zwyx1234 wrote:
-The arc troopers gun fires way to fast, and reloads too fast. Perhaps making that overheat and have a slower fire rate and a longer reload time (it is a machine/chaingun after all).
Yeah I kinda agree the chaingun is a little off, its current implementation is due a "I wonder what this would be like.." moments.
zwyx1234 wrote:The map is huge. It takes a long time to get across the map. I would recommend enabling Uber mode, so as to have more units on the battlefield at once. That way, more of the map would be used.
Well actually Ubermode is enabled, there are 70 units per faction on the field at a given time. I see what you mean with some areas (particularly the southern cp) being underpopulated, but I can't do anything about it becuase when I did try increasing AI counts I had isssues with the more trafficked areas become unplayable do to the player not being able to live for more than maybe 30 seconds because of to much crossfire. (trust me I tried)
zwyx1234 wrote:More vehicles would be nice. Perhaps some more of the big republic 6-legged tanks (forget what they are called) and the CIS main tank as well. Also, maybe even as much as 5 or 6 or more faster, lighter vehicles to help with getting around the map.
Not so sure on more of the large tanks (the ATTE already has one tight squeeze in its route) however I can certainly add some more small ones. I'm thinking about adding at the starter CPs a speederbike spawn that is reserved for the player only.
zwyx1234 wrote:-Gunfire does not appear to do damage to vehicles. This makes the balance a bit of an issue. Perhaps doing even minor damage would be better than no damage.
this was a design decision I made in my earliest bf2 mods, I take it for granted now. I don't know if I'm ready to undo it since having every blaster shot deal damage kinda defeats the purpose of a tank. However I may balance it in other ways, such as buffing the damage grenades deal to vehicles, I'm also most definitely going to heavily buff the Concussion Grenade Launchers (you tried these right?) that the Heavy/Assault units have, since the AI has a poor hit rate with them.
zwyx1234 wrote:-A few minor texture bugs, but to fix those you'd have to edit the UV's on the model, so this is just me being picky.
On what objects? I know the AAT has one on the back, but I'm not aware of any others.
zwyx1234 wrote:-A really strange lighting effect bug. Typically occurs when on the outer edges of the map (the part that is raised off the ground a lot.) I think some footage of this would be better, I will try and record some. It bassically looks like there are shields on the ground, kind of...Don't know if this can be fixed or if its battlefront acting up.
Is it like, your standing close to the cliffwall and this weird bluish polygon appears? I know what it is but like you said its a model issue that I can't fix. (downside of using assets that didn't make it into the finished product)
commanderawesome wrote:
Most of the fighting takes place outside the city, I don't know if that's a problem or not.
To me its not, but whether its a problem or not is up to the you the users. Although it can get interesting sometimes when the landing pad CP and the mainbase CP are owned by different teams.
commanderawesome wrote:There is a glitch where you get all shaky when you ride a speeder bike.
yikes! I can't believe I've missed that. Will investigate.
commanderawesome wrote:On a side note, the Clone Commando's rally buff seems out of place.
How so?
commanderawesome wrote:Quite a few of the republic's weapons have the icons for SBD weapons.
That would be called the Bandaid floating Icon fix. Don't worry I'll probably change it up for official release.
commanderawesome wrote:I think the last two classes should be unlockable.
hmm, I always found the unlock system annoying, what you the rest of you guys think? (even for people who didn't get the beta)