Alpha Release - Feedback Thread
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Alpha Release - Feedback Thread
We hope that you're enjoying the minimod and we appreciate any feedback given.
Please have in mind that this is an Alpha Release and there are things we are very well aware that have to be worked on. The content released is not near completion - unlike in Beta releases - and everything in it should be considered work in progress.
We do not want any feedback about animations (including in 3rd person) or audio (unsynced weapons, etc).
We do not want any feedback about building textures, overall look, vehicle camos and everything else of aesthetical nature.
Please focus your feedback on Omaha Beach regarding its level design and issues (floating objects, gameplay breaking occurrences, flags not working, lightmap issues, etc).
Already known issues:
- Floating requested kits.
- German sniper kit aiming down the scope does not work right.
Please have in mind that this is an Alpha Release and there are things we are very well aware that have to be worked on. The content released is not near completion - unlike in Beta releases - and everything in it should be considered work in progress.
We do not want any feedback about animations (including in 3rd person) or audio (unsynced weapons, etc).
We do not want any feedback about building textures, overall look, vehicle camos and everything else of aesthetical nature.
Please focus your feedback on Omaha Beach regarding its level design and issues (floating objects, gameplay breaking occurrences, flags not working, lightmap issues, etc).
Already known issues:
- Floating requested kits.
- German sniper kit aiming down the scope does not work right.
Last edited by Arc_Shielder on 2014-12-26 16:26, edited 2 times in total.

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Ozzi_Recon1
- Posts: 4
- Joined: 2013-08-12 00:45
Re: Alpha Release - Feedback Thread
Hey Ww2 team 
I would just like to say a big thankyou for this release, just from playing a bit in a local match its just as i imagined it to be.
Just one issue that i found was with the bar animation, it seems that it the gun is able to shoot even before the animation is completed. just thought you should know.
I would just like to say a big thankyou for this release, just from playing a bit in a local match its just as i imagined it to be.
Just one issue that i found was with the bar animation, it seems that it the gun is able to shoot even before the animation is completed. just thought you should know.
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camo
- PR:BF2 Developer
- Posts: 3165
- Joined: 2013-01-26 09:00
Re: Alpha Release - Feedback Thread
Gonna post this again, i see this as something really important.
EDIT: for those who don't see it on the right is .98 when after you shot you were given full range of movement and on the left is its current form which is terrible. You're locked into place making it impossible to snap shoot someone around a corner.
EDIT: for those who don't see it on the right is .98 when after you shot you were given full range of movement and on the left is its current form which is terrible. You're locked into place making it impossible to snap shoot someone around a corner.
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Ozzi_Recon1
- Posts: 4
- Joined: 2013-08-12 00:45
Re: Alpha Release - Feedback Thread
It turns out it was just glitched for some reason tried to reproduce it on video but it seemed just to be then at that specific moment of using the bar.Ozzi_Recon1 wrote:Hey Ww2 team
I would just like to say a big thankyou for this release, just from playing a bit in a local match its just as i imagined it to be.
Just one issue that i found was with the bar animation, it seems that it the gun is able to shoot even before the animation is completed. just thought you should know.
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TPMichelsen
- Posts: 10
- Joined: 2014-08-24 12:02
Re: Alpha Release - Feedback Thread
Regarding the sherman
1. When using the 30.cal as the maingunner the sound gets stuck. Like you are shooting a whole magazine, not only just one bullet
2. There seem to be no warm-up time on the 30.cal only seat.
1. When using the 30.cal as the maingunner the sound gets stuck. Like you are shooting a whole magazine, not only just one bullet
2. There seem to be no warm-up time on the 30.cal only seat.
Last edited by TPMichelsen on 2014-12-26 10:13, edited 1 time in total.
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Alpha Release - Feedback Thread
1. Only happens on local servers
2. Could you move the turret already when you fired the 30cal? Test this again tonight, I'm sure it works fine
2. Could you move the turret already when you fired the 30cal? Test this again tonight, I'm sure it works fine

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Chefmoto1
- Posts: 247
- Joined: 2006-09-16 04:17
Re: Alpha Release - Feedback Thread
Will some more of these buildings, which are real nice by the way, be made enterable down the line?
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Alpha Release - Feedback Thread
Those that aren't enter-able will most likely not be made into it. It's much more beneficial to create new enterables from scratch. But you can expect updates and new items in the statics department for sure 
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Dude_Nukem
- Posts: 131
- Joined: 2010-07-25 19:20
Re: Alpha Release - Feedback Thread
First of all, great job!
Was playing on local. Got in the Sherman. In 2nd position, the .30 cal was invisible.
Map layout: LRG
Reliability: Hapened to me once out of one, just felt the need to let you know.
p.s.: hyped for the mod & event!
Was playing on local. Got in the Sherman. In 2nd position, the .30 cal was invisible.
Map layout: LRG
Reliability: Hapened to me once out of one, just felt the need to let you know.
p.s.: hyped for the mod & event!
The dude: Yeah, well, you know.. that's just like, uh.. your opinion man.
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fecht_niko
- Posts: 347
- Joined: 2013-06-29 13:42
Re: Alpha Release - Feedback Thread
Two things I noticed on local that seem unrealistic:
1. Sherman is faster than the boats
2. Destroyed the Sherman with 1 German LAT hit to the side
1. Sherman is faster than the boats
2. Destroyed the Sherman with 1 German LAT hit to the side
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sweedensniiperr
- Posts: 2784
- Joined: 2009-09-18 10:27
Re: Alpha Release - Feedback Thread
The barbed-wire near the atlantic wall - you can easily jump over it inbetween them without taking any damage. Kind of defeats its purpose imo.
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: Alpha Release - Feedback Thread
That's there to make passage for vehicles hard, not soldiers.sweedensniiperr wrote:The barbed-wire near the atlantic wall - you can easily jump over it inbetween them without taking any damage. Kind of defeats its purpose imo.
Last edited by Arc_Shielder on 2014-12-26 14:46, edited 2 times in total.

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Roque_THE_GAMER
- Posts: 520
- Joined: 2012-12-10 18:10
Re: Alpha Release - Feedback Thread
why the Sherman gunner have no zoom? its that intentional as in real life(soucer?) or will be put lather on?
also the main gun reload to fast even for a modern tank. a 7 seconds would fit better.
edit: cold add some commander view for the driver? he cant see much or add a commander seat.
also the main gun reload to fast even for a modern tank. a 7 seconds would fit better.
edit: cold add some commander view for the driver? he cant see much or add a commander seat.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Alpha Release - Feedback Thread
Not sure about the zoom, but most the the info we found had the sherman rate of fire at 20 RPM.
AfSoccer "I just don't see the natural talent."

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Abchaz
- Posts: 33
- Joined: 2014-01-05 11:20
Re: Alpha Release - Feedback Thread
When you build foxholes, they are instantly built, I mean you don't need to dig it. When you build sandwalls or w/e is alternative to foxhole, you need to dig it. Is this how it's supposed to work, or it works like that only in local server ?
Last edited by Abchaz on 2014-12-26 16:37, edited 3 times in total.

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M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Alpha Release - Feedback Thread
The gunner has zoom, but it's fixed at 3x. The main gun fire rate is set to 15 rounds per minute; most sources quote a maximum of 20 RPM. This isn't unusual with manually loaded guns firing fairly light rounds.
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iSmall
- Posts: 82
- Joined: 2012-02-26 23:23
Re: Alpha Release - Feedback Thread
M1 Garant animations happens too fast (not sure about other rifles), but you take switch to garand, animation happens and you can't shoot for like 1,5 sec.
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Arc_Shielder
- Retired PR Developer
- Posts: 1621
- Joined: 2010-09-15 06:39
Re: Alpha Release - Feedback Thread
Unless it breaks gameplay, please do not give feedback about animations. In the OP I've set the parameters to which feedback we would like to be channeled to. The reason for that is some weapons got an "Alpha" treatment so that they could be better balanced and played out (including some of their settings). They do not represent the final version. Ignore them entirely unless you can't really reload, fire, etc.iSmall wrote:M1 Garant animations happens too fast (not sure about other rifles), but you take switch to garand, animation happens and you can't shoot for like 1,5 sec.

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DavidL.Roth
- Posts: 25
- Joined: 2008-09-04 20:24
Re: Alpha Release - Feedback Thread
- B.A.R 360 RPM mode sound is off sync (sound and recoil), sometimes you hear three shots when you fire only two.
- B.A.R reload animation shows rounds is the magazine even though the magazine would be empty.
- Hand grenades give bigger suppression effect than an TNT explosive from same distance.
- M1 Carbine reload animation is bugged, when the receiver is pulled back it goes through ones hand.
- M1 Garand shooting sound sounds "not good".
- M1 Garand rounds in the magazine looks shit.
- Can't choose the Bazooka firing range.
- M16A2 anti-personel mine goes through the ones hand when held in hand. Same with the M1 Carbine.
- M4A1 Sherman cannon "blinks" when it is looked through the drivers slit.
- German officer left wrist appears to be the size of a two year old when throwing a grenade.
- It would be good to be able to put your K98K down and sprint after a shot has been took. Now you have to wait for the reload (bolting).
- You don't have to bolt the K98K at all if you just shoot it and take another item or weapon out, like a knife and then quickly switch back. This way you can also sprint to cover after you've took a shot to the enemy.
- The way MG34 is held in hand and reloaded appears to be higly WIP. Same with Panzerfaust.
- Cannot choose the shooting range with Panzerfaust.
- You can spam the LCVP ramp sound by tapping arrow keys.
Other than that. Fantastic!
- B.A.R reload animation shows rounds is the magazine even though the magazine would be empty.
- Hand grenades give bigger suppression effect than an TNT explosive from same distance.
- M1 Carbine reload animation is bugged, when the receiver is pulled back it goes through ones hand.
- M1 Garand shooting sound sounds "not good".
- M1 Garand rounds in the magazine looks shit.
- Can't choose the Bazooka firing range.
- M16A2 anti-personel mine goes through the ones hand when held in hand. Same with the M1 Carbine.
- M4A1 Sherman cannon "blinks" when it is looked through the drivers slit.
- German officer left wrist appears to be the size of a two year old when throwing a grenade.
- It would be good to be able to put your K98K down and sprint after a shot has been took. Now you have to wait for the reload (bolting).
- You don't have to bolt the K98K at all if you just shoot it and take another item or weapon out, like a knife and then quickly switch back. This way you can also sprint to cover after you've took a shot to the enemy.
- The way MG34 is held in hand and reloaded appears to be higly WIP. Same with Panzerfaust.
- Cannot choose the shooting range with Panzerfaust.
- You can spam the LCVP ramp sound by tapping arrow keys.
Other than that. Fantastic!




