The Panther armour hp change is a buff. If you really cant comprehend that youre a moron
to be precise, it is a buff only in case of fighting against targets with high pen to begin with, which had the chance (eg ~15% for vet0 and ~55% vet3 jackson @ max range) to kill the old panther in 5 hits. for mediums with lower pen values it is barely noticable. but it does remove some of the randomness and that's surely not for the worst
Usual disclaimer I am not an expert.
I can not imagine anyone throwing away an engine and starting from scratch. That is way too much work. One of the main things you would change is how scenes are drawn. Every few years or so the method you use to drawn an object to the screen changes as videocard hardware evolves.
ENGINE #1 - You send rotated vertices, pre calced lighting, and a texture to the video card.
ENGINE #2 - You send the vertices and texture. Videocard does the rest.
ENGINE #3 - You send a memory pointer to an array in PC memory. Videocard pulls data in on its own and draws object.
ENGINE #4 - You store all data on Videocard but it runs like Engine #3.
ENGINE #5 - Data on videocard can be manipulated for animation. Includes LERP between keyframes etc.
ENGINE #1 - Uses one texture at a time.
ENGINE #2 - Uses two textures at a time, one is diffuse, one is static shadowmap.
ENGINE #2.5 - Adds procedural created textures on the fly.
ENGINE #3 - Version 1.0 of shaders is used where you can now control per pixel drawing. Bump mapping begins. Heightmaps are used. Realtime lighting begins to be used on Videocards but is very slow to process. ID creates 1st game to use it DOOM3 creating a dark environment as each light requires a full scene render.
ENGINE #4 - Shader model 2.0 is used. Normal maps are added for better per pixel lighting. Specular maps are added for shiny surface light reflections.
All of these videocard updates could create large code changes. You may need new data structures. They may be stored differently. When should they be sent to the videocard, etc. The tools to create maps/levels may run completely different and need to be rewritten or modified.
This is all for PC programming which is somewhat straight forward using predefined APIs such as OPENGL and DIRECTX. Using languages like C++ that have been optimised by Microsoft, etc for years.
This is why premade engines like Unreal, Unity, Crytech, IdTech are the way to go for most games. All of the hard time consuming videocard work has been done for you. If I was Relic I would lean towards Unreal as it looks the best. However, as Tric pointed out, PUBG dont run so good
The main point of Relic updating its engine is that consoles need very specific code written for them. So maybe this is an indicator of testing the console arena. PC Games are slow because the author has no idea what hardware you have. So they write to generic libraries OpenGL, DirectX, OpenAL, etc. Consoles run very well because they know exactly what hardware you are running. The code can be optimized down to the hardware register level increasing speed 2x or 3x over generic PC libraries. Throw a Playstation into the mix and it gets even harder because the CPU structure is completely different and there are specific cases where you can pipeline multiple commands simultaneously. Console require a much deeper understanding of the hardware.
thanks for this interesting insight
i mean i can kind of see your point but, man, can you maybe tone it down a notch? your posts are so full of hubris and exaggeration that it is really hard to take you seriously.
but on topic... as others suggested in another thread before, maybe a 5th man upgrade for pioneers available at bp3 might be worth giving a thought. this would alleviate the problem of reinforcing team weapons a bit and, at the same time, boost ostheers repair speed to acceptable levels and give a bit more incentive/reward for teching beyond t3.
this protip guid doesnt say about:
- Forward retreat point giving garrison bonus to mortar pit/bofors
- best way dealing with it
- best way to defend it
- when to and when NOT to use brace ability
- when it's good to build/not build mortar pit
conclusion: very bad guide
why not go ahead and write a better guide then?
anyway, good read and solid strategic advice that will probably get handy if i ever start playing brits.
man, really sounds as if you have some kinky fetish for 76mm guns...
don't think this is ever gonna happen, nor should it. the easy eight is already in the game, isn't that enough to satisfy your obsession?
Was watching a Propagandacast and was reminded of this thread...
Wounded 4-man USF squad wanders over, picks up an enemy MG, and walks away before the next wave of enemy squads arrives on the spot.
Hmm, I guess I should do that too, since it gives such a great tactical advantage and will surely help w--oh, wait, I CAN'T, because as soon as my squads lose ONE MODEL (instantly), they can't grab setup weapons anymore.
And I remember someone saying something like, "4-man squads are a disadvantage, deal with it."
Amazing reasoning. Just perfect. People should just deal with being at an inherent disadvantage for no apparent reason. And no, the blatantly manufactured "defensive/offensive faction" classification that Relic put out in their pathetic attempt to do less redesign work is not a valid reason.
well, technically, picking up support weapons is even possible with only 2 squad members left, and sometimes sacrificing a pio or gren squad to grab a pak from your opponent is very well worth it. although of course i get where you're coming from.
still, it's a design feature inherent to the game just as so many other asymmetric elements of the coh series - and instead of going on a crusade against this and relic in general with every post you make i'd suggest: deal with it!
I can keep going, but you should see the pattern here.
yup, no doubt about that. but please, even if just for the sake of entertainment, keep going. it would, however, be beneficial to know the respective skill bracket in which you've spent the majority of your 2.5 years
gaming experience to put your in-depth analyis into perspective.
as much as i appreciate your other efforts to add consistency to the icons and descriptions, i tend to disagree on the commander portraits here. i feel the well-thumbed, sepia look of the current icons creates a much deeper immersion into the wwII theme than your cleaned-up overhaul. just my 2 cents, of course. still, gl with your project
i'd rather give the b4 a slight popcap (and maybe price) reduction instead of adjusting damage or aoe. the huge pop is IMHO what cripples it the most, at least from a 1v1 perspective
I think while ever community cancer maps remain in rotation all efforts to patch the game will be in vain.
pro tip: veto the worst offenders, enjoy the rest. most are half as bad as people claim them to be.