even though this last update cleared some of the garbage trees out, there are still twice as many trees now as there were on any map in AH2..and you can't hardly see the tracers coming at you until its too late, or until you see them firing at another friendly. the tracers firing at you are barley visiable.
I'm only asking for a 200ft visual range increase on stopped gv's. and like I said I know what this means because I usally gv half of the time.
HTC please take this into consideration
lunatic,
Clearing trees or changing visual range is not as much of the problem as what tiles and clutter the terrain designer chooses to populate the roughly 12 square miles of terrain constituting the combat zone. That includes the airfield, town, spawn points and GV transit areas to the town and field from the spawn and from the field. Ports and GV bases not having a town associated to them are about 4 square miles of combat zone.
Waffle provided a well thought out pallet of village and clutter tiles that are not being used as well as they could for the GV game. In many cases it looks like the person doing the touchup to the converted terrains for AH3 is trying to hinder the speed at which GV's can access the town along with a general ongoing meaningless confusion of dense trees to get nowhere very slowly. Your current frustration about trees.
I'm about 2\3 finished with a terrain in which I believe I'm using the village tiles provided by Waffle in a GV friendly manner as he may well have intended. They have been constructed to give you rapid and logical transit to and from the town or targeted area. While giving you a realistic village with open farm fields with site vistas to do long range open country shooting like AH2 while including the village itself for semi urban GV combat. Using a village as the center for your GV spawn entry point also cuts down on the unfairness of the old camped spawn point group gang bang.
I'm including screen captures from one of my fields to illustrate how the new tiles can be used to eliminate your tree frustration. I've been doing speed trials with a panther from the spawn point and from the GV hanger to the town. Best average time through the villages from both ends is 4 minutes. I'm beginning to think after this round of taking screen captures, I need to push my GV to town spawns back to 2 miles instead of 1.7 miles. An M8 could be in the town tearing it up before a plane could find him. You will note my personal bias about having trees all the way up to the edge of the airfield and the 1\8 mile or so grass buffer strip around the feild. I looked at many ETO theater airfield photos and some of them cleared a buffer zone back from the airfield, or the airfield was out in the middle of large open fields.
Lunatic, here are the screen captures illustrating how I think Waffle wanted us to use the village tiles to address the tree issue and being able to see other GVs. The village tiles are constructed to favor GV needs.
From the airfield GV hanger looking to the town.
From the spawn village looking to the town. You can see why I think the range should be 2miles now.
From the air to show the villages and how open they make the terrain for GV combat. YOu can see the buffer zone and why I may need to move the GV spawn back almost another mile.