Your impression of DCon and the Changes we've made from .1

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • CATIA

    #1

    Your impression of DCon and the Changes we've made from .1

    As the title says.
    We would like to get as much feed back as possible to put together the next patch.
    Things we're looking for:
    -Changes we've made from .1 to .15. likes, dislikes
    -The new maps. Likes, dislikes
    -Are you still having LAG issues?
    -Game play and game balance.
    If you have more issues to list, then plz do.
    Remember to keep it civil, no cheap shots, flaming etc..or your post will be deleted.

    Thank you for downloading DCon
  • Scinto
    Retired TGN *****
    • Mar 2006
    • 5387

    #2
    Re: Your impression of DCon and the Changes we've made from .1

    is there supposed to be a dot in the middle of the crosshair?

    cant play now will have to play later

    Comment

    • [GCA]Tim270

      #3
      Re: Your impression of DCon and the Changes we've made from .1

      Really liked the Mashturr/mushturr? map, only things i can point out are the frogfoots cannon being underpowered imo and what is the point of having a squad if you cant spawn on your sl?

      Nerf helfire also, the whole team i was on got baseraped by thing one guy on the TOW.

      Comment

      • =98=
        Member
        • Oct 2006
        • 10299

        #4
        Re: Your impression of DCon and the Changes we've made from .1

        Originally posted by Scinto View Post
        is there supposed to be a dot in the middle of the crosshair?
        No, it goes away if you turn your h4x off.

        Comment

        • DoomXexec311

          #5
          Re: Your impression of DCon and the Changes we've made from .1

          I only flew the f-18... I like the new plane flight adjustments

          Comment

          • CATIA

            #6
            Re: Your impression of DCon and the Changes we've made from .1

            Originally posted by Scinto View Post
            is there supposed to be a dot in the middle of the crosshair?
            Can you plz post a pic of that. I played lastnight and I don't recall seeing a dot.

            Sir. Tasty, I believe the squads can be controlled via server side mod (not sure tho), but I agree with you regarding the Frogfoot cannon.

            DoomXexec311, glad you like it. We recruited some of the best old school DC pilots and tankers to help us/give us feedback what needs to be changed to get it as close as possible to DC.

            Comment

            • HaVOCK-ElEEt

              #7
              Re: Your impression of DCon and the Changes we've made from .1

              One word "Awesome"

              Love the new maps, the new sounds (especially the iraqi voices), and the new physics. I had the best helo fights last night I have seen since DC final.

              Big thanks to the dcon team, and the new testers who helped work everything out.

              Comment

              • =CDU=Junkoe
                Member
                • Jun 2007
                • 34

                #8
                Re: Your impression of DCon and the Changes we've made from .1

                OK Catia you asked for it so be prepared.. It's a long one. Oh and yes the squad leader spawning is an option that can be setup an changed on the fly easily.

                The tweak changes to the planes are sex. I almost prefer flying this over DC because of the whole no radar thing. They handle very well and the big drop in afterburners is a welcome change.

                Missiles are a different story though.The missiles are more reliable against everything except a good pilot in a dogfight. I can take out helos/bombers with the new missiles a lot easier now. The problems for me at least lies in fights with other skilled pilots. If I am in a good dogfight,(like last night against GrooveChampion) the missiles just aren't reliable enough. I know they are pretty much like the 0.7 missiles. You gotta be pretty close or nothing at all. In DC you would get these lil windows to put a missile in an hope for that split second they didn't pull up or roll etc etc. In DCon the missiles don't work worth a damn in those minuscule time frames. They are only good at long angles and when you get a good clean open shot. I know part of it is that I need to adjust to these missiles but it's been a hard transition. I never got em down last release, these are much improved but still present the same problem for me. Sometimes I'll get a shot in those lil time frames and it just flys right past em. Other times it blows up near em. A direct hit is still the best method and it's kinda difficult with BF2 physics. I think that's the main culprit anyways. There have been a few times where groove was on my six and I would type something an see 3-4 missiles fly right by. He is definately not a noob but those things are hard to get dead on.

                Now the guns is an entire other topic. I don't mind that I don't get hit indicators when using them against other aircraft. Yet again cause of bf2's wonderful net code or whatever you wanna call it, it's a real pain to use when turning an burnin with another jet. Just like the missiles, they work really well on easy non sporadic movin targets. Anyone with a bit of skill and it's a pain. Me an groove had more then a few long dogfights where neither one really got an advantage. He would shoot some rounds/missiles then I would shoot some. Sometimes we would get each other smoking but that's just like when you got damaged in DC, your maneuvering improves when you know one shot can do you in. So then we would put on an airshow essentially for everyone else with our big smoke trails and all the rolling/juking around.

                In summation of the missile/guns thing on jets. I don't even know if it's possible to get around the limitations of BF2's engine to get the guns an missiles working better. I am sure the devs have tried many things. I am also sure you all heard this before but it was damn nice when someone made a mistake, and you lead em with the guns and had results. It's just not possible to do that at the moment. You devs have done a fine job but I do hope you eventually find a solution thats more reliable in dogfights, without making em extremely powerful against bombers an helos.

                It's nice the apache gunner was worked on but not that the hind wasn't. The apache already had a slight advantage before with it's zoom and dmg wise. That just made it worse. I'll send you guys the code I use for the hind an apache after I rework em an test em again. We had a pretty good balance before but I wanted to try em stock with this patch again. The hind gunner needs love more than the apache gunner with it's zoom an lot less overheat. I never found a way but it would be killer if that hind gun could be like it was in DC and was a killer of people. A good hind gunner would shoot more people out of the cockpit then right out destroy helos. That was how it was balanced and at the same time weaker than the apache gun. I tried giving the hind gun a bigger detonation radius and it kinda worked but at the same time, just made it much too powerful. A big radius just makes any round that gets kinda close to the target explode. The balance between usefulness against other helos and just all out destroying infantry is a hard one. If you make it too powerful, infantry can't hide anywhere. It needs good radius detonation though or you will never get any hits against another helo.

                All the firearms I have played with seem a lot better now. Everything feels a bit more balanced. I am still not happy with the RPG/SMAW against infantry though. A direct hit is the only way to kill. That's fine and all but the splash damage seems really low even directly at their feet. I loved the old school method of shootin at their feet then as they bounced up, finishin em with handgun. I know this isn't really possible but everytime I managed to get a round off near them, 2-3 pistol shots didn't cut it. It's prolly just my noobness with bf2 physics. though.

                I also noticed a few players complaining about lag on El Al still. It performs much better for me an most people I spoke to, but not all. I think part of it is that it's a resource heavy map with all the assets. Then also with my SSM it nearly doubles the amount of stuff on the map. I am sure that is part of it for some people. I haven't tried our el al day 2 yet, but that used to be pretty choppy on my system when most of the helos were in the air. It was fun seeing lots of helos/gunners goin at it like the good ole days though. So I'll have to convert that one over soon an see how it plays out in the new version.

                The new version is very good, I think most people love all the new maps. The close quarters one can be a bit of a ***** with it's funneling of routes but it's a good inf romp none the less. This release brings the mod damn near close to what DCon should be. Especially at this early stage in it's life.

                I know my post may have sounded like constant complaining but those are the only issues that stand out for me. The mod is very good. I love every second I am playing it. There are times on el al and other remakes where I forget for a second that I am playing DCon on BF2 and not DC for 42. If that's not a good sign then I don't know what is. Keep up the good work and please take this long novel as constructive criticism about the things I enjoy in this mod and enjoyed in DC. I am a plane whore and even more so an air to ground bastid. The bombers are perfect, the helos are also good in that role. It's just dogfighting in jets and helo vs helo\gunner vs gunner fights that really feel lacking for me compared to DC. Also the whole rpg against inf thing but I blame that on my suckness at ground pounding more than anything. Everything else in the mod is the uberz.

                Comment

                • sava700

                  #9
                  Re: Your impression of DCon and the Changes we've made from .1

                  Originally posted by Sir. Tasty View Post
                  Really liked the Mashturr/mushturr? map, only things i can point out are the frogfoots cannon being underpowered imo and what is the point of having a squad if you cant spawn on your sl?

                  Nerf helfire also, the whole team i was on got baseraped by thing one guy on the TOW.

                  I agree a little here, the frogfoots are still underpowered on the cannon side, Server side adjustment for squad leader stuff, where is this at?

                  Nerfing the hellfire would not be good, if you intended on limiting the distance or power ya may as well take it off. There are more than one and the others can counter each other, not to mention easy sniper bait so I say leave em be.

                  Jumping height needs to be put back, sure the statics are counter sunk, but I was getting pissed I couldn't jump over some things when normally I could before on vBF2 or even the older versions of dcon, so not a good change IMO.

                  The delay of prone from jumping doesn't do anything and isn't worth the change either. Being able to dive over something and lay down is very much needed especially when under fire from someone mostly Armor.

                  I'll add more later as I get time to play.

                  Comment

                  • *FMJ*Power
                    Gunny
                    • Jan 2006
                    • 1259

                    #10
                    Re: Your impression of DCon and the Changes we've made from .1

                    what happened with the dynamic lighting and dynamic shadows? no matter what i have selected in bf2 all i get are none to low dynamic lighting and dynamic shadow effect. did you guys remove them or default it to low no matter what the user choses because of the lag issues?


                    ohhh one small bug i noticed, when the iraqi soldier yells as he throws a grenade all i hear is loud static fuzz, no words. i only noticed it when i was on the iraqi team and a teammate tossed a nade but its very noticeable in large firefights, all you can hear is constant static everytime a teammate throws a nade.

                    im loving the new agility of the A10 and the sound alone can terrorize the enemy but it might be too much, you can dogfight migs now with ease.

                    Comment

                    • =DNC=SYSEX73

                      #11
                      Re: Your impression of DCon and the Changes we've made from .1

                      Glad you like the A10 sound, its a beast.

                      The "Throwing Grenade" was removed because its a stupid call. Nothing like having your voice shout a message to the enemy. I replaced the audio file with a 0 decibel version. It didn't make that noise during testing, but I will look into it asap.

                      Thanks for the responses, this all helps us make the mod better.

                      Comment

                      • BigBadBob

                        #12
                        Re: Your impression of DCon and the Changes we've made from .1

                        Originally posted by *FMJ*Power View Post

                        im loving the new agility of the A10 and the sound alone can terrorize the enemy but it might be too much, you can dogfight migs now with ease.
                        Yea, I really like the sounds, but it can scare the poo outta you. Remember one night in testing a few weeks ago, was in my Apache, going back to reload and head out to patrol our bases.

                        Apparently one of the Oppos has stolen our A10. I think I hear it, but am not sure. Then I hear BBBRRRRR!!!!!! right in my ear and the rounds going past me. I survived but was truly scared by it. Sneaked up on me with the plane and gave me a heart attack with the cannon.

                        There's no doubt what shot your direction when you hear it.

                        Comment

                        • =DNC=SYSEX73

                          #13
                          Re: Your impression of DCon and the Changes we've made from .1

                          Man, I saw some amazing helo fights last night. Whoever was using that Hind on the CDU server, it was the best barrel rolls I have seen yet. You made that big thing into your *****. :salute:

                          Comment

                          • booya8

                            #14
                            Re: Your impression of DCon and the Changes we've made from .1

                            I just downloaded and installed v0.15 yet when ever i play it seems the servers a generaly empty or half of them are a different version ( the text is red and i cant join em) is there a patch that i missed or am i just playing at the wrong time of day?

                            Comment

                            • =DNC=SYSEX73

                              #15
                              Re: Your impression of DCon and the Changes we've made from .1

                              Originally posted by booya8 View Post
                              I just downloaded and installed v0.15 yet when ever i play it seems the servers a generaly empty or half of them are a different version ( the text is red and i cant join em) is there a patch that i missed or am i just playing at the wrong time of day?

                              Not sure really. Maybe a bunch of people havent updated to the new patch, making them still seem red to you.

                              I just looked, and there are 174 people playing atm. Try the CDU server, its a blast and you can try and kill many DCON dev's in there. However, there are other great servers as well. Just like the mods available, give them all a try. :nod:

                              Comment

                              Working...