Mineral,
Thanks so much for the manual. I've been playing since 0.5 and have just finished reading the new manual cover-to-cover.
I used to be a copywriter/editor in my previous job, and have picked up on a few things I'm hoping you can tweak/clarify before your next edition is published.
There are a number of grammar/sentence structure issues but I haven't highlighted most of them because there's no need to be so picky. I've highlighted some though.
Here are my suggested edits:
Page 4 -
If you don’t want to use Torrents you will find mirrors for direct HTTP downloads threw our forums. (Should be 'through') - Same at the bottom of
Page 41 re IR-blocking smoke. Through, not threw.
Page 13 -
The commander rally point. This RP can only be placed by the commander, provided multiple squad’s leaders are in the vicinity of the CO. On the map this will be a rally point with a “C” next to it. (Isn't it 5 squad members + 1 squad leader?)
Page 14 -
To have a estimation of the amount of rounds left in your magazine you can open the communication rose ("To estimate the number of of rounds")
Page 17 - Is it not worth mentioning that the vehicle depot automatically heals players too, or has this been removed?
Page 19 - Mortars section doesn't explain that range can be found via the spawn screen map; including this will stop people pestering the SL to read his marker range
Page 23 - Weren't the warm-up timers of stationary emplacements lowered by 5 seconds in 1.3? I.E. AT-emplacement is now 10 seconds, not 15, and AA is 5, not 10 (though the manual says 7?)
Page 25 - It says DMRs has bullet drop for targets "up to 600m away". Isn't it the case that there is no bullet drop up to 600m, but you must compensate for bullet drop against targets that are "
more than 600m away"? Or is that only for Sniper Rifles (I notice that the Sniper Rifles section states this).
Page 26 - Re HATs: "The armor of a tank is at its weakest at the rear of the vehicle and on the top of the turret. Alternatively the strongest side of the tank is the front." Alternatively should be Conversely, as in the opposite of the weak side. 'Alternative' would be more appropriate if striking a different point achieved the same outcome.
There is no mention of land mines except that a wrench/repair kit can remove them. This has been the case for the last few versions and I think it needs including because the Combat Engineer is a very useful but under-used kit. The following questions need to be addressed:
- How many mines can a player place at once?
- How long will they stay on the map so long as the player is alive?
- How long will they stay on the map after the player has died?
- Is the longevity of a mine directly%S linked to the life of a player, or the presence of THAT engineer kit on the map? (I.e. can the engineer die, and recover that same kit to maintain the minefield)?
- How many "MINES" map markers can a combat engineer place? The "Spotting Enemies" section on page 34 says "Each player can place up to 3 markers which stay for 5 minutes." - Is this the case for the mine markers?
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I notice 'threw' is used about 3 places where 'through' should be. It's one of those funny words in the English language that sounds the same as the different ways of spelling it, but means something different. As an example, you see 'through' something like "looking through the window" or "going through enemy lines", where as threw is the past tense of throwing something, like "I just threw my rubbish in the bin".
Try this one on for size:
"I just threw a grenade through the window. I thought they'd thoroughly enjoy it, though!"
Ah the English, aren't we daft?
