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Re: Commander's Satellite view.
Posted: 2017-09-27 18:53
by viirusiiseli
[R-DEV]AlonTavor wrote:Balance. UAV is waaaay too strong on asset maps.
Only good if you actually know how to use it. In which case, every asset in PR can be "OP".
Unfortunately the difference in skill between players can be massive. I still don't think that gap will be fixed by nerfing everything to be terrible. It surely hasn't worked for armor, or CAS completely, despite Mats' best efforts.
Re: Commander's Satellite view.
Posted: 2017-09-27 20:24
by bahiakof
[R-DEV]AlonTavor wrote:I always tell outlawz to put more scout helis in asset maps. I want to see Littlebird + SOKO on kashan.
Would be great!
While the jets are not ready, the CAS squad can do all reconnaissance of the battlefield and assist the infantry.
Re: Commander's Satellite view.
Posted: 2017-09-28 01:39
by Valmont
Lugi wrote:
Inb4 you just messed with init files:
And a bonus, 10 km viewdistance on falklands:
Yes I am aware of editing the init in the map file, but I am talking about making it dynamically so that the higher you go the longer viewdistance you have like you said.
That could potentially make CAS gameplay more immersive, effective and fun while still maintaining high FPS for most players since only the players playing CAS would have the increased viewdistance.
PS: And since many assets are not drawn after a certain range anyways then CAS players on very high altitude would probably still not get a drop in FPS while still being able to see the ground and not an unrealistic fog barrier.
Come on, even from space you can still see the ground but in PR/BF2 you go 5.000 ft and you are permanently in a giant grey cloud

I could never really get into CAS because of that immersion breaking engine limitation.
Re: Commander's Satellite view.
Posted: 2017-09-28 08:04
by LimitJK
what is this thread even about?
the initial question about the arcady satellite view was answered.
the uav is a completely balanced asset. it is not the all seeing eye, especially on forest maps it has its limitations.
and it doesnt give an unfair advantage in armour (or any other) combat due to the communications delay. with good audio recon and smart positioning one can very well hold his ground even when spotted.
the ability to laze with it would make it op. the map marker laze is good enough to assist cas in destroying fob assets, for everything else line of sight spotting should be requiered.
the commander position already is an underplayed asset, taking away the only thing that provides it purpose is retarded. the fuel limitations are already a huge nerf.
on the topic of scout helicopters: those are generally battalion level assets and would exceed the games scope+ they dont provide the same capabilities as the uav.
they are fun and maybe deserve to be incorporated into more maps, as well as better integrated by the communities server rules (scout+tank?), but mostly on actual assetmaps.
Re: Commander's Satellite view.
Posted: 2017-09-28 11:20
by doop-de-doo
LimitJK wrote:
the initial question about the arcady satellite view was answered.
the ability to laze with it would make it op.
The reason I asked is that the UAV could be reassigned for use within a squad instead of only the commander. CAS, armor, even mortar squads would benefit from a dedicated UAV.
If the UAV is already considered OP, adding the commander's unrealistic (as mentioned earlier) satellite view would be over the top.
However, if the commander's sat view was to give him maybe 3-5 seconds windows of view on a 5-10 second cooldown, might that be affordable?
Re: Commander's Satellite view.
Posted: 2017-09-28 15:03
by AlonTavor
Changing view distance in real time through the game is impossible. There is no API for it.
Doing it in other ways is not something simple.
Re: Commander's Satellite view.
Posted: 2017-09-28 17:50
by Lugi
[R-DEV]AlonTavor wrote:Doing it in other ways is not something simple.
It is literally 20 lines of code, in the same way I believe PR's python overlay works.
Re: Commander's Satellite view.
Posted: 2017-09-28 18:11
by AlonTavor
Lugi wrote:It is literally 20 lines of code, in the same way I believe PR's python overlay works.
Python is integrated into BF2, and is only active on the server-side. The client runs absolutely zero python.
There's no hacky direct-memory-editing stuff on client. Anywhere. Only a single native function call for BUIS.
There is almost no integration between PR and the Launcher and making one for a feature most don't even think is needed is probably not going to happen. Make a suggestion thread.
Re: Commander's Satellite view.
Posted: 2017-09-28 18:18
by bahiakof
LimitJK wrote:the ability to laze with it would make it op. the map marker laze is good enough to assist cas in destroying fob assets, for everything else line of sight spotting should be requiered.
The laser marker that appears on the Commander's "Air Support" request does not work properly and, when it works, is inaccurate and no realistic.
LimitJK wrote:
the commander position already is an underplayed asset, taking away the only thing that provides it purpose is retarded. the fuel limitations are already a huge nerf.
Restricting the commander to a drone operator only justifies the lack of commander on the map "Assault On Grozny", among others without UAV, and the lack of commander in the faction of the insurgency.
Re: Commander's Satellite view.
Posted: 2017-09-28 18:41
by Valmont
[R-DEV]AlonTavor wrote:Changing view distance in real time through the game is impossible. There is no API for it.
Doing it in other ways is not something simple.
Thank you for clearing this up AlonTavor. Too bad some engine limitations cannot be sorted I guess
