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First Impressions


Supreme Cmdr
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Guest Remo Williams

quote:

Originally posted by Supreme Cmdr:

He can't even post in the correct [demo] forum; yet he's complaining about not being able to
shot
a missile. Clown.

LOL, maybe you should have an IQ test as part of the install process. If they can't score at least a 40 then it just drops them back to desktop without installing and automatically bans them from the forum.

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So far, I like the stretching effect for hyperpace entry and exit, I like the units catching fire when they go below 50% integrity, I love the smooth new lighting as it reflects off the curved surfaces, and MI marines are now completely uber, that one way out IA scenario is a blast- mayhem city! Having fun trying out new stuff- like the EFP ACM and new FP weapons- took an insurgent LCAC out for a spin and got shot to pieces by the aircraft on the carrier it was escorting

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Guest Hellbinder[CE]

The terrain system is more of a problem than a benefit currently.

I know that collision detection is turned off for obvious reasons. The problem is that the AI can see you but you cant see them when in wooded areas. Their vision is not blocked by the foilage and trees but yours is.

Turning it completely off is suggested in the VCF, but.. i dont see the option in the config pdf that is suggested there. Plus no terrain stuff takes away form the overall realism.

I was just brining this up so that some happy medium might be found in a future release.

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quote:


Originally posted by Hellbinder:

I know that collision detection is turned off for obvious reasons.


Rubbish. There is no need for collision detect on foliage. Its just not there. If its not there; it can't be turned off.

quote:


The problem is that the AI can see you but you cant see them when in wooded areas. Their vision is not blocked by the foilage and trees but yours is.

Rubbish. They use the same logic you do. Just because YOU can't see them; doesn't mean that they can't see you. All it takes is a line of sight between a blade of grass.

quote:


Turning it completely off is suggested in the VCF,

Rubbish. No such entry is in the VCF nor the FAQ or CONFIG files for the game.

quote:


The terrain system is more of a problem than a benefit currently.


Rubbish. There is a difference between the terrain system and the vegetation system. Know the difference before posting about either.

And if - to you - it is a problem, nobody asked you to go down there. Stay in space.

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Guest Hellbinder[CE]

Obviously i was talking about the vegitation system. Even though i was saying terrain.

Are you saying that the AI line of site is indeed reduced by the vegitation system like yours is? They can spot you from quite a ways away and start shotting and you have no idea where they even are.

This is a thread about likes and dislikes right?

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Guest Hellbinder[CE]

btw this is the entry in teh VCF i was refering to.

quote:

You can drive through trees and animal flocks. That is correct, collision detect for them is disabled because performance is significantly hampered, especially due to the sheer number of trees. Vegetation (trees, grass, flocks) are there for scenery purposes only and do not bear any relevance to gameplay. e.g. you're not required to climb a tree or go bear hunting. If this bothers you, disable them in CONFIG (see DOCSCONFIG OPTIONS.PDF).


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Guest Hellbinder[CE]

FYI,

I was in no way suggesting that vegitation should be removed. basically just wondering if The AI has line of sight affected by Vegitation (and buildings/walls etc now that i think of it) like the player does. Or do they have an unfair advantage.

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Yeah, I did a ton of tweaking. I tried hard not to go overboard with the planetary units though, or you'd never succeed without cheating.

The NPC personnel could still need some tweaking though, since they sometimes doing funny things; especially in densely populated scenes.

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Just one example that I noticed is that before if I'm in my Firestorm out in space, I would cloak and they would stop firing on me. Now, they're not so stupid, they stop firing AFTER they see that their shots are no longer hitting anything. Nice touch, I need to ajust tactics:)

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been having fun so far, trying to get rich, no crashes, latest video drivers and sound accel down a notch, left it on all day too.

However, after trading for hours and not saving, I went to get a drink while jumping and a damn capital ship killed my shuttle... RATZ...

those bastards.

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It took awhile for me to sit down here and type some first impressions. I've had some difficulties and wanted to be able to focus.

Graphics-Let me state the obvious by saying that the graphics are a significant step forward. Any naysayers out there simply don't understand the tradeoffs required by a game of this depth. To have visuals of this caliber and still have the complexity that all of us love is a credit to the design and the advancement of computer power.

Sound-Love the beefier main gun sounds!

The stuff that wasn't broke you didn't fix and of course, that is good.

Curse you Red Baron for designing the best space combat sim in the known world.

Down Fanboy, down!

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its the best damn game in the series in my opinion and after 7 years of playing I am having incredible fun playing it. Graphics are lovely. I can hear PTA firing now (love that) couldn't before, don't know or I can't say whether it had a sound, or I just wasn't hearing it. Laser beams look thick and sweet which I also noticed from UC.

was that a little better?

As for what I don't like, only one thing really. I play a cruiser so this doesn't affect me as much, but I find hyper jump transit times are too long for carriers, and even though shorter for cruisers still too long. Also the normal thrust speed for when you are not in hyper space is too low.

This was one change I never liked in BCM from bc3k. Alot of time is spent flying the rest of the way to dock with a station that you jump to etc etc... It really is a lull in activity.

And that is the only gripe I have.

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This is the first game in the series in which PTA fire had sounds. Couple that with my implementing sounds for nearby (those within range) ships that are firing, and you've got a whole new gig. Assuming your rig can handle it. To me, I LOVE the chaos of everyone and their mother firing. My favorite skirmish has got to be the CMDR version of Homeland Security IA. Just jump to Mars just before New Yorker, unleash your fighters on escort, give your CC the order to engage the nearest hostile carrier, activate the A/P and listen to all hell break loose.

As to the jump times, I actually reduced them in AWA for carriers. Compare to UC and you'll notice the difference. Since EACH ship has to be tested, I'm not inclinded to just go screwing around with numbers, thereby unbalancing the game and screwing up the crafts flight dynamics. Heck, I even reduce the jump target range from 800km to 150km for people who were complaining about being too far from a jump target on emerging from hyperspace.

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I know you can't go pissing around with the numbers, I was letting you know that it is one thing I don't like. But I wonder how others feel about the times, because when you look at it, it does add to the feeling of small ship big universe because it takes an acceptable time to fly from one end of the galaxy to the other.

I was thinking more of an across the board fraction cut thereby retaining the balance, but everything is reduced.

Oh and I did try the IA scenario it is just so much to do in so short time I getting right now, but I did get in a big battle and it was fun. Even though I died. And it was way cool looking at it... oh yeh that is why I died, I was just looking at the battle and not doing anything!

I wish the manual would hurry up and come.

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