(06-02-2015, 10:50 AM)GAZNZ Wrote: My mate posted on the BF forums re spotting which got into detailed discussion and showed there were considerable issues. This was months back.
Humm. I do not recall any thread that resulted in a consensus that there are considerable issues. There are a few things being looked at but none related to spotting that I am aware of. One of those things is the Panther issue - but even then as a guy with countless holes and fire coming out of my Panthers in game it cannot be totally screwed up.
(06-02-2015, 10:50 AM)GAZNZ Wrote: They do there vision / sound check every 7 sec - all units
Mostly true. 7s is not a guaranteed time but people who have done testing believe it is the default however it is clear that it varies for certain situations. First of all the spotting checks are done on a rolling basis - in other words not every unit in the game gets time on the CPU to check spotting every 7s. What happens is that there is some number of units getting CPU time to check spotting extremely frequently it just rolls through the list of units. When units become close to each other (no idea what determines close) the spotting cycle increases dramatically for those units. Since when units are 50m apart a lot can happen in 7s.
(06-02-2015, 10:50 AM)GAZNZ Wrote: As with movement i think vision is also grid based.
Which is why guys move funny due to grid restrictions.
Indeed movement is tied to the grid or action squares (AS). Vision is to a lessor extent. There are short cuts used that are grid based for determining what AS's can possibly be seen from a given AS (after all there is no point in units in one valley testing to see if they can see units in the next valley over if there is 20m of hill between them). After that though the visibility of units is determined based on the actual units geometry and location even within an AS.
(06-02-2015, 10:50 AM)GAZNZ Wrote: BS they have comms and better radio so more of the time spotting is generally better with C3 and general spotting ive found. The game flows better.
Yes could be the equipment. Buts it the overall feel of the game.
That is for sure. In BS it is much easier to find the enemy. The new gear and way faster C2 is a huge factor.
(06-02-2015, 10:50 AM)GAZNZ Wrote: But a moving tank or HT 200 metres away coming at you over open clear grass
how can you possibly not see it when 10 guys staring at them. These are the RT bugs lol
My tank in trees not seeing an enemy pziv tank on an open bridge side profile with technically gunner optics , commander binos, and 4 squads with binos staring at it - full c2.
Thats wrong.
Nope not wrong. You are conflating having LOS with actually noticing the enemy units. This is a common issue that people have - their incorrect expectations. Sorry to sound harsh but I don't know how to not sound harsh when some one says "thats wrong" when they are the ones who are wrong
You will remain sad if you do not adjust your expectations. Which is entirely up to you.
Pause for a cooling off.....
OK hopefully you cooled off after my harshness too.
Here is the thing BFC is not just modelling line of sight and line of fire and all the technical goodies in the vehicles. They are also modelling the human solider too. So just because there is a team of enemy soldiers at the edge of a woods not 200m away that does not mean that the soldiers on your side will notice them right away. Clearly enemy soldiers in the open close to your men will be spotted faster that enemy soldiers in some cover far away. The game models this too. But even then your guys might not notice them right away. And the enemy might notice your guys first. Just like real soldiers. Having all the great vision assist tools help but in the end human imperfection matters too. So Green soldiers will likely be slower to notice important things than Veterans will. The game is modelling this stuff. It also means that there *is* some luck involved which is why it is really important to do as much as you can to help your men do the best they can:
- give them time to spot things by having you men be stationary for extended periods of time (pausing for 5 or 15s at a way point is not enough to give them a chance to spot things in their surroundings)
- keep everyone in C2 so they can share what the see
- make sure they move carefully and with cover near by (cause then s**t happens you need a place to go and hide)
- ten men will be more likely to notice something than two
- don't forget that ten men will also be spotted easier (so those ten guys need more access to cover).
And the list goes on. The point is your tactical decisions matter a great deal but it does not eliminate the luck and imperfections of the solider.
I mean no offence I'm just telling you how the game is constructed to the best of my knowledge. If you disagree with that design decision that is of course totally your right. But keep in mind no one at BFC and none of the testers considers imperfections in the human solider modelled by the game to be a bug.