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First Person Mode - Whats wrong/right with it?


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#61 Supreme Cmdr

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Posted 11 February 2006 - 06:50 AM

There is nothing special about SHIFT+ but I should probably change it if it doesn't work on some keyboards.

#62 babs

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Posted 11 February 2006 - 07:01 AM

The right combination is :
-Canadian "QWERTY" SHIFT+}
-FRENCH "AZERTY" SHIFT+*

note:the key substitute for "" is mostly the key next to the main "enter" button (Left-bottom key)

I wish it will help

#63 Supreme Cmdr

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Posted 11 February 2006 - 08:24 AM

I have added SHIFT+N for the next (and final) patch. So either will work.

Thus far, I haven't seen any further comments about the fp revisions. I am going to be releasing the final patch on Monday and this will effectively close this discussion as well as any further fp related revisions. In fact, barring any fatal crash bugs, this will be the final patch for this game.

#64 DennyMala

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Posted 11 February 2006 - 11:22 AM

Thanks for the combo kay change.
I noticed that the zoom keys [] are not working properly too in italian keyb. Only the zoom + is working.
Dunno if a remap of this two can be done easily. The numeric pad + and - kay would be perfect for any kayb layout around the worl I think.
For the rest I think you got the jackpot for what it was possible on this game aspect SC, great work.

#65 Supreme Cmdr

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Posted 11 February 2006 - 11:42 AM

I'm not remapping any more keys. Those [ and ] keys have been that way since the first game. You should have reported it back then.

Let this be the last off-topic post please.

#66 Guest_Cornucopia_*

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Posted 11 February 2006 - 06:24 PM

Well...those are two tuff IAs.

It would be nice if the hostiles in the HUD map would be a little darker red in color.As they are, they are barely decernable from the other personnel.

#67 Supreme Cmdr

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Posted 11 February 2006 - 07:58 PM

The colors are the same as everywhere else in the game. They are not bright enough because of the background of the map. Nothing I can do about that.

And if you think those two are tuff, try the two news ones just released in the .05 patch.

[ 02-11-2006, 08:32 PM: Message edited by: Supreme Cmdr ]

#68 Guest_Cornucopia_*

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Posted 11 February 2006 - 08:37 PM

Yeah...Ok...bummer.

Thanks for the reply.

The simple answer here is your detrators expect FP to work like all the popular FPSs. But we know that will never happen.

Well...increasing the VTT tags range to 100 meters helped considerably.

BTW...what does the optional class parameter mean in 'The SAD, SEAD and CAP when used in the LAUNCH command, now take an optional region and numeric class parameter.' in GBS?

In other words, what is the extra parameter for?

quote:


And if you think those two are tuff, try the two news ones just released in the .05 patch.

Cool!

#69 Supreme Cmdr

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Posted 11 February 2006 - 08:42 PM

Only someone familiar with the GBS system will know what I'm talking about. It is pointless me explaining it and this is not the forum for it.

You did notice the part where I repeatedly said no off-topic posts in this thread, right? Right?

#70 Guest_Cornucopia_*

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Posted 11 February 2006 - 08:54 PM

Ok.

#71 Supreme Cmdr

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Posted 12 February 2006 - 01:59 PM

Did anyone actually complete IA0119 or IA0120? There's nothing like mowing down marines from a gunship with auto-rotating turrets.

...and in IA0117, did anyone think of taking the LCAC up the coast?

#72 quantum

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Posted 12 February 2006 - 03:03 PM

Thanks for the hint! I can't believe I didn't think of that! I haven't completed the scenario yet,but I will use your advice!I like the expanded HUD map, although I haven't gotten reading the map down to a science(zooming instinctively where appropriate), but the changes make the FPS portion more enjoyable.Practice will take care of that.

#73 Supreme Cmdr

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Posted 12 February 2006 - 10:22 PM

Well, before you can get to mowing down marines, you have to take out the enemy air defenses. As soon as their weapon systems come online, its all over and you barely have five minutes to take them all out before they destroy your entire flight group.

#74 Matchoo

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Posted 12 February 2006 - 11:14 PM

I played IA0119 and was able to take out a 2 of their gunships. I wasn't haven't much luck hitting troops on the ground and I didn't want their defenses to get me, so I landed my craft near their base and went in on foot. I managed to take out one of their ground turrents, but one of their ground troops took me out before I could get anymore.

I'm really starting to enjoy FP mode.

One thing I still have issues with is ordering any troops that are following me around. It just seems cumbersome to me to have to cycle through them to give them commands. Would it be feasable to set up commanding troops so it works like commanding shuttles and fighters while on the bridge of your CC? You could bring up a menu (maybe by right-clicking) similar to the 'Command-Fighters' menu that would show any troops in the area that you can issue orders to. You could then check which troops you want and issue orders to them. It doesn't seem like it would be too difficult (seem being the key word here) since it is already being used for shuttles and fighters.

It just seems to me anything that simplifies issuing of orders during the heat of battle would be useful, although I understand that you want to finish up this project and focus your efforts on your other ones.

Anyway....time to see if I can to better on IA0119.

#75 Matchoo

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Posted 13 February 2006 - 12:28 AM

OK, I haven't beat IA0119 yet, but I'm getting close. I've tried it 3 more times using different tactics each time.

The first time I decided that the gunships were too slow so I used a shuttle instead. I got there and took a few out air defenses before they were activated. I also took out a few ground troops and then 'borrowed' one of their tanks. I used it to finish taking out the air defenses but a missile took out my tank before I could finish the job. Forunately I had ejected before the missile hit, so I ran to my shuttle, got in it, and flew to the transport that had just arrived. When I got out I targed the officer that was headed towards it and started to chase him. He was beamed aboard before I could catch him so I got back in my shuttle to see if I could do anything to the transport, and shortly after my shuttle was disintigrated by the transports PTA system.

I tried again using the shuttle, but this time I brought my own tank along using the tractor beam. I got there, hopped in my tank, and proceeded to wipe out anything and anybody in my path. I had a few of their air support shooting missiles at me, but I was able out-maneuver the missiles (except for a little splash damage) by moving in different directions quickly. I got in their base and saw that once again the officer was running for his life. I tried to catch him but one of their missiles finally hit it's mark.

My final time I again used the shuttle but this time I towed a gunship instead of a tank. I got to the mission zone, hopped in my gunship, and proceeded to wipe out the place before their main defenses were activated. I managed to destroy most of the ground-to-air defenses along with most of the buildings. I was 50+ feet up when the computer told me that a missile was headed my way. I knew I wouldn't be able to dodge it so I ejected. I landed on the ground and look up just in time to see my gunship get destroyed by the missile. I ran to make sure that I didn't have any debris land on me (don't know if it would kill me but from what I know of Derek it probably would). I then checked and saw that the officer was running away. Unfortunately I was on the opposite side of the base and couldn't get to him before a missile took me out.

I think 10 or 15 more times and I'll beat it.
This just goes to show some of the possibilities this game offers.

#76 Supreme Cmdr

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Posted 13 February 2006 - 08:22 AM

quote:


One thing I still have issues with is ordering any troops that are following me around. It just seems cumbersome to me to have to cycle through them to give them commands. Would it be feasable to set up commanding troops so it works like commanding shuttles and fighters while on the bridge of your CC? You could bring up a menu (maybe by right-clicking) similar to the 'Command-Fighters' menu that would show any troops in the area that you can issue orders to. You could then check which troops you want and issue orders to them. It doesn't seem like it would be too difficult (seem being the key word here) since it is already being used for shuttles and fighters.

It just seems to me anything that simplifies issuing of orders during the heat of battle would be useful, although I understand that you want to finish up this project and focus your efforts on your other ones.

Unfortunately because of how the mouse is tied to the view system, you can't use it for anything.

For ordering troops, all you need to do is put them all in the priority list when the scenario starts. Then you can just use the PLV (TAB) to quickly select and order them around using the TOM (ESC). Thats why I added this feature to the fp mode btw.

If you want one of your units to attack a particularly target, just designate the target first (CTRL+P), the use the PLV/TOM to give your unit an order pertainting to the designated target.

quote:


I ran to make sure that I didn't have any debris land on me (don't know if it would kill me but from what I know of Derek it probably would).

Yes, debris fragments do indeed cause damage to anything they hit as they fly off.

Anyway, your tactics just illustrate just how crazy some of you are. Taking a shuttle to that combat zone is like bringing a knife to a gunfight.

Usually I just grab the Phantom gunship in front of me and high tail it to the zone. During my ingress, I set a [Proceed To Next] waypoint to the area. Then I add the MK1D SAL perched atop a hill, to my priority list. Thats the first target I take out.

Remember that just because your missile locks, doesn't mean that it can see the target. Usually the target may be behind a mountain. Missiles don't do any collision avoidance. So if you fire just because you see the target TTD, the missile will just plow into the ground.

You really need to take out all the SALs first, then the SAMs and lastly the launch pad. From that point on, you can pretty much pick and choose your targets until the transport shows up and the officer makes a dash for it.

In fact, when I created this script and was testing it, I could complete it (in cheat mode for testing), without ever leaving my gunship. Without cheats, when my flight group lands, if my gunship is damaged, I take one of theirs and then order the pilot (an EFM) to SAD. This way he's not standing around sucking his thumb while I'm being shot at.

#77 Sinistra Dextera

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Posted 19 January 2008 - 01:03 AM

Since so many give feedback on what's wrong with FP, I will first say what's right with it.

Distance rendering is good, objects are smaller when they are further away. There is a reason why most assault rifles today have an effective range of about 150 - 200 meters without optical enchantments (most of up to 400 meters with optical enchantments). Actually if I am going to compare FP mode to any other game out there, it would probably be Operation Flashpoint. If you have played it, then you would notice that targets that are at distance are hard to spot and you must often look for moving shadows. Now of course because of the graphic details, in UC you have to look for small dots instead, but it doesn't change the fact that you may use realistic tactics like not walking on the horizon to remain hidden (how is AI detection in this matter anyway?). Well done!

Movement: Well done, have you been in the army SC? The breathing part with sniper rifle reminds me of my days when I tried shooting a high caliber rifle in standing position. The aim would always go sideways because both elbows are in the air. In crouch position the elbow has support, but your sight is going up and down because you are breathing. As for running and jumping around, it was relatively well done, not sure if marines equipped with gear that would weight over 20kg should be able to jump at all, but if improves gameplay for some people, then sure, why not? By the way, is the planet's gravity taken into account when jumping?

Weapons: Reload is ok, one thing that could be done is the ability to shoot that final bullet in the chamber while you reload in case of emergency. Not sure if I could justify hand grenades in an age where we have battlecruisers. Instead there could be grenade launchers mounted on weapons, but otherwise it's all good.

HUD: Maybe a different layout for widescreen users? Just a thought.


At last there is one small issue with the sniper rifles. When you zoom in, you have the same mouse sensitivity which makes it hard to aim (in situation like this i thank god for having a mouse with three different mouse speeds). Would it be possible to lower mouse speed as you zoom in?




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