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Special Operation "War" - Opinions?

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Hello guys,

if you feel so inclined, please do share what you think of the new War special operation. Good things, bad things... everything that comes to your mind.

And please rate it in your post with points out of 10 (for example 8/10).

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Some first thoughts (I might add more later)

In general it's a really nice mission, I really like the vibe and it feels like a real challenge. 

However:

  • The first part is too much corridor warfare imo (like all spec ops I guess), while in the last part an afv could really work. 
  • It feels like the map is contradicting a bit in what kind of vehicles are best (which might be a nice thing), in the city part it's basically mbt or bust, but there are some other parts were you would really want to take an afv or you are just going to get farmed by hidden bots. (this can be fixed by just rushing tbf). I am talking about the section to the city at the start and the train defend part.
  • The amount of infantry that spawns and automatically targets the train is annoying. You need to do too much things at once in the train defend phase (Choppers, infantry and plague level of bots).
  • The story is just bad and cringe like always (not that I really paid attention). 
  • While we are on the topic of the plot, Hanna says she will help you defend the train, but I don't see this actually happening... 
  • Another thing with the train, it seems to be loaded full of weapons, not any fuel, another mayor plothole? 
  • The mbts on the final cap seem to spawn in really late... If you are already low on train health this can be a massive issue... I would like to see this readjusted that either the train drives a bit slower or these bots spawn in sooner.... 
  • The train achievement seems to be way too hard, since infantry spawns in and immediately shoots it... 
  • Idea: double the train health, to make that less of an concern (as I said too much stuff at once etc).
  • Also, the infantry that constantly spawns isn't that bad, but there are situations in which you literally cannot shoot them because they are above you (and you don't have enough elevation) but they can shoot you. This is just plain annoying... Maybe something can be done to fix this?

Overall, I would say the difficulty is at about sh3 level, doable with at least 2 players, but if you are solo you are going to suffer (unless you are lucky). It has the general corridor warfare issues, but overal the vibe defo makes up for it.

I would still rate it a solid 9/10.

Also, please add an option to just select this mission and not first play plague, I have never really liked plague and after 4 months of playing this mission I am definitely done with it... Please I beg you... 

note: I have only played this mission on extreme.

Also, a vid for people who are interested: https://www.youtube.com/watch?v=MKi9encoWtQ

 

Edited by itzjustrick (see edit history)

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Oh boi, it's rating time (and my once in a year appearance)

War is... interesting. It mix a bit of everything we like, and everything we dislike

For the map style and visual, i would give it a 9/10.

Seeing waterway totally destroyed, ruined, and flooded give you a strange feeling when you're used to the normal waterway, where everything look so green and clean. The little Austin tomb give a bit of sadness point for those that actually cared for story (crazy guys like me) and the change between storm and normal weather is pretty nice too

 

For the level design, i would give somewhere around 7/10

Map is fun, challenging, and pretty clear by herself (follow the road, and everything will be fine). Tho, some parts are legitimally painful to do and same for the achievement that goes with it

First: Please, no more escort, those are a annoying and a pain in the ass in general AND the dev made it even more vicious with those stupid random instant infantry spawn. (ask Ivo, rick, Azdule, Stratzi and Charlie about it heh).

Second: The second mission objective, is..heeehh? You have a ton of enemies far away, Hana is sniper, but she doesn't seem to spot a lot the enemies, doesn't know why, but it make this part harder that it should normally be.

And third: everything else is pretty much fine, it's just your usual extreme post Arabian night Spec ops experience.

Some upgrade would be nice, like a warning about Transport Chopper, and a warning about when / where the infantry will spawn. Also giving them a "cooldown" time before they start shooting at the train. Also making the support bots a little bit usefull (One in a MBT maybe?)

 

For the Story, it will be a.... well, no notes. Because it will just skydive the average grade

The story in this map is.. not that bad, a bit of a mess if you don't ignore Plague, but not that bad

Some point really don't make sense. For example, Ivo say that he's not a raider, but from plague, he literally Raid a base for ammo (while, the main goal was to steal it, by definition, he IS a raider). It's a bit of detail picking, but those generally help making more sense into a story that is literally dead since Enigma appeared

Other than that. Ivo lost a bit of his Meme side. He's more... sweet? Which feel weird for someone that was leading a terrorist army. The way he act is almost more calm compared to the hot headed Plague Ivo

For Hana, she is different compared to the Hana we knew. She lost everything, and doesn't have anything to really lose anymore (except the settlement we are tasked to defend) and so, is more... "yeah, fuck it, let's do this"

As for the interaction between the two. It make sense, for once. I'm surprised Hana actually decided to trust Ivo without even trying to fuck him up and considering him as an enemy. They also knew each other by reputation, and this make sense and also set that Enigma's legacy is about the player and not Hana.

We can also learn some various random fact, like all of the PLM is dead, destroyed by the super volcano thingy even with the vault made by Blaze for the main enemy faction troops. (So guess they were made only for a couple of people)

So the story is interesting, but not that impacting, you can just go through without caring, and you'll be fine.

But for those who care... it's a mixed bag of a bit of everything... but that just your Post-Arabian night experience

Performance, 4/10

because this is important, the performance of the maps are like SH3 / SH 4, AD 4, and all of those, they are... mediocre, you'll have to expect a lot of framerate drop, even with powerful computer (Cryengine is like that after all. and it definitely have a good name. It will make your FPS cry a lot)

 

So, in a big TL;DR

Note would be around 8 / 7 out of 10, map is good, and is a good continuation of what we had in Plague already

It's obviously overshadowed sometimes by stupid decision (enter the city objective, another escort, the flooded part are a pain in the ass for HEAT players, and ATGM only stuff) but everything else is fine and the map is comfortable in general

Also same note as rick: Only played it in Extreme, but also with full team. couldn't really bother trying it with random

 

 

21 minutes ago, itzjustrick said:

While we are on the topic of the plot, Hanna says she will help you defend the train, but I don't see this actually happening... 

She does send reinforcement, but they are absolutely useless and are stuck behind the train, so thanks Hana

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3 minutes ago, Soren said:

because this is important, the performance of the maps are like SH3 / SH 4, AD 4, and all of those, they are... mediocre, you'll have to expect a lot of framerate drop, even with powerful computer (Cryengine is like that after all. and it definitely have a good name. It will make your FPS cry a lot)

This is way better than sh3. In sh3 I can barely get more than 20fps, while here I had 40 fps at the worst. Which is playable, contrary to the shit of sh3.

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Just now, itzjustrick said:

This is way better than sh3. In sh3 I can barely get more than 20fps, while here I had 40 fps at the worst. Which is playable, contrary to the shit of sh3.

yeah, it seems to vary a lot anyway (like some peeps having god tier rigs, and SO maps making their rigs literally die)

but

Cryengine, it will make you cry, a lot.

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7/10 for me its nice maked map but town part is not good for 5 people, one stops in doors and other 4 cannot go forward train phase will be better with some polishing with td i cannot spot troopers on island H4 even they shoting they are still invisible 

which without training make them practically impossible to kill

 

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Design and feel-wise, 8/10... for playability 6/10, so maybe 7/10 overall.  Fighting through the rain and swamp is different, so have to give the developers credit for taking and existing map and making it feel quite fresh. Sorry Hana is having a bad hair day. Plot elements are intriguing, reminiscent of SH4. I agree Kopylov sounds a bit different in War than Plague.

I have an older machine and I can see how the map is pushing the hardware to the limit .... more so than any other map to date. Of course, it might just be the server connection - had a bit of rubberbanding but at least I stayed connected.

Definitely can't see the infantry at the end... our squad of randoms was actually doing pretty good and knocking out all the red stuff we could see, then suddenly there's a cut to the train blowing up and we lose. So I guess you have to have a good spotting vehicle in the right place.

Vehicles without an AC or MG (such as NM142) are clearly at a disadvantage with all the infantry around... fortunately there are lots of others to choose from.

DVC,

QR

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i've just done one run so far, and it seems better than last couple of specops missions.

However, voice acting has improved pretty significantly from Spirithaven and that needs to be acknowledged. Story is formulaic, but character interactions are fun and Hana as Furiosa-like postapocalyptic warlord is pretty great. But thank god for improved VA, American Dream was horrible in that regard.

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9 minutes ago, Schlock said:

i've just done one run so far, and it seems better than last couple of specops missions.

However, voice acting has improved pretty significantly from Spirithaven and that needs to be acknowledged. Story is formulaic, but character interactions are fun and Hana as Furiosa-like postapocalyptic warlord is pretty great. But thank god for improved VA, American Dream was horrible in that regard.

Huh. Interesting.

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  • Graphics 10/10
  • Story 6/10 - my impression is the story a bit of "cap/cap/gate/cap/gate/cap". Too much focus on capping and driving in narrowed space. Why do i feel that 2nd Caribbean Crisis mission which is based on same location and itself quite dull, has more memorable triggers and conditions.
  • Map 3/10 - there are room for multiple paths to reach the same point, but the map layout imposes cases where 2 players can literally block shooting and movement for another 3.

 

  • Issues 
  1. The cap before train - one fast (and stupid) player reaches the cap, caps, then die, swarm of bots re-caps undefended cap before the rest of team can reach it. Solution: increment cap time.
  2. The train defense - another feeling of hopelessness that you have no control at all, why this shitty train too early enters area which is not cleared. Solution: Make this train move more slower or add more HP to it ?
  • Final opinion: visually this mission is really good. But the problem is unbalanced timers or difficulty to protect train on tier 9/10 so suddenly team looses everything in matter of seconds. if developers consider superior team coop in random, I think this won't happen and many players risk to stuck on this episode. If developers want superior performance of team to beat it, they better leave it for achievements. 

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6 hours ago, itzjustrick said:

Also, please add an option to just select this mission and not first play plague, I have never really liked plague and after 4 months of playing this mission I am definitely done with it... Please I beg you... 

Agreed.  It is difficult for me to even rate this mission because I'm forced to play Plague first, every time, despite having already played it 100+ times.

This is especially egregious when you've added a further set of vehicle-type missions to complete for War.  Yeah, yeah, you reduced to top end from 20 to 15, but since you have to play Plague first to get to War it's really 30 missions to complete.  Plague was nice and queue times were fine because it was the only mission available.  Now that we have War and Plague, and people have to queue for both, queue times have doubled.  If you're going to introduce the missions one at a time, make them available independently as they're introduced.  Then if you want to have some final set of achievements at the end that you complete by doing all 4 missions together, do that.  But this slow accumulation is going to make people hate Plague because they'll be forced to play it so often to get to the later missions.

Because War is tied to Plague I haven't been able to play it often enough to offer a solid review.  I can say that it seems fine at Tier 8, but echo much of what was said above.  Visually the map is very nice.  It's a corridor, but it doesn't seem as badly constrained as Plague - the "corridor" aspect is just journeying from one engagement to the next, but once you reach the next engagement you seem to have options at least at Tier 8.

But the endgame is too frantic, and as noted above far too many enemies spawn in and instantly shoot the train.  Is the "Don't Touch Anything" achievement even achievable at Tier 10?  Based on my experience at Tier 8 it doesn't seem likely.

My sound was bugged - and that seems to have been caused by War as it bugged out as soon as I dropped into that mission, having only logged in and played Plague during that session - so I can't comment on the story, as I heard none of it.

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3 hours ago, dfnce said:

The cap before train - one fast (and stupid) player reaches the cap, caps, then die, swarm of bots re-caps undefended cap before the rest of team can reach it. Solution: increment cap time.

Wait, are you talking about that bridge cap? That really doesn't seem to be a problem in my experience... 

3 hours ago, dfnce said:

The train defense - another feeling of hopelessness that you have no control at all, why this shitty train too early enters area which is not cleared. Solution: Make this train move more slower or add more HP to it ?

Actually bots seem to not hit, so while this isn't nice seeing the train getting swarmed it seems to survive as long as the choppers are killed and therefore no infantry will spawn... 

3 hours ago, knutliott said:

Is the "Don't Touch Anything" achievement even achievable at Tier 10? 

It is, but it's beyond painful... 

 

3 hours ago, knutliott said:

My sound was bugged - and that seems to have been caused by War as it bugged out as soon as I dropped into that mission, having only logged in and played Plague during that session - so I can't comment on the story, as I heard none of it.

I seem to get that everytime I alt-tab during loading, that said I have had it more during war. It seemed to crash my dialogue midway, something which I basically never get... 

That said, some more thoughts. The maps feels pretty doable with randos actually since I found out that the bots in the train cap basically do not shoot it. There still is the issue of the infantry of choppers, but this seems actually soloable. Not saying you should, but it's defo doable. I would rate the map at sh2 difficulty currently and that is without people getting used to it... I am not sure yet, but I can already imagine the map missing replayability, since 1. it's some more corridor warfare and 2. The pacing is just very slow generally until you get to the end... This doesn't make for very attractive gameplay imo and will likely feel like cc which is very boring (imo), until the last part of cc4. Time will tell, but especially when people get used to it I don't see this map giving much problems. 

 Also mandatory squishies suck: 

8l7UJDQ.png

 

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itzjustrick and Soren covered everything, I think.

My experience? Did the mission platooning with some guy (platoon of 2 + 3 randoms) with the mephisto (tier 8, that mean not extreme difficulty). It was a win. My feeling was "this mission was good. Despite being quite corridor-like, I like it more than Plague. I was not an insta-win, nor something impossible to do".

Then, tried to play it with the same guy, he tried multiple tanks, I was always in the type 99A. We tried... 10 times I think? I dont remember. The thing is, those 10 times we could reach the train part with no problem. Its not easy like a normal PvE, its more challenging, and I like that. BUT, the train part made us lose those 10 times we tried. I like the fact its challenging, but no matter how hard I try to focus on the infantry, I just fail. 

 

The thing is, my friend finally managed to complete the mission after I logged out, and he told me he used the M249. I think that with a couple of brrrrrrr tanks or T-15s the final part would be easier, but the problem is that some players will just ignore the infantry and focus on the enemy tanks only, thus leading the team to a unavoidable loss.

 

So my idea would be: make the infantry more dumb (so that they can miss some of their shots), or make them load slower, or whatever that helps the players just a bit when trying to save the train, or somehow tell the players the importance of killing the infantry... I feel like some players ignore them because they dont realize that are the AT squads and not the tanks that destroy the train? Not sure about that.

 

I would give it a 9/10 (I admit I didnt play it many times to rate it accordingly tho), but I gonna give it a 7/10 just for the last part (more than challenging, its annoying).

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2 hours ago, itzjustrick said:

Actually bots seem to not hit, so while this isn't nice seeing the train getting swarmed it seems to survive as long as the choppers are killed and therefore no infantry will spawn... 

Hmm... I hadn't realized this.  If you really only have to worry about the choppers/infantry, then that's probably why my missions thus far have gone so well at Tier 8.  I've been using the Terminator 2017 and I shoot infantry/choppers as I feel that's one of my responsibilities in that vehicle since it has an AC.

Even so, on one successful run the train was down to <100 health by the end.  I couldn't do everything myself, and the others weren't doing much.  Yet we somehow pulled it off.

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7 hours ago, MasserME262 said:

 I feel like some players ignore them because they dont realize that are the AT squads and not the tanks that destroy the train? Not sure about that.

I love how in game opening cinematics there are infantry shooting at the train, and players still fail to realise that in the mission, you need to shoot that infantry. Also, there is always that damage race going on which could be mitigated by giving some XP for killing crunchies. Give it, dunno, 5 base XP per murdering a dude and players would have more incentive to kill infantry.

Edited by Schlock (see edit history)

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I've played it 3 times now, overall it seemed ok.  

 

Very linear, the fact you need to do plague before hand is a big drain for me.  

 

Level lay out is nice, great re-use of an old map - really enjoyed how much it changed.  One negative comment that I would have - it's very corridor driven which in itself isn't bad, however it's flooded in the north....and you kill tanks in the corridors, so it can be very slow to move around corpses and water, and sometimes you need to spend time pushing dead tanks out of the way in order to get around corners which is frustrating.  It slows it down quite a lot.

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One other thing that kinda bugs me, it is noticable here and on first phase of Meltdown PvE - HEAT warheads don't work underwater. OK, cool, makes sense. But it can be a bit of a pain to deal with MBTs and Terminators who have their hulls below the waterline in case you take a vehicle with missile armament.

Also it seems there are more enemy MBTs spawning instead of squishies than in earlier missions which is a good thing.

 

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Another map with heavy AI infantry and or bunkers in it, and it is a escort mission to boot. This is another failed map. 0/10.

:riotk:

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Short.

 

I don't like it it's not bad but just the at being os high having to rely on your brain dead teammates and having something with no armor equal no fun time.

Again i am forced to pick something i can carry in otherwise you lose so often. But the parts i hate the most are defending the square with all that instant AT spawn and opening the bridge you cannot hide anywhere. Fix those places and the infantry infront of the train and i would give the chapter a 7/10 it's now a 5/10 for me.

OMG is there no way to delete a post otherwise shit site... I made a account with my first post and of course it double posts....

Edit: nice thanks mods, i do want to change my rating on tier 8 and below chapter war to 1/10 it's so freaking bad failed 5 times in a row right now because of the infantry on the last part, they are way to invisible on that island with the 2 spawns....

 

Not being able to delete posts is intended, everything anybody says is permanent for the sake of accountability. Just report the accidental double post next time and mods will take care of them. -Has

unknown.png

Edited by Spearhead (see edit history)

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19 hours ago, itzjustrick said:
23 hours ago, dfnce said:

The train defense - another feeling of hopelessness that you have no control at all, why this shitty train too early enters area which is not cleared. Solution: Make this train move more slower or add more HP to it ?

Actually bots seem to not hit, so while this isn't nice seeing the train getting swarmed it seems to survive as long as the choppers are killed and therefore no infantry will spawn... 

That seems to concur my last observation too, and if i want to win this episode, the team needs again T-15 (or similar capable autocannon, obj 195 counts) to take care of it.

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12 hours ago, Schlock said:

I love how in game opening cinematics there are infantry shooting at the train, and players still fail to realise that in the mission, you need to shoot that infantry. 

My problem is that (most of the time) I can't shoot what I can't see.  As the train started to appear, I saw explosions at the rear. No idea where that fire was coming from, so I can't eliminate the source. After approaching the buildings, 2 infantry appear for maybe 0.5 seconds before they shoot and the train dies. There's not enough time for me to get a shot off to nail both of them, especially if driving up the tracks with the train. Oofda.  I am far from the best player, but I am trying. 

I agree slowing the train engine or adding some HP would help. 

QR

 

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It actually seems like an arty would be pretty useful on the final part of the mission once players start figuring out where the infantry spawn.

Lobbing HE/WP shells in the approximate locations of the infantry spawns should take them out pretty quickly if they are as bunched up as they seemed to be...

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One other problem is how the game deals with drawing vehicles and infantry. If they are out of your teams visual range, the game will not draw them. Even if the AI fires they are still invisible until you are within you team detection range. The AI also has better vision range that it's player controlled counter part, i.e. an AI Leo has better sight range that a player Leo. Also the AI tracks targets before they are in their visual range. The game will not spawn in AI tanks and infantry until just a moment before it is needed, so scouting ahead or trying a rolling barrage from arty will not work, both of witch are legit tactics IRL.

  • Upvote 1

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My viewpoint is solely based on T9/10 in platoon as well as solo.

My overall rating is 6/10

 

Initial impression:

First time I queued in solo at the day it was launched. Unfortunately I was afk for the first 2-3min. It basically resulted in me trying to figure out a way to get to my teammates (And yes this actually took longer than than the match lasted :snrk:). If you wanna have a good laugh I suggest watching the vid: https://streamable.com/lp962g

To be honest I don't see a reason to implement any invisible barriers like those marked on the picture - As far as I can tell it would not break the mission in any way but open up more possibilities and potentially help people who load in late etc.

6tIqopp.png

Visually the map looks good and I did not notice any performance issues on it so far.

 

Map design from a gameplay perspective:

If you thought it would get any better after plague you're wrong. It's the same old cramped corridor map. Though that's mostly a problem in the city area. The red marked areas are cramped in a bad way leaving too little space for 5man platoons to fight. It's simply not fun if you get rammed or blocked by your teammates constantly in those areas:

1bgNRcU.png

The only cramped corridor map in PVE that was done right in my opinion is Olavsvern Base in Arabian Nights Chapter 4. This map was pretty good in terms of distributing the cramped areas at places where not much combat was happening. Thus reducing player frustration significantly as the main parts of the fights usually took places in corridor areas which support 5 players at once. Additionally providing alternate routes for players to split up further reducing this problem. On this map it's unfortunately not the case.

The problem gets even worse once you need to manoeuvre around all the tank wrecks blocking the way. The rest of the areas are fine in that regard.

As in most parts of the map the enemies lower plates are slightly submerged in water it makes combat with HEAT warheads frustrating and difficult at times.

Tthe infantry placement in the City buildings make the use of a dakka tank nearly necessary, as a lot of tanks still do not have enough koax MG elevation to engage the infantry leaving only other options like HE from the main gun.

 

Mission objectives:

Again at the start of the mission some useless capping of supplies. At least there's some enemies defending it now which is a big plus compared to Plague.

Cleaning the city objective is fine apart from the cramped areas and unreachable inf for some tanks.

The last objective to protect the train is where the problems start. First of all as a solo player it's very frustrating that the most difficult part of the mission only starts at the end of the mission. This is a big problem as you need to redo 9min of the mission (If you're fast) in order to just get to the point where the train escort starts. The increase of difficulty is pretty hefty compared to the first 9min where you basically do not do much. This time is just a bit too long to only find out whether your random team is up to teh task or not.

Regarding the helis it's basically a hard requirement to shoot those down as their deployed inf wrecks the train very fast. Would be good if those are marked targets so people get the importance of those targets instead of just adding them to secondary mission requirements.

Again it's necessary to have at least one dakka tank on this map in order to deal with the helicopters and all the infantry during the train escort. As a solo player T15 or something along those lines is mandatory anyways if you want to have a reasonable winrate.

 

Difficulty & Achievements:

The difficulty for T9/10 is fine. Though as already mentioned the increase of difficulty is pretty steep once you need to escort the train. Easily doable in a full platoon but currently hard as solo player even in T15 and the likes. But I believe this will even out a bit once the randoos start to learn, which usually takes a lot losses but eventually happens.

Rush achievement:
The rush achievement is ok and pretty easy to do in a full team.

No train damage achievement:
This one is a bit too much based on luck in my opinion. Problem is that the spawning infantry is pretty unpredictable and inconsistent in terms of when they open fire (At least it appears to me like this). Some shoot right on spawn making prefire nearly necessary, while some have at least enough delay to safely take them out. Secondly some are very hard to spot forcing you to know the locations and blindfire. I'd suggest to implement a small delay before infantry opens fire. This would make it less frustrating and less dependent on luck.

Vehicle achievements:
Probably aimed at the ultra diehard PVElite players with way too much time. So I won't even bother.

 

Story:

Not really worth mentioning in my opinion as the quality is definitely not good. Storywriters basically decided to nuke the most interesting characters out of the picture (Magnus for example) while focusing on Ivo and that russian commander which are annoying at best. We don't know anything about them and their beliefs or goals, which makes it hard to understand their actions. Needless to say the whole new lore is beyond boring in my opinion. The whole Apocalypse raiders vs settlers or whatever it is lore is just boring and an unworthy successor to the corporate stuff which at least made a bit more sense to me.

  • Upvote 1

Spoiler

fdassdaas.jpg.c709df3e98adc5265f232fe9458a3043.jpg

 

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hi there

imho its kinda sad, that magnus holter and co. are no longer a real part of the lore. 
we learned to love him and his associates like hana during the past specOps.

now ivo and koplyov are a strange combination of new main characters, which makes it even more sad, to know nothing about what happened to magnus and hana since their escape from the enigma base. more direct relation to them would be nice. (maybe the relation happens during war, but if, i cant see because all of the dialgoues are bugged or cut off)

 

another real sad thing with war is its performance.

I have mentioned no huge problems yet with stability itself, there have been no crashes yet. But the map is totally bugged, there are so many invisible obstacles that I can't count them. The most of them obstacles don't spawn until hitting its hitbox. Especially in the cramped areas in the city. For example if you turning around a corner of a house you might get stopped because the houses' hitbox suddenly is bigger than the house itself.

I also considered a huge shell problem since the heat/he-rework in general but especially at the war specOps. Many Heat shells just disappear when hitting the enemy since the rework (it feels like about 30% of shells) or deal just the minimal HE-dmg of a non penetrating hit, even if you aim a non-ERA full penetratable weakspot like lower plate of hull. That water slows down heat shells enough to take them any penetration is imho a real good thing and forces players to carry more AP-Rounds. 

the sound is definitely anything else, but for sure not working. the dialogues are not existing. You just see, that there should be a dialogue now, but it happens so fast, that you don't really realize it until the last guy is "speaking". Sometimes the sound on this map randomly crashes totally.

 

The Part with the train...well...if it was at the beginning of the map, it would be fine. But atm you join the match and need to spend 15 minutes of your lifetime to see, that your mates don't knbow how to play this map. Especially if T-15 are on the small island next to the train you have no chance to kill all the infantry with an mbt because the t-15 silence you very effectively. If now your mates with the autocannon tanks don't know how to play this map, it's all over and wasted time. Some better signing of the helicopters and infantries might help sloving that problem as the players could have better attention on infantry then. Another option to solve that might be an increase of the trains' HP to lets say 3 times of its actual HP. 

 

imho releasing this map at it's actual performance after this long time is an offend to all of the players that are now supporting you for the 6th year. imho you should give a big apologize combined with a compensation for this performance and gameplay of the map. 

 

regards

jonny

Edited by the_joninator (see edit history)

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