Vehicle Remains
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Warrior
- Posts: 43
- Joined: 2005-05-15 19:11
Vehicle Remains
Perhaps you should implement, if you havent already, that when a vehicle is blown up, that it's remains will stay there for several minutes and will Slowly decay over time instead of just magicaly dissapearing in a heartbeat like they do in BF:1941 and BF:V . Cause I find it plain annoying when a vehicle is blown up in front of me while im in my tank, and it dissapears withing 5 seconds. So, what you guys think?
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
Ya, weve had the discussion before, but imo its very unrealistic for a 20 ton chunk or scorched metal to magically vaporize. I'm sorry, but when a tank blows up irl, youve got to move around it, not wait for it to go away. Also, burning chunks of **** make up a large % of cover, expecially when its in the right spot.
Imagine playing AA, SF CSAR, and after you 'blow up' the black hawk, it magically freaking dissapeers. Retarted... I say its a realism and tactics thing, not just an unnecesarry 'cool' looking addition.
And I still don't think they cause lag, as long as they arn't smoking for ever. As long as they are 'physics dead' and stop having a bunch of intensive effects come out of them after a minute, no big lag worries.
Imagine playing AA, SF CSAR, and after you 'blow up' the black hawk, it magically freaking dissapeers. Retarted... I say its a realism and tactics thing, not just an unnecesarry 'cool' looking addition.
And I still don't think they cause lag, as long as they arn't smoking for ever. As long as they are 'physics dead' and stop having a bunch of intensive effects come out of them after a minute, no big lag worries.

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Beckwith
- Posts: 1341
- Joined: 2005-03-25 17:00
again its a question of whether you let gameplay go to shit for the sake of total realityFigisaacnewton wrote:Ya, weve had the discussion before, but imo its very unrealistic for a 20 ton chunk or scorched metal to magically vaporize. I'm sorry, but when a tank blows up irl, youve got to move around it, not wait for it to go away. Also, burning chunks of **** make up a large % of cover, expecially when its in the right spot.
And I still don't think they cause lag, as long as they arn't smoking for ever. As long as they are 'physics dead' and stop having a bunch of intensive effects come out of them after a minute, no big lag worries.
in my poe tournament we had a ton of lag for the longest map then the took out 3 things
1. ground effects of rotor wash from a chopper (ie grass being matted in waves as the chopper hovers)
2. smoke trails on arty (ie long smoke plumbs from MLRS)
3. reducing the time destroyed vehicles remain on the map
these three changes had a huge effect on lag, granted we play in 25 v 25 battles so it would be a huge effect on a 16 or 32 person server but when your on a 50+ person server little things have huge effects, they also reduced the time destructed vehicles last in the DC tournament im in and it made a significant difference

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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
Well, this is partly due to the fact that BFV netcode = shit
BF2's is supposedly way better. In one interview, a guy in germany was playing with people in other parts of europe, and even the eastern US, and he thought it was a LAN game untill he'd been playing for 45 minutes and realized he was shooting at 6 people, and there were only like 2 sitting next to him... he says there was nooo lag at all.
BF2's is supposedly way better. In one interview, a guy in germany was playing with people in other parts of europe, and even the eastern US, and he thought it was a LAN game untill he'd been playing for 45 minutes and realized he was shooting at 6 people, and there were only like 2 sitting next to him... he says there was nooo lag at all.

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Beckwith
- Posts: 1341
- Joined: 2005-03-25 17:00
this is true and if the rest of your statement comes true i will totally retract my previous statements but looking at the level of detail in the maps and models i have a hard time believeing itll be much better it would take a huge improvement in the net code in order to allow performance as good as BFV let alone better but like i said if your rite and the net code is a beaut ill eat my wordsFigisaacnewton wrote:Well, this is partly due to the fact that BFV netcode = shit

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Warrior
- Posts: 43
- Joined: 2005-05-15 19:11
Been metioned before? Sorry, for some reason I can only see the first page of this section of the forums. But back to my Suggestion, perhaps when the vehicle is blown up, they can make it so it is made up of less Polygons then what it would be before it was blown up, so that it wouldent lag up a persons PC as bad.
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Ugly Duck
- Posts: 975
- Joined: 2004-07-26 02:23
As long as the wreck sits there another one shouldn't spawn, wich should be a few minutes at least. So I have no problem with it. It could make for interesting gameplay to park a tank on a bridge so that the enemy vehicles cannot get pass. As long as vehicles don't keep spawning and spawning while the carcas is there I see no problems.
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
