Ask the [Dev]s a (?)
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: Ask the [Dev]s a (?)
I was going to ask about DB mod too.
I personally liked all the changes from it and would like them to be put into the mod.
Is it hard to change the old version of DB mod to work with the latest PR patch? Would really like it with this current version.
I personally liked all the changes from it and would like them to be put into the mod.
Is it hard to change the old version of DB mod to work with the latest PR patch? Would really like it with this current version.
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AFsoccer
- Retired PR Developer
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- Joined: 2007-09-04 07:32
Re: Ask the [Dev]s a (?)
Aah, right. That has to do with the game engine averaging the terrain at a distance (to save on processing). The mapper either has to smooth their terrain or use a fix we have, but it slightly decreases performance.40mmrain wrote:On kashan, overly jagged peaks result in some kind of terrain warping at long distance, and you can see people that are actually behind the tops of hills. This has been discussed, the only fix is to make hills less steep.
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ShockUnitBlack
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Re: Ask the [Dev]s a (?)
Use the fix. It's a pretty annoying issue IMO. A slight decrease in performance is worth it.
"I Want To Spend The Rest Of My Life With You Tonight."
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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: Ask the [Dev]s a (?)
Unknowns are a bad thing until they become known. In a recently clan match vs 3rdAC we managed to tear their forces apart by successfully locating and destroying unknown caches. They had figured it was best to leave them undefended and focus only on the known cache, which we did attack for a bit but for the sake of tickets we shifted to destroying unknowns. The result was typical of even a public INS game, the insurgents were forced to defend the unknowns as if they were already known otherwise we could have ended the game solely focused on undefended caches.
I felt this went to outline the faults in the current 2 cache system and I recalled many of those suggested fixes in the DBmod thread. Ultimately the one cache system does have it's pitfalls but it makes for a more focused fight, while in certain situations it makes for more interesting gameplay in others it tends to leave blufor in a losing situation. The one suggestion I would have loved to see tested was having the 2nd cache spawn only when enough intel was gathered to warrant a 2nd known cache. This way both sides are concerned about casualties as well as the possibility of having to split their forces. It is also especially helpful for those pesky cave caches that can be easily defended.
I felt this went to outline the faults in the current 2 cache system and I recalled many of those suggested fixes in the DBmod thread. Ultimately the one cache system does have it's pitfalls but it makes for a more focused fight, while in certain situations it makes for more interesting gameplay in others it tends to leave blufor in a losing situation. The one suggestion I would have loved to see tested was having the 2nd cache spawn only when enough intel was gathered to warrant a 2nd known cache. This way both sides are concerned about casualties as well as the possibility of having to split their forces. It is also especially helpful for those pesky cave caches that can be easily defended.

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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Ask the [Dev]s a (?)
AFsoccer's avatar.... A hint?
AfSoccer "I just don't see the natural talent."

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hiberNative
- Posts: 7305
- Joined: 2008-08-08 19:36
Re: Ask the [Dev]s a (?)
Any plans on making the aimpoints (thinking about the m4/m16 ones) smaller? Because it feels like aiming through a soda can when shouldering it.
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Spec
- Retired PR Developer
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- Joined: 2007-09-01 22:42
Re: Ask the [Dev]s a (?)
Aren't they large (close to your eyes) on purpose, so they are actually easier to aim with and obscure less of the target than ironsights?

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CTRifle
- Retired PR Developer
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KiloJules
- Posts: 792
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Re: Ask the [Dev]s a (?)
This!Murphy wrote:The one suggestion I would have loved to see tested was having the 2nd cache spawn only when enough intel was gathered to warrant a 2nd known cache.
And once again, Murphy: GG!
If you remember the 2nd Unknown you guys took down, it was in the middle of nowhere (tactical and strategical wise), not a very common location and still, you guys got it after like 3 or 5 minutes after it spawned.
The suggestion would have minimal impact on the actual gameplay but would avoid these awkward "should i defend this or not" situations.
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Hauteclocque
- Retired PR Developer
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Oskar
- Posts: 481
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Re: Ask the [Dev]s a (?)
I'd speculate that it's got something to do with a Mogadishu & USMC version of Ramiel.DavviZ wrote:Black Hawk down?
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DavviZ
- Posts: 111
- Joined: 2009-05-03 16:32
Re: Ask the [Dev]s a (?)
Exactly what I was thinkingOskar wrote:I'd speculate that it's got something to do with a Mogadishu & USMC version of Ramiel.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Ask the [Dev]s a (?)
Well on account the first dev cast had marines in it, I was kind of expecting it.
AfSoccer "I just don't see the natural talent."

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-=anders=-
- Retired PR Developer
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Re: Ask the [Dev]s a (?)
Haha, you'll never know. 
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX
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SShadowFox
- Posts: 1123
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Re: Ask the [Dev]s a (?)
Don't be so sure. 
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Doc.Pock
- Posts: 2899
- Joined: 2010-08-23 14:53
Re: Ask the [Dev]s a (?)
dear devs, did you delete my post?
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CR8Z
- Posts: 413
- Joined: 2008-08-30 06:27
Re: Ask the [Dev]s a (?)
ZOMBIES!!![R-DEV]Hauteclocque wrote:Got me a new sig too.![]()
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CobraHumvee
- Posts: 33
- Joined: 2009-12-20 22:22
Re: Ask the [Dev]s a (?)
Here's a question for the team, what is exactly is going on with 128 player servers, is it going to happen or was it just a test.
Everybody wants to fly,but nobody can.
[R-DEV]AfterDune
Please send complaints to /dev/null. Thank you.
[R-DEV]AfterDune
Please send complaints to /dev/null. Thank you.






