Major XWWII Release this Sunday -1 reply

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Super Six Four

XWWII Historical Research

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3rd July 2003

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#71 15 years ago

Hi fellas, its been a while since I've posted in the 'ole FH forums, but I'd like to express my pleasure at seeing respectful and well thought out critiscm of our mod. It is quite refreshing! So, please enjoy our hard work and have fun playing, no matter which mod you prefer.




FactionRecon

11PzG Grunt

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4th August 2003

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#72 15 years ago

Perhaps put in a word about the vehicle icons to the other devs? Or perhaps even explain why that desision was made?




MR.X`

I'm too cool to Post

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30th April 2004

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#73 15 years ago

Christ, its been ages since I saw you around these parts, SS4!

I like the fact that you have included actual tank sights, but somewhat prefer the FH system of bringing them up by pressing F9. Other than that, the mod seems to be doing just fine. Did you guys make any AI improvements? Sure seems like you did.




obliviousnation

I'm too cool to Post

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28th September 2003

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#74 15 years ago

zittadelle is realy good, although I'd rather get rid of these houses on a field for no reason, they ruin the tank combat.

I enjoyed Caen, the battle over the river was realy cool, although it ended in a stalemate.

The Pegasus bridge map is pretty lame i'm afraid to say, the night effects sorta suck and the combat is pretty much run and die, repeat etc.Same goes for Ste Mere Eglise...

I liked Volga river however, it beats FH's stalingrad hands down!

Midway and Coral sea on the other hand suck i my opinion.With no nosecam planes can't see anything and spend there time flying in circles, occasionaly strafing the sea for no apparent reason.The infantry combat on this map also sucks, with the aa guns being too slow to turn and keep up with the planes flying overhead... I liked the cloud effects though!

Bloody Ridge is an example of a map which could have been realy good, but ends up being crap.Unless i'm much mistaken bloody ridge was a ridge covered in long grass, surrounded by dense jungle on either side (similar to the hills in "The Thin red line") In xww2 its a desert like ridge, with no cover, no trenches and a few trees dotted around here and there :(

Another thing is, most of the skins and models for the weapons are painful to look at.The Springfield,Arisaka,thompson,m1 carbine,no4,k98,ppsh and mosin nagant urgently need replaced!Not only are a few of them Dice models, but the other ones totaly suck and make me wanna cry, the springfield has a revolting model and skin! It looks like a big piece of sh*t, litteraly! :D

On the other hand I was impressed by the Japanese smg and the Easy8 Sherman.Both these models were well made and had good skins.

I feel the rust effect was a little overdone on the the 30 cal, sten and bren.Afterall soldiers had to keep there weapons clean or they wouldnt work!

Now moving onto the sounds :cool: They are realy good, however sound oddly familar.I'm not pointing fingers or naming names, but I think you should compare them to other WW2 games such as Call of Duty and its expansion packs, or maybe even Medal of honor and its expansion packs.

Overall I feel this was a good release, the iron sights realy add to the combat, even if they aint exactly eye candy, they serve there purpose.I'm not a realism nut, but I would love to see Iron sights implemented into FH, whether they be 3d, or realy good 2d ones.

That is all.




Super Six Four

XWWII Historical Research

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3rd July 2003

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#75 15 years ago

Thanks for the kind words everyone. Our mod, like FH, is always evolving, so many complaints like skins and models needing to be replaced e.g. the Mosin (I don't think anyone has ever liked it. ;) ) aren't really needed. And 2010 the tank sites need an overhaul for sure, but they were better than what we had before, and hopefully the next version will show a marked improvement. Anyways, that was a well thought out post Capone and I'll pass on some of your constructive thoughts (if they haven't been read already!).

On another note, I like that the minimap has been changed so that it no longer shows hardpoints or vehicles. It was a rough transition at first, but I have already witnessed people adapting and using a greater level of teamwork to overcome the handicap of not always being aware of where your team is. So I won't be in favor of changing it.




Von Mudra

Lo, I am Mudra, za emo soldat!

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25th September 2004

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#76 15 years ago

Yeah, best thing to do is spawn with binocs, and check. Better yet, work with another guy in the commanders position. He spots, registers, and zeros you in. Also, if you aren't sure of a target, he hops out and checks. Best way on Zit is one guy in a building, 2nd or 3rd story, directing your fire. AH, yes, and Al Capone, don't diss the XWW2 weapons skins. Some of them do look pretty bad, but that is because the devs mainly focused on tank and infy combat, not looks. Also, they should have skins redone by 2.6 or 2.7.




MR.X`

I'm too cool to Post

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30th April 2004

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#77 15 years ago

Well, the problem for me is that with tanks that have ranges, and maps that have tank engagements at that long distance, I can't hit anything.

Its somewhat odd. In FH I pretty much know all the shell trajectories. But in XWWII, hitting a T-34 with a Panzer IVH as he leaves the town on Zitadelle is damn near impossible for me.

The good news for me on that map is that I have taken quite a liking to flying, as it feels more like IL2 than Battlefield. So my Sturmovik (although 6 rockets short) and I can do some good tank busting.




Von Mudra

Lo, I am Mudra, za emo soldat!

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25th September 2004

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#78 15 years ago

With the Panzers in Ziti, yeah, you can't hit that far away. It is a bf thing, they once set it up with 3 mile veiw range, put up a line of tanks on one side, and tried to hit from the other. All missed.