/smack self for not taking screenshots or anything yet. I’ve been having too much fun. 1.27 started its open beta phase today, responses so far have been pretty sweet.
Mortars continue to win me over: Snail put an MSP up in a church at Roermond, which the enemy immediately started firing on. 2 enemy mortars with a supply truck keeping them loaded. My first reaction is what most of us do when we’re getting screen shake from enemy fire. Ignore it. I tried to lay down and spot them, but the disruption of the incoming rounds, even tho they weren’t hurting me, made it virtually impossible.
Fine – a bit of shaking, who cares. I stood up and had on single frame of this small, bomb-like thing pointing at me and BOOM.
Lucky shot, I respawned. Within a couple of minutes the bodies were piled up like sandbags.
One guy with a mortar is a joke. They are anything but rambo weapons. They’re also limited to 500m which – well its probably a good place to start, but I wonder if they won’t open up to 600 or 750m eventually.
The new effects are pretty cool. Some definitely need tweeks – the old AAA effects were blacker and sootier, the new ones are kinda … cloudy and a little large. Some of the HE effects are a bit on the big side too – although they definitely convey the sense of violence now.
Ironed out several kinks with the strat host earlier today, its running pretty nicely now. OMG, what a retard – I was storing the ResupplyTicket’s in a std::vector<ResupplyTicket>. Each vehicle/sortie had a pointer to its ResupplyTicket in the queue. Oddly enough, as the tickets were consumed by the resupply process, it started finding pointer inconsistencies.
Fallback works but … Hrm. Not happy with it. It’s not per brigade, its per town, and everything in the town has to be able to fallback. The rules are kinda strict though. We either need to add a bunch more feedback messages or we need to strip down the rules. Right now you have to have links for everything to fallback to, and you can’t fallback if you have a DivHQ in the town. Haven’t tested it with air/naval brigades yet.
It doesn’t do anything for you supplywise; its all about opening your FBs. Currently the only way we can do that is by giving the enemy ownership of the ABs. I think we may need to make FBs brigade based instead.
Resupply is unbelievably cool but I think it will probably pour gasoline on the need for armored allied carriers.
Ramp and Granik changed the grenade throw. Seeing quite a few positive comments about it, although I personally made use of the delay – to get my grenade ready for throwing while standing behind a corner; side step; release step back. Now, because I’m a bit crap, I have to start the cycle after stepping out from the corner.
Open Beta is definitely chuggy at the minute, and I can’t tell if that’s debug code or if its something new we’ve done.
I’ve got a few things still to finish up – I still have to do the goddamn, farking RDP stuff. I can’t tell you what a beating that is. Right now RDP lists are put into a spreadsheet which applies the rules and makes sure the new vehicle numbers are acceptable. Then Doc has to re-enter the resulting numbers into a web page.
Funny seeing people struggle with Brigade = Supply. The testers at Roermond burned thru the mortarmen and were fixing to go to a new town, till someone pointed out you just needed to switch brigade.
That’s another thing I need to look at — if a brigade and its DivHQ are in the same town, there’s currently no way to get at the supply of that DivHQ. On the other hand, if you’re on a mission and you run out of – say – riflemen, and the bde is moved to another town, you’ve immediately got access to the DivHQ supply.
May have to stay that way because we don’t want to make easy div->bde shuffle.