Re: Feb. 6th News Update - Ryloth, New Vehicles

Is "vehicle free-look" being implemented in v1.2?

I sure hope so. It'd be very, very useful.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Feb. 6th News Update - Ryloth, New Vehicles

Safe-Keeper wrote:

Is "vehicle free-look" being implemented in v1.2?

I sure hope so. It'd be very, very useful.

but i doubt that, would need additional coding for a feature that's not necessary (also i tried the gunship in vanilla bf, it hasn't got free-look either)

____________
Former GC player known as "Saupadl"
GC-Veteran from 2 to 5.3

Ingame Name: FsTest Saupadl

Re: Feb. 6th News Update - Ryloth, New Vehicles

uhh... are you sure?

I want free look in every vehicle. It's very useful if you learn to use it right.

I also agree with a nosecam on the ATST simply because every other vehicle has one.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

53 (edited by Safe-Keeper 2008-02-10 23:01:43)

Re: Feb. 6th News Update - Ryloth, New Vehicles

Mouse Look is a necessary feature. Edit to elaborate: Currently, you have only the ability to look straight forward, straight backwards (F10), and to see a flyby shot (F12). This leaves you with rather big blind zones, which in turn means you have to actually turn your fighter to see what's, for example, at 2 o'clock relative to you. Ambushing fighters is just too easy as you can come in from above or below your target, or from the side, and he won't know you're there even if he does make a sincere effort to watch for enemy fighters. It's even more of a problem with the capital ships, as they don't exactly turn on a dime.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Feb. 6th News Update - Ryloth, New Vehicles

Safe-Keeper wrote:

Mouse Look is a necessary feature.

Dayumn storaight! wink It's crucial.

Artificial intelligence is no match for natural stupidity.

55 (edited by Stardestroyersarecool 2008-02-09 15:34:10)

Re: Feb. 6th News Update - Ryloth, New Vehicles

Safe-Keeper wrote:

I strongly disagree about the walker, too. It's an infantry-killer and does not need a nose-cam. What it needs is an indicator for the commander and gunner both indicating which way the head is facing. The main gun screen could use a 2x zoom feature, too.

And I think we need to make it a bit more clear to players that it's the #2 position that controls the main gun (when I'm playing with the AT-ST, I jump into the #2 position when faced with enemies, as it's far more accurate and has far more firepower).

Are the twin blasters anti-infantry or AA?

Aw, c'mon, have you ever played an FPS where rapid-firing AA guns were not also devastating to infantry tongue ?

Yes, the AA guns on top of the walkers in vanilla suck as anti infantry waepons. Same with the AA implacements.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Feb. 6th News Update - Ryloth, New Vehicles

Stardestroyersarecool wrote:

Yes, the AA guns on top of the walkers in vanilla suck as anti infantry waepons. Same with the AA implacements.

no.

____________
Former GC player known as "Saupadl"
GC-Veteran from 2 to 5.3

Ingame Name: FsTest Saupadl