Acepilotf14
Sucked so much dick for this title
- Joined
- Aug 29, 2006
- Messages
- 13,016
- Reaction score
- 48
Maybe there'll be an escort mode too. And timed?
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: this_feature_currently_requires_accessing_site_using_safari
The 'Taking uniform from enemy soldier' part is dumb since he just shot the guy, wouldn't the uniform have a lot of blood splatter on it which would be sure to arouse attention from the enemy soldiers?
Sorry, I can't help but nitpick.
DirectX 10/11 has been implemented. PhysX is working - particularly, rag-doll animation looks really impressive! The UI is undergoing a redesign, with the focus upon improved usability. Indeed, ease of use, and particularly accessibility, has been an entire goal in itself. We've heard your feedback, and we want to make the game easier to learn for those new to the game, without sacrificing anything that makes our game unique. We have reworked our animations using completely new motion capture recordings. The result is the most realistic animations ever achieved in the series, as well as additional gameplay features.
We have adhered to a strong focus upon backward compatibility throughout the development, meaning we (and of course even you) are in a position to get older assets into A3 very quickly, just with few tweaks here and there. There are, of course, the new features which would require additional settings.
The scale of the map truly cannot be comprehended from the screenshots... it is HUGE, vastly beyond anything seen previously.
even a video feed thingy!
A2 already has this.A working GPS? That might make organizing things easier.
As for movement on land, in addition to the existing movement modes (walk, run, sprint), there'll be additional one - what we're calling the 'tactical pace' - which is essentially a jog with weapon raised.
Another feature worth mentioning is 'alternate poses', which is an experimental feature we're keen to validate with the Community Alpha and see if it earns its place. These are extensions of the three basic stances (stand, kneel and prone). With them, you can adjust to have a high/low or left/right variant to each stance. In terms of gameplay, we'd expect to see improvements in finding effective cover and being able to fire from it.
We also aim to improve weapon behaviour, which means tweaking recoil mechanics, precision and weapon sway to more properly reflect the different states of the shooter, factoring in fatigue and injury, for example. Our goal is to not only improve the feel of firing guns, but also make firefights flow as close to reality as possible. The latter will actually be a tough one to crack, and again we hope that the players of the Community Alpha can feed into this process.
What about the way the game engine handles the animations and new movements? Will there be any improvements at a more technical level?
This area is still intensely in development, so I can't be very specific. Mainly, we've focused on the basics. That means smooth interpolation of animations, elimination of warping, increased responsiveness of controls, removal of artificial limitations to player input, and many more!
Better be something good, I need info damnit.