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Old 11-13-2013, 09:45 AM   #11
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interesting, doing a more simulated T-72 is of course wonderful and amazing, of course only if your side will win the air war.. if not, it will make more sense to play from tactical point of view on F10 where you decide to move units around the map, hide units (camouflage), activate SAM's according to EW radar stations and lead more of a guerrilla style warfare and if you are wining the air war obviously it would be great being in the tank and supporting the troops, leading the attack etc..
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Old 11-13-2013, 10:50 AM   #12
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Thank wags and Storm363 by the correct English translate, very appreciate
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Old 11-13-2013, 12:15 PM   #13
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Quote:
Originally Posted by Raven68 View Post
Bring it on. If this can get to the level of Steel Beast then I can see more takers for CA.
I do wonder though will EDGE ground detail get close to that?
I would love CA to be a true competitor to SBP (which, if you haven't played it, is awesome and worth every penny), but there is an enormous gap to fill to get there, even if the vehicles and ballistics become more accurate and less generic.

The most obvious element is the level of terrain detail ( by which I mean things like detailed height maps, terrain smoothing and thick tree cover) as opposed to looking like ARMA 3. Looking at the latest EDGE screenshots (as at the 8th) it's not particularly reassuring that it's going to enough of a step up to make CA playable as a tank sim rather than a strategy game/target range... SBP v3, even though it's a big step up from v2.6, has pretty workmanlike graphics, but the terrain height detail gives you enough workable hull down positions that it's possible to play, rather than the (current) CA problem of having massive open bowling green style plains and trying to do strange things behind unrealistically sharp crests in order to use them as a battle position.

Then there's things like dug in positions, obstacles, realistic artillery, proper handling of thermal signature, ricochets, tree being colideable and blocking line of sight (a key one!), improved damage model, more dynamic formation level control etc etc.... I don't know what's planned for the CA update and I don't seriously expect all those areas to be addressed, but I think they are necessary if CA is ever to become a "serious" tank sim. It's not a small job.

On the problem of mixed mode servers. It's not having the A-10 hunting you that's the problem, it's the fact that most people play with the expectation that they can respawn and re-join the fray so unless you are playing an Iraq 1991/2003 style one sided drubbing scenario, realistic threats and realistic ratios of ground to air forces (i.e. not having an infinite supply of A-10's on call for the whole of a 2-3 hour ground battle) are going to be a bit of a culture shock.

I really really want CA to be great, I'd love a serious tank sim with a realistic representation of airborne assets, but it's currently the only module that I could honestly say disappointed me and, whilst I will reserve my judgement until the announcement, I suspect that the changes will not go nearly far enough, at least in part because they would involve uneconomic engine changes.
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Last edited by Flying Penguin; 11-13-2013 at 12:24 PM.
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Old 11-13-2013, 04:35 PM   #14
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The CA series will very much be an iterative process.
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Old 11-13-2013, 04:45 PM   #15
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Quote:
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I really really want CA to be great, I'd love a serious tank sim with a realistic representation of airborne assets, but it's currently the only module that I could honestly say disappointed me and, whilst I will reserve my judgement until the announcement, I suspect that the changes will not go nearly far enough, at least in part because they would involve uneconomic engine changes.

I will be happy if the changes made open the door for third party add-ons for more intricate simulation of ground vehicles. I dont expect that ED could make all the vehicles as detailed as the A-10, but if they can lay the foundation for outside sources to do so... that would be very interesting.

@Wags, I dont know if you can comment, but will the physics of ground vehicles (falling, rolling, getting airborne, floating in water, etc) be improved at all? or is that something more for farther down the road or not even on the radar yet?
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Old 11-13-2013, 05:00 PM   #16
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The CA series will very much be an iterative process.
Appreciate that and any step down that long road is a welcome one!
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Old 11-13-2013, 07:36 PM   #17
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Quote:
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The CA series will very much be an iterative process.
Got to crawl before you can walk. I have a feeling that you all are laying a decent foundation for when it comes time to walk.
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Old 11-14-2013, 12:52 PM   #18
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The same will happen with the naval theme. Before swimming, you have to get wet and kicking.
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Old 11-14-2013, 03:00 PM   #19
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Quote:
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The CA series will very much be an iterative process.
I´m very much looking forward to the next steps.
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Old 11-14-2013, 05:30 PM   #20
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maybe in between somebody can fix the acceleration axis command for ground vehicles? It's a bit silly to hold a button on the HOTAS Warthog cause they messed up the axis while adding egoshooter style button acceleration... big issue for me at least.
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