NUTTERNAME
Member
Urban Bone
Something for you to chew on while you wait for Market Garden to be released...
We have implemented a number of new and tweaked features to MG that are not necessarily urban specific, but may have more impact on urban fighting than it does on other aspects of the game. At least in some situations.
1. Crews of heavy weapons are now even more reluctant to use their sidearms than before. No more 500m potshots from mortar ammo bearers or the like!
2. The optimal SMG engagement range has been reduced across the board, but especially for the Thompson (which was incorrectly further out than it should have been). This means your SMG guys conserve their ammo better for when their weapons can really do some damage.
3. All types or rocket based AT weapons can be fired from within buildings given certain conditions and certain caveats. Those conditions and caveats are as you expect... the bigger the bang, the more confined the space, the more potential problems. Problems = suppression and/or injury.
4. Vehicles trying to engage targets at point blank range have their time to target increased. This helps the system better simulate the problems AFVs have in seeing/engaging targets that are almost literally on top of them. Like assaulting infantry, for example.
5. Similar to #4, vehicles that try to engage targets beyond their realistic elevation restrictions have further targeting delays. Yes, yes, yes... we know that this isn't the be-all-end-all solution to the forever (i.e. since 1999) problem of not explicitly simulating elevation restrictions. But at least there's now something whereas there wasn't anything other than whatever game variables happened to be in play (which usually solved the problem anyway). We had a very, very, very long discussion about this and it was decided that the new feature works pretty well and is certainly better than nothing. And nothing was the only other viable choice for us, so that's that
6. Vision blocks and periscopes have had their capacity for spotting knocked down a bit more, thus making it harder/slower to spot things than before.
As you can see, none of these things are urban specific but yet pretty likely to be noticeable in urban scenarios because many of these things are range related. Since urban battles tend to have closer engagement ranges, and more surprise spottings, it's probable you guys will notice these more there than in an open field battle.
And before anybody asks... these are "free" features that will be made available for patches to Normandy and Italy. Just wanted to get that out there before some idiot starts saying that Battlefront sucks because only people who buy Market Garden get these features. Not that saying this will stop an idiot from saying this. Just want to make it more embarrassing for him when he does
Steve
Something for you to chew on while you wait for Market Garden to be released...
We have implemented a number of new and tweaked features to MG that are not necessarily urban specific, but may have more impact on urban fighting than it does on other aspects of the game. At least in some situations.
1. Crews of heavy weapons are now even more reluctant to use their sidearms than before. No more 500m potshots from mortar ammo bearers or the like!
2. The optimal SMG engagement range has been reduced across the board, but especially for the Thompson (which was incorrectly further out than it should have been). This means your SMG guys conserve their ammo better for when their weapons can really do some damage.
3. All types or rocket based AT weapons can be fired from within buildings given certain conditions and certain caveats. Those conditions and caveats are as you expect... the bigger the bang, the more confined the space, the more potential problems. Problems = suppression and/or injury.
4. Vehicles trying to engage targets at point blank range have their time to target increased. This helps the system better simulate the problems AFVs have in seeing/engaging targets that are almost literally on top of them. Like assaulting infantry, for example.
5. Similar to #4, vehicles that try to engage targets beyond their realistic elevation restrictions have further targeting delays. Yes, yes, yes... we know that this isn't the be-all-end-all solution to the forever (i.e. since 1999) problem of not explicitly simulating elevation restrictions. But at least there's now something whereas there wasn't anything other than whatever game variables happened to be in play (which usually solved the problem anyway). We had a very, very, very long discussion about this and it was decided that the new feature works pretty well and is certainly better than nothing. And nothing was the only other viable choice for us, so that's that
6. Vision blocks and periscopes have had their capacity for spotting knocked down a bit more, thus making it harder/slower to spot things than before.
As you can see, none of these things are urban specific but yet pretty likely to be noticeable in urban scenarios because many of these things are range related. Since urban battles tend to have closer engagement ranges, and more surprise spottings, it's probable you guys will notice these more there than in an open field battle.
And before anybody asks... these are "free" features that will be made available for patches to Normandy and Italy. Just wanted to get that out there before some idiot starts saying that Battlefront sucks because only people who buy Market Garden get these features. Not that saying this will stop an idiot from saying this. Just want to make it more embarrassing for him when he does
Steve