Ok I have seen this list for the minimod before and it just kind of hit me outta nowhere...when you say "Kill & Hit Indicator removed" are you talking about the points on the screen when it tells you from which direction you are getting hit from?? The only reason I ask is because, if that is what you are talking about it would actually take away realism IMHO. In real life youâ$™d be able to tell which side of your body got hit, but in games you can't feel that stuff so you need some sort of 'guide' per ce.
Now, just confirming, when you say you are "Adjust[ing] Physics of Vehicles and Characters" are you getting rid of the whole 'I shoot someone and then they leap into the air flailing their limbs as though every joint in their body became detached'? Are the physics going to be more on par with that of CS:S and HL2? I hope so...
The kill and hit indicator i believe would be your on screen pointer and when you hit somone it flashes. Only way being able to aim would be via iron sights and hopfully they wil be adding blood so you can see when you hit them. if they dont add blood then its a bad idea to remove an indicator.
and yea i hope your right about the way things move because when you get hit by an artillery your body flyes whole about 300ft in to the air...
Wait, are the nametags above ALL players being removed too? I remember that worked very well in XWWII, even though snipers would get an eventual teamkill, but that really just added to the realism. And fun, I might add.
And yeah I hate when I shoot someone in the leg, kill them and they jump like 5 ft in the air. The current physics just seem too 'floaty' like in UT2k4.
From what I understand, things like physics will be no more flying bodies after being shot, no more tanks getting bogged down on a 30 degree sloop, etc. Im pretty sure the Hit & Kill indicator is the X that flashes when you hit someone, and Im pretty sure the indicator that tells you where you were shot from is staying, and I wouldnt worry about it to much, because if you are caught out in the open, you're pretty much dead anyways in PR.
having no name tags flash up on an enemy would be one of the biggest improvements you could make. as long as its forced to everyone. i just flash my cursor around waiting to see red. be more fun if you could actually hide in a bush and not be found instantly.
I was playing on Bocage with nu XWW2 clan, and we we're doing pretty good. Some 13 minutes left before the round ends. Well, I was transporting my sarge to the field in a jeep since I was a driver, and out of the thick bushes comes a tiger tank! I panic and try to avoid getting shot, but it hits under my left wheel and sends us flying. My sergant dies on impact, but I manage to hump away with 4% life left. I hear the tank approach, but luckily for me, there was no nametags, which meant it was forced to drive past and take for granted we where dead. The smoke from the jeep soon became a roaring fire, and then it exploded. There were no radio commands, so I set off over an open field in the hopes a group of my guys would spot me first. Suddenly, I saw the other teams, the Germans, approaching me in a halftrack. They didn't shoot though, as they were unsure wether I was a friend or foe. a luitenant took his binoculars and got a good look at my uniform, and yelled fire! And that was exactly when they got hit by the P-51. Lucky for me eh?
Well, he eventually turned around and fired after me too, and he was one of the best pilots I've ever seen, so of course he got me. But that's the kind of kill I can easily forgive.
Also, another simple question is, are you guys going to be adding wadding sounds?? Like, when walking through shallow water. As of now it sounds like I am walking on dry ground...it would also help when listening for enemies.
Tonedef wrote:Also, another simple question is, are you guys going to be adding wadding sounds?? Like, when walking through shallow water. As of now it sounds like I am walking on dry ground...it would also help when listening for enemies.
Them sounds are in BF2 - i first noticed on the stalemate map where you walk in to puddles and you hear the squelsh noise
That just isn't enough. When you go bolting through waist deep water (which should slow you down BTW) squelch noises just aren't accurate or realistic. Also when vehicles blast through the water there should be lots of loud water noise...I think doing this would help the submersion into the game.
Another thing would be, do you plan on increasing the time it takes for a submerged vehicle to 'explode'? Because I was just playing and went over a missing bridge (oops!) and leaped out of the vehicle before it hit the water and started swiming, then the vehicle blew up right as it fully submerged taking most of my life
Yes, exploding tanks and vehicles is not only lame, but unrealistic. BF2 does it because their vehicles respawn like 5 seconds after you blow it up. Meaning you would have about 300 vehicle wreckages by the end of the round. So I suppose fading wreckage and exploding vehicles in BF2 does have some use, but only because of the BF2 style gameplay.
However, when a tank takes a certain amount of damage it usually doesn't just magically catch of fire and explode. So, yeah, I think keeping the tank wreckage may be nice. Not that black charred wreckage either. This way perhaps you could still tow it back to base and repair it.
FH did a real nice job of wreckage, it wasnt just charred and black, it actually looked like it got messed up rather than being set on fire and smashed around alot.