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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

What you see


imded
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When (as inf) I am hiding behind a wall and pile of rubble.

It never fails that an ei can still see me. No my feet were not sticking out

of the wall (which is another problem). etc.

  • What I see and what the enemy sees, is not the same and it should be. If I am hiding behinds something like a wall, he (the enemy) should not see me. When I have died, my death cam shows me being about 2 feet further forward.
  • Also, feet and other parts should not stick through the wall. A wall is a solid object. Well it should be.
  • Bullets should not go through walls or burms either, for same reason. Solid object.
  • Bullets from inf should not be AP rounds (atr exception). That was not a standard issue back in the day. Rifles, SMG, LMGs did not have AP rounds issued as a standard kit. My brother is a small arms expert (US Army 24 years W4 [before W5s], museums have asked him for help) and knows his history. CRS if you need something researched let me know.

Objects need to be made more solid.

Visual needs to be more accurate.

As a side note, nothing related to the above.

When spawning in and there is a fru available, a choice should come up on screen as to FRU or Depot (etc.). Many a time when trying to back up the depot, I get thrown out to the fru. Frustrating as all get out as time is critical. So a small window should show up and give you a choice. Quick click of mouse and off you go to where you want to be. Not always want to be at the fru.

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Not a bug. I often kill ei through small clues of their location.. as mentioned the riffle sticking out.

Another is noticing movement where bushes and grass are not exactly touching the ground and shooting at that location. I get lucky at times.

LOD. What I mean is that a classic mistake is forgetting that at a distance certain items like tall grass tends view more layered like, in otherwords you can see the distances between each grass object which can expose anyone laying in it... as opposed to being the person who is in the grass seeing what looks to be like in first person a thick field of grass.

The white walls in the field. Kneeling exposes the top of your head. You feel like your completely behind it however what I see is the top half of your helmet... and kill you.

Clipping issues with offsets. This is the reason why sometimes you see a person outside of the building window, or to the right of the window with his gun stick through it. The client side of the EI sees himself in the window, however you cannot shoot him because your client sees him behind the wall where it is protecting him.

There are a myriad of differences between the first and 3rd person views in many instances.. yet they are hard to detect because you cannot experience both views at the same time to compare them.

For instance, the otherday I was shooting EI defending a bunker from the top floor. I could not see them from where I stood but I climbed up what looked to be about 2' on a wall. I could see 4 ei in upper floor of the bunker all the way back to where the stairwell comes up and started sniping them. I am sure they had no idea why they where getting shot because they where not near the window nor could see me from them... but I could see the tops of their helmets. So alot of, I was shot through the wall issues are not the case.

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