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01-11-2007, 05:17 PM #31
Re: PoE2 Feedback
Ya... I would rather adjust the light levels to even it up, than have NVG. I feel the headache just thinking about it.
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01-11-2007, 06:20 PM #32
Re: PoE2 Feedback
I have noticed that alot of the snow maps have sparse trees, little ground cover (Outside of Spies Like Us) and many of the hills are these beautiful, perfectly shaped hills. On maps like First Snow, if your an infantry man, you will be spotted at very long distances and often, there is no cover from armor. In other words, the terraforming is too smooth on the hills providing no cover from armor. This is very apparent on very large maps even ones with grass. But I recall playing push maps on First Snow where if you were caught halfway between flags and spotted, your going to get gunned down. I don't think the landscape needs to be altered much, but there should be more shallow potholes for one to hop into for just a touch of cover.
Not being a mapper, I am ok with hearing that those sorts of changes forces too large of files and flat out, I don't know the technicalities behind it. I do know that having some more roughing out the landscape could make a difference in game play, especially on maps that don't have grass cover. Specifically, I recall trying to make the run between the Bridge and Gas Station on 16 player First Snow as an example. Hopefully others will give you additional feedback on this whether they agree or not.
Lucky Shot
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01-11-2007, 06:54 PM #33
Re: PoE2 Feedback
Good point lucky. About the undergrowth and grass/bushes (on fallen for example). Are those skinned or is the texture/color just part of the object. Getting to the point, is it possible to make white/grey (snow coated) bushes/grass? If so, that might help with both the situation lucky describes and the uniform situation on Spies.

|TG-12th|WhiskeySix
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01-12-2007, 09:54 AM #34
Re: PoE2 Feedback
I play POE2 nearly every day and love it. But, it can be frustrating at times. Any game worth playing has to be frustrating at times otherwise it's just downright boring.
Thank you POE devs for this incredible free mod.
All that being said, I agree 100% with JohnCANavar's post above. In the hands of an experienced pilot, the frogfoot is rediculous. There have been nights when it was beyond my level of patience, and watching TV actually sounded like more fun than spawn----see (but never hear) frogfoot----die---- repeat. I think the biggest issue is that the splash damage zone is far too large. They just have to get somewhat sorta near the approximate general location of where the enemy might be sometime now or in the future and they can take out their target with one bombing run.
More importantly, there is no reason that a helicopter should be able to survive even one Heat round. If a tank is lucky enough to hit a chopper it should go down immediately. Afterall, the guided rockets from the heli are one-shot'ers. Fair play would mean that 1 Heat should down a chopper, even if you just hit it in the tail. A Heat round exploding even near a chopper should set it on fire to the point that bailing out should be the only course of action. Don't nerf the chopper. Make it harder to survive in one. In exchange, perhaps they would re-spawn faster.
*** shew *** Glad I got that off of my chest.
Did I mention how much I absolutely love this mod? Compared to vanilia, Special Forces or 2142, POE2 is hands down the winning game. Please, keep up the good work. I can't wait for the new maps tonight! It will be Christmas all over again!




Sometimes I feel like 2/3'rds Rice Krispies. Past "Snap" and "Crackle" but just shy of "Pop"!
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01-12-2007, 11:11 AM #35
Re: PoE2 Feedback
The helo and tank round issue has come up before release many times on the dev team. There are a couple issues there to consider for balance. One that not many people think about is how high your cannon can aim in PoE2 vs PoE1 or BF2. The reason for this is so that it can aim up hills or buildings and not be so vulnerable as terrain shifts. On the other hand, you can nail helos with it and even planes (I personally have downed a TON of planes from both teams with tank rounds). With that said, 1 HEAT should take out a Tiger no problem, but the heavy armor on the hind can take 2 I think. However the Sabot round should not do much since it would defeat the purpose of having the HEAT rounds.
Froggy is a beast, for sure.
Really glad you enjoy our mod, we have enjoyed making it. I have had a great time making and playing the maps with everyone. I like you guys, am just a gamer and a fan who is lucky enough to be able to work on what I play.
Please keep the feedback coming.
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01-12-2007, 02:47 PM #36
Re: PoE2 Feedback
In my humble opinion. 100% of my "good" games have been played without AIR. I switched to 2142 just to get rid of the constant bombing of some of the maps in POE. I wish we could assign pilots to just attack each other to reduce the AIR to ground killing.
I just frustrating when you line up an anti air and you have the plane come in and he just stay in your sight and you blast away and 5 second later your dead and the pilot can just repair by flying over the air field and be back bombing you.
2 People in Air can ruin the game for 30. If the game mechanice allow this its bad game balance. I love the infantry only maps but also liked the maps with transport choppers only. Some new maps with only infantry and transport choppers would be nice.
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01-12-2007, 03:29 PM #37
Re: PoE2 Feedback
New maps coming are mostly ground based and urban. I am very excited about our new maps!
My beach assault Crimea has only 1 helo on it and it respawns longer than other vehicles.
GA's Hill map has no air on it at all and its a KOTH grinder match.
Those are just two that have been shown. But we have heard a lot of complaints about the air issue and we are taking note looking for ways to improve it. If you get players going 60 and 0 then you have a problem.
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01-13-2007, 11:37 AM #38
Re: PoE2 Feedback
I have to disagree with your assessment here. The AAA and SAM scare the pants off me in PoE2 as opposed to vBF2. While I admit to prioritizing static AAA when I make a pass at a contested flag, it is purely a defensive measure. I shoot the AAA gun down whether I think it is manned or not and pray that he didn't see my approach before I could get my reticle on target. Only then do I come back for a second pass so that my bomber (if I am in a 2 seater) can pick out his ground targets. AAA eat jets alive and they don't need any further adjustments, IMHO.
It's not like in vanilla where pilots get a square highlighting active AAA nests. An alert AAA gunner has the same draw distance as the jet does (assuming equal hardware/settings) while at the same time having a much larger target silhouette.
@[tR]Greasy_mullet:
Regarding map design and jets, one thing that I have always advocated is that jets should be required to land and park in order to rearm and repair themselves. Not only would this be more realistic, it would also give the infantry a much needed breather.
While I have never looked at BF2 mapping, the way I see it is the easiest fix would be to reduce the "repair" bubble on the runways in size so that jets can't activate them by flying overhead. I'd even go so far as to say that they should be located inside their hangars, one for each runway, on maps that don't spawn more than one jet per hangar.
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01-13-2007, 03:17 PM #39
Re: PoE2 Feedback
Ways to get the CO more involved.
Bring back arty, but with a reload time that is 5xtimes longer than BF2. The CO should be able to do about 8-10 arty strikes per game.
Give them the ability to use U.A.V . 10x times the reload time of in BF2 (This equals to about three or four times it will be used per game). Also, there is a delay on when it starts. Basically, it takes like five minutes for it to go into action, not instant like in BF2.
Due to the fact that the CO will need to be in the position from the get go for this stuff to charge up, I believe more people will take the position like they did in BF2, thus the potintial for more tactical games to be played.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html
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01-13-2007, 06:32 PM #40
- Join Date
- Jan 2007
- Posts
- 11
Re: PoE2 Feedback
Greasy Mullet,
Let me start by saying thank you for all the time you and the dev team have put into creating such a great mod. The coolest part, though, is that you are here, in this forum, asking for input from the fans on how the gaming experience can be made even better. Very cool.
When I would play with my clan-mates in vanilla BF2, I was always into flying the attack choppers. I'm a horrible gunner, but I have about 300 hours in the choppers in vBF2, almost exclusively as a pilot. When coming to PoE I was looking forward to getting to fly some new choppers, but ultimately was let down by the chopper situation in PoE. It seems like now I rarely fly while playing PoE, but end up playing as infantry with the rest of my clan. Sometimes, after we've had fun playing a little Fallen or Spies, and there's only two of us [TOC]ers left on the server, we'll leave and head over to vBF2 just to get some chopper action in. That's really the only reason we play vBF2 anymore. I also want to say that I have never had any first-hand military experience, so all of my experience on choppers is only based on what I've read/seen on TV, or from other games I've played. So, with that said, here's some suggestions for the choppers in PoE:
Flight Dynamics
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Flying the Hind in PoE is an exercise in frustration for me. The controls are very sluggish, and it is very easy to get into a situation where you can't recover from an evasive maneuver you have had to pull to evade enemy fire. I seem to crash the Hind into the ground while lying on my side more than anything else. Of course, I've never flown a real Hind, so who knows, this could be exactly how they would fly.
The Tiger is much easier to fly, and clearly more maneuverable - maybe too maneuverable. It's almost like the dynamics for the Tiger are too simplified. I feel like it changes direction too quickly, and doesn't carry enough momentum. I guess if I had learned on the choppers in PoE, then moved to BF2, I would be complaining about it the other way, but it just seems like there could be a little tweaking to the flight model to make them more enjoyable to fly, and certainly more evenly performing.
Pilot/Copilot Teamwork
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One of the biggest draws to the choppers for me in vBF2 was that it is a vehicle that requires teamwork to operate effectively. It seems like some of that is lost in PoE, especially with the German Tiger. Since the pilot has both rockets (quite a few) and AtoG missiles available to him, this makes it a serious threat as a solo vehicle, and there is less emphasis on teamwork. In addition, it makes it so the gunner gets less enjoyment out of flying since all he's left with is cannons and AtoA.
With the Hind, the gunner still has a role with AtoG and AtoA, but giving the guns to the pilot makes the gunner useless when all there is down there is infantry. Furthermore, since the gun on the Hind is fixed, not on a turret, this makes it very difficult to use effectively. I don't know much about real Hind helicopters, and I'm sure great care was taken to model them in-game accurately against their real counterparts, but for me, the Hind doesn't make for a very exciting chopper experience. Isn't there a better chopper the Ukrainians can get their hands on?
Also, I don't think the Hind's ability to transport troops is very useful. It seems like every time I try to bail from a Hind to parachute on an enemy location, I end up getting killed on my way out.
The Chopper's Role on the Battlefield
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One of the things that I have always disliked about the choppers in vBF2 and even PoE is that they are rarely used the way combat choppers are intended to be used. A modern combat helicopter, like the Apache, Cobra, Havoc, or Tiger, is designed to take out armor and soft targets. Normally they would be found hiding behind the next hilltop, or peeking out over the tops of trees, using their electronics to pinpoint tanks on the battlefield. Then with sophisticated fire-and-forget Hellfire missiles, they would take out their targets with precision, without putting themselves in harm's way. Of course, in game, this would be a lot of fun for the chopper crew, but not so much fun for the unsuspecting column of armor on the ground. So, I understand the need to tweak things to make a more enjoyable and balanced game experience for everyone. But, what if there was a way to setup the choppers to be used in more of a traditional role?
What about an interface for the gunner that shows a radar view of the battlefield, maybe provided to them by someone on the ground "pointing out" armor targets, sort of like the way the mobile arty works. Or maybe the pilot has to maneuver the chopper to a position where they can acquire targets, but then can drop back behind cover and maintain those targets for a certain period of time. Then the gunner can launch AtoG missiles, one at a time, manually guiding them to the vicinity of the target, where the warhead would again lock onto the marked target to finish the job. Maybe limit the ammo to only 4 AtoG missiles before having to go back to rearm. I don't mind flying back to the base to re-arm if I feel like I can effectively and consistently take out 4 hard targets on each load-out.
What about allowing the chopper crew to determine their load-out before taking off? Load up on 8 AtoG if they want to do some tank hunting, or add some AtoA if there's enemy aircraft in the area, or just rockets for the pilot, if no gunner is available? This may balance the choppers a little more by removing their ability to strike air, armor, and infantry at any time.
I realize some of the suggestions above would not be trivial to implement, but I thought I would suggest them anyway. Again, thanks for all your time and effort into making such a great mod. I'm looking forward to playing those new maps too!
-[TOC]Floyd
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01-13-2007, 08:34 PM #41
Re: PoE2 Feedback
I would always try for the gunner position with Floyd flying. He and I do very well when we get the Mec chopper. In POE2, I dont try for the gunner position anymore. I just dont enjoy it. As a gunner, not having a gun and just limited to a few aa or ag rockets is not as enjoyable.
I will say that on certain maps, If you can keep your pilot from flying out in the open, you can be effective with rockets only. Of course, keeping a pilot out of the center is near impossible.
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01-14-2007, 12:56 AM #42
- Join Date
- Jan 2007
- Posts
- 11
Re: PoE2 Feedback
A couple other things I have been writing down over that past couple days:
- After using binocs and radio to mark an area for artillery strike, the target icon appears elswhere on the map.
- I'll hear a friendly try to "Q-spot" an enemy over the radio, but the icon doesn't show on the map. (This has always been an issue with vBF2 as well.)
- 3rd person camera angles as passengers in vehicles (specifically jeeps) don't provide a very good view of the road ahead.
- it would be nice to setup the mobil arty with only one "seat". I've seen instances where a player has been using the arty, and moved to the driver's seat to relocate to a new position, only to have someone else hop in and take over the gun. Only one person should be allowed in the arty at once.
- it would be nice to make friendly mines show up on the minimap while you are driving a vehicle. There are times when you are driving full speed where you don't have time to stop to avoid a friendly mine. Maybe the Anti-armor class has the ability to point out enemy and friendly mines on the ground, that then show up on your radar/map?
- as mentioned in the other thread about COs: it would be nice to have SL to SL comms. On the same note, it would be nice to have in-vehicle comms where anyone riding in the same vehicle can use VOIP with eachother, even if they aren't in the same squad.
- what if you added an asset at the uncap base where a player can go to fly a drone overhead. Instead of the drone circling over one spot, like vBF2, the drone would be flown remotely. It would have limited maneouverability such that it couldn't cover one area for long, but would have to make a sweeping circle for another pass overhead. Maybe everyone's happy with the total absence of drones anyway.
- add functionality to the CO position to target for the mobil arty, and possibly paint ground targets for choppers or bombers
- setup the planes with a fuel meter, where the plane uses up fuel while in the air, and is required to completely land in order to refuel. Re-arming could still be done with a slow fly-over. Balance it so that every other time, or every 3rd time the plane has to return for resuply, they have to land to refuel as well.
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01-14-2007, 03:07 AM #43
Re: PoE2 Feedback
Have the binocs and radio for SM to only ask the CO for an arty strike. Only the CO could give the arty a Sat view.
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01-17-2007, 05:56 PM #44
Re: PoE2 Feedback
bump for if there is anymore feedback.
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01-18-2007, 03:25 AM #45
Re: PoE2 Feedback
So, what is everyone's opinion on my earlier suggestion that jets should be forced to land in order to rearm & repair? I'm especially interested in hearing what considerations dev teams may have WRT to that questions, mods, vBF2, or otherwise.
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