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Messages - greyreth
1
« on: March 25, 2010, 06:59:23 PM »
it's a viable product anyway. (word of honour of QA, heh) The only bug that is really annoying is freezing production queue when armory upgrade is completed. like when you're busy with your frontlines and sure that 3 upgraded ingenery units are ready to be deployed near the HQ building when you need them - then you move camera there, oops, no one... so...Blizzard's "done when done" should work perfectly here)
waiting for the Ostheer.
2
« on: March 17, 2010, 12:48:38 PM »
just an idea that came suddenly and had no relations to anything particular =) could be implemented just to add some peculiarities to the new mod in case our dear developers are eager to process a considerable hack.
A trench in its current representation is a 1- or 2-unit slit in the ground. Troops cannot move inside it. During the war trenches are most often combined to create a long system of covered communications (see for example Soviet preparations for battle of Kursk when about 5k km of trenches were dug).
The in-game features could be such that units can transport themselves from one point of a long trench to another one. During this march they cannot attack/be attacked from the ground level. To attack, enemy units should leave the ground level and enter the trench (in this case they cannot attack/be attacked from the ground level). Skirmishes inside trenches are possible - with adjusted fire modifiers TBD. Such trench systems are an obstacle for light vehicles (like tank traps would do), but are crushed in places by heavy vehicles.
To avoid extra animation work troops transportation inside trench systems could be made invisible or just represented as "standard trench length1 is occupied with a squad" - "length1 is free; length2 is is occupied with a squad" - "length2 is free" ....
3
« on: March 04, 2010, 06:21:38 PM »
@PSIHOPAT oh dear... ... I bet you are also the guys who invented the wheel?
4
« on: March 02, 2010, 11:44:59 AM »
German crosses are apolitical symbols, they have nothing to do with Nazi ideology...
can be disputed as the straight cross is inter-connected at least historically - but let is be. however, I bet most players here would recall swastikas not Iron Crosses on the Wehrmacht Headquarters building if suddenly asked). and no embarrassment for them in that.
5
« on: March 02, 2010, 01:41:51 AM »
I see. well, let's sum up. you love driving those graceful Panthers with German crosses on their armor - but you can't stand when the next-door boy wears a shirt with the same symbol. you hate "the liberator of nations" - but happily speak their language and play their computer games. you step forth against violence to human personality - but "there are only two opinions, the first one is yours, the second is wrong".
6
« on: March 01, 2010, 06:28:11 PM »
however, combining pacifism and WWII strategy games sounds strange...
7
« on: March 01, 2010, 06:22:49 PM »
for historical accuracy: you can make Romanians the third faction controlling large gas assets in the middle of the map. and 10 sec in the beginning to decide which side they join).
... besides, participating in combat action on the German side is a thorny question for some nations. in Ukraine, for example, due to some recent Acts it's a dilemma the society is being divided with - so... "it's political", guys) however, personally, I think the more nations presented in CoH, the better. both history-wise and gameplay-wise. Have tried Russians+Brits in 3x3...mmmm! unbeatable mix)
8
« on: March 01, 2010, 05:11:40 PM »
btw... this game is about death brought by a range of nice means...
9
« on: March 01, 2010, 10:33:37 AM »
So?
envy, just envy.... ))
10
« on: February 26, 2010, 06:50:45 PM »
one of the most interesting artillery units in the war and should definitely be depicted. basically, many final super-abilities are represented with a massive strike of some kind. the only question remains: how to describe the action? whether it will be a V2, or an IL2, or a powerful howitzer... things are easier with an extra aircraft model emerging over the battlefield - but how should we introduce Gustav, for example? adding an icon is too simple but adding a train is too much...)
11
« on: February 26, 2010, 06:36:04 PM »
Commander's arti...mmm!... what a nice idea to give Russians early arti for free, mmm! Those "flank" mansions on Redball. Historically, the milestones in flank battles. Important site. Strategic site. Everything is getting different today with this cute arti. In the past: - Americans arrive to that flank house too late. There is an MG waiting for them, ha. Americans retreat and start saving munitions for flamethrower. MG squad hee-haws... - Brits arrive to that flank house too late. There is an MG waiting for them. Brits retreat and start building a mortar emplacement. then 3-5-7 rounds to knock the MG out of the house, if you're lucky enough. MG squad hee-haws... - Russian arrive. MG. Arti. No MG. No Headquarters. No compensation for 260 points spent... and no flank house too. Psss, we don't need the house anyway. You can keep your house...))
12
« on: February 26, 2010, 06:09:32 PM »
"getting a model in game that has animations, effects, sounds, etc"
AND collisions.... Collisions, dear sirs, don't forget about them..... ZIS'es have something wrong with their collisions....really wrong ;( ...
13
« on: February 26, 2010, 06:00:22 PM »
suicide planes... suicide tanks... suicide Goliaths... I'd love to drive a King Kangaroo, are you planning to implement any? That's wicked of you to have King Tigers without King Kangaroos...(
14
« on: February 26, 2010, 05:49:31 PM »
guys, it's just not just for both English and Russian to translate "back in.." as "going back to somewhere". "back" should be simply excluded from translated version.
15
« on: February 26, 2010, 05:40:49 PM »
without capitalism devouring itself there would be no such lovely daemon tools to launch piracy stuff to play CoH.... .... hm. sorry. just some thoughts escaped loudly... )
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