Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: toddbobe on November 03, 2016, 10:00:52 AM
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Am I the only one that is having trouble seeing if a town building is down or not from the air? In my humble opinion the this needs to be made a bit more clear. It may be just the learning curve, but even in GV's from certain angles buildings on the ground look undamaged when they are down.
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You are not alone with this.
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Although I have seen and commented on the same since beta (maybe even alpha), the graphic quality is still dope. As with most things this version, in my honest opinion their "scale" (lack of a better word) does not translate well in the 2 dimensional realm of the computer monitor. Perhaps it is a bit clearer in the Virtual Reality headsets.
To see what I mean, zoom in on a fly by and things can appear much more normal of what one would expect to be able to discern from that distance, however the view is quite NARROW. This loss of peripheral vision, hinders the spacial relationships to nearby objects, so as soon as you spot your target and look away, it is hardly ever likely your "eyes" (actually view in this instance) will settle in the same area.
What I am saying is that you CAN see downed buildings upon close observation, but maintaining their location is horribly difficult when attempting to maneuver or move. I could suggest to play with the gamma, vibrance, tone, or contrast settings to better suit this function, but what happens to the rest of your experience is unknown.
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Not all buildings partially collapse. Some just develop some cracks and may become a little darker but otherwise appear undamaged. It's noticeable from the ground in a GV. Some town buildings look intact and you don't realize they are actually down until you hit them with multiple HE rounds and nothing happens. Ive hit buildings with HE, observed the minor changes mentioned and gotten the message that he building was destroyed. To someone following me it would appear to be undamaged.
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Why not just flatten/remove the buildings that are destroyed? Would that even be something HiTech would consider?
Coogan
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Stop bombing from 30k.
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Stop bombing from 30k.
I have trouble telling in Bostons at 5K - it isn't just the altitude.
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Why not just flatten/remove the buildings that are destroyed? Would that even be something HiTech would consider?
Coogan
Not HiTech, I think it's Waffle... ;) he spent so much time building all these nice structures, he can't stand to see them bulldozed.... :bolt:
Me, on the other hand..... (http://www.gifandgif.eu/animated_gif/Outburst/Animated%20Gif%20Outburst%20%282%29.gif)
Actually, I think a more drastic color change, from light to dark charcoal for bombed out buildings. I know that in real life not all structures would be scorched, but some would actually be burning or smoking.... so.... a trade off??? maybe???
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Yessssssssss... smoke haze about the town would be great! Also above strat targets to puhleez.
:devil
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It's not matter of altitude. Some buildings that are destroyed don't appear so fro a tank on the ground.
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Especially the "mini storage buildings" at strats! Wasted a lot of rockets and he on those ;) Have you noticed the "Ghost" buildings? I was at a strat last "buzzsaw" and was shooting over a ruble heap, only for the shell to explode where the previous building would have been. Even saw the building in the flash of the explosion. I know, should have made a note of it...but it slipped my mind. :cry I was dealing with a land shark in an M3 with the gun on it, oh not land shark, it was some fella called 49SHARK :furious Eh, was out of HE anyway :ahand
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Mustng2 and I have both noticed in heavy fighter attack, building look down from one direction, then up from another. Must be something to do with the light direction. A strong zoom is the only way I can tell for sure in a heavy fighter.
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Waffle had to change the floor of the auto ack mounds so we could tell where they were and if the gun was destroyed. Maybe he can make a primary color change that will be enough different from roof tiles that from the air the damage is determinable. The damage clutter on the sidewalk and street should be a give away. Still it all looks homogeneous until I use zoom.
I noticed at strats in a GV against small buildings, you can see if they are destroyed by using zoom and look for dark blotches on the exterior walls. In AH3 "zoom" seems to be your best friend now since I can use full zoom from the air up to about 12k to tell if town buildings are down. But, that is 12k straight above the town. Two miles out on a bomb run, just like real life, you need a pack of bombers to knock out a single out house.
In AH2 we could see everything at a long standoff distance in tanks and do laser guided sniping. Visually same for bombing. In AH3 the visual environment appears to require us to get closer like real life to verify things while making ourselves vulnerable to defenders. Destruction of targets often required a follow up photo recon to tell if it was damaged in WW2. And tank warfare was a more close and personal endeavor aside from tiger tanks with their optics and long range guns.
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Why not just flatten/remove the buildings that are destroyed? Would that even be something HiTech would consider?
Coogan
there are some great GV hidey holes in the rubble which make for great gv ambushes in the towns though.
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there are some great GV hidey holes in the rubble which make for great gv ambushes in the towns though.
I agree. Driving through the rubble is kinda cool.
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there are some great GV hidey holes in the rubble which make for great gv ambushes in the towns though.
Well, maybe not completely flatten them, but somehow make the destroyed buildings a little more distinguishable from the air.
It's hard for me to tell if it's down when I'm porking a town, let alone bombing from 15k.
Coogan
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Possibly the simplest thing to get done, is to have some agreement from HTC that it would be an improvement to change it. As, we are not certain if this is their intention or not, to have a higher degree of uncertainty.
After that, we have no clue how any change could be "patched" with the least amount of disruption to the current status quo or workload. One would hope that the shapes would already have some type of mask or alpha layer (I really don't know the correct language) that would allow for either a brighter/ shinier undamaged building or a much darker/ less reflective damaged building / rubble.
Smoke or haze would be something for a wishlist, but in terms of gameplay the added contrast is all that is required to distinguish targets.
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Still getting flicker of buildings from gun pos and f6 :old:
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best I remember when the new town in ah2 was introduced we had similar complaints. HTC eventually fixed it.
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I do know that if it is not in the Wish List, there is no chance it is on the board to be fixed.