Just play with Vipper and stream it on twitch while you two argue over Discord. Everyone would watch.
i'd definitely watch that |
not sure about teamgames, but from a 1v1 perspective i'd say the m20 is pretty much fine as is. if anything, a slight increase in build time would probably be justified, as well as getting rid of the crew bazooka. as others pointed out already, this is merely a relic of pre-overhaul times where the lt tier didn't have any other at options - which is thankfully not an issue anymore |
I will retry with parallel lines.
I mean i did select both squads and click same time to move. I tried various distances and possibilities. Somehow cons just is faster to reach always. Maybe is larger squad size and the first 2 man reach earlier?
How can i do better with parallel lines, does it include a timer?
i'd recommend to use tric's test map ( Your text..) for this purpose, if you haven't tried already. the added range indicators come in quite handy. |
not really sold on some of the detailed changes (e.g. churchill and valentine), but i do like the general idea of having hammer/anvil tech choices in all tiers. |
soon(tm) |
just keep it as it is. as others have already stated before, it is a risk/reward decision either to spend the muni for skirts or, say, lay some early AT mine. i personally like to have options like this in the game8 |
a quick workaround in this situation would be to queue an attack move command near the house before entering. doesn't solve the bug itself but should prevent the deathloop you describe. |
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.
Simple examples:
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.
Other examples:
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
TL;DR
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. |