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About piercer

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  1. 2003 - Joined the 91st on the second day in game via Fragthem who ran me off the road straffing me in a 109. P-
  2. If you think about a more natural UX flow, you really should't have to pick a Persona, there's really not a reason. It should be entirely based on what brigade/flag is in the town. This is true for Navy, Army and Air as well. I've always found that aspect of the game a lot of extra clicks that are unnecessary. Ultimately, the game should start, you pick Axis or Allied (should have 'estimated spawn time' shown on the screen) and that's it. Then you're presented with the Active Battles map -- whatever AO you pick and what equipment you pick should then define your persona. I've never really played Allied, maybe once or twice a decade ago, but on the Axis side you don't pick between German or Italian, it's entirely driven by the equipment choice (Modello vs. K98) -- I realize there are not separate flags, but even if you did the equipment list should be integrated and your persona based on the equipment you choose. It's great to see that CRS is thinking about this. P-
  3. I agree with this 100%, the problem isn't the Rifleman unit. Like Xanthus, I play it nearly 99% of the time. It IS the most versatile unit in the game, and if you master it, it offers the most rewarding sense of accomplishment. Are there refinements to the rifle I'd like to see? Sure, but it's also a zero-sum game. I think the main issues on rifle are more concealment related, and that most people think it's a close-combat unit, when it takes a ton of skill to use it effectively that way. My take is that we are over-focused on the Rifleman being the F2P unit, when in my opinion it should be the SMG or some other close-range combat unit. I mean don't we want more players? Don't we want there first experiences to be FUN?!?! and then they graduate to wanting to play more units, more versatility, etc...? Becoming more strategic in their play style? Graduate to a longer term sustainable user base. I remember when I first played originally in 2002/2003 and I used a rifle, if it wasn't for the 91st helping me out I probably would have quit the game out of frustration. There's so many other game experience and usage dynamics that work against a new player. Geeze even after all these years I bang my head every time I try to setup a mission.
  4. I've always been a bit torn on the white skull piece. It provides real-world data that overcomes the comms issue, as well as general SA challenges posed by a computer screen and not always positionally accurate audio. In the real world, given your hearing is intact you'd have a better sense of gun fire direction and distance, not so much in game. I like the idea of clipping it off after a certain rank, another idea is shorten their existence life span as a function of rank. P-
  5. As a real world (more relatable) example, if anyone plays hockey you know it's an anaerobic sport, similar to sprinting. I haven't played anything else that's similar in that regard. Of 2m on ice, you probably are full-out about < 40s and that's not with heavy gear, but the ATP build-up is fast, which is why teams cycle short-shifts -- even standing still is hard once it kicks in, which is why you see a lot of players bend-over when they're gassed (runners as well). You need up to 2m of bench time to rest, or slow-walk. If I was going to change regen it would be to implement a staged model, a stage that gives like 2-3s of sprint that recharges quickly after lying down, and a secondary stage that regens at a slowed pace over a longer set of time. Right now, it's linear, which feels unrealistic. You can sprint again after a few seconds of catching your breath, just for a very short distance. The way it is now you have to wait before regen even starts, it's like regen feels inverse to reality. slow- > quick vs. quick -> slow P-
  6. Wow... Not to pop this to top of queue, but this was posted after I had left the game. I'm honored to have such a great story written about an engagement. I had a lot of RL changes in the last few years that pulled me away, though honestly this is one game that I can seem to completely shed, and I always wonder how the community is doing. I just recently picked up my k98 for the first time in probably 3+ years. Game mechanics feel a bit alien to me right now, but have had a few good sorties - ran into Stankyus the other day. Maybe it's time for my return Thanks again for the call out pfmosquito!! !S Piercer
  7. I get them but it's been pretty sporadic lately. Seems more like once a month, rather than the weekly it was for awhile. I'd rather them be monthly, keep the rats focused on the game, fixing bugs, etc... I've done newsletters in the past for companies, can be a time sink even though they provide a lot of value.. have to find the balance. P-
  8. But, supporting business is what keeps people employed, fed, etc... money that goes to CRS goes to salaries, pays the bills that result in other people keeping their jobs and supports other companies that are in partnership with them. I'm waiting for the diamond encrusted special deluxe box edition....
  9. If the objects aren't rendered how do you detect surface collisions? If they're not 'visibly' rendered there is still a need to know where all surfaces are to detect the collision. If I shoot over a hill the client still needs to know where impact is registered - That's what I thought KFS1's diagram was indicating. P-
  10. IIRC Best way to think about a normal map is think of a small square mirror lying on a table. When light hits it from a certain angle the light then bounces off the mirror at an angle complimentary to the incoming angle. The normal for this surface would be a straight line extending from the center of the mirror and perpendicular to the surface (line would basically be straight through the middle of the mirror surface) For computer graphics though everything is drawn in triangles or polygons. And so that you don't see every single polygon and triangle independently slight adjustments to this line (normal) can be made so that incoming and outgoing light reflects just a little bit differently than normal. The result of these minor modifications is a smoothing effect that blends the triangles or polygons together more naturally - its why a sphere looks like a sphere and not a bunch of polygons or triangles stiched together. As well, you can also use adjustments to normals to exaggerate the surfaces of a texture to give it more realistic depth. A normal map is what is applied to the surface so the graphics card can calculate these surfaces to appear more seamless and freeflowing - similar to a texture map in some ways. I'd only expect performance impact on older cards, YMMV.
  11. Hmmmm... Didn't think of that, I should try it out - haven't even thought of using FRAPS since I got the SSDs. I'm also waiting for Intel to come out with RAID drivers that support TRIM... patience.... patience.... like waiting for 1.31 P-
  12. Just timed it, 28 secs to load Persona Screen. P-
  13. I have it on 2x 160GB Intel X-25 SSDs in RAID 0. It loads fast that's for sure But I haven't noticed any improvement in FPS or anything like that, nor did I expect it to. P-
  14. 10th on the High End
  15. Look in the "Live Game Bug Reporting" part of the forums. P-