Call to Arms

Call to Arms

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Instinct  [utvikler] 31. juli 2015 kl. 3.51
Suggestions & Balance
Please use this topic to provide us with feedback!
Sist redigert av Instinct; 1. aug. 2015 kl. 6.02
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trackday 25. mars 2017 kl. 18.20 
IMO when looking at infantry animations, game speed appears to be too fast. When I slow the speed to 2, the troop movements appear much more natural. I'm suggesting that the game default speed should be slowed down to '2', or the animations have more frames. My personal preference would be to just slow down the game speed. Just an opinion. Thought I'd throw it out there. Awesome game.
Kaffine 26. mars 2017 kl. 1.01 
some things i think would improve the game

1. revert back to the old camera, its pretty annoying not being able to look around with the middle mouse button while zoomed out

2. make it so that there is near no recoil or no recoil on MGs that are vehicle mounted and also make it so that recoil for bipoded guns like LMGs goes down when the unit is prone or crouched on cover

3. its not possable to use the mortor for what it is intended for if you use it in direct control cuz it locks the cam to third person view so it would be nice if it did not do that or if you could get a crosshair on the minimap of where you where aiming.




Mack000 26. mars 2017 kl. 3.35 
I would LOVE to see hp bars back in CtA. Because CtA follows AS2 where they have removed the HP bars when you select a unit in editor. Now I have to change their life points in triggers. Just...change it...
trackster005 28. mars 2017 kl. 13.00 
in direct control switching to grenades always turns me in the oppisite direction
ShotgunFace 1. apr. 2017 kl. 8.47 
I would like to see a bindable key for these actions that have been over looked; Take/Pick Up (for objects/crates/bodies), Throw Dynamite and the not so important Holster/Draw Weapon action.
Patchi 2. apr. 2017 kl. 2.05 
We need fuel supply first.helicopter must be able to supply ammo and fuel.
and if we can jump even climb in fps mode,just need more interactive actions.
and we can stop or brake actions to protect people form hurt.
El_Caloret 2. apr. 2017 kl. 5.38 
Opprinnelig skrevet av LeMack:
I would LOVE to see hp bars back in CtA. Because CtA follows AS2 where they have removed the HP bars when you select a unit in editor. Now I have to change their life points in triggers. Just...change it...

Nay, in no point in the ongoing space-time evolution wast hp bars removed off AS2. You should be acknown 'twas never there from the first game
Sist redigert av El_Caloret; 2. apr. 2017 kl. 5.39
Kaffine 2. apr. 2017 kl. 21.28 
can you remove recoil on MGs that are mounted to vehicles, its especialy funny watching the entire tank gun move up as i shoot the co axial gun.

also would be nice if you reverted back to the old camera, its really not being able to look around using middle mouse click unless im right up next to the ground
Hagar 10. apr. 2017 kl. 5.50 
Problem FMTV truck travel speed off-road slower or just = to squad movement to distant click point.
Please speed up off-road travel to be relative/realistic to human movment.
On made road relative movments to distant point reasonable .
Fluffy 10. apr. 2017 kl. 10.04 
Reassign: Add target player: 8
Reassign: Transfering 1 actors to player 8
Transfer actor human[65:mp/usa/t2_03] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor m2_bradley[140] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor t-80u[326] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor human[332:mp/grm/tx_engineer_01] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor human[343:mp/grm/tx_tankman_01] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor human[346:mp/grm/tx_tankman_01] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor human[347:mp/grm/tx_tankman_01] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor technical_hmg[367] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor human[396:mp/grm/t2_05] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor human[397:mp/grm/t2_05] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor human[399:mp/grm/t2_04] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor human[400:mp/grm/t2_medic] from player 6 to 8
Reassign: Transfering 1 actors to player 8
Transfer actor human[401:mp/grm/t2_sq] from player 6 to 8

***************** Exception *****************
Program will be terminated.
EXCEPTION_ACCESS_VIOLATION read at 0x00000008

EIP=007e8d94 [render_context] (wow64=yes)
EAX=00000000 EBX=010521d8 ECX=010476a0 EDX=00000000
ESI=00e2a018 EDI=7b5469b0 ESP=0774fd04 EBP=0774fd14
>> render.scr
> render.tgt

CALL TO ARMS (open beta) - v0.923.0 - standard
2017.03.25 17:00 - 0x00D0B819

NikTheGreek 11. apr. 2017 kl. 10.08 
about hardcore mode:in the latest patch it seems that rifles were buffed considerably while the lmgs got nerfed.the lmg is the deadliest weapon a team comes with and this should be reflected in the game.the prone position accuracy for the lmgs should be buffed as this is the most stable position someone can shoot from.the firing patterns of lmgs change depending on whether the gunner is in cover or not.for example when in cover a m249 gunner fires full auto and when he is out of cover fires in bursts.why is that so?burst firing is way more accurate and this should be reflected in game as well.suppression mechanics should be intoduced as well maybe by decreasing the weapon accuracy of the team that takes heavy fire
Hagar 11. apr. 2017 kl. 23.46 
Spwan point suppression (MP) - When own spawn locked down by tank its all over. Not much point to persist. Real game downer experiance. Does the Random point work ?
Needs a game design fix. Same issue in AS2 (less so) .
This game has high wheeled/tracked mobility across map, so distance not a constraint. Suggest player needs the option to change location spawn point to another point ( ie A,BC...) or a demilartarised zone and/or player placed spawn point/marker ( as in other similar games )
FlashPoint 12. apr. 2017 kl. 8.45 
will this game support 64-bit after final release?

dear developers pls answer if you see this. thx
Ank 19. apr. 2017 kl. 6.30 
I think Call to Arms engine needs to be improved to be able to buffer more sound effects. I have a prototype sound mod in MoWAS2 with lots of new sound effect event added in, like separate cannon recoil sounds, more bullet hit sounds, and so on, it was kinda messy because some sounds doesn't play like because the buffer memory is overwhelmed by the number of sounds it needs to process
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