Alpha Release - Feedback Thread
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Chapple
- Posts: 14
- Joined: 2011-12-04 00:48
Re: Alpha Release - Feedback Thread
In my opinion, around playing at least 5 hours today, cut evenly in half between both sides, here's what I recommend:
From US Standpoint:
-If possible, I highly recommend hedgehogs/Belgian Gates/other beach defenses be able to be destructible by equipment available in the U.S. Combat Engineer kit. This includes bangalores, satchels and other related historical explosive equipment. The main reason for this is to allow U.S. armored vehicles to move on the beach easily, of course not just given to the US Team but by actions done by players. The only areas there is really any possible passage of armor is on the far flanks in the outside zone which results in the death of crew usually.
-Rather a possible idea but certainly a legitimate one is the ability to have mines on the beach in certain designated areas.
-When in the Higgins Boat, other people in the boat appear standing when through one's viewpoint their person is crouching. I don't know if this is to protect the individual when incoming rounds or a glitch, but I was somehow killed by magical Armor Piercing MG42 rounds en route to the beach. I'm actually standing I think you should be able to see over, or if you're crouching to have legit protection.
-Flamethrowers. Add those. Would be great.
-M1 Carbine sometimes has random inaccurate shots around half a meter to the left or right which can effect shots greater then 50 meters.
From the Wehrmacht standpoint:
-Like said a few times before (oddly not stated in this thread as much as I thought) the Germans lack a huge portion of tickets. In a game today the Allies were fully unable to get off the beach, at most past the trenchline, and yet they still won the game. I have yet to see the German team win a game, even through full coordinated teamwork, due the amount of tickets being way less then the Allies and even worse when the Allies are winning and the amount of ticket bleed.
-Another thing touched on that I think needs to said is the increasing of fortified positions. Asides from PAK-40 bunkers on the Western side, which is where almost all attacks from the Allies came from from my 5+ hour playthrough of the map from both sides, the only legitimate strong bunkers are in Dog Green. I think there should be more bunkers, more pillboxes and so forth. Basically, an easier defensible line for the Germans.
-One thing that hasn't been touched on by people of the forums but by in-game conversations is the betterment of the Wehrmacht trench systems and their placement. Historically, several Wehrmacht soldiers were in the trenches and fired down onto the beach. Several sandbag emplacements aside from pillboxes and bunkers were used in the trenchline. Overall, the trenchline isn't very effective. In each of my Wehrmacht games, anytime we defended a location from attack other then on the left flank required soldiers to jump out of the trench, run forward, and shoot with their weapons which commonly resulted in casualties because they were in the open and Allied team members typically stayed in the several Higgins boats to provide an onslaught of HMG fire. To fix this, I believe that trenchline should be moved forward, in a war where vegetation doesn't hinder eyesight of the coast (only up until the base of the hill, so any Allied soldiers who are lucky enough to make it there have a tactical advantage of defilade and concealment) but will still allow the defenders to have cover and continue shooting.
-Trenches Pt2: Another thing that I believe is a problem is no shooting platforms in the trenches. Like I said, soldiers have to jump out of the trench, move forward, and shoot in the open to attack Allied soldiers, which commonly results in Wehrmacht deaths. The shooting platforms allows cover and the ability to shoot, and anybody not on the platform has at least their whole body length below ground to allow for cover. This can possibly cover for the problem of having to move the trenches to where they slant in a way to allow shooters to engage from the trench. If platforms are included, make them so people can get to them without jumping.
-Trenches Pt.3: More of a possibility than legit problem, but if trenches near the bunkers could be made of concrete, that would be helpful. The huge amount of barrels and crates is annoying, but nonetheless realistic because of constant construction of the Atlantic wall.
-Trenches Pt.4: Not sure if a problem for everybody, but the stairs when entering from outside the trench are elevated so you have to jump up to get on the stairs, which one can just jump in the trench without damage which defeats the point of the stairs. Perhaps lowering the stairs to be equal with ground next to the trench for easy accessibility? Not much of a problem but rather bothersome and is an annoyance.
-Inability to zero the Panzerfausts seriously resulted in the ineffectiveness of LAT Riflemen on the Wehrmacht team. I know how the Panzerfaust works...it's not a long range weapon and isn't a rocket so it doesn't shoot straight for long ranges like the Panzerschreck but it does serve as a good anti-infantry tool and many times a LAT Rifleman got within range of a Sherman and had to guestimate the range because of no zeroing.
-Emplaced MG42 positions, like PAK-40 positions but found in heavy bunkers, not just anywhere. Would help for the ability to repel against infantry that typically close in on AT bunkers.
Aside from these things, many of which aren't bugs but suggestions shared by several players today I really enjoyed playing both sides of battle. US was really fun because it actually gives you a small adrenaline rush running through tons of MG42 and other German weapon fire in the open on the beach, while PAK-40's fire away. It's funny because my first boat first time I was playing US got destroyed by a PAK40 and I didn't get to enjoy the slaughter of the first wave. Playing German, it was quite a sight to see several explosions in the water, and many boats exploding and the Shermans getting hit while MG42 tracers fly across the beach. This is a very well done mod for it being in version 0.01, and I bet there will be nothing but full success of this in months to come.
Edit: I agree with Small. The uniforms looked practically identical in nature except when close up. From over 50 meters it's hard to tell the difference of an American and German (I guess that's how it was in the old days?) and you could only really tell by what direction he was moving and shooting. The Germans are light blue and Americans are tan is how we distinguished them midgame.
From US Standpoint:
-If possible, I highly recommend hedgehogs/Belgian Gates/other beach defenses be able to be destructible by equipment available in the U.S. Combat Engineer kit. This includes bangalores, satchels and other related historical explosive equipment. The main reason for this is to allow U.S. armored vehicles to move on the beach easily, of course not just given to the US Team but by actions done by players. The only areas there is really any possible passage of armor is on the far flanks in the outside zone which results in the death of crew usually.
-Rather a possible idea but certainly a legitimate one is the ability to have mines on the beach in certain designated areas.
-When in the Higgins Boat, other people in the boat appear standing when through one's viewpoint their person is crouching. I don't know if this is to protect the individual when incoming rounds or a glitch, but I was somehow killed by magical Armor Piercing MG42 rounds en route to the beach. I'm actually standing I think you should be able to see over, or if you're crouching to have legit protection.
-Flamethrowers. Add those. Would be great.
-M1 Carbine sometimes has random inaccurate shots around half a meter to the left or right which can effect shots greater then 50 meters.
From the Wehrmacht standpoint:
-Like said a few times before (oddly not stated in this thread as much as I thought) the Germans lack a huge portion of tickets. In a game today the Allies were fully unable to get off the beach, at most past the trenchline, and yet they still won the game. I have yet to see the German team win a game, even through full coordinated teamwork, due the amount of tickets being way less then the Allies and even worse when the Allies are winning and the amount of ticket bleed.
-Another thing touched on that I think needs to said is the increasing of fortified positions. Asides from PAK-40 bunkers on the Western side, which is where almost all attacks from the Allies came from from my 5+ hour playthrough of the map from both sides, the only legitimate strong bunkers are in Dog Green. I think there should be more bunkers, more pillboxes and so forth. Basically, an easier defensible line for the Germans.
-One thing that hasn't been touched on by people of the forums but by in-game conversations is the betterment of the Wehrmacht trench systems and their placement. Historically, several Wehrmacht soldiers were in the trenches and fired down onto the beach. Several sandbag emplacements aside from pillboxes and bunkers were used in the trenchline. Overall, the trenchline isn't very effective. In each of my Wehrmacht games, anytime we defended a location from attack other then on the left flank required soldiers to jump out of the trench, run forward, and shoot with their weapons which commonly resulted in casualties because they were in the open and Allied team members typically stayed in the several Higgins boats to provide an onslaught of HMG fire. To fix this, I believe that trenchline should be moved forward, in a war where vegetation doesn't hinder eyesight of the coast (only up until the base of the hill, so any Allied soldiers who are lucky enough to make it there have a tactical advantage of defilade and concealment) but will still allow the defenders to have cover and continue shooting.
-Trenches Pt2: Another thing that I believe is a problem is no shooting platforms in the trenches. Like I said, soldiers have to jump out of the trench, move forward, and shoot in the open to attack Allied soldiers, which commonly results in Wehrmacht deaths. The shooting platforms allows cover and the ability to shoot, and anybody not on the platform has at least their whole body length below ground to allow for cover. This can possibly cover for the problem of having to move the trenches to where they slant in a way to allow shooters to engage from the trench. If platforms are included, make them so people can get to them without jumping.
-Trenches Pt.3: More of a possibility than legit problem, but if trenches near the bunkers could be made of concrete, that would be helpful. The huge amount of barrels and crates is annoying, but nonetheless realistic because of constant construction of the Atlantic wall.
-Trenches Pt.4: Not sure if a problem for everybody, but the stairs when entering from outside the trench are elevated so you have to jump up to get on the stairs, which one can just jump in the trench without damage which defeats the point of the stairs. Perhaps lowering the stairs to be equal with ground next to the trench for easy accessibility? Not much of a problem but rather bothersome and is an annoyance.
-Inability to zero the Panzerfausts seriously resulted in the ineffectiveness of LAT Riflemen on the Wehrmacht team. I know how the Panzerfaust works...it's not a long range weapon and isn't a rocket so it doesn't shoot straight for long ranges like the Panzerschreck but it does serve as a good anti-infantry tool and many times a LAT Rifleman got within range of a Sherman and had to guestimate the range because of no zeroing.
-Emplaced MG42 positions, like PAK-40 positions but found in heavy bunkers, not just anywhere. Would help for the ability to repel against infantry that typically close in on AT bunkers.
Aside from these things, many of which aren't bugs but suggestions shared by several players today I really enjoyed playing both sides of battle. US was really fun because it actually gives you a small adrenaline rush running through tons of MG42 and other German weapon fire in the open on the beach, while PAK-40's fire away. It's funny because my first boat first time I was playing US got destroyed by a PAK40 and I didn't get to enjoy the slaughter of the first wave. Playing German, it was quite a sight to see several explosions in the water, and many boats exploding and the Shermans getting hit while MG42 tracers fly across the beach. This is a very well done mod for it being in version 0.01, and I bet there will be nothing but full success of this in months to come.
Edit: I agree with Small. The uniforms looked practically identical in nature except when close up. From over 50 meters it's hard to tell the difference of an American and German (I guess that's how it was in the old days?) and you could only really tell by what direction he was moving and shooting. The Germans are light blue and Americans are tan is how we distinguished them midgame.
Last edited by Chapple on 2014-12-27 04:49, edited 1 time in total.
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curahee150
- Posts: 187
- Joined: 2013-07-11 16:14
Re: Alpha Release - Feedback Thread
just my opinion, but I think the area attack time is fine were it is, I think just adjusting the tickets, and German defenses is good enough. Also I would make the Shermans un respawnable until the beaches are capped, as only 2 amphibious tanks made it ashore.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
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camo
- PR:BF2 Developer
- Posts: 3165
- Joined: 2013-01-26 09:00
Re: Alpha Release - Feedback Thread
Germany needs an extra logi, especially if a squad want to do mortars.
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Jamaican
- Posts: 184
- Joined: 2007-05-27 21:04
Re: Alpha Release - Feedback Thread
H7 kp4 says out of bounds,
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Ratface
- Retired PR Developer
- Posts: 962
- Joined: 2011-04-21 18:57
Re: Alpha Release - Feedback Thread
Yup, we're thinking about possibly either giving an additional logi or a regular transport truck to help out (thinking about it, haha).camo_jnr_jnr wrote:Germany needs an extra logi, especially if a squad want to do mortars.
We ran a mortar squad (3rd round of the event) where I was driving the logi truck for a solid half an hour back and forth constantly giving out ammo. It's doable, even if you also have the rest of the team to deliver to, but it does require a dedicated few people to constantly run supplies.
Makes you really second guess each round you're about to lob down the beach though, gotta admit
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DavidL.Roth
- Posts: 25
- Joined: 2008-09-04 20:24
Re: Alpha Release - Feedback Thread
The quote king quotes again!SShadowFox wrote:
1234567890
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KaB
- Retired PR Developer
- Posts: 1016
- Joined: 2011-12-12 12:38
Re: Alpha Release - Feedback Thread
We cant do much about the MG34 anim.
Most of all the models arent from us and we can barely edit them : the MG34 wasnt openable, and doesnt have any bullets to slide from the mag, so what we have is pretty much all I could do with it and how it'll be for the release.
Most of all the models arent from us and we can barely edit them : the MG34 wasnt openable, and doesnt have any bullets to slide from the mag, so what we have is pretty much all I could do with it and how it'll be for the release.
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Lovvi
- Posts: 27
- Joined: 2012-03-17 13:57
Re: Alpha Release - Feedback Thread
I think the Pak guns are somewhat awkwardly positioned as they only fire at infantry that has already closed up. I know it's for balance and whatnot, but atm the allied tanks can just shoot an HE round into the bunkers without the Pak being able to fire back.
As user Chapple already pointed out, better trench system - being able to fire at the enemy without having to jump out of the trenches would be nice. Also, having some MG placements up would be nice as well.
As user Chapple already pointed out, better trench system - being able to fire at the enemy without having to jump out of the trenches would be nice. Also, having some MG placements up would be nice as well.
"we cant look backwards , the world keeps moving and thats what we should do as well look forwards , upwards , towrds the future" - CrazyHotMilf 2013
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
The PAK guns were positioned like that back then. And if we'd rotate them, the US would complain that their landing crafts would blow up all the time
.
MG emplacements: build them! I've seen people do it, go for it. Also guys, man the Tobruk bunkers with your MG34 or MG42.
The trenches were like this back then and were meant to go from A to B, not to shoot from. We're not going to move them.
I'm sure we'll make some changes here and there, but that would mostly be gameplay related, not moving entire trenches.
MG emplacements: build them! I've seen people do it, go for it. Also guys, man the Tobruk bunkers with your MG34 or MG42.
The trenches were like this back then and were meant to go from A to B, not to shoot from. We're not going to move them.
I'm sure we'll make some changes here and there, but that would mostly be gameplay related, not moving entire trenches.

- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Alpha Release - Feedback Thread
Some comments from a dev-standpoint:
-more destructible objects on the beach.
Not really possible unless we lower the amount of objects on the beach by about 20x less. There is a limit on the amount of destructible objects and there is another one on networkables, so this is out of the question to add more destructibility to the map in great numbers.
-the animations on the boat(where it appears you are a small person) will be fixed at some point.
-flamethrowers
I believe most of it is ready, it's just extremely hard to get it working ingame when it comes to how it animates as a weapon and a kit geometry.
-'random inaccurate fire': doesn't exist. it's called deviation and it's quite normal ingame right now. But obviously requires some tweaking before release
Same with the recoil patterns.
-there are tons of objects in the trenches on which you can sit already to peak out, and the tobruk bunkers as well. Also, from all what I have seen, threnches is most of normandy were for walking, not as a defensive 'shoot to beach' kinda thing.
-there is a 100m panzerfaust and a 60m one. use the right one for the right target. This is how the weapon is designed
-american unarmed kit is visible cause it's a actual visual kit unlike most factions
It looks pretty good so we decided to keep it.
-we hopefully will find the reason for the floating US kits soon and fix it
-pr weapons with no scope do not use artificial zoom and probably won't for the future.
-the map is accurate and the lack of bunkers is probably.... cause there weren't that many in the first place. And it should stay that way if you ask me cause authenticity is quite important IMO
And playing as a german, it's quite easy to defend the beach. just don't have to stand out on the horizon.
-the guys who didn't read the OP about feedback on sounds and animations should really stop posting...
-at first I also wanted a hook on the specialist, but there is really no need for it gameplay wise and authentically wise. I don't seem to miss it.
-There is one camo of the germans that has a similar color the the americans. All others are very different(go check the files). So just like in normal PR, confirm your targets
Personally PRWW2 is in good shape from what I can see. Some balancing of the weapons, some more finish in audio and animations and obviously more maps and it's good to go
I think the only thing omaha needs improving on is a bit more visibility in the trenches and defense possibilities behind them (now it's straight from trenches to open fields), not much things in between. And 100 more tickets for the germans to counter the flag capping.
Thx for the feedback!
-more destructible objects on the beach.
Not really possible unless we lower the amount of objects on the beach by about 20x less. There is a limit on the amount of destructible objects and there is another one on networkables, so this is out of the question to add more destructibility to the map in great numbers.
-the animations on the boat(where it appears you are a small person) will be fixed at some point.
-flamethrowers
I believe most of it is ready, it's just extremely hard to get it working ingame when it comes to how it animates as a weapon and a kit geometry.
-'random inaccurate fire': doesn't exist. it's called deviation and it's quite normal ingame right now. But obviously requires some tweaking before release
-there are tons of objects in the trenches on which you can sit already to peak out, and the tobruk bunkers as well. Also, from all what I have seen, threnches is most of normandy were for walking, not as a defensive 'shoot to beach' kinda thing.
-there is a 100m panzerfaust and a 60m one. use the right one for the right target. This is how the weapon is designed
-american unarmed kit is visible cause it's a actual visual kit unlike most factions
-we hopefully will find the reason for the floating US kits soon and fix it
-pr weapons with no scope do not use artificial zoom and probably won't for the future.
-the map is accurate and the lack of bunkers is probably.... cause there weren't that many in the first place. And it should stay that way if you ask me cause authenticity is quite important IMO
-the guys who didn't read the OP about feedback on sounds and animations should really stop posting...
-at first I also wanted a hook on the specialist, but there is really no need for it gameplay wise and authentically wise. I don't seem to miss it.
-There is one camo of the germans that has a similar color the the americans. All others are very different(go check the files). So just like in normal PR, confirm your targets
Personally PRWW2 is in good shape from what I can see. Some balancing of the weapons, some more finish in audio and animations and obviously more maps and it's good to go
Thx for the feedback!
Last edited by Mineral on 2014-12-27 14:12, edited 1 time in total.
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Roque_THE_GAMER
- Posts: 520
- Joined: 2012-12-10 18:10
Re: Alpha Release - Feedback Thread
also, the repair station should be shooted? he is on the target for the paks, could move it for some were remote? in one round paks shooted at the sherman at repair station and we admins don't know if that is supposed to be like that.
[align=center]Sorry i cant into English...
[/align]- Mineral
- Retired PR Developer
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- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Alpha Release - Feedback Thread
There is a repair station at the starting docks too. Obviously that one should be used until the beaches are safe.
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DusanYugoslavia
- Posts: 67
- Joined: 2010-01-07 12:32
Re: Alpha Release - Feedback Thread
Great map, guys I noticed that the Germans do not have Check fire sounds at all, any one else?

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Roque_THE_GAMER
- Posts: 520
- Joined: 2012-12-10 18:10
Re: Alpha Release - Feedback Thread
so its supposed to be shooted?[R-DEV]Mineral wrote:There is a repair station at the starting docks too. Obviously that one should be used until the beaches are safe.
[align=center]Sorry i cant into English...
[/align]-
AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Alpha Release - Feedback Thread
You mean the German voice that says "friendly fire", basically? Because we're using PR's voices, so if that's what you mean, it's like that in PR as well - and should be fixed in there.DusanYugoslavia wrote:Great map, guys I noticed that the Germans do not have Check fire sounds at all, any one else?
Not entirely sure what you mean..Roque_THE_GAMER wrote:so its supposed to be shooted?

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UTurista
- PR:BF2 Developer
- Posts: 985
- Joined: 2011-06-14 14:13
Re: Alpha Release - Feedback Thread
DODs
Those were my biggest problem in this map, every were I tried to go there were DODs.
I understand the idea of not wanting the Germans to go for the beach, but a DOD in the bushes and slope between Beach and Trenches seems a bit to much.
Bunkers and Bushes
eg: J9 kp7, some bunkers have bushes right in front of them, making it a bit useless
Camp-Fires
Spread around the beach there are camp fires, eg:F7kp9-9, and in this there are fireplaces that visually are extinct, with just white smoke being emitted but they still do damage and we move near it. Not a big deal but still annoying.
Tank hedgehogs and Razor wire
Razor wire and small wooden fences preventing a Sherman to move seems a bit excessive, but that could be due engine limitations.
The tank hedgehogs, well they do their job, to good actually, even with loads of infantry near the tank we still have to find the holes in these barriers. I would prefer more AP canons that can be destroyed by the infantry and less barriers that are indestructible.
Those were my biggest problem in this map, every were I tried to go there were DODs.
I understand the idea of not wanting the Germans to go for the beach, but a DOD in the bushes and slope between Beach and Trenches seems a bit to much.
Bunkers and Bushes
eg: J9 kp7, some bunkers have bushes right in front of them, making it a bit useless
Camp-Fires
Spread around the beach there are camp fires, eg:F7kp9-9, and in this there are fireplaces that visually are extinct, with just white smoke being emitted but they still do damage and we move near it. Not a big deal but still annoying.
Tank hedgehogs and Razor wire
Razor wire and small wooden fences preventing a Sherman to move seems a bit excessive, but that could be due engine limitations.
The tank hedgehogs, well they do their job, to good actually, even with loads of infantry near the tank we still have to find the holes in these barriers. I would prefer more AP canons that can be destroyed by the infantry and less barriers that are indestructible.

Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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Roque_THE_GAMER
- Posts: 520
- Joined: 2012-12-10 18:10
Re: Alpha Release - Feedback Thread
[quote=""'[R-DEV"]AfterDune;2048019']
Not entirely sure what you mean..[/quote]
1234567
[quote="Roque_THE_GAMER""]also, the repair station should be shooted? he is on the target for the paks, could move it for some were remote? in one round paks shooted at the sherman at repair station and we admins don't know if that is supposed to be like that.[/quote]
Not entirely sure what you mean..[/quote]
1234567
[quote="Roque_THE_GAMER""]also, the repair station should be shooted? he is on the target for the paks, could move it for some were remote? in one round paks shooted at the sherman at repair station and we admins don't know if that is supposed to be like that.[/quote]
[align=center]Sorry i cant into English...
[/align]-
L4gi
- Posts: 2101
- Joined: 2008-09-19 21:41
Re: Alpha Release - Feedback Thread
Gameplay was good, give the Germans some more tickets tho. Really enjoyed playing PR for the first time in a long time.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Alpha Release - Feedback Thread
[quote=""'[R-DEV"]AfterDune;2048019']Not entirely sure what you mean..[/quote]
I think he means the one that spawns on the beach when you capture the trenches.
[quote="Roque_THE_GAMER""]1234567[/quote]
It is a risk to use it there, you can always go back to use the one at main but we really have no good way to prevent you being killed while using it.
1. Germans would just hide in them and it would become a nightmare for the US.
2. Germans actually stayed off of them because they were mined.
3. It helps limit the down view of the Germans, giving the Americans some safety at the sea wall to help group back up and continue their assault.
The cannons can be destroyed by the breacher, or do you mean just seeing more cannons all together? It probably wont happen, the map was made from from aerial recon photos and detailed diagrams of the defenses.
Less barriers means less cover, replacing them with destroyable ones can cause problems that mineral pointed out. What I can do though is add a few more holes from vehicles to go through.
I think he means the one that spawns on the beach when you capture the trenches.
[quote="Roque_THE_GAMER""]1234567[/quote]
It is a risk to use it there, you can always go back to use the one at main but we really have no good way to prevent you being killed while using it.
I know what you mean, the there are a few issues.O_turista_portugues wrote:DODs
Those were my biggest problem in this map, every were I tried to go there were DODs.
I understand the idea of not wanting the Germans to go for the beach, but a DOD in the bushes and slope between Beach and Trenches seems a bit to much.
1. Germans would just hide in them and it would become a nightmare for the US.
2. Germans actually stayed off of them because they were mined.
3. It helps limit the down view of the Germans, giving the Americans some safety at the sea wall to help group back up and continue their assault.
Thanks I'll look at thatO_turista_portugues wrote:Bunkers and Bushes
eg: J9 kp7, some bunkers have bushes right in front of them, making it a bit useless
Yeah, I was kinda going for Germans cooking breakfast and just poured water over their fires kinda look. I think it might be due it having some left over code from the civilian wreck from which it was made. Mineral (the creator) is aware.O_turista_portugues wrote: Camp-Fires
Spread around the beach there are camp fires, eg:F7kp9-9, and in this there are fireplaces that visually are extinct, with just white smoke being emitted but they still do damage and we move near it. Not a big deal but still annoying.
Razor wire will have its vehicle collision mesh removed, along with all the fences, it is in our to-do list.O_turista_portugues wrote: Tank hedgehogs and Razor wire
Razor wire and small wooden fences preventing a Sherman to move seems a bit excessive, but that could be due engine limitations.
The tank hedgehogs, well they do their job, to good actually, even with loads of infantry near the tank we still have to find the holes in these barriers. I would prefer more AP canons that can be destroyed by the infantry and less barriers that are indestructible.
The cannons can be destroyed by the breacher, or do you mean just seeing more cannons all together? It probably wont happen, the map was made from from aerial recon photos and detailed diagrams of the defenses.
Less barriers means less cover, replacing them with destroyable ones can cause problems that mineral pointed out. What I can do though is add a few more holes from vehicles to go through.
AfSoccer "I just don't see the natural talent."




