Re: What is the focus of devteam right now?
Posted: 2017-07-23 20:29
You guys have the wrong approach towards realism.
You respawning is not unrealistic since it represents new reenforcements, meaning you basically play a new soldier after every respawn.
Medic system is of course unrealistic though. But that's ok, imo you can make some compromises for gameplay when it comes to mechanics like medic system and reenforcements. Although i still wish medic couldn't treat people that got hit by larger cartridges or explosives.
What i mean by realism is always giving weapons and vehicles the exact properties and behaviour they have IRL, like speed, ballistics and firepower instead of making up those values based on 'balance'.
Of course there are limitations to that too though. Because the engine can't simulate those things properly and on a grand scale, many times you are forced to make adjustments to vehicles or weapon systems to make them playable.
For example make jets slower and singnifantly reduce engagement distance for jets because of the map size and view distance.
But as long as the engine doesn't get in the way, i think you should always go for realism first when it comes to vehicles and weapon systems.
You respawning is not unrealistic since it represents new reenforcements, meaning you basically play a new soldier after every respawn.
Medic system is of course unrealistic though. But that's ok, imo you can make some compromises for gameplay when it comes to mechanics like medic system and reenforcements. Although i still wish medic couldn't treat people that got hit by larger cartridges or explosives.
What i mean by realism is always giving weapons and vehicles the exact properties and behaviour they have IRL, like speed, ballistics and firepower instead of making up those values based on 'balance'.
Of course there are limitations to that too though. Because the engine can't simulate those things properly and on a grand scale, many times you are forced to make adjustments to vehicles or weapon systems to make them playable.
For example make jets slower and singnifantly reduce engagement distance for jets because of the map size and view distance.
But as long as the engine doesn't get in the way, i think you should always go for realism first when it comes to vehicles and weapon systems.