I'm not posting about BFV because it's pretty much the same game...and hell, I like WW2--although there is a mod (or a few of them) out that allows you to play it using WW2 vehicles and models...only you get more realistic trees...*ucking yay, I can see leaves while I'm blowing stuff up!
I want to talk about his game because it's probably still the best FPS when you take into account requirements compared with something like Unreal II or Halo II--which are technically the new standard.
How shall I start this? How about a rating out of 10 (compared to...uh...some game that it can be compared to):
Graphics: 7/10
I'm not really one for graphics since I focus heavily on gameplay but a bit of atmosphere can go a long way as long as it doesn't muck up gameplay and this game doesn't.
Sound: 5/10
Real rounds going by you don't sound like that. 'Nuff said.
Replayability: SP 6/10
This is mainly beacuse of the AI.
MP 9/10
There could be more interesting objectives and stuff but hell, there is always some clever new way to frag other players when one's provided with such a variable arsenal of weaponry and vehicles.
AI: 5/10
Bots don't respond to commands bots kill their own idiot sleves way too often, accuracy is way too high--this could be partially dealt with by not allowing them to aim until a target is within visual range... The list goes on and on but it's still playable, which is more than I can say for some other WW2 FPS games.
Interface: 7/10
Simple but sometimes too simple. Minimap keeps track of friendly units but other than that is not very helpful except at keeping you from flying 'away from the battle' and being eliminated as a deserter before you can re-enter the battle
. As I said above, the bots pay no attention to your orders so the orders menu isn't any use in SP and you're better off with the chat in MP anyway. The start menu interface really pisses me off because it's majorly lacking in terms of game options, especially in SP--and SP is where you really want the options in order to make up for the lack of interesting play you get from other players.
Gameplay: 8/10
Drive tanks, fly planes, sail ships, snipe (with Bazookas
), plant explosives WHEREVER YOU WANT, steal the other side's vehicles, hold actual strongpoints (as opposed to some flag) and all in WW2 setting. Need I say more?
Yes, I need. Those were the good things. The bad things are little but have an effect:
No peeking. This would be VERY helpful when playing againt the bots--who are already aiming at you but only fire when there is nothing blocking the shot (unless it's another bot, in which case the bots just keep shooting...even if the bot in the way is on the same side
).
Weapons take too long to stabilize (especially the sniper rifle)--with the exception of the Bazooka and Panzerschreck, which are rocket-firing weapons and basically fire where you point them thus you can actually get more accuracy out of them than a rifle WITH A SCOPE. I like playing the sniper so being fragged by a Bazooka while I wait for the sight to center on the target doesn't make me particularly happy (and being well-concealed doesn't help in SP because the bots are set to react to things they can't 'see'...MP is another matter
...'camping' indeed!).
Another issue with bullet-firing small arms is that they shoot like lasers (i.e. there is no delay before the hit, so this means that you can get a headshot from 1/2 K away with the guy running and continuously turning on a dime--no friction on turns as in other FPSs so bots can change directions without the effect of inertia taking place). [For the wise-guy who says that my laser example is flawed because even light has a finite speed I say: there are forums for people like you...and this ain't one of 'em.]
Vehicles blow up way too quickly so getting your tank knocked out means the end almost every time (on the occasion that it doesn't immediately blow up, you get but a second or two to jump out and since explosions have an unrealistically damaging effect on the player, you get toasted even though you're 5 meters away from the tank--so it's like a grenade blowing up).
Health is unrealistic. You fall four feet and you practially die. You fall higher and it's 'yoshi is no more.' A 5-year old would be less delicate!
Granted, a lot of these things can be, and most cases have been dealt with by the modding community. But some things are beyond even modders. These are some of the things I would like to see patched in to Bf1942 that are unlikely to be modded as the features do not exist:
Interface:
- Player ticket options in the SP start menu (more of them in the MP menu)
- Engaged enemy units appear in Mini-map
- Use of individual weapons
- Toggle weapon disappearance On/Off
- Mission objectives (e.g. must capture/destroy x before x)
Player:
- Peeking (Q and E; make F the new enter/exit vehicle button)
- Sprinting (GOD how great it would be to go faster than that stupid trot, even if only for a few seconds; would be very helpful when running between buildings--especially in MP as SP bots will hit you even if you're Speedy Gonzales)
Weapons:
- Hit delay (fired shots don't take effect immediately)
Vehicle:
- Gears (using keyboard numbers as default)
- Speedometer (apparently compasses are possible to mod in but not this)
AI:
- No reaction to non-visible units (just about the only part of the AI that hasn't been modded)
That's all I can think of for now. Any of this worth the trouble of patching?
(I had some ideas for a system of campaigns but I'll leave that until I see some replies. No sense in writing if there's no one reading.)
I want to talk about his game because it's probably still the best FPS when you take into account requirements compared with something like Unreal II or Halo II--which are technically the new standard.
How shall I start this? How about a rating out of 10 (compared to...uh...some game that it can be compared to):
Graphics: 7/10
I'm not really one for graphics since I focus heavily on gameplay but a bit of atmosphere can go a long way as long as it doesn't muck up gameplay and this game doesn't.
Sound: 5/10
Real rounds going by you don't sound like that. 'Nuff said.
Replayability: SP 6/10
This is mainly beacuse of the AI.
MP 9/10
There could be more interesting objectives and stuff but hell, there is always some clever new way to frag other players when one's provided with such a variable arsenal of weaponry and vehicles.
AI: 5/10
Bots don't respond to commands bots kill their own idiot sleves way too often, accuracy is way too high--this could be partially dealt with by not allowing them to aim until a target is within visual range... The list goes on and on but it's still playable, which is more than I can say for some other WW2 FPS games.
Interface: 7/10
Simple but sometimes too simple. Minimap keeps track of friendly units but other than that is not very helpful except at keeping you from flying 'away from the battle' and being eliminated as a deserter before you can re-enter the battle

Gameplay: 8/10
Drive tanks, fly planes, sail ships, snipe (with Bazookas

Yes, I need. Those were the good things. The bad things are little but have an effect:
No peeking. This would be VERY helpful when playing againt the bots--who are already aiming at you but only fire when there is nothing blocking the shot (unless it's another bot, in which case the bots just keep shooting...even if the bot in the way is on the same side

Weapons take too long to stabilize (especially the sniper rifle)--with the exception of the Bazooka and Panzerschreck, which are rocket-firing weapons and basically fire where you point them thus you can actually get more accuracy out of them than a rifle WITH A SCOPE. I like playing the sniper so being fragged by a Bazooka while I wait for the sight to center on the target doesn't make me particularly happy (and being well-concealed doesn't help in SP because the bots are set to react to things they can't 'see'...MP is another matter

Another issue with bullet-firing small arms is that they shoot like lasers (i.e. there is no delay before the hit, so this means that you can get a headshot from 1/2 K away with the guy running and continuously turning on a dime--no friction on turns as in other FPSs so bots can change directions without the effect of inertia taking place). [For the wise-guy who says that my laser example is flawed because even light has a finite speed I say: there are forums for people like you...and this ain't one of 'em.]
Vehicles blow up way too quickly so getting your tank knocked out means the end almost every time (on the occasion that it doesn't immediately blow up, you get but a second or two to jump out and since explosions have an unrealistically damaging effect on the player, you get toasted even though you're 5 meters away from the tank--so it's like a grenade blowing up).
Health is unrealistic. You fall four feet and you practially die. You fall higher and it's 'yoshi is no more.' A 5-year old would be less delicate!
Granted, a lot of these things can be, and most cases have been dealt with by the modding community. But some things are beyond even modders. These are some of the things I would like to see patched in to Bf1942 that are unlikely to be modded as the features do not exist:
Interface:
- Player ticket options in the SP start menu (more of them in the MP menu)
- Engaged enemy units appear in Mini-map
- Use of individual weapons
- Toggle weapon disappearance On/Off
- Mission objectives (e.g. must capture/destroy x before x)
Player:
- Peeking (Q and E; make F the new enter/exit vehicle button)
- Sprinting (GOD how great it would be to go faster than that stupid trot, even if only for a few seconds; would be very helpful when running between buildings--especially in MP as SP bots will hit you even if you're Speedy Gonzales)
Weapons:
- Hit delay (fired shots don't take effect immediately)
Vehicle:
- Gears (using keyboard numbers as default)
- Speedometer (apparently compasses are possible to mod in but not this)
AI:
- No reaction to non-visible units (just about the only part of the AI that hasn't been modded)
That's all I can think of for now. Any of this worth the trouble of patching?
(I had some ideas for a system of campaigns but I'll leave that until I see some replies. No sense in writing if there's no one reading.)