Changes we'd like to see in the upcoming patch!


(MadAxeMan) #21

I agree “TK” by mine should not be complainable. If someone planted a row at spawn you can still avoid mines by sprinting/jumping. Even taking into consideration this is a highly unlikely event. I haven’t seen this happen once, but I’ve seen loads of kicks for twats complaining after stepping on mines.

Another couple to add:

  1. the Covert Op warning icon even if you have player names switched off!
  2. a smaller font size - or at least keep the font size relative to the screen resolution, not just get big ugly fonts if you run high res. Defeats the object IMHO.
  3. (less bothered) not gain XP from damaging an enemy if you have also damaged a member of your own side in a 30 sec period. Might make some people a little less profligate in there spray and pray.

(Coolhand) #22

The Covert Ops recognition bug. I killed a guy on my team earlier this evening. He was standing, unmoving, I was facing his back - and no name tag came up. I moved to look at his side: name tag. Move again to look at his back: no name tag. Waited for at least ten seconds, to make sure - still no name tag. Opened fire: “You killed teammate whatsisname” :frowning:

No, I still haven’t learned gun recognition, I forgot to look at his gun. And I forgot the damn compass, too :frowning:

Further discussion on this one at:
http://www.splashdamage.com/forums/viewtopic.php?t=1828


(SCDS_reyalP) #23

FWIW, for the splash folks, here’s rtcw.co.uk folks thoughts on the same topic:
http://forums.jolt.co.uk/showthread.php?s=&threadid=169932


(amazinglarry) #24

If you have a bunch of people spawning at once and they’re all rushing to get out and stuff, you’re going to get at least one or two of them easily. Most spawns have like 2 exits… but they’re almost always both narrow doorways… and it doesn’t take that long to run to either side.

Trust me… I could do it with ease if I ever really wanted to be an ass, and there’s a lot more evil people than me out there. :cool:


(Bluebeard) #25

I would like to see the drop weapon back and to be able to pick up any weapon on the floor regardless of class or side.


(grembel) #26

detank medics


(Gump) #27

I disagree on the weaponbank 2 for a level 4 soldier. They already have an advantage enough that they get an SMG, a weapon equivalent to everyone else, plus a heavy weapon. It should stay in the 3rd bank for a bit of confusion as a minor balancing factor.

First off, you reached level 4, you’re supposed to get an advantage, there is no reason to offset it with a confusion factor.

On top of that, the level of disadvantage is directly tied to how you set up your weapon selection binds. I’ve had to add a different config for level 4 soldier (which is silly in itself), and I still can’t accurately change between smg and heavy weapon.


(Coolhand) #28

I assume that you mean by this that in your opinion medics are too powerful. To some extent I agree… I think that a good solution may be to simply remove the auto-regeneration benefit medics enjoy. Might make us medics learn how vulnerable everyone else is, and start behaving more like medics should… but only if the damn disorientation bug mmmf mmmmmmmmf mmmf get off me! mffff


(reks) #29

I absolutely do NOT want dropweapon back. That’s widely abused by panzers and I’m sure mg42 and mortar users would do the same thing. I don’t particularly support the ability to pick up any weapon, but allowing that doesn’t mean adding in dropweapon.

However, I’d like to see some of these changes:

o Make the first shot from an engineer’s k43 or garand accurate. Following shots can suffer from heavy kick, but the first shot should be dead on accurate like all the other guns, esp. while prone and kneeling.

o Prevent panzers from moving while firing. At the very least prevent panzers from jumping while firing.

o I would still like to see arty and air strikes curtailed so that people actually want to play mortar.

o I like the america’s army idea of not being able to shoot while sprinting. At the very least there should be a heavy accuracy penalty for this.

o Lately (esp. in clan games) I’ve seen a lot of /kill abuse. People /kill when they are going to lose a gun battle to avoid giving you the XP. Personally, I’d like to see /kill removed. I can’t think of a good reason to have it and it’s heavily abused. Barring that, I’d like to see some penalty (-9 XP or perhaps you have to wait for 2 spawns instead of 1).

I know there are those people that think /kill is a good strategic feature. IMO, strategy is not putting yourself into a position where /kill is a good idea.


(Coolhand) #30

Hear, hear! to the panzerjumper prevention clause. Those things are supposed to be HEAVY!

… I believe that there’s already a heavy accuracy penalty for firing while in motion.

As for /kill, I agree, it would be better if this sucker were removed. The only legitimate use for it (IMO) is to get out of the “stuck in the scenery” problem. All other use is abuse.


(reks) #31

There is a heavy penalty for turning fast.

I don’t believe there is a penalty for moving fast or changing direction quickly (side - to - side). With cursor hints on I don’t see any size increase when I sprint strafe. Only when change my direction quickly.

For the turning fast to come into play, you have to be at very close range or surprised (turning around quickly). At very close range, accuracy isn’t as much of an issue and when you’re surprised you’re supposed to be at a disadvantage.

The argument is this: The guy who’s prone and shooting at you should have a better chance to hit you if you are SPRINTING back and forth shooting back. While he does get some bonus for being prone, you recieve NO PENALTY for SPRINTING. That’s just whacked IMO.

I’d like to see momentum added too. When changing directions 180 degrees there should be a slight pause for the stop and start. That’s probably way too much to ask.


(Riftgarde) #32

Fix the double listing of some players in showscores and make it so non votes aren’t the same as no votes?


(Bluebeard) #33

How about that when a class die-medic, field ops etc you could pick up there gear styringes, dynamite now that would be interesting???


(Dimmie) #34
  1. When placing dynamite, it happens a lot that instead of the pliers, I directly get my gun. So I’m shooting at the dynamite instead at arming at. And really nasty is when you have the grenade launcher and you launch a grenade :angry:

  2. Fix the bug with kills and deaths not resetting:

  1. Maybe a spawnpoint option at the allies commandpost in the fueldump map. One where you will only spawn when you click on the flag on your map. I’m getting sick of having to walk a long way to the axis fort after being killed.

  2. Fix the bug where enemy covert ops in disguise display a name when you aim at them. Usually they have the name of person that they’ve stolen the clothes from.[/img]


(Kendle) #35

Options -> Game -> Autoswitch = No.


(amazinglarry) #36

I assume that you mean by this that in your opinion medics are too powerful. To some extent I agree… I think that a good solution may be to simply remove the auto-regeneration benefit medics enjoy. Might make us medics learn how vulnerable everyone else is, and start behaving more like medics should… but only if the damn disorientation bug mmmf mmmmmmmmf mmmf get off me! mffff[/quote]

CoolHand you’re supposed to be my buddy on this!!!

If the medic regeneration is taken away (which really doesn’t help me in the least anyway) all medics need to do is turn around and RUN and give health packs to themselves (which I do anyway to survive and rock the ass out of everyone)

Regeneration is a joke to begin with.


(Sven) #37

Some of the bugs/strage things I have found:

-wrong announcements at goldrush(not really important) (first goldcrate confused with second gold crate)
-plant-defuse at the radars/trucks/tanks to get free engy points
-Level 4 soldier loses SMG after switching to another class and then returning to being a soldier.
-dual pistols are only aquired after entering limbo once and pressing ok
-mines near the track switch at railgun always explode when it is raised/lowered.
-not being able to take a screenshot of te 2 other score screens under “more”(at least not with the console filling 1/2 the screen)
-score dissapears when changing your name when the round is over
-Dynamite planted announcement at the south anti tank gun can be avioded by planting at a certain distance of it.
-Time not displaied properly for newly joined players at the score screen

Also, a covert ops having the name of the person he got the suit from isn’t a bug. You have to get closer to recognise him as an enemy.

And why isn’t the garand able to reload while the K43 is? This sounds unfair to me, and it is the reason I prefer axis over allies…


(Coolhand) #38

Oh, I am? V583, V584 :wink:


(Ragnar_40k) #39

I noticed a bug(?) when you spectating someone. When the person you spectating taps out into limbo, then you (auto)switched to another player to spectate him (like in RtCW), but when the person you originally spectated respawns, then your not switched back to him (not like in RtCW). This makes it difficult to spectate a player over a longer period of time.


(Hugo Phurst) #40

Lotta good suggestions here.

As far as weapon changes, I don’t think that they need to be messed with. PF is fine, ppl just don’t like being killed by it. I don’t like the idea of not being able to not move while shooting. (I don’t use the PF much, so I guess I wouldn’t mind but it doesn’t need messing with IMO)

The weapons all seem fine as they are, movement changes… Don’t like that being messed with either. The no shooting while sprinting ala Americas Army… don’t like that idea. AA is supposed to be as realistic as it can be. Wolf or ET, are not. (that’s why it’s fun)

  1. being able to select spawn during warm-up/start of the map, definately would be good to have that.

  2. Medic revive dealie… would like to see that changed as well.

  3. here’s one that I don’t think I’ve seen anyone mention about. Mortar ammo from Field Ops resupply too low.

I just recently started messing around with mortars (quite fun) but what I have noticed is that if a Field Op give you an ammo crate, you only get one mortar round.

One mortar round isn’t enough to do anything with. It takes you one round just to figure out if you are aiming in the right direction. AND, after you fire your last round, it doesn’t show up on the mini map.

If the Field Ops has a higher skill level, you’ll get more than one round from a resupply but it’s still only like 2 I think. It would be nice if you could get enough ammo to do something with from a FOPS if you get one to give you some ammo. The only way you could get enough ammo to work with from the FOPS is if he gives you his entire powerbars’ worth of ammo crates, and no FOPS I’ve ever played with is ever going to do that. (they’ve got much more stuff to do… ammo to other players, air and arty strikes, etc.)

If I’m doing the mortar thing and I want some new ammo, I pretty much have to use the /kill thingy. So… if you took that out, I’d have no way of getting ammo short of just running straight towards whatever enemy I could find and let them kill me. Which takes too long, and really isn’t that fun “padding” other ppls stats just so I can get some more ammo.

So, I’d like to suggest more ammo given to the mortar soldiers from Field Ops.

For that reason and some others, I don’t support the take out the /kill thing. What if you suddenly realize that there aren’t any engineers on your team… or medics for that matter. I’d like to be able to take myself out of commision, and respawn as an engy or med or whatever, as soon as I could.

Anyways, there’s my buck-three-eighty-five on the subject.
Hugo Phurst