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  1. 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....
  2. As the WW3 Developers may be rerigging the aim system according to the roadmap I thought this worthy of mention for those that would like more realism in the game. A canting camera and/or weapon is technically, metrically wrong; both in terms of proper weapon handling and perspective -- the world does not 'tilt' if we cant our body, head, or rifle; separately or in unison even if we are handling a weapon incorrectly, and canting an aimed firearm from any fire position is always incorrect weapon handling* that is rigorously repudiated and corrected in virtually all firearms training -- military and civilian. Many games some less realistic than WW3 execute this correctly including Red Orchestra, America's Army, Ghost Recon, Modern Warfare when it had leaning, and the last iteration of Medal of Honor -- all had more realistic uncated weapon handling and camera in lean, though none had realistic stance based lateral cover or cornering animation however. * Exception: CAR Shooting System for very close CQC with handguns... Canting as far as weapon handling is functionally wrong ( you can read why if you don't know about or understand this subject here and here) as it makes for very poor weapon control and accuracy. Virtually every approach to firearms training, military or civilian, will have you b*tch slapped for doing this from any fire position -- and it's completely trained out of most military riflemen. While you know the you're head or body is canted if you lean; visually the world does not cant or tilt due to synesthesia of proprioception and how we see, so tilting game camera is technically incorrect as well. What's more, shooting stance when 'cornering' or firing from lateral cover is not accomplished by leaning at the waist as is typically done in a lot of games with cheap lean animation, it's accomplished with a stance or weight shift over one leg and alteration of rifle fire position -- long thread discussing this here with illustrations. Finally, and probably most important: correct un-canted weapon handling based on model stance solves a lot of issues for the developer as far as animation which as far as simpler and hit box alignment. The result gives the virtual Player vastly better proprioceptive and virtual kinesthetic cues as to how well covered he is (or isn't) when firing from lateral cover in a leaning stance -- and is obviously more realistic and immersive.
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