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Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2015-12-31 14:04
by Mineral

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2015-12-31 15:56
by solidfire93
perfect game you guys nailed it.... love you all
wish it come out sooner on 1.4

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2015-12-31 17:59
by rattler
One issue that I experienced quite often was how fragile the tanks were. I know it was discussed previously about how weak tanks are but I would like to expand the discussion on this.

Now I'm not familiar with how damage is calculated currently but it seems like a LAT can kill or severely damage a Panzer IV/Sherman from any direction when I was playing on Carentan yesterday. I feel that the damage system should be similar to Battlefield 1942 where tanks would take reduced damage depending on what side it was hit. If that is the case, it was not evident during game-play (Carentan is also hard for vehicles due to the amount of spots to set ambushes). The best damage percentage should be the following:

Front armor: 75% damage reduction.
Side armor: 50% damage reduction but the possibility of getting tracked.
Rear engine: 0% damage reduction.

Of course if you wanted to change these values based on the historical armor of certain tanks that is fine, this is just a general idea.

To anyone who would be upset with the HAT kit not completely destroying a tank, we have to remember that the technology back then was not as advanced as a HAT kit would be in normal PR. Many of the tanks that were destroyed were by gun emplacements and other tank/tank destroyers. "Allied tank casualties from all theaters of WWII 54% of casualties were the result of gunfire. "Gunfire" includes tanks of course, but also includes AT Guns, StuGs, other SPGs, and artillery pieces... The second biggest percent is AT mines at 20%. Noncombat reasons(being stuck in the mud, mechanical breakdown, etc.) was the 3rd highest cause at 13%."

Another thought would be to replace the LAT kit as a standard kit with another kit (2nd rifleman?) and limit the LAT to 5 per team with a 10min cooldown and 1 HAT with 20 min cooldown.

Also on a side note, the commander (4th) position in the Panzer IV should have the player model sitting a little higher to match the 1st person view. I would also like to see the ability to duck into the turret when getting fired at.

Everyone has done a great job on the mod so far. Can't wait to see more! :mrgreen:

Reference: On Allied Tank Casualties in the ETO and German AT Weapons | For the Record

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2015-12-31 18:35
by Nightingale
On Omaha, the most effective strategy for the Americans is STILL to hug the edge of the combat zone. This is very gamey and predictable.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2015-12-31 18:50
by Arc_Shielder
Keep giving feedback guys, we're all discussing it. Thank you for your cooperation!

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2015-12-31 19:05
by rattler
Nightingale wrote:On Omaha, the most effective strategy for the Americans is STILL to hug the edge of the combat zone. This is very gamey and predictable.
The reason this continues to happen is because of the terrain itself. The beach is not as long on the west side of the map so people go for that instead. I wonder what would happen if vertical rocks were placed on the hill so that it was too steep to climb to the white house. That would discourage more people from going west. Also I feel the pak gun in the center bunker on the beach is unnecessary, as a machine gun nest would be better for balance. The problem is that removing that pak encourages more advance on the west side since that gun is the only one I know of that looks west.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2015-12-31 21:37
by Nightingale
rattler wrote:The reason this continues to happen is because of...
In the current version of Omaha, the combat zone prevents the German machinegunners from walking up to the fenceline at E5 and shooting down at the beach. This limitation felt really artificial in alpha-testing, and it still feels really artificial right now. To dis-incentivize hugging the combat zone for the Americans, I think the combat zone should be adjusted so that Germans are able to cover the edges using their ARs/MGs, like this:
Image
I think this would fix the "edge-hugging" problem (but at the same time it would take away the most effective strategy the Americans have for storming the beach).

Additional feedback I have about Omaha:

[1] The beach capzones don't serve any strategic role. The Americans are going to storm the beaches regardless of whether or not they are there. Do these capzones exist only so that the game knows when to spawn the repair bay?
[2] Germans should not be able to walk onto the beach, at all. The combat zone from alpha-testing was better.
[3] If we had some static destroyed LCVPs on the beach/shoreline (some on fire, some smoking), that could provide a little bit more cover for the American INF once they land on the beach.
[4] The new transport trucks that the Germans have make it quite easy to keep the mortars and PaKs constantly resupplied. In alpha-testing the Germans had fewer vehicles which made using the mortars a logistical challenge.
[5] (probably really over the top) The 8 person capacity of each LCVP causes inexperienced SLs to load 8 men into one boat and then die to the PaK. We know from experience that the best way to utilize the LCVPs is to simultaneously deploy as many crafts as possible (with ~3 people in each) so that some American INF are able to survive the German defenses. Maybe you guys could encourage the Americans to do proper assaults by reducing the capacity of each LCVP to only 4 people?

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-01 02:58
by FluffyThumper
Image
Floating hay on Carentan, F9 area i believe?

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-01 04:47
by MONTE246
Suggestions for future game mode, insurgency type by player CraaayZ. Germans v. French Resistance.

I agreed and thought it would be neat to see Germans tasked with routing french resistance forces from town along the countryside or in urban setting. Disabling supply stores and communications centers (caches). French have a mix of US, British, French, and maybe captured German weapons. Civilians can be arrested. Maybe German forces are the SS if that is acceptable.

Also, desert maps from the North Africa campaign would be neat. AAS on something like El Alamein or Kasserine Pass. US v. Afrika Korps or UK v. Afrika Korps. This shouldn't be taxing on the devs. A lot of assets from normal PR could be used.

Sorry if there is a suggestion thread for this kind of content, I couldn't find it.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-01 06:33
by sf17k
Omaha is too easy for Americans.

I was manning an MG nest, their boats just sprayed and prayed my general direction and my screen was blurry the entire time. Couldn't do anything, so I manned the PAK gun instead. Their tank fired a smoke round and completely blinded me. What's the point of the gun if I can't use it? Then they area attacked so we couldn't shoot their infantry while they ran up to the PAK and blew it up with frag grenades. It was destroyed after 3 frags and we couldn't repair it. So we couldn't stop their boats or tanks from landing anymore. Great.

All we had left was the mortars. Which prevented them from building FOBs on the beach at least. But since we couldn't use MGs/PAKs to stop the boats, they just came in those instead. Then spammed area attacks every 10 minutes to push up to our trenches. Where their breachers took out our mortars one by one.

So basically I was blind the whole time and our team had nothing to defend with. Then we got steamrolled on the rest of the flags because they have tanks and we have crappy wagons. Completely unfair gameplay experience. Americans OP, plz nerf.

Okay, okay, none of that happened. But it could! So please don't ruin this amazing map by making it fair or balanced. I actually like the challenge. Losing is half the fun of playing, so I don't see what anyone's complaining about. Besides, what other map in PR requires a commander?

This is gaming excellence at its finest. Keep up the good work!

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-01 16:04
by shahram
guys this beta is till 3 Jan. please do something about servers. I see the connection error quite often. they make me nervous. I think they are potatoes and not servers.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-01 17:38
by curahee150
sf17k wrote:Omaha is too easy for Americans.

I was manning an MG nest, their boats just sprayed and prayed my general direction and my screen was blurry the entire time. Couldn't do anything, so I manned the PAK gun instead. Their tank fired a smoke round and completely blinded me. What's the point of the gun if I can't use it? Then they area attacked so we couldn't shoot their infantry while they ran up to the PAK and blew it up with frag grenades. It was destroyed after 3 frags and we couldn't repair it. So we couldn't stop their boats or tanks from landing anymore. Great.

All we had left was the mortars. Which prevented them from building FOBs on the beach at least. But since we couldn't use MGs/PAKs to stop the boats, they just came in those instead. Then spammed area attacks every 10 minutes to push up to our trenches. Where their breachers took out our mortars one by one.

So basically I was blind the whole time and our team had nothing to defend with. Then we got steamrolled on the rest of the flags because they have tanks and we have crappy wagons. Completely unfair gameplay experience. Americans OP, plz nerf.

Okay, okay, none of that happened. But it could! So please don't ruin this amazing map by making it fair or balanced. I actually like the challenge. Losing is half the fun of playing, so I don't see what anyone's complaining about. Besides, what other map in PR requires a commander?

This is gaming excellence at its finest. Keep up the good work!
Most games it stops being fun, when Omaha/whatever place slightly inland of the place you finally got a fob up, becomes a meat-grinder, and while eventually, the Americans will push out of that, it is much too late for them, as they run of of tickets. There are just too many places where the landing craft are taking fire to hit them with an area attack, and then succeed because of that.

While I understand concern for it being so "balanced" it doesn't become historical or realistic anymore. I don't that having more artillery and in shorter intervals and the Germans having less tickets, would do that.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-01 20:30
by Mattytoosack
I just want to say you can win Omaha Beach as the US, since the last patch.

I played Omaha Lrg a right after the patch as the USA and we manged to win by about 150 tickets capping all the way to viervile where we got stalled. It was the first game based played after the patch. So it is doable, but you literally have do what sf17k said, and that will let you get off the beaches. Now I will say they did not use their mortars effectively, but they still killed a few. Allowing our FOBS to be up a bit longer. Pretty sure we didn't even have a commander until we needed area attacks, the squads just talked to each other and got the job done.

Number one mistake I always see people do as the US is on charlie sector their goal is to take the white house. When it should really be the trenches as thats the flag. The US weapons beat the Germans at CQB 10 to 1. Once you get that first trench its pretty much over then you can attack from anywhere using the hedges to get behind their lines. This was a full 50 vs 50 server and yea it took about two and half hours, but it was worth it when this came up.
https://imgur.com/gallery/gEbOlEd/new Kills were pretty even, only with a 10 or 12 kill difference towards the end.

Bugs:


I noticed while playing: (I may go over some that have been fixed or mentioned before and I realize that most if any wont be fixed by the 3rd.)

Game Features:

On the Divsul server the boats on Omaha std never spawned. They then ran next to Omaha LRG and boats still did not spawn. Dont know if thats server side or what, though it would be worth mentioning. (that was 31st of December at about 6 or 7 PRT.)

Also, within the past day, I have not been able to play a full match of WW2 due to instability and thats on Based, ODS, and Divsul combined.

Weapons:


Only being able to reload the M1 garand after all the ammo is empty.

MG34 sights are unpleasant to use(To Me)

STG has a horrible fire rate compared to the Thompson.

M1 Carbine sounds like it has a suppressor.

MP40 still very slow to reload

Sometimes it lags when you zoom in with a KAR98 (bounces you back out), also pulling the bolt back twice sometimes.

German grenade in my opinion takes way to long to throw.

More regular kits could use smoke. IE rifleman alt

Vehicles:


PanzerIV Ausf. D on Carentan STD can't request crewman kits

I do feel as if armor is very weak. I have yet to play in a tank but when im infantry I have like no fear of armor as Germany or USA.

Suggestions:

1. Maybe make Paks and M3's as deploy-able AT, but ammo for only about 2 or 3 shots? I know it may not be historically accurate but it would be cool to add.

2. Battle of the bulge map? 4k Tanks, infantry, planes and snow! Stukas and P51's Hint hint wink wink :p

Anyway, great job with the mini mod guys, really enjoyed it and am looking forward to the next phase of it! :-)

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-01 20:51
by PatrickLA_CA
Mattytoosack wrote:
Bugs:


I noticed while playing: (I may go over some that have been fixed or mentioned before and I realize that most if any wont be fixed by the 3rd.)

Weapons:


Only being able to reload the M1 garand after all the ammo is empty.
That is not a bug, it's how it works IRL too.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-01 22:01
by SkyEmperor
Right, I've played the WW2 for a couple of hours, and infantry is ok imo.

But armor is way too unbalance, I mean, playing armor on regular PR is a challenge but on this minimod it's become quickly impossible to do something.

The turrets turn very slowly, so if you get flanked RIP in pepperonis. Everything is a threat: LAT,HAT,terrain,bushes,nme armor, the unbelievable amount of cannons made in German steel.

Optics should be bit better, it is barely effective as an ACOG.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-02 02:20
by Ratface
Posting this for myself:

Happened on Omaha randomly just before the game ended. CTD. Just to me as far as I know.

Image

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-02 02:29
by Ratface
OK, and as a quick aside, just got done playing a match commanding the US on Omaha, Lrg on BASED.

EPIC!

All I can say to everyone is that you need a commander and you can't get demoralized by how many attempts you have to make capturing the beaches. It took us around 4 landing attempts to capture the first beach head, another 4 or so to capture the last two, and from there we had some FOBs up and were able to assault WN73, along with all of the pak emplacements.

Everything after that went pretty damn smoothly. between our armor and area attacks we were able to take the other bluff flags on our first assault, and with the vehicles that spawn (Logis and halftracks) with the US capture of the bluff flags we were able to keep our assaults going with relative ease.

I'm not saying that every game goes this well, especially since we won with 39 tickets capping the Germans out and holding them off at the church, but god damn if you have a commander and experienced squad leaders you can win this map with one hell of a fight.

Good work, team!

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-02 03:00
by Journeyboy
I installed PR and WW2 beta but upon loading all environmental stuff on server connect the program suddenly closes. What do I need to fix?

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-02 03:56
by Nightingale
'[R-CON wrote:Ratface;2113431']Posting this for myself:

Happened on Omaha randomly just before the game ended. CTD. Just to me as far as I know.

Image
Yep, one of my friends and I got this kind of crash before too. On Omaha but never Carentan.

Re: PR:WW2 Beta Release - Feedback Thread

Posted: 2016-01-02 04:18
by GODBLESSEU
So far I've not seen many critical bugs, nothing to say about that just sometimes servers crash.

Map-gamemode suggestion

Air raids - Bombers/Attackers must destroy the targets, the defending team starts in airfields or AA trucks while the raiding team spawns in the air.

War - Allies and Axis face off in a battle where each one of the sides have: 5 hidden bases, one airfield/weapon factory/carrier, and 3 main flags. Each asset destroyed is a massive loss of tickets.

Meat and Metal - German V.S Soviets, where germans must hold an area long enough from massive waves of soviet forces. The game ends when soviet forces have ocuppied x ammount of time in the perimeteer. Soviets have 10x more tickets than the german forces and have 5 second cooldown when killed, no medics, only rifleman. Germans cant have armored support but can access all other classes.