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Arcade and Realistic mixed mode


NihilusSparrow
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  • 2 weeks later...

IMHO, i hope not. I dont wanna touch realistic mode (oreven half of it) with a barge pole again.

 

You see i just wanna play this free to play game and switch off.  I like having a marker to see where my shells are going which gives me much more a chance against the hoards of seal clubbers.  It lessens the gap between good players and players like me. The fast gamemode is also far better for my tastes then the camping snor fest of Realistic when simply moving will get you killed if the enemy has map control and cap. I like to move half way up the map before being nuked.

 

So for players like me, i like the aim marker and the speed together. Its the only thing that makes this game playable. Well, before you get nuked by a CAS anyway.

Edited by Redcap375
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I like the markers, I don't want to be surprised by enemy just because he has game running on ultra low.

I could understand removing the penetration marker and red outline telling you that your aim is on target, as well as markers having exact distance so you would have to use range finder.

Keep the speed and smaller maps and I could play this kind of thing.

 

But again, this is something that would divide the players even more. Right now what we need is to fix the plane issue first when it comes to arcade. When it's done, we can start talking about dialing back markers to a point where you don't see the distance and red outline and green pen marker. But take care of planes first.

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Naw. Arcade is arcade. TBH I dont play RB because it takes for ever to get anywhere and when you get the, Bang, your dead and I never se the enemy. I see your point but naw.  

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The most unrealistic thing about realistic is the view. In real life, your depth perception, peripheral vision and focus help you see things. 

There must be a method to compensate for this, like labels or markers. In arcade, the enemy label markers light up MUCH too far away.

Pixel Squinting is NOT realistic. All knowing labels that tell you who is behind the building aren't either. 

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17 hours ago, JamesPappy said:

There must be a method to compensate for this, like labels or markers. In arcade, the enemy label markers light up MUCH too far away.

 

You forgot about the most important part which is that in a tank there is a crew of multiple people that are on the lookout for threats and targets. We have it implemented as crew being a proxy for their functionalities, like for example repairing modules and tracks on a button press, being able to drive, aim, shoot and reload at the same time as a single player without the need to swap positions for each of those actions. Actually markers are supposedly implemented like that in arcade - you have lower chance of spotting enemies that are outside of the vision range for your crew.

 

The RB is actually forgoing this approach not only by not having markers, but also not heaving lead marker for airplanes for SPAA that have multi-crew operated turret.

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