Re: First Strike 1.6 Feedback

I think more than realism the issue is more as Twigs mentions above, the fact if there are only live players on one side and those live players choose not to take their faction's cap ship reserved for live players into battle it will unbalance the map as that ship will remain out of range of the bot forces which will be focusing their efforts in the center of the map where the main action is.

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

9 (edited by FSDev| JayBiggS 2014-02-09 23:27:46)

Re: First Strike 1.6 Feedback

Played around for a couple hours so far mostly in a local coop game. Very nostalgic playing the mod. Still enjoyable as ever.

One bug I found was in the Bandomeer Coop map, I didn't have any spawn points on either team when the map started up so you cant play it.

As far as the coop/sp goes, everything works well that I tried. Dnamro and co have done well! However I'd love to see bigger maps(many were 16-32 player) and more vehicles. I'm sure there are issues with bots and certain vehicles but surely there are a few that work well.

I just say that because with the server seemingly running mostly 16p maps, and the coop/sp maps tend to be smaller/lacking vehicles, I feel the full picture of what the mod has to offer might be lacking.

I did play a bit of the boarding map but didn't get a chance to check out the station. Will probably do a local game without bots and see the new locales.

Nice work guys.

EDIT: I just made a local game of Parmel Invasion. I was Imp and tried to spawn on the lower right station spawn. The game froze as soon as I hit deploy. This was the 64p version.

Re: First Strike 1.6 Feedback

I just played a round each of Rhen Var(whichever one has the castle things) and Null Sensor Station in coop on my own...that's more like it! Very enjoyable.

Re: First Strike 1.6 Feedback

Jay,

Glad to hear your enjoying the Singleplayer and Coop.   Expansion in that area is in the works, for larger map support to include more vehicles and to make structures more accessible to bots.     

Bandomeer is currently supported in sp as a dogfighting only map.   However,  the current sp mode was a simple way to have dogfight with bots before we had the other space maps supported.     Now that we have space maps that are available in sp and coop,  this map could actually be disabled for now because other space maps have much better sp/coop support -- at least until I get full sp and coop support for it.

Re: First Strike 1.6 Feedback

Would it be possible to get the server up to 32 and fill it up with Bots? A number of people have asked for it, and I think it gives a better representation of what the mod is all about.

Excellent work on the bots Dnamro. They really are something!

http://img95.imageshack.us/img95/3958/kamphersig4si.jpg

Re: First Strike 1.6 Feedback

So I just had my first 2 on 1 battle on Parmel Invasion. Awesome map, reminds me of Judicator from GC.

However the performance was not very good. Playable but very choppy in most instances. I don't know if this is due to LODs or complex collision meshes. My FPS actually dropped from the usual 100max to as low as 70 at times. Also a weird issue...the 1person weapons looked...wiggly...lol...like the models would flicker and such...really weird.

Re: First Strike 1.6 Feedback

It's unfortunate what got left on the cutting room floor in the Battlefield series, isn't it? (They must have had their reasons.)

Well I was sure you guys had looked at it thoroughly but just thought I'd express my support for the target you no doubt were aiming for, as well as the progress you've made thus far.

Thanks for all the extra info.  I'm always amazed when you guys push the envelope in this mod.

http://i37.photobucket.com/albums/e67/CAAM-1/SigWIP4.gif