to vote ! Oh also, i know there is this thread: But i wanted a poll and go deeper, show why i want those nations, even if i would be happy with pretty much any addition in the game.
  12. Me and @DarkEmpire have prepared for you a comparison table - damage from vehicles and weapon https://docs.google.com/spreadsheets/d/1oOMY3cbRI0tZPrA9jpNIdUxG5UDIGG1RHIpckIMlVVk/edit?usp=sharing
  13. I think everyone here would love to see their nation represented in game. Here is how I think Norway would look like, and a bit of why I think Norway could be a priority.
  14. I bet there was a number of posts regarding this but.. I think the sounds on the battlefield should be completely redesigned. Weapons sounds are awful. There is absolutely no difference between the muzzle sounds on the weapons, silencers etc. Vehicle sounds sound like they were recorded in the bathtub or something. Very dull. Unnatural. I hope you guys gonna do something about it. I love the game and I want it to be a big success. I believe in it. But there is still much work to be done.
  15. -Maps with much more verticality -Maps less focused on interior battles, but instead wide stretching battlefields with less interior areas. (Think: Golmud Railway, Zavod 311, and the infamous Caspian Border) -Rush game mode like the BF series where the map expands as the game goes on -More variety in the land vehicles, such as: Transport jeeps with mounted gun, motorcycles, buggys, Humvees, etc.
  16. Hit DICE where it hurts. In the future when the game is much much more jam packed with goodies, I think the ability to add mod support would be awesome. Namely custom maps. I'm sure there's a few dozen people here who would LOVE to expand the map playlist in the future. As with any, once a map gets whitelisted, it can have stat/xp progression. This would also allow for other people to implement community weapons packs, game modes, and a slew of other new and exciting content. There are pros and cons to this however, as it would potentially divide the community and player base. Discuss.
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