PDA

View Full Version : More(reasonable)Suggestions


Davexiii90
04-13-2007, 02:54 PM
Well I have a few suggestions, and I am pretty sure that you guys in the DCON team will agree on atleast one or two.

1. I have noticed that while using the artillery, It is hard to hit the target even while compensating due to this: The map has no icon that marks the general area for a arty request. The view cone on the map always looks in the same direction when switching to arty view, and therefore makes it very difficult to know if the rockets/arty cannons are aiming in that direction. POE2 had an icon on the map for the general area, and that made it very fair- people would actually have a chance of providing quick support, while at the same time making it reasonable by not making it TOO easy to hit your target on the first few shots. Also, they had an overhead view that started at the target, and once fired, the view would follow the shell to the impact area, with a small trail to see it. If this does not appeal to the way you would like to change the artillery system, I have another suggestion: simply leave the viewing the way it is and A) place a icon on the target or B) Simply have a direction arrow on the minimap pointing in the general direction of the target.

2.) I have also noticed that the minigun on the A10 is not reliable at all, since the main purpose for the gun is to take out small groups of tanks or infantry without wasting bombs that will be needed for large groups. I would suggest increasing the damage by 10 percent, or more if you like. I assure you that not only will it add a very small amount of realism to the weapon, but it will force pilots to work tactically, smarter than normal, and it will make reliable team mates that know how to pinpoint key targets for destruction. And as a very very positive bonus, it would greatly boost the entertainment value of hard core combat and excitement due to the fealing people will get when they rip a tank to shreads. Increase the minigun damage just enough to significantly make it a quicker tank killer, but do NOT increase it to the point where a 2 and a half second burst will destroy the tank. Keep within those two ranges, and I assure you that you will be increasing a big portion of the fun value in the mod, while at the same time leaving the difficulty aspect in it as well.

delemorte
04-13-2007, 03:02 PM
i think the vulcan cannon is good enough personally. it takes out a plane in a blink of an eye and if you get a good run on a tank you will take it out. And if not you will at least severaly damage it to the point where it is no longer effective.

As far as the arty thing. I suggested a compass indicator in a previous post so i am down with that idea. The POE2 mortars should be added to engineers in DCON though. DC engineers has mortars.

troybob
04-13-2007, 05:42 PM
the vulcan is fine - it simply suffers from bullet drop. no changes necessary.

the su on the other hand...

Davexiii90
04-13-2007, 08:06 PM
Another suggestion: I have noticed, regardless of what sensitivity settings are used, the AH-64 Attack Chopper is always handling as if it had a center of gravity the size of a pin head- in other words, this makes it too hard to use with a joystick, regardless of how good and surgically precise you may be at moving the stick. It is in need of one hell of a tune up, and I would suggest using the handling settings of the AH1-Z from the vanilla bf2. Just because something is original does not meen it is better when you change it. Obviously, you guys were logical and did the right thing by testing what it would be like with new handling characterisitics. And by doing that, you did your job very well, because now we know what suits players well, and what doesn't. So like I said I would highly suggest reverting to the attack chopper handling characteristics of the vanilla ah1z for the ah64, bar none. But that is pretty much the only thing that definatley needs changing for the helicopters, and for the planes, the handling is perfect. I'd like to hear the opinions of experienced BF2 AH1-Z pilots who are professionals at flying it with a joystick.

delemorte
04-13-2007, 08:39 PM
me personally, I love being in a helo that is totally repsonsive. In DC the helos were very nimble and able to be used in a veriety of scenarios. In Vanilla the choppers are slow and sluggish making them very easy to control and very forgiving but attract alot of bullets.

troybob
04-13-2007, 09:24 PM
center of gravity the size of a pin head-

i'm confoosled - isn't the true center of gravity of anything infinitly small?

delemorte
04-13-2007, 10:00 PM
i'm confoosled - isn't the true center of gravity of anything infinitly small?

Well said mr miyagi.

I think his issue is with the nimble and instability of the Helo. but inherent instability makes a aircraft more manuverable.

[TNT]GRENADIER
04-14-2007, 02:13 AM
I've seen a few complaints about the way the Apache handles. Personally, I love flying it. The Hind on the other hand flys like a school bus, which is faithful to DC. For me anyway, the Hind has a tendency to want to yaw to the right unless I apply a little opposite rudder, especially on take off. Take off is really noticeable, it wants to roll over to the right.

It seems much harder to control precisely unlike the Apache. I don't know if it's made that way or if it's in my settings.

proto
04-14-2007, 06:29 PM
Helos and arty are fine, imo. I learn not to use the art view, instead, I spent a few minutes artying different bases on 73 Eastings to get a feel for where to aim at different distances.

Davexiii90
04-14-2007, 10:33 PM
Helos and arty are fine, imo. I learn not to use the art view, instead, I spent a few minutes artying different bases on 73 Eastings to get a feel for where to aim at different distances.

This is an excellent idea; the only problem is the variables: objects such as mountains that may obstruct the path to the target.

proto
04-16-2007, 09:41 PM
That's why you learn the map. ;)