Carpathian Crosses: Official Opinion Topic

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Nimsky

FNG / Fresh Meat
Nov 22, 2005
4,190
945
0
Elitist Prick Nude Beach
I think it's really good. Been playing it only for an hour or so last night, so I can't really give you too much feedback yet, but here's some criticism:

1.) The range finder on the T-26 doesn't seem to work. If you raise the distance, the shell falls on the ground right in front of you.

2.) If someone deploys a mortar on a bumpy surface (in a foxhole for example), the mortar and the mortarman might "separate", it looks pretty weird.

3.) If the mortar support guy gets close to the mortar operator, it should say "press G to supply shells", or something like that. Would be a bit clearer.

4.) The weapon handling feels a bit "stiff", not as fluent as stock RO. Also, I had a lot of trouble hitting someone with the new Steyr rifle. A new weapon in RO takes a considerable time of getting used to though, so it could be just me.

That's it for now, other than that it's great. Still haven't gotten the chance to play with the mortars.

The level design is awesome by the way!
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
I think it's really good. Been playing it only for an hour or so last night, so I can't really give you too much feedback yet, but here's some criticism:

1.) The range finder on the T-26 doesn't seem to work. If you raise the distance, the shell falls on the ground right in front of you.

hm, you aimed where the line is, right? not where the initial cross is?

2.) If someone deploys a mortar on a bumpy surface (in a foxhole for example), the mortar and the mortarman might "separate", it looks pretty weird.
got a screenshot? there are issues with the mortar when deploying on too rough ground, but i prefered to let it deploy everywhere rather than forcing the player to certain spots and then also add the burden to the mappers to create enough of those spots.

3.) If the mortar support guy gets close to the mortar operator, it should say "press G to supply shells", or something like that. Would be a bit clearer.
the resupply system was bugging me a lot. Its one of the points that will certainly be worked on for a patch.

4.) Also, I had a lot of trouble hitting someone with the new Steyr rifle. A new weapon in RO takes a considerable time of getting used to though, so it could be just me.

All rifles were sighted on a shooting range map. :)
 

D3terioNation

FNG / Fresh Meat
Dec 15, 2005
3,959
82
0
41
West Sussex, UK
Or just dont bother with it at all :p

One major complaint, is the tank mg. Its range is simply awfull! I find I have to aim much higher & in front of infantry to take them down! Why is that?

Also why didnt you use the custom tracers instead of stock RO ones? The ones on the DP look really realistic, so why wasnt that used?
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
the ballistics for the R35 MG is different, will have to look at it.
We only added the new MG stuff last week ;)
So it will change with future patches
 

Foo'bar

FNG / Fresh Meat
Nov 12, 2007
275
0
0
Alte Ziegelei
fooblog.mexxoft.com
Wire poles on Chisinau map, road to Orhei, south west corner. They havent been sticked to surface properly. And I don't see any tanks on Chisinau map, neither aixs nor allied ones. Only the truck is available.

After all I've seen the CC stuff is the greatest since a very long time! My deep respect to all!
 

Attachments

  • Shot00168.jpg
    Shot00168.jpg
    34.4 KB · Views: 0

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
Wire poles on Chisinau map, road to Orhei, south west corner. They havent been sticked to surface properly. And I don't see any tanks on Chisinau map, neither aixs nor allied ones. Only the truck is available.

After all I've seen the CC stuff is the greatest since a very long time! My deep respect to all!

what server? sounds like the GameType is wrong. Check the FAQ on the CC forum on practice gameplay ;)

Bolt, ty for your comments :)
One question though, why would a RPG or GL explode on impact?
 

Bolt

FNG / Fresh Meat
Feb 2, 2006
1,556
14
0
35
In the steppes of Crimea
RPG had such mechanical detondator. One needed to pull out the pin and throw. After hitting something, greande would go off. Also, I've checked some sources - it could be thrown at 20-25 meters.
 

Nimsky

FNG / Fresh Meat
Nov 22, 2005
4,190
945
0
Elitist Prick Nude Beach
Just played Maikop, good stuff. That's a long-time classic. The layout is still more or less the same so if you have played the mod version it's easier to find your way, but it does 'feel' different.

Worluk, I searched through my screenshots folder and luckily, I did get a pic. This is what I meant with the mortar operator getting "separated" from the mortar. I guess he tried to deploy in or near the foxhole.



The mortar in general seems to be having a lot of trouble with deploying on sloped surfaces, no matter how gentle, you kinda slide off so to say. They work fine on flat ground.
 
Last edited:

blkmgc

FNG / Fresh Meat
Jan 24, 2006
619
67
0
Very well done! The similarity in uniforms make it a bit tougher. But such is war. The forgive mutator makes but loads of rubber bullets like it always does, I wish servers wouldn't run it, but thats not a CC problem.

Great mod folks! :)
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
Its actually funny how fast you adapt to the similarities of the uniforms.
In early tests dofinovka had the stock soviet uniforms and it was a Tk fest.
With the navals this wasnt so much of a problem anymore, same on nalchik with the winter uniforms for the soviets.

With maikop, which came rather late out team didnt have much problems with telling the players apart, imo mostly due to the ability to tell the difference better.
 

Britney Federline

FNG / Fresh Meat
Nov 22, 2005
1,174
123
0
On the server I played on last night, people were having the same kind of fun that we used to have on a good night during the mod days. It was just so great to feel that again!
 

Darkseed

FNG / Fresh Meat
Dec 2, 2005
458
82
0
Sweden
The new feature that allows you to turn the engine off in a tank seems to only be client side. I tried it with a mate several times yesterday and if the driver turns the engine off it will still be on for the gunner.

Bug or intended? I'd think it would be a bug since there's not much of a point to turn the engine off if the gunner isn't affected.
 

Trendkill

FNG / Fresh Meat
Nov 21, 2006
642
4
0
Dorset, UK
AT grenades, especially RPG40, looks and feels awkward when thrown so it's hard to use sometimes.

Another thing is that I know with the RPG40 and Russian smoke grenades if you dive to the floor while holding one the animations is a bit messed up as you can see in the screenshot. Haven't had a chance to see whether this happens with the Axis smoke grenades or the gebalte ladung.
rpg.jpg


I'm sure you already know a lot of the problems with the mortar, especially the one that makes a mortarman almost indestructible.

Also, is it actually possible to disable a tank's turret movement with the PTRD by shooting in the right place?
 

Rak

FNG / Fresh Meat
Nov 23, 2005
3,538
677
0
34
D
I don't know if it's been reported yet but, hipshooting accuracy on ZB-30 needs some fixing. It's very easy to pull off 50 meter one shot hip kills. Especially on Nalchik, later on the game turns into a ZB hipshoot fest :)