Player Questions & Developer Answers
Дата: 02.08.2011 15:28:20

1) I have noticed repeatedly in an anecdotal fashion, though with enough consistency to at least warrant questioning, that when a base is captured, the time it takes for the game to end appears to be random. For instance, it could take 3 seconds to cap, or I've seen what feels like 10 seconds between cap and victory. My questions are:
1a) Is this actually the case that the time between cap and victory isn't pre-set and, if so, why?
1b) If they are intentionally not pre-set to allow for an overtime system to allow for more draw conditions, why is there no consistency in the extra time added at the end of the battle?
1c) Can you please consider either eliminating this extra time to prevent draw conditions except for if time runs out, or consider allowing for overtime until every capper on the enemy base has been hit at least once or they cap-out the base?
2) On the same subject, is there any reason why the cap has to progress to 101 effectively or, more specifically, go to "100", and then "100!" afterwards to "lock" the cap? This seems illogical to me and I can't count the times a base cap hit 100 only to be reset, and this wording is very misleading.
3) On another subject, I noticed something strange. When I had died in a map while platooned with a friend, I watched his IS-3 as he played and noticed him fighting 2 tanks. Of the shots he received, at least 3 hits were bounces against his tank. However, after he died from the battle, he commented that he didn't bounce any of the shots, and I had to rebuke him since I saw 3 shots clearly bounced or ricochetted. My question is, is this an issue of the client not always being informed as to what's happening on their own tank, or are these "ghost bounces" an issue on the observers end? This seems rather important as, if tanks aren't properly informed of how often they bounce shots, the tank can especially feel like it has paper armor.
3a) Perhaps consider adding an after-battle statistic on the number of shots bounced or otherwise ricochetted?
4) Malinovka. Everyone hates it, and most people generally hate it for its pace and how campy it forces you to be. So, I have 2 questions. First, what is the average game-length of Malinovka by comparison to other maps and,
4A) Are there any plans to touch up Malinovka to make it less frustrating and improve the pace?
5) Is there something wrong with the hit box of the underside of tanks? I've noticed time and again when shooting a tank cresting a hill that shooting unto the underbelly of a tank often results in a bounce, despite this area historically being the weakest part of the tank. Is this working as intended?
Overlord: 1. The time is randomized to some extent. Each time you destroy an
enemy tank, the timer is reset. Not planning to change this
mechanics currently.
2. To give the other team some time to shoot the capture counter down.
3. It may be so that you friend missed or misunderstood smth, or visual effects misled you, since they are not accurate and cant really show whether the shell penetrated or bounced. Difficult to say.
4. It will be changed in due time. For now it is considered to be acceptable.
5. No, everything is ok.
2. To give the other team some time to shoot the capture counter down.
3. It may be so that you friend missed or misunderstood smth, or visual effects misled you, since they are not accurate and cant really show whether the shell penetrated or bounced. Difficult to say.
4. It will be changed in due time. For now it is considered to be acceptable.
5. No, everything is ok.
