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Author Topic: My impressions after my first playthrough  (Read 1070 times)
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serbusfish
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« on: March 18, 2012, 11:12:57 PM »
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Just had my first experience with the mod, and here are the things i feel should be changed/improved upon:

Run/prone speed

Basically I think you move too slowly, especially when prone. I know it is realistic but what Battlefield has always prided itself on is fun over realism, and as this is a Battlefield style mod I feel this should be looked into.

Objectives

Maybe its just because im new to this mod, but I had trouble figuring out where the objective I was supposed to be attacking was. I didnt notice if there was one but a clear objective indicator on the HUD would be really helpful, and also the ability to zoom in the minimap instead of it showing the whole battlefield.

Mortar needs nerfing

Half the game I found myself being randomly killed by mortar fire. It was annoying not only by how often it happened but also because I had no way of avoiding it. In Battlefield 3 a mortar will take several shots to kill, and there is a delay between firing shots. It helps keep the feature balanced.

Trouble seeing enemies

Not sure what can be done about this but I had a very hard time seeing enemies (on a snow map), they blended into the environment too much.

These are my initial impressions anyway. Will play more and will update if necessary.

 
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0rpheus
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« Reply #1 on: March 19, 2012, 08:33:16 AM »
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My thoughts (in reply to serbusfish 's post)

Run/prone speed

For me it feels quite suitable. Maybe a small increase in speed, but not much

Objectives

This needs a bit tweaking, I agree. EDIT: You can zoom in on the minimap with N just like in BF2

Mortar needs nerfing

In Casus Belli the mortar strike is almost like Battlefield 2's artillery, only that it can be called by the squad leaders, not the commander. I personally haven't had a problem with it, but I can imagine if there are several squad leaders actively using it, it can become quite annoying.

Trouble seeing enemies

I've only played snow maps as the blue team and I didn't have that much trouble spotting enemies. Maybe it's different for the red team

 
« Last Edit: March 19, 2012, 09:44:02 AM by 0rpheus » Logged
dolphineye
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« Reply #2 on: March 19, 2012, 09:17:33 AM »
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Hello guys,

Thank you guys for your feedback Wink

Run/prone speed:
Well, I don't think we'll change it for now.
Anyway, if you want to sprint faster, you can play the Recon class which provides a speed bonus.

Mortars:
I don't think the problem is related to the squad leaders as the mortars regeneration time depends on the players count in the squad. I think the problem is that a 5-players squad will require only 6 minutes of regeneration. I think having 10 minutes should reduce the abuse.

Objectives:
What kind of objective indicator do you need, I don't get it.
You - actually - have flags icons on your minimap (aka "radar") and 3D icons (tagnames).
I need to know if you are talking about the flags + final objectives or only the final objectives?

Nota Bene:
Casus Belli aims at providing a gameplay close to BF2. However we don't aim at copying/pasting from BF2 - except the commo-rose :p. A few gameplay elements are taken/inspired from BF2, whereas a few others are taken from other games such as Red Orchestra.
I would like to clarify things about those who want a full-arcade or full-realist gameplay: Casus Belli is a blend between realism and arcade and is not meant to be fully one or another.
If someday we decide to ship CB something like $10 on Steam, the community should be able to make mods that better suit their needs Wink
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F37
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« Reply #3 on: March 19, 2012, 11:54:03 AM »
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I am also for a mortar / airstrike reload time depending on player count in so far as it takes a lot of time to 3 guys to capture an objective whereas 8 dudes capture it quite fast. Mortars reload time while low player count might be between 10-15 min.

Objective highlights aren't super clear the very first time we play, but after that first play its okay IMO, more indication might be intrusive
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Fabiolo
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« Reply #4 on: March 19, 2012, 01:10:11 PM »
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10 mn for mortar yes, 15 mn is too long, it would mean that we could use only 2 or 3 mortar max druing a game, it will loose some interest.
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dolphineye
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« Reply #5 on: March 19, 2012, 01:49:53 PM »
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He is what I did for mortars, tell me what you think:

- The mortars regeneration time decreases as soon as a squad has 4+ players
- The regeneration time is 20 mins by default. We might change to 15 mins if it is too long.

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F37
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« Reply #6 on: March 19, 2012, 02:12:03 PM »
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Mortar regen time depends on squad or team ? I mean if SL alpha call for a mortar, reload time before next use is the same for him and others SL (bravo, charlie, etc) or Bravo SL can still use his ?

I think Mortar reload time might be (in a "shared" team reload time):
less than 5 players: 10 min
5<n<8 : 7-8 min
more than 10 players: 5 minutes
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dolphineye
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« Reply #7 on: March 19, 2012, 02:21:39 PM »
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Atm, if alpha uses mortars, bravo can still use mortars anytime
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F37
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« Reply #8 on: March 19, 2012, 02:25:00 PM »
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Previously, what was the regen time ? 5 min whatever the game configuration ?
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Fabiolo
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« Reply #9 on: March 19, 2012, 02:38:43 PM »
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Previously, what was the regen time ? 5 min whatever the game configuration ?

no, 10 mn at start of the game and 20 mn after for a squad leader alone. I didn't remember for full squad.
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dolphineye
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« Reply #10 on: March 19, 2012, 07:13:43 PM »
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Yesterday it was:

- 30 minutes for a 1-player squad
- ...
- 6 minutes for a 5-players squad.
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5hitm4k3r
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« Reply #11 on: March 20, 2012, 09:29:37 AM »
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Mortars are fine IMO. Tweaking them with the player count in a squad is the best way. Teamplay should be awarded and this way is the best solution. Mortars are infact badass weapons and should be like this in the game. To lower the damage would make the immersion even less good and would feel off. It is not all about fun over realism but a good balance between them. In BF3 every player can use the mortar so it gets nerfed. In CB only the SL can use it. Only problem I see is squad hoping to increase the possibilities to use the mortars.
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Kolz
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« Reply #12 on: April 17, 2012, 06:19:16 PM »
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My impressions after my first playthrough:

- An absolute great mod, feels real & good, both maps & fighting. Professional job.
- Installation: A read-me file please.
- Patch x.x installation: A readme file here as well please.
- Forums: Servers status please.
- Forums: Three different languages. Better to have all of the forums in English only.
- In-Game: Chat history button please.
- In-Game: Disable snipers in some maps. (But: Not at all sure about this matter, as I haven´t played CB enough - it´s more a feeling right now.)
- In-game: Add a first person view camera and slow down the external cameras by a 50% or so. ( For movies)
- Interface: Add a " Buy latest " and " Buy all " button
- Maps: Adjust/balance the level of lightning. Some maps are brighter then others.
- Maps: Fov 70 is a lot and luxury. Better FPS with FOV 50-60
- Maps: A single island map with e_time_of_day_speed 0.x, starting early morning ending late evening
- Maps: An little island/jungle map like the GDCReload maps. ( )


« Last Edit: April 26, 2012, 06:35:17 PM by TDRTKolz » Logged

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Fabiolo
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« Reply #13 on: April 17, 2012, 08:27:41 PM »
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Yep, true for installation we did not put a txt files, but instructions have been given in the news attached to the file. How did you get the file?

For snipers i don't think we'll disable them, but maybe we will limit the number of sniper for each team.

Thank you for the feedback.
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5hitm4k3r
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« Reply #14 on: April 17, 2012, 08:36:36 PM »
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Limiting the number of snipers is a good idea. Maybe one per squad should work quiet well. Though atm I don't feel, that snipers are much better than other classes. Assault with Tar21 is alot more deadly on longrange than a sniper IMO. Good thing about the limit would be to keep the players more in the battle and avoiding too many campers.
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