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Old 06-09-2012, 06:33 PM   #1
Pvt.LHeureux
Project Normandy Contributor

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Default Project Normandy - Alpha feedback

Post feedbacks of what you liked and what you didn't liked.

Small suggestions can go here too.


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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Old 06-09-2012, 07:28 PM   #2
Stockypotty
Default Re: Project Normandy - Alpha feedback

Firstly, I would like to thank all those involved in the making of this next update. You can clearly see how the mod has progressed and the hard work pays off.

I shall be giving my thoughts on a variety of issues that others might or might not agree on. I shall start on the things I liked.

Positive Points

- The revised Thompson is a dream to shoot. Great model, feels fantastic firing - 10/10

- The instant smoke pop (more on this later)

- Flax looks awesome when parachuting down

- The lighting on the night map is really good. You can tell it is a night map, yet you can still see!

- The whole system of parachuting is really fun, especially when in the plane model itself waiting to jump.

- American BAR is nicely revised, I enjoy the different speed of fire you can choose, sights work now etc

- The gun emplacement on easy point facing the sea on Overload is fantastic!

- Tanks are awesome! Panzers are beautiful

Areas of concern

- Sight for the Garand is too small. You can barely see out of the sight and have to practically guess where the enemy is when you fire. The carbine is a good example of being able to see well out of the sights.

- Main German rifle too OP. This gun is now devastating. It is practically a faster firing sniper rifle that one hit kills. I ran, stop and fired instantly and there was hardly any deviation effect, my shot was extremely accurate. Many times I died when a German saw me in a flash. Almost felt like COD style 'twitch' shooting.

- Smoke grenades are insanely OP. Smoke rounds pop instantly and cover a huge area. Riflemen get 2 of these, meaning they can cover a vast amount of area with instant smoke. Now consider having a 6 man sqd with 2 smoke grenades each. That's 12 smoke grenades that can be used. I guarantee this will turn into a smoke war, with people just bumping into each other in smoke clouds. I would suggest either only giving rifleman 1 smoke grenade, whilst turning down the smoke radius. Or, revert back to the old smoke grenades and have a certain kit have these 'pop' smoke grenades to help filter it all out.

- Background noise in night map. There is quite a lot of background noise that represents the planes coming overhead. Now I understand that this was probably the level of sound you had IRL, but gameplay wise it gets a bit annoying / caused me a slight headache. Maybe consider turning it down a bit? Depends on whether others had similar views on it.

- Bunker textures. I don't know if the new bunker textures are staying, but they are horrible. Outright horrible. The previous textures for the bunkers was perfect, especially the interior. There are also some new grass textures that just stick out like a sore thumb. I am sure these textures can be improved.

- Cannon on easy point facing west could be higher. Currently it is mainly looking at ground right in front of it and makes it pretty pointless. If it was raised so it could see all over the western ground, it would be much more effective.

- Put the machine gun emplacements back on the beach. This is especially true if you plan to keep the new smoke rounds. I never thought the emplacements were too OP if you had people suppressing the area, rockets firing into them, and general troop advancement.

I think that is it for the minute. Really excited to play this game with a full server. I gather around 420GB of footage from this event and I will edit it and upload it to this section when it is down

Thanks again,

Andrew
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Old 06-09-2012, 08:30 PM   #3
Pvt.LHeureux
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Default Re: Project Normandy - Alpha feedback

Noted.

Also the fixed MGs were removed because you can't be supressed when inside a "vehicle". MGs kits will spawn there instead.


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Old 06-09-2012, 10:31 PM   #4
Kevokpo

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Default Re: Project Normandy - Alpha feedback

Quote:
Originally Posted by Stockypotty View Post
- Background noise in night map. There is quite a lot of background noise that represents the planes coming overhead. Now I understand that this was probably the level of sound you had IRL, but gameplay wise it gets a bit annoying / caused me a slight headache. Maybe consider turning it down a bit? Depends on whether others had similar views on it.
I agree with this, it was way too loud for me, if you don't speak loudly you cannot be heard by others or you could not hear gun shots sometimes, maybe turning it down as he said would be a good choice.

The tanks are a little tricky to get in, you have to jump like a rabbit to reach the top of it to get inside, I don't know if it is possible to make it easier to get in, of course, it is low priority.

Some houses walls are invisible from the inside with low graphic settings.




Thats all I saw today
this mod is excellent I congratulate all the guys that are currently working on this.


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Old 06-09-2012, 11:37 PM   #5
Stockypotty
Default Re: Project Normandy - Alpha feedback

Quote:
Originally Posted by Pvt.LHeureux View Post
Noted.

Also the fixed MGs were removed because you can't be supressed when inside a "vehicle". MGs kits will spawn there instead.
Ah right ok, that sounds like a good idea.
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Old 06-10-2012, 09:25 AM   #6
[R-DEV]Moszeusz6Pl
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Default Re: Project Normandy - Alpha feedback

I don't play normal round yet, but saw some think during testing on local.

1. Sky in Operation Overlord night is too dark in my opinion, I can't saw any planes or they are flying too high.
View image: bf2 20120610 143946

2.Inside of bunkers is too bright imo.
View image: bf2 20120610 143839

3.I think that this barbwire is out of place, because it's blocking way to second bunker, and forcing Germans to take longer way.
View image: bf2 20120610 144410
View image: bf2 20120610 144414

4.AT guns sounds like they was shotting rocket, not shell.

Btw canon at ship look a little weird when shooting(I didn't supposed that you will use them as mortars).


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Old 06-10-2012, 12:17 PM   #7
Pvt.LHeureux
Project Normandy Contributor

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Default Re: Project Normandy - Alpha feedback

Well sorry for people with low graphics but those problems are really because you have low graphics. The bright lights in the bunkers is because they're not lightmapped yet, means the lighting is not final on all maps.


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Old 06-10-2012, 06:43 PM   #8
lucky.BOY
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Default Re: Project Normandy - Alpha feedback

Well those missing walls are not problem with low graphics, there are problem with LODs of those statics. It can be fixed by redoing LOD1 of these models.


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Old 06-10-2012, 09:45 PM   #9
Pvt.LHeureux
Project Normandy Contributor

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Default Re: Project Normandy - Alpha feedback

Quote:
Originally Posted by lucky.BOY View Post
Well those missing walls are not problem with low graphics, there are problem with LODs of those statics. It can be fixed by redoing LOD1 of these models.
As in?

If you want to do it go ahead, would be really awesome


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Old 06-11-2012, 02:41 AM   #10
[R-DEV]AfterDune
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Default Re: Project Normandy - Alpha feedback

Quote:
Originally Posted by lucky.BOY View Post
Well those missing walls are not problem with low graphics, there are problem with LODs of those statics. It can be fixed by redoing LOD1 of these models.
So true. But I don't have any modelling experience, so rely on others to step up and fix it for me. If anyone is able to do that, please contact me or Pvt.LHeureux.


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