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Re: Brecourt Assault Feedback

Posted: 2012-10-23 18:19
by rodrigoma
thanks psiko for the feedback, I jhave never been there myself but from the research I did and the images I have seens I can guess how it was,

there is a reason why they made these XD
Image

Promote psyko to DEV of hedges

Re: Brecourt Assault Feedback

Posted: 2012-10-23 18:53
by Kloppies
I think the only way to make the hedges well would be with new statics unfortunately. The hedges they have in Forgotten Hope are quite good, but I think PR can do it better ;)

Re: Brecourt Assault Feedback

Posted: 2012-10-23 19:17
by Blondey
T'was good!

Re: Brecourt Assault Feedback

Posted: 2012-10-23 22:27
by Rhino
Psyko wrote:A lot of the hedgerows should not be passable, If you can YOU REALLY SHOULD put invisible barbed wire inside them if possible. I know barbed wire is a networkable but if there is any way of creating a damaging mechanism in place it would make a huge difference. As a kid i used to explore the countryside a lot and spend hours every day going around the fields with my dirtbike. I would look all along the hedges to find gaps, and basically hedges are between 8 and 14 feet thick, a lot bigger at the base than the top, lots of nettles and briers and if you fall in, it will tear your hands and face. it happened me a few times. Even if your a soldier and you lose your footing trying to traverse one your going to be extremely uncomfortable for the rest of the day. and there is no way for a person to get through a hedgerow, especially the older ones.

Hedgerows in real life are almost impossible to get through, its difficult for people who live in cities to know about this but if anybody grew up in european countrysides you would know there are some ubiquitous features that have been neglected.
Its very easy to have non-networkable "barbed wire", you just need it to be non-dest. TBH I would advise against having a material on a fence that could cause serious damage to players and instead just have a col they can't pass, like a wall.

But this for a hedge isn't straight forward since mappers like to rotate hedges in all directions, different heights, sticking out of the ground or really low into the ground, sometimes even stacked etc, since you have only like one hedge you need to try and make look different for a massive row of the same object :p

As such, cols don't work very well with them unless they are all placed upright and in a way that will always work with the col.

The biggest problem is even col meshes can't realistically portray the barrier hedges give in any kind of way. I have put a lot of thought into this in the past but while I have done some things with shrub lines to make it harder for infantry and vehicles to get though, hedges I really couldn't do anything with.
Psyko wrote:Firstly, along most hedges on the field side there are drains, these drain the water from streams, gullies and from rain off the fields and also provide drinking water for livestock, they usually pool at field corners and cows tramp accross them opening up ditches to other fields, these are the most common types of openings in hedges.
The problem with ditches/drains is that when working with 2km, let alone 4km maps, you don't have really much at all to work with in terms of how much detail you can put into a ditch. A ditch in r/l is really less than a meter wide in most cases, and even if you have a straight "V" on a 2km map, that is still 4m wide and god forbid if you try and go round a corner or off the grid :p

Re: Brecourt Assault Feedback

Posted: 2012-10-24 09:12
by Heavy Death
Maybe model some ditches and put them around fields or where needed?

Re: Brecourt Assault Feedback

Posted: 2012-10-28 14:06
by Moszeusz6Pl
I finally found some time to look at this map, and it look awesome, although I found some bugs :)

1. There is a hole in terrain right next to Brecourt mansion, when you can stuck link
2. Few floating object around F1: link1, link2, link3
3. You can see throught wall when using some MGs at Bunker Hill: link1, link2, link3.
4. There is hole in one side of this bunker, not visible from inside.
5. One bug that can be exploited, so I will sent it in pm to you Rodrigoma

Re: Brecourt Assault Feedback

Posted: 2012-11-16 17:37
by Kevokpo
I was looking around the map yesterday in the official server, trying to have a look at St. Marie du Mont, which I haven't seen on both events, and then I saw these two things, which are not crucial to gameplay but it has to be solved anyways. I know it is a day before the event but I just want to make sure you guys are aware of these things

brecourt manor bug - YouTube

you cannot go through there but you can still shoot

brecourt manor bug 2 - YouTube

sorry about the crappy quality I'm buying a new PC soon :D

Re: Brecourt Assault Feedback

Posted: 2012-11-18 01:34
by 40mmrain
I crewed the shermans all round this event, died 6 times. Overall we found them to be pretty useless, but I believe that with a bit of tweaking, this wont be the case. Let me explain

We died once to terrain, my driver drove into a trench with an arty piece in it, which killed us, just lack of map knowledge, and this is not a problem

WE died twice to AT weapons that were FRIENDLY KITS. The american HAT deployed too quickly, so its easy for them to use it without the DB mod making them go black quicker, and stupidly, enemies can utilize your LATs which do a lot to shermans. the M18 should take longer to pull out, and next patch, the enemies wont be able to use your AT at all, hopefully "Black out" times are shortened even more! Those changes would result in much more useful armour.

We got killed once by incendiary grenades. The incendiaries kill shermans pretty fucking easily, this will be fixed next patch, as well

We were only killed once by the enemy armour. The things that are actually supposed to kill a tank. This means that once all those deaths as a result of newness, or game flaws are fixed tanks will be much better! Also hilltop's AT weapons are being removed as well.

Still, the sherman itself is a little unpolished, it lacks some abilities, and feels a bit abrasive. As the driver, you have no way to zoom at all. In PR the driver of the tank basically assumes the role of commander, and driver at once, to simulate this the driver ought to have a sight like the commander would, and the ability to zoom with it. Turning ability when stationary with the sherman is lacking. In other PR tracked vehicles you are able to rotate while at speed zero, however in the sherman this is not possible, makes it a real pain in the *** to drive, and I know the real sherman can rotate. As the gunner, the turret moves quite oddly. I dont know if this is intentional or not, but when you move the turret on any tank in PR but the sherman, once your stop moving your mouse, the turret stops quite quickly, however, there appears to be some kind of mouse acceleration deal where your turret keeps some velocity after you've stopped with any input, this makes it quite tough to aim at anything. Finally, the sherman's cannon has a noticeable deal of deviation which I have a good demonstration of in a video ill upload, causing shots at 300m+ to be really inaccurate.

Once all these things are fixed, the armour might actually be helpful, we stormed bunker hill twice with tanks, and were killed with our own AT and incendiaries, thats it. Attacking bunker hill will be much less of a grind, and the enemy armour might actually have to be smart, once these issues are fixed

Re: Brecourt Assault Feedback

Posted: 2012-11-18 02:48
by Kevokpo
Now we know that we have to attack bunker hill first and then brecourt manor :D

Re: Brecourt Assault Feedback

Posted: 2012-11-18 11:38
by Pvt.LHeureux
40mmrain, all the stuff we encountered yesterday were put in the issues page of the mod :)