Forum Discussion
3 Replies
- bork199110 months agoRising Rookie
Thanks for your time as first.
In game name: bork1991
Telegram: t.me/gzhegowHeadshot multiplier
When i changed it to 0 (zero) it completly disabled headshot feature. Thats what i expect from. Problem is "head" bone of each soldier is not OVER body bone. So when i hit enemy head - it hits him with zero damage. When i tried to configure it to make damage same as "without headshot" - this value is like 0.666 - then 12.7mm miniguns start to hit head exactly same as without headshot. But regular weapons has different headshot multipliers by weapon itself! Sniper rifles for example deal 2x damage, LMGs 1.5x damage, ARs seems as 1.25x or something (values when 0.666 is set up).
So the problem is - i cant set it to zero, because "zero hits" will break gameplay, and i cant set it to different value without break at least something - vehilces or primary weaponsUnable to set checkbox "two games on each map" (for rush gamemode)
It can be done adding map twice to the queue, but the queue itself is limited to 20. So it forces map exclusion policyUnable to disable only 3d-spot feature
Setting "ping markers" to given option seems does nothing. So "3d spot" and "ping markers" means the same, should not. Game has `ping marker` feature, but it disables with 3dspot feature at same time.Unable to use disable "shoot sound appear soldier at minimap"
Actually you can disable whole minimap to get the effect. Even if you disable 3dspot completely - enemies still appear at minimap when start firing or vehicle start driving. We forced to disable minimap too. Additional point is - game has no "air radar" feature (i mean - minimap without details and vehicles that was spotted, and city lines, buildings, etc) - so disabling minimap and 3dspot makes jet gameplay useless at allDifferent map is allowed for the conquest and ground/air superiority gamemodes
Air superiority has more maps than ground superiority
Air superiority has more available vehicles than ground superiority
Also `custom conquest` has less maps that `conquest` or `conquest large`
Also custom conquest can edit vehicles count, instead conquest/large can edit only vehicle availabilityChanging "throw speed multiplier" by some reason change `Lis` rocket launcher fuel tank size
You can create server with PVP AI without Mastery XP or without AI but with Mastery XP. Ability to create PVP AI server but `mastery XP only for killing players` is not possible, so tonns of servers floating without players - they decide to play official gamemodes just because weapons need to be unlocked.
You cannot restrict vehicle weapons/seats/abilities
Few vehicles still have SPOTTER seats that makes 3d-spotting possible even if its disabled on Portal level. Also same feature is provided by Casper's drone, any Scout placeable device, Scout grenades, Paik ability and Rao imbalanced computer, also some vehicles has ability to detect damager that works like 3d-spot too. We disabled it, but it still works! Additionally very expected to create AIR SUPERIORITY server without THAT **bleep** SUPER ROCKETS. Everyone use it and it breaks gameplay of 20/30mm cannons!Docs say that you can allow all mastery modules/weapons/vehicles inside Rules editor but theres no options to do that. Instead - official servers can unlock abilities like last "air superiority" did for Draugr drones for example (i havent it unlocked)
You cant change teams per map when creating Era vs Era portal
For example - i wanted to create BF2042 vs BF3. When i select BF2042 US vs BF3 RU i cant do that next map to play BF2042 RU vs BF3 US. Only RU or US for all the maps.Ammo crates is not available in some gamemodes
Because the 2042 is known as "almost no teamplay game" - ammo crates that replenish rocket tubes, grenades and devices is mandatory stuff. Official servers has no crates too (but has stationary weapons if map provided it). And because theres no "screen corner hud" about commo-rose command "need ammo" - rpg troopers `prefer to reborn` to replenish ammo. That the reason bigger count of tickets overall.Drops "ammo and weapon" is not enough
Maybe not a Portal feature, but actually taking weapon is not a purpose of dropping. The case of weapon is only "already (maybe) reloaded" enemy gun. But idea of taking - is to become different specialist on the field without respawning. For example - you killed support and need ammo - you can take whole suit drop ammo to yourself, then take your suit back. This ability isnt a option in Portal.Guided AT launcher can kill nearest teammates via reactive splash and trigger friendly fire warning then kill yourself. Thats strange.
Man down type
Today is unable to select "downed but without enemy killcam" - `downed` state always mean "show kill cam". Also you cant tune `downed` and `crawl` states timeCombat vehicle spawn type
Today is unable to spawn all vehicles on main base like in BF3. Option "spawn on the map" means "spawn only that vehicles that is designed to spawn on the map". For example - conquest gamemode is support EBLC-RAM, Bolte and Tank. But map designed to spawn only tank. Selecting "spawn on the map" reduces count of vehicles just because noway to retrieve itVehicle weak spots damage
This damage tunes whole vehicle damage for Helicopters and maybe Planes. They have full body as "weak spot". Not a problem, but strange tune. Should be two sliders - air and ground?Accension points works as money only
You achieve this points alongside experience for killing/capturing etc. But there's no option to use this points works like in World in Conflict game - there it autoreplenishes in percents. So if you have exhausted all points - it replenishes faster. If you have a lot of points - it replenishes slower. Any correct action on the battlefield gives static bonus to those points. So how it works - if you buy the tank for 5000 points, you need a time to replenish 5000 points. It will replenish like 50, then 50, then 48, then 48, then 46, then 46... and so on. Once you kill enemy or captured point you get 100 additional points instantly. Its like your personal limitation, not skill-dependent requirement. It should limit your own playability or best vehicles instead of make situation when PRO players always play good vehicles, worst players - always play bad.User Interface / Name Tags
There two option - ICON ONLY / ICON ONLY SLIM. I dont know the difference but distance when ally players becomes visible is not changeable. I'd like to visible teammates only on 5 meters, or for example make it visible on whole map, even through the walls. It cant be done there.AI Vehicle Reinforcement Spawn
There's only 3 options: 0.0, 1.0 and 2.0. Description says that "more value - more agressive vehicle spawning by AI". But with 0 it never spawned in vehicle. With 1 - it always spawned in vehicle. With 2? I dont know. There's no possibility to add "delay to spawn for AI" - they wait only on map start, other times they always capture vehicles. Guess idea was "1.0 option allows AI to use tanks but they should wait until human players decide for few seconds".There's no configuration to prevent AI to sit up to your vehicle and start driving. Btw this problem is with players too. But AI... it shouldnt make game worse. Best option would be if AI driver means the player has full control on the driver, with delay or better immediate. Press forward to move forward (in case you carrying the weapon seat and bot player is driving)
Ability to change base number of grenades / missiles / underbarrel grenades / maybe gadgets. Especially for underbarrel launchers - certain launchers has ONLY ONE grenade (even without second grenade in the pockets to reload, and unable to take more than one)
Ability to move vehicle from group to group. Bolte is personal use vehicle, but requires slot of teamplay vehicle... Maybe distress beacon that is placed by EBLC-RAM was planned to add to Bolte? Because EBLC is OP vs tanks (can destroy tank 1v1 then leave battle), instead Bolte is underpowered vs MAV
Ability to prevent disappear ammo/health crates and devices after soldier dead until he doesnt drop new one
- bork19919 months agoRising Rookie
Vehicle weak spots (AGAIN)
Vehicle weak spots slider works as multiplier for any damage instead of multiplier of additional damage. I've tried to create mode where forward side of a tank receives almost no damage, but lowering weak spots damage 4 times fully covered with increasing damage 4 times. Its not a damage bonus, its the whole damage slider. I've made 50+ tests to achieve expected results and all tests denied. Same as with headshots - if you set "headshot damage" slider to 0.0 - soldier head will not receive any damage at all. It should be two layers of incoming damage - so there will be ability to disable headshots. Same with vehicles - disabling weak spots should give ability to create gameplay where forward and backward side of a tank receives equal damage. Its hardcoded instead and unchangeable.
And BTW weakspots cannot be set to zero. The 0.1 is minimum. Like bug that covers bug. - bork19919 months agoRising Rookie
Bradley/BMP unit is only available in RUSH/BREAKTHROUGH gamemode. Unable to add option to select Bradley/BMP for custom conquest, or any conquest at all.