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Old 06-06-2008, 02:22 AM   #271 (permalink)
 
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Re: PR Dev Journal.

The MG emplacement is certainly brilliant. The community has been asking for it for a long time now and the Devs have figured out how to do it for us. Very much looking forward to using these in the game.

As for sandbags, they are not useless. I've seen a lot of stupid sandbag placement. Though even when good sandbag placement is done very few people actually use it. I think that's where the misconception comes in. Just because people don't use them does not mean they are useless. It's the players that need to be educated to use cover more effectively. However it does not help at all that crouched you can't fire over the sandbags sometimes and standing you are much too exposed. So they should be tweaked slightly and their texture or model changed as well.
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Old 06-06-2008, 02:49 AM   #272 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by kilroy0097 View Post
However it does not help at all that crouched you can't fire over the sandbags sometimes and standing you are much too exposed. So they should be tweaked slightly and their texture or model changed as well.
That 's pretty much the problem... the height needs tweaking.
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Old 06-06-2008, 10:58 AM   #273 (permalink)
 
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Re: PR Dev Journal.

Well yea that cant be easy because the python code or whatever has to decide what height is suitable so your talking about the server being clever which it aint
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Old 06-06-2008, 03:11 PM   #274 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by Sabre_Tooth_Tigger View Post
Well yea that cant be easy because the python code or whatever has to decide what height is suitable so your talking about the server being clever which it aint
Well they could adjust the number of sandbags themselves so that when you stand on the dirt pile under the bags you could crouch and still see over them.
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Old 06-06-2008, 07:20 PM   #275 (permalink)
 
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Re: PR Dev Journal.

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Well they could adjust the number of sandbags themselves so that when you stand on the dirt pile under the bags you could crouch and still see over them.
What I meant .
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Old 06-06-2008, 07:23 PM   #276 (permalink)
 
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Re: PR Dev Journal.

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Some work in progress shots of the new loading menu that I have been redesigning over the last couple of days. The pictures pretty much explain everything





Although, i hear it's "old" news.
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Old 06-06-2008, 07:38 PM   #277 (permalink)
 
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Re: PR Dev Journal.

Looks sweet for a change
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Old 06-06-2008, 08:58 PM   #278 (permalink)
 
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Re: PR Dev Journal.

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That 's pretty much the problem... the height needs tweaking.
In urban maps, they are amazingly useful...especially when they AREN'T built up. This allows you to lay down, have a good lane of fire, and then be able to belly crawl left or right 12 inches to be fully covered. I love it, the hard part is trying to get people NOT to build them up all the way.
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Old 06-06-2008, 09:21 PM   #279 (permalink)
 
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Re: PR Dev Journal.

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Originally Posted by imnotacanadian View Post
In urban maps, they are amazingly useful...especially when they AREN'T built up. This allows you to lay down, have a good lane of fire, and then be able to belly crawl left or right 12 inches to be fully covered. I love it, the hard part is trying to get people NOT to build them up all the way.
There should be multiple types of sandbags i think.

Crouching, Standing, and wall sandbags for standing and large walls of cover (but i bet this one isn't possible). I would love to see sandbags work the way they do in Company of Heroes. You place down the start point of the wall and then the end point, god I love those sandbags.
I wish the razor wire worked the way barbed wire does in CoH too. I can dream can't I?
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Old 06-06-2008, 10:29 PM   #280 (permalink)
 
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Re: PR Dev Journal.

In the .6 beta there was a sandbag WALL as opposed to what we have now.
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Old 06-06-2008, 10:36 PM   #281 (permalink)
 
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Re: PR Dev Journal.

what if we replaced barbed wire with sand bag walls?
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Old 06-06-2008, 10:44 PM   #282 (permalink)
 
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Re: PR Dev Journal.

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In the .6 beta there was a sandbag WALL as opposed to what we have now.
how did it look?
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Old 06-06-2008, 10:45 PM   #283 (permalink)
 
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Re: PR Dev Journal.

Ugly, like everything was back then. From what I remember all the CO assets and such were so buggy I never thought they'd work out in a real game. the walls got scratched, dunno why. I would assume python is to blame.

BTW, this was during the first public beta.
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Old 06-06-2008, 10:46 PM   #284 (permalink)
 
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Re: PR Dev Journal.

hehe no more "best sniper" or "best combat" screens anymore

means more focus on the success of the squad and ultimately the team instead of getting your tag highlighted on one of the loading menus
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Old 06-06-2008, 10:48 PM   #285 (permalink)
 
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Re: PR Dev Journal.

Yeah that's what i was thinking too...but i liked seeing those. What if they could put up new ones like :

Best suppressors
sticking together the best
using voip the most
sexiest member
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