Re: 1.4 patch
sorry i forgot to put "other"in the poll, but just post whatcha think, and Quote:
Originally Posted by roger smith
+bugs of critical and non critical nature
-too many to list :nod:
+air combat
-anti air missiles that are properly lead and are on target should not deviate on some airframes :nod:
-on some airframes, flares should be intercepted by anti air missiles when the flares are in the anti air missiles flight path :nod:
-anti air missiles range should be just out of max visual range, for all platforms :nod:
-the laser guide on the bomber should be able to lock onto targets above visual range :shakehead
-instead of blowing up when the tv guided missile runs out of time, it should keep flying forward unguided :nod:
-a lowered turn radius on anti air missiles :nod:
+explosives
-engineer can disable all three types (they allready can?)
-spec and sniper can retrieve thier respective explosives types :nod:
-claymores should be triggered by explosives. :shakehead
+ground and sea movement
-stamina should regenerate faster when you are still
-all land and sea vehicles should go faster and have more torque. land :shakehead, see :nod:
+weapon tweaking
-shotguns are either too weak or too slow to pump :shakehead
-carbines are just too accurate :nod:
-smgs should be more effective at close range :shakehead
-the aks need a slight accuracy boost :shakehead
-all assault classes need three smokes :shakehead
-remove the damn flash, thats a sf thing! :nod:
that should do it for a more enjoyable game in my opionion
sorry i forgot to put "other"in the poll, but just post whatcha think, and Quote:
Originally Posted by roger smith
+bugs of critical and non critical nature
-too many to list :nod:
+air combat
-anti air missiles that are properly lead and are on target should not deviate on some airframes :nod:
-on some airframes, flares should be intercepted by anti air missiles when the flares are in the anti air missiles flight path :nod:
-anti air missiles range should be just out of max visual range, for all platforms :nod:
-the laser guide on the bomber should be able to lock onto targets above visual range :shakehead
-instead of blowing up when the tv guided missile runs out of time, it should keep flying forward unguided :nod:
-a lowered turn radius on anti air missiles :nod:
+explosives
-engineer can disable all three types (they allready can?)
-spec and sniper can retrieve thier respective explosives types :nod:
-claymores should be triggered by explosives. :shakehead
+ground and sea movement
-stamina should regenerate faster when you are still
-all land and sea vehicles should go faster and have more torque. land :shakehead, see :nod:
+weapon tweaking
-shotguns are either too weak or too slow to pump :shakehead
-carbines are just too accurate :nod:
-smgs should be more effective at close range :shakehead
-the aks need a slight accuracy boost :shakehead
-all assault classes need three smokes :shakehead
-remove the damn flash, thats a sf thing! :nod:
that should do it for a more enjoyable game in my opionion
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