TwistedAegis
[H]F Junkie
- Joined
- Oct 7, 2009
- Messages
- 8,958
If not, I just have to say that my pony gets plenty of grass because I buy it from a Chinese grass farmer.
I thought grass came from Mexico and BC?
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If not, I just have to say that my pony gets plenty of grass because I buy it from a Chinese grass farmer.
No, there are multiple plugins for ProCon for autobalancing.
The 4 most popular are:
Team Balance on Death: balances team based on next few people to die.
Team Balance Plugin: Same as above, but allows you to exclude splitting up clan members.
True Balancer: Most stable and most used of the balancers. Allows message to be flashed on screen or in chat. Allows whitelist of players not to be moved. Autobalances based on last person to join the team.
Insane Balancer: Balances on the fly based on your choice of criteria such as rank, score per minute, kill/death ratios, career points, round score. Allows message to be flashed on screen or in chat. Can also scramble teams per X rounds. Can keep clans and squads together or break them apart. Unstable and never left beta. Some servers have got it to work well, I have not. Has other issues such as losing tickets for attacking rush team when auto scramble is done at beginning of round.
I have tried every one of these. The only one that works on a consistent basis is the True Balancer with Insane Balancer a distant second.
I liked to play as a commander and follow orders of a commander in BF2142. I REALLY liked it. It gives possibilities to win in situations, that otherwise seems to be impossible to win.
I pray for commander feature in BF3.
It is a beautiful thing when good players give and take orders. Squads reduce the solo rambo quotient, and the next logical progression is a commander.
It was always fun to have a commander send you to a ripe target and then support you with UAV and arty. Smells like victory.
ughhh, mp looks just like BC2. looks like i will still be playing BF2.
As pointed out in that video, they really need to fix how weapon sights behave. There are people yelling about how they don't want any COD-like features, yet we still have this sort of global magnification going on.
DICE need to get some pointers from Tripwire:
That is the first disappointing element in this game I have seen.
If the code isn´t world class maybe rendering two cameras (such as in the Tripwire shot) could produce some latency issues that they are trying to avoid? I am no real time engine programmer, just wondering if that could play a role. It sure looks silly to have the whole view zoomed like that.
Then again Tripwire do not get it right either, since there is no way for the human eye to focus on both subjects at the same time; what is seen inside the scope and the outside surroundings. As a result of this a DOF masks should be set up for scoped use, that would be the way to do it right.
There aren't lag issues in RO with scopes, not sure how exactly they render it though. I think the lack of DOF though is just an engine limitation, remember this came out in 06'.
Also forgot to mention, if DICE do in fact fix this, ironsights should have no zoom when initiated. As in, the FOV you have when on-hip, should be the same as when you raise the rifle - your vision doesn't zoom in real life.
These are some of the key changes to the fundamental mechanics that will be needed to make BF3 "the best FPS yet" rather than just another improved iteration.
snip
Found a very decent cam capture of someone playing MP at E3 for nearly 8 minutes:
YouTube - ‪Battlefield 3 - E3 Multiplayer Gameplay Demo [720p HD] (BF3 MP)‬‏
The lighting is unreal, take a look at how the light emitted from the rifle attachment bends and molds according to the distance and angle from the wall at 5:14.
Found a very decent cam capture of someone playing MP at E3 for nearly 8 minutes:
YouTube - ‪Battlefield 3 - E3 Multiplayer Gameplay Demo [720p HD] (BF3 MP)‬‏
The lighting is unreal, take a look at how the light emitted from the rifle attachment bends and molds according to the distance and angle from the wall at 5:14.
Also forgot to mention, if DICE do in fact fix this, ironsights should have no zoom when initiated. As in, the FOV you have when on-hip, should be the same as when you raise the rifle - your vision doesn't zoom in real life.
These are some of the key changes to the fundamental mechanics that will be needed to make BF3 "the best FPS yet" rather than just another improved iteration.
So the game catering to the lowest common denominator has more views....
Battlefield 3 - Tessellation ?![]()
Yea, I guess it's obvious, I was just hoping deep down inside people would wise up about what trash COD is...
I don't think they've said for sure (actually they did, see below), but someone did comment that it looked like the mountains were tesselated and I agree. It would be pretty silly of them to make a DX11 game and not use the main DX11 feature though.
Here's the screenshot in question: http://pnmedia.gamespy.com/planetba...mages/news3/Battlefield_3_Screenshots_091.jpg - they'd pretty much have to be using tesselation to get that, I would think.
This document I have in google docs talks about use of tesselation in BF3 on round objects like wheels and rocks/mountains: https://docs.google.com/viewer?a=v&...OTYyYy00ZjU3LWFiZTItOGIxM2ZlZjZlNWVk&hl=en_US
Battlefield 3 - Tessellation ?![]()