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General Forums => The O' Club => Topic started by: Beefcake on June 08, 2002, 02:35:07 AM

Title: Beefy's review of WW2OL Ver. 1.6
Post by: Beefcake on June 08, 2002, 02:35:07 AM
For starters I would like to say that this tread is not about comparing WW2OL to AH or other games, it is simply a tread to tell people (IMO) how WWIIOL has progressed in a year.

Also just so you know, here are my basic comp stats:
Compaq 5838 with an AMD K7 Althon 500mhz
Currently running Windoze(Windows) 98 2nd ED
512 RAM
GeForce 3 Ti200 Vid Card


Well let me get started. First of all, I have the very nice luxury of having Cable Internet, so downloading the 98meg patch was quite fast. I installed the patch without a problem, and went to run it in offline mode. After watching the neat little intro movie, I saw the first thing I liked....a REAL TIME LOADING SCREEN! Yes thats right, no more guessing as to how much has loaded. The screen it self looks like a gas gauge of some sort, with a neat little needle that moves from 0%->100% as it's loading. I might add it looks very nice too. It took about a minute and 40 seconds to load...IMO...that is a helluv allot better. (used to take 10 mins) Upon completion of loading I noticed the next nice thing.....and very nice interface. Rather easy to understand and looks very nice. I went though and began looking at the vehicles. This section was very nice as well. When you select a vehicle it gives you the stats along with a little summary of the vehicle. I selected the new Hoctkiss 25MM AAA gun, and clicked the launch button. I was a little disappointed..as it took about 30 seconds for me to spawn in the world. Upon spawning it took a few more seconds as my computer finished loading the map. Once this was done everything ran smooth. I played with 25mm for a few mins, deploying it and moving if from target to target. After a few mins I decided to exit. I returned to the vehicle select screen almost instantaneously. I then selected the new Panzer IV....but before I spawned I wanted to change and check some keymaps...which leads me to the next thing..the keymapper. VERY WELL DONE IMO! I will admit it is a little confusing at first but after I got used to it within a few minutes. It's actually really hard for me to explain it....more like you'd have to see it to understand but I can say it is nice and easier to use. After Remapping some keys I spawned my P4.....and I was amazed..I spawned almost instantaneous (within 3-4 secs) I guess that after loading the map the first time, loading gets faster. I drove around and played with the P4....very nice IMO but I can't say for sure till I take it up vers. some Chars :) . Anyway after playing around with the P4 I decided to try out the infantry.  I selected the British Rifleman and clicked launch and once again I spawned within a few secs. I ran outside of the barracks and fired my gun (lee rifle) once...........and I fired it again...and again....I rubbed my eyes to make sure I wasn't dreaming...I fired again...and.....yes...it was true....a VERY nicely done modeling of the gun recoiling...the bolt throwing back...my soldier recocking the gun.....I couldn't belive it. I hit the "Reload" and I was amazed as I saw my trooper pull the bolt back, put in a clip of 5 rounds (yes you could count them) and then recock the gun. I then pulled out my pistol....I was amazed to see the hammer on the pistol move as I pulled the trigger..again I reloaded and watched as my trooper pulled the clip from the handle and reload....very nice. I then pulled out a grenade. I loved the animation as my trooper pulled the pin out, recoiled and threw the pineapple as far as he could. Needless to say I played with the INF for quite awhile. After that I took up the new He111 and few around the map....though the FM is still a little funky, it seemed better. From the air you could see the BEAUTIFUL new offline map...which is VERY BIG. The offline map has several fields now as well as a port and 2-3 towns and about 10 miles of road.

Ok it's getting late so I better wrap this up. IMO, WW2OL Ver1.6 is VERY NICE. I highly recommend that if you can download the patch, do it and test it out yourself you may be surprised. Bare in mind that these are my own opinions so yours may vary.

(PS, please forgive all the typos and horrible grammer, it's 3:30AM here and lack of sleep is affecting my typing :) )
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Qnm on June 08, 2002, 03:42:28 AM
Looks like what it should have been on first release. Might even make you want to try it if other reviews are this favorable.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Fishu on June 08, 2002, 04:57:02 AM
They still haven't fixed several birth issues of StuG :(
Im sad...  StuG is my favorite and they seemingly didn't drop a minute on it :I
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Regular on June 08, 2002, 05:55:28 AM
Huh? I Enjoy this game. I have a fast PC with a fast internet connection...It's only fun with tanks...SO FAR????
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Kratzer on June 08, 2002, 11:03:18 AM
I used my free month on 1.6, and unfortunately, though they've made some improvements, they still aren't anywhere near having a game that I want to spend time playing.  I don't need flashy graphics, but I do need USEFUL graphics (which AH has in spades).  When doing infantry, it just felt clunky as all hell.  When doing aircraft, there were a lot of loading stutters, it was hard to see anything, and Stukas were as manueverable as Hurricanes.

My biggest complaint is that because the map is so huge, you end up with 100 tiny little 3 or 4 vs. 3 or 4 fights, and no good battles.  I know they want it to be open ended and all, but the game would be a lot more fun, and take a lot less time to play, if they restricted the fighting to certain areas at any given time.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Tac on June 08, 2002, 11:50:24 AM
Beef, do us a favor and tell us if the Inf. Vs. Tank issue has been solved.

You can have all the eye candy you want, but if the inf. is still nothing but targets for BVR sniper tanks, its useless.

Also, get a friend to test this with you:

1 of you be infantry (best be you), and your friend be a tank.

Find a nice empty town, find a large building with a window. Have the tank range the window to 2000yds. Then have the infantry guy stand besides the wall so he can watch as bullets hit the wall. Then tell your tank friend to fire his machine gun at the window. It will take him a few bursts to get the MG ranged (bullet drop ranged that is). Once he gets the range, tell him to fire continously. You will see ALL his stream of bullets hitting the same spot in the wall..or if he aimed well, going through the window.

7.9mm MG... 2000 yds.. no dispersion. Laughable. And that is why the tanks murder the INF at unholy ranges. IF they fixed that, maybe they'll get some of us that left... until then, not a fricken chance.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: hardcase on June 08, 2002, 05:54:05 PM
Rats are going to do their 2 week freebie thing and return of past customers for 1.60. Not sure when it is coming but prolly sooner than later. As a 'brownshirt" for CRS, i can still say 1.60 is a much needed improvement in all areas. IFN still only have sappers to kill tanks. I hope they have some longer range stuff soon, but just what did the inf have in May of 1940? I climbed a tree(certain kind) and from about 100ft up sniped 7 frenchie boys under the moonlight at Dinant when we lost it. Been playing inf since its release and I am usually a flyer. Inf has become fun.

If the pix post, it's me up a tree looking at Charville at sunset

  (http://home.midsouth.rr.com/gwhitten/Upload.jpg)
Title: Beefy's review of WW2OL Ver. 1.6
Post by: LtHans on June 08, 2002, 06:35:30 PM
What would improve WWII Online to a playable state for infantry is to simply increase their power.

Instead of spawning as a single rifleman, spawn as a squad of eight or nine men, similar to what AH here is doing with bombers.

They just simply stay in formation and fire in the same direction as you.  You only "die" when you run out of men.

On top of that, spawn these men in a truck.  Drive to the fight, dismount (eject) and go for it.

That would also fix the problem with snipers, which was the talk of the infantry forum before the game was release.  Sure, go right ahead....spawn a sniper at any time if that is what you want.  You'll only get one guy though.  I get eight guys, two of which operate a machinegun, mortar, or rocket launcher when I spawn as a normal infantry SQUAD.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Kieran on June 08, 2002, 08:05:59 PM
I'm finding it a mixed bag so far. The flight model has been tweaked a bit, or at least aspects of it are. Ordinance weight has finally been addressed, and the days of the air superiority Stuka are over. 110s and 109s have been brought into historical perspective performance wise against the Allied aircraft, and I find no real complaints about the lethality of the modeled weapons.

I wish there was a French fighter represented. The MS 406 would be a good candidate. As it is, the 303s just don't have the punch to do much but snipe a pilot. Bringing an historical French fighter in would at least give the Allies a cannon-armed bird with which to compete on a more level (and accurate) playing field.

The biggest complaint I have is the drop in fps this version- especially when it was promised there would be an improvement. If anyone's fps has improved I haven't heard about it yet. I have a pretty good rig and I am seeing downwards of 14fps over a small fight. While playable, it is not pleasing at all. This of course occurs even though I have virtually every option turned off graphically.

I don't know if the game is for me, but I can honestly say now it is a game.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Wingnut_0 on June 08, 2002, 08:11:02 PM
ugh..I'm not even going to answer Lt's post. :rolleyes:


If people are not finding the battles on the live 1.6 server then I don't know what to tell ya.  I'm almost always in the air but usually spawn infantry, PII or opel when I'm on the ground.  I've been in some awesome inf-inf battles over the last couple days, and I love house to house fighting.  I've been a little more worried about bombs than Tank mg's lately.

The stuka's have enough juice to jink out of the way of incoming fighters over there but with the added bomb weight now you won't last long if you wanna keep your bombs on while being attacked.  Unless you got your obvious sucker hurri/hawk trying to slow down with you.  Not much difference to me between a stuka's handling vs. the actions of b26 and B17's  I've seen here over the years.

Overall I think it's a great improvement.  But I suggest anyone who actually wants to try it out not take my opinion or the opposite opinion and try it out yourself.  Game reviews are like movie reviews.  The bad reviews are usually the ones I like the best.


*and Tac, just like here, the person on the other connection will be seeing your rounds differently than you in alot of cases and as an added note, if you can actually hit ppl with Mg's at 2000 yards your best fediddlein shot I've ever seen, considering most ppl have trouble just seeing a tank at 2000 yards much less infantry.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Tac on June 08, 2002, 09:10:55 PM
No wing, you dont understand. The TANK can shoot out to that far with no dispersion. The inf wont see the tank of course, the tank MAY not see the inf out that far (but with optic zoom it probably will). The point is that the tanks can just find the range of a place and shoot at it from extreme long range and hit. There's only drop on the game. IRL a bullet stream from that far would put each bullet a feet apart or more.

When I was in a tank and we were to capture an Army field, we would put the Pzrs at a range where we were invisible to anyone inside the base, a light tank acting as spotter would get close to base and use binoculars to tell us where our bullets fell. Once each tank had an assigned place ranged (aka, 1 end of the inf. spawn or the enemy vehicle hangar) we'd stay there and fire away the mg until it ran out. Each "sortie" had use 100+ inf kills. I could barely see the inf. coming out, we just fired a short burst every 5 seconds. BVR killing :rolleyes: .

When CRS adds Bazooka or ATR's or anything with which infantry can kill or at least disable a tank's tracks, it will be tank quake and nothing more.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Wingnut_0 on June 08, 2002, 09:23:58 PM
Well I probably won't waste my time trying out your ?test? because I've never seen anyone ever try keeping an ab pinned from that far away.  Especially since it'd just tell my AT gun where your at.  How far ago did you actually try that when playing?

But like was stated, since you don't play the game, anyone that was reading the review should know that quite a few people don't see tanks as a problem.  When I see more tanks than infantry it's usually because the tanks have already won against any armor defenses and are moving in to secure.

If people wanna try it out or are curious they should still go do so and only take opinions with a grain of salt.  Only personal choice will decide whether you like it or plan on having an anurism over it.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Kieran on June 08, 2002, 10:04:29 PM
That's YOUR opinion. ;)
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Tac on June 08, 2002, 10:20:38 PM
Well wingnut, it seems you havent bumped into people that know how to do this.. or probably you havent noticed them. In any case I used to do that regularly. It worked best with the Pz3 (best optics imo). And as Kieren said, that's your opinion. And quite possibly, you arent seeing that many "tanks are a problem" opinions because probable these people, like me, have already left the game.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Nashwan on June 08, 2002, 10:52:50 PM
Quote
When I was in a tank and we were to capture an Army field, we would put the Pzrs at a range where we were invisible to anyone inside the base, a light tank acting as spotter would get close to base and use binoculars to tell us where our bullets fell. Once each tank had an assigned place ranged (aka, 1 end of the inf. spawn or the enemy vehicle hangar) we'd stay there and fire away the mg until it ran out. Each "sortie" had use 100+ inf kills. I could barely see the inf. coming out, we just fired a short burst every 5 seconds. BVR killing  .

It's not a far fetched tactic.

The British Army used Vickers machine-guns for beyond line-of-sight artillery barages, ranging in like artillery with spotters. It was supposed to have been fairly effective.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Tac on June 09, 2002, 11:02:23 AM
Perhaps with massive fire barrages nash, at that range each bullet would fall feet apart. But not like WW2OL where the entire short burst falls in the same place. To give you an example, if said tank in the test wanted to fire its MG into the window of the building, it would put all its bullets through the window, no bullet ever hitting the wall. Or better yet, if you want your entire short burst to fall into the doorway of the infantry spawn, which was where we aimed the thing. *G*.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: blkmgc on June 09, 2002, 05:23:41 PM
Cant find a fight!!??   This shot only shows one truck load. There were actually about 40 or so guys on 3 trucks making an attack on a town.Add to that the 20-30 allied armorpieces rolling around Plus all the Gerry's and thier toys....my god! must have been about 200 alltogether in a 2 mile radius. ;)

(http://images.andale.com/f2/115/106/3909810/1023660981413_rat1.jpg)

 But the real fun is in the tanks


 Snuck up on this one in a char. He was looking the wrong way;)
 You waskaly wabbit
(http://images.andale.com/f2/115/106/3909810/1023660980035_ratT1.jpg)

  No dont run ,it wont do you any good...a a a a a a a  a a.:)
(http://images.andale.com/f2/115/106/3909810/1023660979216_ratT2.jpg)
Title: Beefy's review of WW2OL Ver. 1.6
Post by: LtHans on June 09, 2002, 06:48:45 PM
BAH!   Even though Infantry still needs work, I am just fine playing as my heavy cruiser sinking Allied convoys and engag.....

.....wait a minute?
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Kratzer on June 09, 2002, 07:28:25 PM
Looks like plenty of good guy infantry and no enemies in that first shot, blkmgc, which seems to represent what I found most of the time as well.

Couldn't shake the feeling that the infantry were department store mannequins fighting each other.  I understand their need for restrictive graphics, but seems that they could hire a decent animator to make these guys look like they are living soldiers in combat.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Nifty on June 09, 2002, 09:28:13 PM
Do enemy planes still disappear over heavy fighting?
Title: Beefy's review of WW2OL Ver. 1.6
Post by: KG45 on June 09, 2002, 09:34:47 PM
lots of fun in tanks - but with 'spawn limits', good luck finding one to drive. 'spawn limits', now there's a customer freindly policy.

and that exciting naval action on the high seas? - oops, we really meant fishing boats with guns going up and down the rivers.

and be sure to stop by the forums for your far share of abuse. bunch of great guys there, if you like being flamed.

what a scam - thousands of players paying 9.95 a month to beta test. makes me wish i was a programmer...
Title: Beefy's review of WW2OL Ver. 1.6
Post by: -tronski- on June 09, 2002, 09:45:08 PM
Thought I'd give it another go, so reinstalled.
The Keymapper is now far better, and on a whole the interface seems better...at least on the surface.
I did still manage to drive around in circles looking for a fight for about 15 mins, before exiting to a hurricane whereas I dropped 3 109E's, and a Stuka in 2 5 minute sorties. A result more to do with AH's excellent learning curve coupled with the obvious inexperience of the 109 drivers (all tried tnb with my hurricane), although the Ju-87 knew his a/c well and gave a good fight.
 However the FPS dropping to 5-7 over any built up areas leaves much to be desired especially in ACM.
The infantry models has been upgraded substantially, however the whole running/sprinting/running thing for 10 mins to get to the fight (if you miss your ride or more likely just can't get one) still gets old way too soon. Dakota drivers are a vital element of AH, and the rewards of a succesful drop and capture by a C-47 compared to the taxi driver requirements of the Opel/Bedford driver are still long and far between.

Tronsky
Title: Beefy's review of WW2OL Ver. 1.6
Post by: -dead- on June 10, 2002, 01:43:13 PM
I notice that vehicle doors are still undermodelled - You can't get out of or into any vehicle if you want to drive it or get out to go shoot stuff.
I have no data to categorically prove it, but I feel positive that both Allied and Axis forces could in fact get in and out of vehicles in the early war period.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Samm on June 10, 2002, 01:56:02 PM
Actually the Gerris attained their knowledge of door and knob operation during their involvement in the Spanish civil war . This information eventually fell into the ears of allied cryptographers .
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Samm on June 10, 2002, 01:59:33 PM
Wouldn't it be excellent if OFP was a MMOG .
Title: Beefy's review of WW2OL Ver. 1.6
Post by: StSanta on June 10, 2002, 02:06:43 PM
You know, I just don't get it.

We basically got a 1ps here. Either in a tank or running around as infantry. The flight model isn't a flight model, but is actually *quite* similar to what I myself have managed to produce for my game Aces low (due out in a year or five)

So we have this 1ps....and performance is horrible.

Maybe I do get it. Methinks the Rats aren't developers/programmers of the necessary calibre.

Performnace and stability usually goes out the window when this happens - and always after features have been cut away :D

Been there, done that.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: hardcase on June 11, 2002, 01:29:54 AM
low fps are low end machines trying to push a lot of polygons...My FPS never drop below 25 on a 1.3 amd, 512 megs, geforcec 3...with my settings at High Performance and 1024 res. If you fps are 1...you prolly have your settings to high, running out of free ram hitting your HD.

WW2OL has one problem, it is zoneless with a complete ground map. Infantry can see 2 kilometers with all the trees, bushes, roads , players.Tanks even further and ac can see forever;-)
This is not just ground clutter but a huge amount of polygons. You think it is a lack of programming skills?..guess no one else has such a playing field cause it is just too easy.


Getting out of vehicles requires..the the vehicle change from say a truck, with a body in it, (which is modeled and you fit in) to a infantry entity. It is a morphing and proving dificult to program. Rats want it and with server sharing is proving difficult. Then you have the problem of abadon vehicles using bandwidth and polygons. Lots of problems..like how long do the truck stay on the battlefield, when does it fade, what if someone is using it as cover. Lots of little online bandwidth intensive worms.

hardcase
Title: Beefy's review of WW2OL Ver. 1.6
Post by: blkmgc on June 11, 2002, 06:30:12 AM
QOUTE---"""Looks like plenty of good guy infantry and no enemies in that first shot, blkmgc, which seems to represent what I found most of the time as well."""


  Funny thing was, We ran like hell for cover in a thicket outside the nme army base and I expected that some panzer would come running out and squash all of us. But that didnt happen. The Germs  had put 2 sizable infantry detachments (20-30 or so in each) in the town waiting for us. Turned to some pretty fierce CQB within minutes. I was running around a small storage building with one chasing me and I dropped to the ground after making a corner and waited for my adversary to make the corner ....then I plugged him with my pistol. Then I saw 2 more run past and dive into a  sandbag emplacement. heheh  tossed em over a couple of grenades.  Got my but shot off about 2 minutes later.

   Best thing I can tell you is to get hooked up with a group thats doing a mission. There are generally Co's in any given battle.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: SKurj on June 11, 2002, 07:09:26 AM
they ever solve the zbuffer issue with some nVidia cards?


SKurj
Title: Beefy's review of WW2OL Ver. 1.6
Post by: K West on June 11, 2002, 07:45:02 AM
"low fps are low end machines "

Glad it got mentioned! ;)    Just what is considered a "low end" machine for WWIIO?

 - Westy

Title: Beefy's review of WW2OL Ver. 1.6
Post by: Wingnut_0 on June 11, 2002, 08:07:30 AM
You know westy, I hear of guys running on 800mhz and that's about the lowest I think.

I get on average in heavy area's, about 37-50fps.  I'm running a

1ghz AMD
512 mb RAM
40 GB HD
SB LIVE
GE Force 4 440mx

The last few days i've ran "high graphics" just to test some issues and the lowest I still got was 18fps.  But I also hear of ppl with better machines than I have getting 8fps on the ground.  And I've not done anything special to my PC at all.

I normally don't run high graphics if I'm flying because the mipmapping makes spotting ground vehicles almost impossible for me.  I normally run with Specular, tracers, far distance and shadow's of 6 to get my normal fps above.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: K West on June 11, 2002, 08:26:17 AM
"You know westy, I hear of guys running on 800mhz and that's about the lowest I think."

 I know.   Just tossing some lighter fluid on the cooling coals ;)

 I did fine during the Gigex trial with a 600 except in all but the most congested areas. FPS went up for me with 1.64. But in offline mode only. We all know how the FPS can differ dramatically betweeb online and offline though.

 But even that 800 is 200 mhz more than the systemt specs recommend and almost twice what theminimum requirementa are!

 (Jerry Seinfeld voice) Whats with that?!?!?!?!
Title: Beefy's review of WW2OL Ver. 1.6
Post by: blkmgc on June 11, 2002, 11:45:10 AM
QUOTE--"""low fps are low end machines "

Glad it got mentioned!  Just what is considered a "low end" machine for WWIIO?"""

  I have it running on 3 machines. One is  Walmart special P3 800 384 megs pc133 ram/ GF2 Mx400 PCI 64 meg vid card. flight- studders a little ,but only over towns and heavy fights. Troops- just fine for all ground wars.

 one is a T-bird 1.4 512 megs DDR , GF2 Ti 64 meg AGP vid card. Runs smooth as silk evreywhere.

 One is an older gateway P3 450 (which has recently been upraded to a 1.3 gig via a Powerleap processor) 384 megs pc 100 ram. GF2 Ti AGP vid card. This one is interesting in that it runs pretty much like the 1.4 Athalon setup now. BUT when it had the P3 450 in it , it ran much the same as my P3 800 machine. The only place it really lacked was in flight it was suseptable to studders when I approached  LARGE groups of cons, but other than that it was more than playable. On the ground, it worked like a charm. Did notice a little better performance when I upgraded to a 20 gig 7200 rpm HD.Heheh then a massive jump in performance when I popped in the Powerleap 1.3 slot 1 upgrade.

  The biggest thing (like any MMP sim)is to make sure nothing is running in the back ground. Hope this helps some.

  Skurj-  I dont know of any issue that exists with nvidea cards at the moment. Unless there might have been one at the very begining...dunno.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: hardcase on June 11, 2002, 12:57:04 PM
the nvidia fix is you need to run 32 bit color and since nvidia runs best at 1024 most everyone runs 1024x768x32. ATI cards dont change z buffer settings when you change color bit and are having the same sawtooth problems. They need a driver fix.

hard
Title: Beefy's review of WW2OL Ver. 1.6
Post by: SKurj on June 11, 2002, 12:58:54 PM
i haven't tried ww2ol with my gf4mx, but with my gf2mx all versions up to 1.5 had the zbuffer problem for me no matter what i tried including 32bit....

SKurj
Title: Beefy's review of WW2OL Ver. 1.6
Post by: udet on June 11, 2002, 04:26:43 PM
screw WW2OL. Bring infantry to AH!!! :)
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Samm on June 11, 2002, 04:31:23 PM
No way, keep the FPS crowd out of our neighborhood .
Title: Beefy's review of WW2OL Ver. 1.6
Post by: AKDejaVu on June 11, 2002, 04:42:52 PM
The FPS will come to AH someday.  HT has already said he has some ideas for it.

My money says it will be some kind of "MoH" type play in the bunkers if it comes.  

AKDejaVu
Title: Beefy's review of WW2OL Ver. 1.6
Post by: blkmgc on June 11, 2002, 05:12:16 PM
Good point Hard. I probably have'nt seen any problems since thats what I run in all my machines. Driver selection is also an issue with any vid card since system specs are different. I run 21.83's on my AGP cards and have good luck with them. I run 21.88's in the PCI card setup.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Hortlund on June 11, 2002, 05:21:10 PM
Quote
Originally posted by AKDejaVu
My money says it will be some kind of "MoH" type play in the bunkers if it comes.  

You have GOT to be kidding right? MoH with its powerups and super-crappy "I can take 15 hits from a Mg42 and still keep going" damage model? yuuucckk
Title: Beefy's review of WW2OL Ver. 1.6
Post by: AKDejaVu on June 11, 2002, 05:24:23 PM
I meant more like that look.  I have no idea how they would model the specifics.  Don't read too much into things.

AKDejaVu
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Kieran on June 11, 2002, 06:50:17 PM
As for powerups, I like the way MOHAA handles it. Helmuts, guns, food, bandages, water... you have to have them in a game like that, and this is the best way I've seen yet...
Title: Beefy's review of WW2OL Ver. 1.6
Post by: StSanta on June 12, 2002, 11:00:38 AM
WW2OL has one problem, it is zoneless with a complete ground map. Infantry can see 2 kilometers with all thetrees, bushes, roads , players.Tanks even further and ac can see forever;-)
           
This is not just ground clutter but a huge amount of polygons. You think it is a lack of programming skills?..guess no one else has such a playing field cause it is just too easy.


Only fools construct algorithm that calculate something that isn't of use for the user.

In other words, for an object that's a mile away, you don't calculate transformations for each of the points in each of the polygons that constitute this object. Instead, you approximate and you use an algorithm that does this well enough to meet the users needs.

WWIIOL has a revolutionary (in a way) concept, but implementation wise, there hasn't been much revolutionary about it, and it can be seen with the load times and general lack of optimization with regards to other hardware. I mean, it's plain obvious that they've had to cut corners to meet the demands of their bosses. Unrealistic time tables is sort of very common in software development, after all.

I suspect that given some time, they'll be able to  squash the bugs and make necessary optimizations, but what I've seen *so far* is standard stuff - no super coding toejame. Load time wise it's actually far below the standard in the gaming industry.

Heh, not saying *I* could do better - far from it. Just saying that compared to the cream of the crop, this Rat's production falls short - and probably due to their managements time tables.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Kieran on June 12, 2002, 07:35:54 PM
Here's my view of the current game...

It can be fun, but it can be infuriating. The in-game feel is actually quite good in some ways, disjarring in others. You do have the sense you have to look over your shoulder wherever you are or whatever you are doing. You do have to be awake to stay alive.

Flying is improved, though it isn't fair to say it is necessarily fun. Flying a Hurricane or Hawk against 109s and 110s that have no concerns whatsover in escort duty is not fun in the least. Imagine flying Fw190A5s against C202s here and you get the picture- the 109s have the luxury of speed, climb and firepower advantages and only a foolish 109 pilot ever dies. The 110 is just a touch less so. In short, if you want to fly LW and have the time of your life, it's the place. If you want to be an underdog and take on a losing fight, the Hurri or Hawk should fit the bill. Be warned: if you don't hit the pilot, no 109 or 110 will ever go down to your guns.

On the ground the infantry is pretty balanced. The rifles will kill from far out, the smg's put out a lot of fire but are less accurate, grenades work as they should, and sappers do kill tanks. Animations have improved.

Tanks are not that much different except Allied armor received a 15% armor reduction. I'm finding this one a bit tough to swallow, because the way the gameplay mechanics work there are far fewer heavy tanks in the game for the Allies now, and the advantage has been tipped heavily to the Axis.

There are gameplay issues of a development nature that are creating imbalances, but these could be resolved easily.

It is a better game, worthy of a second (or third) look.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Staga on June 12, 2002, 07:53:03 PM
Quote
Originally posted by Kieran
Tanks are not that much different except Allied armor received a 15% armor reduction. I'm finding this one a bit tough to swallow, because the way the gameplay mechanics work there are far fewer heavy tanks in the game for the Allies now, and the advantage has been tipped heavily to the Axis.


So Allied tanks should have 15% better armour than they had 60 years ago? Maybe Axis cannons should also have 15% better penetration value?

Doesn't make sense does it :confused:
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Apache on June 12, 2002, 08:00:07 PM
Well, so far I see why folks are willing to give a game they paid money for away. Flying allies is ludicrous. May as well be on the ground and shoot 'em with a rifle as they fly by.

The views stink. You're limited in the first place by a monitor. You can't look past the posts, then they take out 6 views. Not good IMO.

I don't like the icons in flight. Maybe I'm just not used to it but I don't like how you can't pick out the enemy quickly enough on a monitor. My eyes ain't that good to start with anymore.

As for the ground game, I haven't gotten into that much yet. Ground pounding isn't much fun for me after a while but I'll give it a go and see whats up.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Staga on June 12, 2002, 08:07:03 PM
"...there are far fewer heavy tanks in the game for the Allies now, and the advantage has been tipped heavily to the Axis."

You're joking right?

If you're using British tank/AT-cannon one round is usually enought to put any german tank out from business (no wonder if you know 2-pounders capabilities). Only advantage axis tanks have is their mobility, just like it was then.
Disadvantages are colour (jesus... blue tanks in the woods; What were they thinking???), lack of armour and lack of penetration power.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Staga on June 12, 2002, 08:19:27 PM
Apache playing in the teams is what keeps people in that game IMO.
Lone wolfs are just having a slight taste what that game can be if you're playing in a squad big enough to launch attacks with infantry supported by tanks, artillery and if you're lucky few Stukas too with fighters covering them.

I'm sure some squad will take you as a "hang around" member so you could have a taste what that game can offer.

Yeah and views in planes suck in that game... I wish they could use similar system as AH has. Also game itself looks kinda "gray" imo; I wish it would be little more colourfull.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: hardcase on June 12, 2002, 09:23:04 PM
it's the pilot, not the plane. Lots of allies kill lots of axis. Pilots can flame 109s and 110s and 111 easily. The gas/engine/frame modeling seem right on. I will post some pics of flaming german. We usually just target the engines and get some nice warm. Remember the hurri 1 really was never used against the 109, but against the 111s in BOB. This hasnt made it to BOB, and the hurris were at  a big disadvantage during Blitz. Spits are stationed in England since they were withdrawn in RL.

Foolish pilots in 109s rarely died in RL in the blitzkrieg 40. But they do die;-)

I belive the armor reduction was due to Cast Armor being used by the allies on some tanks and the research showed it was weaker on the oblique than the other type.

hard
Title: Beefy's review of WW2OL Ver. 1.6
Post by: hardcase on June 12, 2002, 09:25:32 PM
if you have never had an account...you can wait till CRS offers their 2 week freebie..usually at the same time as the return and check it out for old account holders. Old accouts can play starting 5pm central on the 14th for 2 weeks. They are opening all accounts except those that have been banned.


hard
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Wingnut_0 on June 12, 2002, 09:41:33 PM
I had a pretty good time flying a Hurri today kieren.  Course I like to take up the lesser planes in AH to and fly against the P51's, Tempest and whatever else I can get into.

I like the hurri, stable gun platform, can trim it to a T, and excellent visual range.  Course then again I fly it like a B&Z aircraft so I have a little more luck than the no E turners at 5ft off the ground..hehe
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Kieran on June 12, 2002, 09:46:00 PM
Staga-

Stop the immediate knee-jerk reaction to everything I post. This wasn't a whine (as you typically say of whatever I post), it was a statement of something I did not understand. And yes, there are fewer Allied tanks in the game. The Allies only have a fraction of the FBs the Axis have, therefore...? You know how the debate is over there right now, I have no intention of bringing it here.


Hardcase-

My only complaint about the damage model is a seeming lack of engine seizes. Last night I watched 109s flying in and out of fights forever with engines trailing coolant. It's hard enough to knock one down. Now it's an absolute scream to play LW, I give you that, but I wouldn't call it "white-knuckle" like it is with Allied.

Apache-

The views don't bother me at all. The game is dark, but fun.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Apache on June 12, 2002, 10:00:01 PM
Yeah, first impressions never amount to anything I guess. Going to give it some more time. Being a "not so bad" pilot in AH, then gettin whacked in WWIIOL just hurt the pride I guess.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Jekyll on June 13, 2002, 06:50:57 AM
The BIGGEST problem for an AH pilot in WW2OL seems to be lack of situational awareness.

No flames please, but lets face facts.  In AH you can instantly see when an aircraft comes within I think 6000 yds of your aircraft.  You can tell aircraft type, closure rate and from that form a basic estimate of his airspeed and aspect.  If he's a fair distance away, you can snap through all your other views and instantly reacquire him.  In a fight, unless he goes cold side, you can maintain view on him without difficulty.

It's very different in WW2OL.  Distant aircraft initially appear as translucent icons ... you won't know whether it is a friend or foe until he comes much closer.  Lose sight of him at a distance, and its gonna take you a few seconds to reacquire.  Even when you do, you cannot tell his exact range due to the analog range circle.  Consequently, you can never be as sure of his airspeed or closure rate.

In a fierce dogfight, there are lots more places where he can park himself causing you to lose visibility.  If he's losing, he can disengage far easier due to this lack of 'instant icons'.

You'll also have to shoot from far closer ranges than perhaps you are accustomed to ... generally its a waste of time in a hard turning fight to shoot unless he is within about what seems to be 100 yds.

It's not better, nor worse than AH: its simply 'different' .... and the differences have been known to play havoc with experienced AH or WB pilots from time to time.

Whatever floats your boat :)
Title: Beefy's review of WW2OL Ver. 1.6
Post by: blkmgc on June 13, 2002, 07:14:17 AM
Heheh noticed the same thing jekyll. :)

  Want to get attention? Take the time to fly a Spit Mk1 from England to France,being mindfull of fuel.  Seems the Gerry's dont get to shoot at them much and you instantly become "the prize" when spotted. I did this yesterday, flew to Antwerp at 16 k. Swooped in and got a 109E and 2 110's, climbed back to alt when I saw another pigeon level at about 3 k under me. I dove down through the clouds only to find that there were about 10 of em down there looking for the "spit". I got one, wounded another in a battle that lasted about 15 minutes, then got hammered by 3 of them on my 6. Was a real blast.  This is always more fun with wingmen.

Title: Beefy's review of WW2OL Ver. 1.6
Post by: K West on June 13, 2002, 10:12:31 AM
"The BIGGEST problem for an AH pilot in WW2OL seems to be lack of situational awareness."

 Maybe for some.   I found the biggest hurdle to be the low FPS, the constant, unpredictable freezes or stutters near any decent sized congragation of players and the lack of a virtual cockpit (ala AH view system) to be a handicap.  Also the world is too "dark" and the clouds (dry ice myst layer ala an Ozzie concert) sucks out loud to be totally honest.   Otherwise I DO like the icon system. IMO it still could use complete removal of the "variable distance arc" as it's literally the same as a digital readout when you gain experience.  

  But besides the "cons" I mentioned above the lame "seperate guage" view, porked ballistics to artifially keep the fight close,  the FM (drag? what's drag?),  the uber BFG-20mm on the 109 & 110 as well as the lack of CH 8-way hat support pretty much leaves me with no real desire to 'fly' in WWIIO at all.  Tanks or as a grunt I do however.  As long as the sounds have been fixed, invisio kills are history, machine guns don't go thru stone walls and the con view/bias issues have been fixed then it probably could be fun.

 Good to 'see' you Jekyll. I am surprised though that with all the problems WWIIO has had (and still does) you're not as sarcastically vocal there, or anywhere else, about getting Playnet/CRS to fix them as you were about HTC for things in AH. ;)
 
  Westy
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Kirin on June 13, 2002, 02:42:19 PM
Dammit Santa leave the PRO-gramer chit-chat and the check the squad board for godsake!!!! !! !!!!!!! !

AND come back to ANY sim of your liking - gonna fly Fighter Ace with you if you want!!!

---

[ww2o fanboy suit]Loading times are non-issue in 1.6 - although WW2O engine might be seriously outdated and not optimized it offers a degree of detail (NOT eye-candy) thats amazing - [/ww2o fanboy suit]

---

SAAAAAAAAAAAAAAAAAAAAAAAAAAAN TAAAAAAAAAAAAAAAAAA - flying without you on my lap just is not the same!
Title: Beefy's review of WW2OL Ver. 1.6
Post by: Jekyll on June 13, 2002, 05:59:58 PM
Quote
Originally posted by K West
[B I am surprised though that with all the problems WWIIO has had (and still does) you're not as sarcastically vocal there, or anywhere else, about getting Playnet/CRS to fix them as you were about HTC for things in AH. ;)
 
  Westy [/B]


Westy.. I have no intention of bringing on another flame war .. I'll leave that to you.  I didn't post in this thread to start an argument, simply to offer MY opinion on why some find the transition difficult.

YMMV

But I find it interesting that you like the AH view system, which is arguably one of the 'gamier' aspects of Aces High.  The ability to lean full forward in your seat, whilst simultaneously looking directly behind you and pulling a 6g break turn is a skill that F15 pilots would no doubt LOVE to have.

And Westy, before your fingers come slamming down on the keyboard in reply, remember the wise words of one who wrote:

"I thought I'd left the "blind brand loyalty" bit behind with AW when I came to AH but I must have brought some of that bad old habit with me regardless."


As for being 'sarcastically vocal', well, I honestly don't see anything to be 'sarcastically vocal' about.

Over and out.
Title: Beefy's review of WW2OL Ver. 1.6
Post by: hardcase on June 13, 2002, 06:11:03 PM
kwest..a lot of that can be attributed to running out of free ram and the polys and textures are being loaded to and from the HD. Even with a 7200ATA I can get em but prolly not many now. It is recommended that nothing is running in the background(freeing up max ram), a mem manager like Cacheman, set for 3d Gaming, a contiguous Swap File(turn off Virtual Memory, Defrag, Mem back on) so that the swap file is not spread on the HD, best drivers, low resolution(i run 1024 on a 1.3amd), Settings set for High Performance, all the little graphics turned off(Ammo Smoke etc),  3D sound OFF, Voices to 8, Sound Driver to your SoundCard. Only Reduce Textures is checked on the Texture page in Settings.


Just stuff to try, without buying new stuff.

hardcase
Title: Beefy's review of WW2OL Ver. 1.6
Post by: StSanta on June 14, 2002, 02:18:48 AM
Heya Kirin!

Dinnae even know the squad forum worked.  Perhaps I should check it :D

Last exam is June 28th. After that, it should be possible to finally fire up AH for some serious flying.

And, I miss flying sitting in your lap too Kirin. Yours is the only one where both my buttocks have support at the same time.

:D
Title: Beefy's review of WW2OL Ver. 1.6
Post by: K West on June 14, 2002, 08:01:01 AM
"Just stuff to try, without buying new stuff."

 Thanks. PC is mine (hands off wife! chilldren!.. ;)  ) and it's clean and geared for gaming.  I'll have to see hwo things are with the changes and improvements online for 1.64. My fps is up quite a bit offline so at least I've gained more that any loss when I'm online around other cons hopefully won't have the same dramatic, negative effect it had before.

  Westy


 p.s. Jekyll, don't be a rain cloud at a picnic! Just making you feel like you never left (course, I'd love to have a pair of glasses the kind you look thru!).  ;)