Here's something I've been wondering about for a while, why does walking (holding shift) not do any good at all? Walking and running have exactly the same effect on your aim, so there is no benifit to walking at all.
Wouldn't you think that you would be able to aim reasonably better walking slowly, rather than running full-out? IMO it would be better to decrease accuracy slightly more when running, then when walking have the crosshairs close to a certain accuracy, and when you stop moving or crouch, complete the closure?
As it is, the only way people fight, is the running zig-zag with SMG's (REALLY annoying) or the crouch and shoot with rifles. Having walking keep your accuracy better will allow people to move cautiously, and only have to pause briefly to crack off a shot. May encourage people to move a little more carefully rather than running and hopping everywhere.
The only other thing I was concerned about is the changes to AT weapons. Two major things are going to happen. One, detpacks are gone. These are the PRIMARY method of destroying tanks as it is. Satchels are in, but I do not believe they will be as effective as dets were (which is a good thing), except for maybe scoring kills on larger armor in close combat situations.
The second, is that the aim bug SHOULD be fixed. This currently how ALL infantry AT weapons are used. Run up with a pistol, whip out the zooka, and plug it in the rear armor. Even though the aiming reticle closure is going to be faster in .62, this may not be enough.
With these two changes, infantry lose 90% of their armor fighting ability. I understand that this is kinda the idea, but it has to be balanced out a bit. This has allready been suggested several times, but I would just like to reinforce the importance of improving infantry AT weapons in the upcoming patch.
They will aim a bit faster, (or so I hear) which is great, but I think they really need to be improved overall, as in damage and distance travelled. I'll leave it up to those who know better to decide what is a realistic amount of damage for various AT weapons to do to different types of armor, but most agree that the distance needs to be tweaked (esp. on fausts), and a major beef of mine is the SPEED at which they travel. It seems absurd to me how slowly they move. Maybe I'm alone on this, but I could throw a rock faster than some of these move (again, esp. fausts). It would be so much nicer, to have a meaner sound, a large cloud of dust and a faster moving, deadly rocket.
Before you object, remember that the person using the AT is going to HAVE TO crouch or prone, and wait a goodly amount of time before firing now. No more run up and pop bang. When you select an AT weapon, the aim should at be 0% (hopefully). And as far as I'm concerned, infantry in a safe position ready and waiting for a tank to roll in, deserves the kill if he knows how to wait and aim.
Other than that, mines simply need to do more damage. Maybe 1 to kill small vehicles, APC's, and light armor, 1 kills or disables medium armor, and 2 kills or disables heavy armor? Only thing we may run into is people running infront of tanks with mines as the AT alternative now.. *sigh* well, I guess there is no perfect solution to anything.
Lastly, I REALLY hope the long-range sniping damage problem is fixed, and McGibs, don't forget my transparent minimap flags! lol.. I'm going to pester you constantly about that until I see them :)
Please, discuss, add, and lets keep this civil and constructive! :)
im too tired to read all of that.
Camboim too tired to read all of that.
gotta agree man
Then why the **** would you bother to post?
Edit - I used a naughty word
But seriously .. cripes.
Well unlike the others, I read it and fully agree with you. I hate the mines as it is all they are, are frisbees of death. Ither you lay a mine and the enemy goes over them and takes only minute damage or some damn inf. bastard runs at you with them and tosses them 5 feet to damage you. I would love to see mines made powerful and useful but give them a deploy time as well as be partially covered underground ala Silent Heroes.
I have to agree with the walking thing. I don't think it's possible, but I would really like to see sprinting a la Day of Defeat possible.
As for the AT weapons, they have been changed in 0.62. But personally after seeing some footage of AT weapons in action I can conclude that they don't look anything like the weapons in FH, and I'd really like to see more realistic looking weapons.
(I also deleted some messages. If you're going to post something useless like "That's too much for my little brain to read all at once" - you might aswell not post anything at all.)
That sounds perfect flung poo. Only thing then is teammates flying over them in jeeps.
Sprinting would be very cool, but probably harder to implement than just fixing the accuracy when walking.
Thank you for cleaning up Lightning.
Yup, the panzerfaust series needs re-done they have a 5 meter range, are slow as hell, and have some wierd damage properties. Of cource same could be said for all the AT weapons as being "slow", the only AT weapon in game right now with decent range and flight speed is the Jap AT nade, and it doesn't do jack shit to armor.
I agree I would love to have sprinting implimented. As it is I don't even have the walk button mapped on my keyboard, because it is useless.
grrr, do you think its a sign your flying to low when you strafe and engineer and get blown up by the landmines he is laying. happened to me on saipan during a BFE scrim
Actually, I've found a use for the shift button - Walking down stairs! That's right, if you walk down a stair, you won't be injured. That's about it, really.