flashier battles
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dant3 5tra5t
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flashier battles
I would love to see the projectiles in warzone to be a little more flashier and bigger. they dont necessarilly have to cause more damage, but maybe you guys could make them look like they are doing more damage.
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Zarel
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Re: flashier battles
I kind of agree - single machineguns and cannons are practically unnoticeable...
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fisk0
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Re: flashier battles
I'm not entirely sure how you mean, but I think sparks for when bullets hit (I know that doesn't happen in real life, but it's common in movies and that does give you some visual confirmation that you are hitting the target, since I suppose bullet holes in those tiny textures are out of the question, dust clouds from well bullets miss and hit the ground instead might also be good), maybe more smoke from damaged units too.
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XANAX
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Re: flashier battles
and don't forget electrical sparksfisk0 wrote: maybe more smoke from damaged units too.
I love seeing a machine spark from damage
oooo momentary weapon malfunction xD
P.S. more smoke when it's on fire
P.S.S. oh and in Earth 1250 when it snows; if the unit does not move for a period of time, the textures on the top of the vehicle starts turning a white snow texture
& slowly disappears when the vehicle moves
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fisk0
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Re: flashier battles
Ohh, that would look awesome I think. And red dust slowly building up on the tanks if they remain stationary too long in the arizona maps.XANAX wrote:P.S.S. oh and in Earth 1250 when it snows; if the unit does not move for a period of time, the textures on the top of the vehicle starts turning a white snow texture
& slowly disappears when the vehicle moves
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XANAX
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Re: flashier battles
the building would do it tofisk0 wrote:
Ohh, that would look awesome I think. And red dust slowly building up on the tanks if they remain stationary too long in the arizona maps.
the more recently built would be normal & the longer it sits there the more sediment/snow it will collect
p.s. it would transition between four textures
1. normal 0%
2.thin layer "barely any" 30%
3.thicker layer "more but still see through" 60%
4.thickest layer "can barely can see the building/vehicle textures under it" 90%
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Deus Siddis
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Re: flashier battles
So is the visual lameness of battles considered more of a content issue or a code issue? (Aiming this question at the devs.)
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Zarel
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Re: flashier battles
Content. The code doesn't need to be changed at all to improve the graphics - it's all in the data files.Deus Siddis wrote:So is the visual lameness of battles considered more of a content issue or a code issue? (Aiming this question at the devs.)
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dant3 5tra5t
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Re: flashier battles
I agree on the machine gun bullets. but I was really thinking about the lasers and rail guns. when I see the projectile I dont think "power" comes to mind.
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cybersphinx
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Re: flashier battles
I think Kamaze said somewhere that bullets are rendered perpendicular to the ground, not to the screen. So part of the difficulty to see them is in the code.Deus Siddis wrote:So is the visual lameness of battles considered more of a content issue or a code issue? (Aiming this question at the devs.)
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Buginator
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Re: flashier battles
It is both content, and code issues, and also, we have to remember that for 2.2.x at least, lower end hardware will play it, so we can't really have it THAT 'flashy'...for trunk, that is another story. 
and it ends here.
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eyestrain92
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Re: flashier battles
I think that battles are flashy enough with rubble flying everywhere. The sounds make it for me...
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dant3 5tra5t
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Re: flashier battles
yeah but the sound tends not to play when too many units are firing at the same time
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Buginator
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Re: flashier battles
Well, the newer sound code should help, but, you can still run out of sources. That will have to wait for when I get more time to fix.dant3 5tra5t wrote:yeah but the sound tends not to play when too many units are firing at the same time
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dant3 5tra5t
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Re: flashier battles
good because it is very funny to overhear machine gun fire over gaus cannons and ripples