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Digital Gaming => Computer Gaming => Topic started by: Jarhead0331 on January 07, 2018, 01:18:53 PM

Title: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on January 07, 2018, 01:18:53 PM
Very early access, but combat seems like it will be "satisfying".



http://postscriptumgame.com/ (http://postscriptumgame.com/)

http://store.steampowered.com/app/736220/Post_Scriptum/ (http://store.steampowered.com/app/736220/Post_Scriptum/)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Grim.Reaper on January 07, 2018, 01:22:58 PM
darn...seems multiplayer only:(
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: mirth on January 07, 2018, 01:25:41 PM
Wow. Only watched a few minutes so far, but the weapons modeling is amazing.

Not sure it's smart to throw a potato masher into a second story window though. Good way to have bounce back into your face if you miss.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Father Ted on January 07, 2018, 01:41:24 PM
Quote from: Grim.Reaper on January 07, 2018, 01:22:58 PM
darn...seems multiplayer only:(

Yeah - it's a mod of Squad.  As such, I'm really looking forward to it, but no joy for the single-player crowd.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: mirth on January 07, 2018, 01:43:02 PM
Quote from: Father Ted on January 07, 2018, 01:41:24 PM
Quote from: Grim.Reaper on January 07, 2018, 01:22:58 PM
darn...seems multiplayer only:(

Yeah - it's a mod of Squad.  As such, I'm really looking forward to it, but no joy for the single-player crowd.


:'(
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on January 07, 2018, 01:53:55 PM
Quote from: Father Ted on January 07, 2018, 01:41:24 PM
Quote from: Grim.Reaper on January 07, 2018, 01:22:58 PM
darn...seems multiplayer only:(

Yeah - it's a mod of Squad.  As such, I'm really looking forward to it, but no joy for the single-player crowd.

This is not a "mod" of squad as far I can tell. Although, the concept is obviously similar.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: RyanE on January 07, 2018, 06:41:21 PM
That first Jeep scene looked like the Jeep was a hover car.  Wish my car rode that smooth on the road, let alone cross country.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Skoop on January 07, 2018, 07:43:27 PM
This started as a mod for squad but I think it has grown into a stand alone game. 
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: jomni on January 07, 2018, 08:20:00 PM
Weird name. I know... we complain about generic war game names.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on January 07, 2018, 08:21:29 PM
Quote from: jomni on January 07, 2018, 08:20:00 PM
Weird name. I know... we complain about generic war game names.

Watch the video. The developers explain the name...doesn't make it any less awkward, though...lol
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on January 07, 2018, 08:48:56 PM
Quote from: Skoop on January 07, 2018, 07:43:27 PM
This started as a mod for squad but I think it has grown into a stand alone game.

  The designers mention using various aspects of the squad "core" so it has some definite relation to squad.  In any case it looks promising!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on January 08, 2018, 04:05:23 AM
Operation Market Garden FPS shooter. It certainly looks good. But I am not interested if it is not better than RO2 at the very least where realism and fidelity is concerned. That is where I set the bar. If this was just Heroes and Generals again... it's a no go.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: jomni on January 08, 2018, 04:24:48 AM
Quote from: Destraex on January 08, 2018, 04:05:23 AM
Operation Market Garden FPS shooter. It certainly looks good. But I am not interested if it is not better than RO2 at the very least where realism and fidelity is concerned. That is where I set the bar. If this was just Heroes and Generals again... it's a no go.

Squad is a pretty realistic modern combat shooter. You can't see who's shooting at you and die easily. ;)
Squad had pretty elaborate radio communications. But WW2 should be simple shouting.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on January 08, 2018, 04:49:10 AM
They say "Post Scriptum is a WW2 simulation game, focusing on historical accuracy, large scale battle, difficult learning curve and an intense need for cohesion, communication and teamwork. "
I am now officially excited.

P.S. Ww2 has radios dammit! But during market garden the british had endless trouble with their ones iirc!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on January 08, 2018, 05:02:58 AM
Quote from: Destraex on January 08, 2018, 04:49:10 AM
They say "Post Scriptum is a WW2 simulation game, focusing on historical accuracy, large scale battle, difficult learning curve and an intense need for cohesion, communication and teamwork. "
I am now officially excited.

P.S. Ww2 has radios dammit! But during market garden the british had endless trouble with their ones iirc!

I don't know anything about modern radio nets, but simulating a WWII radio net would be a game in itself.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: jomni on January 08, 2018, 07:17:02 AM
Watched the video.  Looks promising.  Hope they deliver.
You actually click to use the bolt in the rifles so that's like the old RO.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: IronX on January 08, 2018, 11:34:48 AM
Looks great! I've added this one to my wishlist. Thanks for the heads up!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: ComradeP on January 08, 2018, 01:29:26 PM
Nice, about time the battle was covered in detail in its own FPS.

The drop zone/landing zone looks a bit too green, but maybe that's just a greener area at the edge.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Father Ted on January 08, 2018, 03:21:06 PM
Quote from: jomni on January 08, 2018, 07:17:02 AM
Watched the video.  Looks promising.  Hope they deliver.
You actually click to use the bolt in the rifles so that's like the old RO.

Whenever I got my hands on a Garand in Darkest Hour I invariably "double-tapped" coz I was so used to firing and reloading the bolt-action rifles.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Michael Dorosh on January 09, 2018, 12:17:31 AM
Bullshit Dale Dye tactical weapons carry.... it can be a fun game but why go to all the trouble of the historical detail in the setting, uniforms, weapons and then not get the basics of tactical movement right?

Brothers in Arms made a real effort to get that kind of thing right and emphasized flanking fire, etc.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Yskonyn on January 09, 2018, 01:56:36 AM
That's up to the players.
You see it with Squad and ArmA as well; some groups operate as a cohesive force while others go for the 'Call of Duty' approach.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on January 09, 2018, 07:19:03 AM
Quote from: Michael Dorosh on January 09, 2018, 12:17:31 AM
Bullshit Dale Dye tactical weapons carry.... it can be a fun game but why go to all the trouble of the historical detail in the setting, uniforms, weapons and then not get the basics of tactical movement right?

Brothers in Arms made a real effort to get that kind of thing right and emphasized flanking fire, etc.

What's your beef with Dale Dye? Seems like a peculiar commment...
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: mirth on January 09, 2018, 07:36:06 AM
Quote from: Jarhead0331 on January 09, 2018, 07:19:03 AM
Quote from: Michael Dorosh on January 09, 2018, 12:17:31 AM
Bullshit Dale Dye tactical weapons carry.... it can be a fun game but why go to all the trouble of the historical detail in the setting, uniforms, weapons and then not get the basics of tactical movement right?

Brothers in Arms made a real effort to get that kind of thing right and emphasized flanking fire, etc.

What's your beef with Dale Dye? Seems like a peculiar commment...

Look who made it :P
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Michael Dorosh on January 09, 2018, 11:51:53 AM
Quote from: Jarhead0331 on January 09, 2018, 07:19:03 AM
Quote from: Michael Dorosh on January 09, 2018, 12:17:31 AM
Bullshit Dale Dye tactical weapons carry.... it can be a fun game but why go to all the trouble of the historical detail in the setting, uniforms, weapons and then not get the basics of tactical movement right?

Brothers in Arms made a real effort to get that kind of thing right and emphasized flanking fire, etc.

What's your beef with Dale Dye? Seems like a peculiar commment...

Not half as peculiar as your spelling of commment (sic)...

Dye takes the blame for a lot of notorious "reenactor-isms" in films and the reenactment community. Stuff that wasn't done in the Second World War, but hobbyists and general audiences now assume actually was, because of movies like SPR, Band of Brothers, etc.

Stuff like using Hawkins anti-tank mines as improvised Claymores, or the aforementioned BS tactical carry. Guys in World War II didn't carry the weapon on the shoulder, and they didn't exercise the level of trigger discipline we do today.

http://www.90thidpg.us/Equipment/Articles/WeaponCarry/index.html

Great article above on how GIs and others in World War II actually carried their weapons - as opposed to what we now see in the movies. I have great respect for the work Dye has done, for the most part, and for the general level of realism in films he's worked on. He really created a niche for himself. But he gets a fair share of blame too for introducing modern stuff from his own Vietnam-era service into older time periods - to the point that as we see in this thread, new generations of content creators are taking for gospel what he introduced in error.

All the major combatants taught their troops to carry their weapons at the trail, or low port arms - the whole high tactical ready, gun in the shoulder ready to fire is a modern convention. Which you now see in places like the cover of YANKS, or in this game.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on January 09, 2018, 12:08:12 PM
Quote from: Michael Dorosh on January 09, 2018, 11:51:53 AM

Not half as peculiar as your spelling of commment (sic)...

This pretty much says it all.

It is unfortunate that the balance of your response, which was otherwise pretty reasonable, was tarnished by an infantile quip about an insignificant grammatical error. It says a lot about you that you would start off your comment in that manner, and that a REMF would criticize someone in the first place who not only has a Bronze Star and three Purple Hearts, but whose work has brought much needed attention and relative authenticity to Hollywood on the subject of modern war.

I know its hard for you, but try not to be such a douche in the future.   
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Michael Dorosh on January 09, 2018, 01:45:48 PM
Quote from: Jarhead0331 on January 09, 2018, 12:08:12 PM
Quote from: Michael Dorosh on January 09, 2018, 11:51:53 AM

Not half as peculiar as your spelling of commment (sic)...

This pretty much says it all.

It is unfortunate that the balance of your response, which was otherwise pretty reasonable, was tarnished by an infantile quip about an insignificant grammatical error. It says a lot about you that you would start off your comment in that manner, and that a REMF would criticize someone in the first place who not only has a Bronze Star and three Purple Hearts, but whose work has brought much needed attention and relative authenticity to Hollywood on the subject of modern war.

I know its hard for you, but try not to be such a douche in the future.

My apologies. I thought perhaps you had a sense of humour - sort of like Mirth, who took a shot at me in the post directly after yours. I laughed it off and supposed you would have the ability to do the same. I see I was mistaken.

You might want to look closer into Dye's combat record. As I understand it, he was a correspondent in Vietnam. Also commanded troops in Beirut, I think. None of which makes him an authority on World War II. And I haven't criticized him personally - in fact I did the opposite - but did very much suggest his research is attracting negative attention from those who have put in the legwork to research it.

It's certainly possible to become an authority through research - which is why "REMFs" dare to talk in public about this stuff.

As an aside, your lecture on respect comes off as 'peculiar' given you've both admitted my post was 'reasonable' but you still felt the need to pepper your own comments with personal insults ("douche"). Unless it was an attempt to be humorous, but as you've demonstrated by your hostility, that is often lost in translation.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on January 09, 2018, 02:17:57 PM
Quote from: Michael Dorosh on January 09, 2018, 01:45:48 PM

My apologies. I thought perhaps you had a sense of humour - sort of like Mirth, who took a shot at me in the post directly after yours. I laughed it off and supposed you would have the ability to do the same. I see I was mistaken.

I have a great sense of humor, but the joke still has to be funny.

Quote from: Michael Dorosh on January 09, 2018, 01:45:48 PM
You might want to look closer into Dye's combat record. As I understand it, he was a correspondent in Vietnam. Also commanded troops in Beirut, I think. None of which makes him an authority on World War II. And I haven't criticized him personally - in fact I did the opposite - but did very much suggest his research is attracting negative attention from those who have put in the legwork to research it.

For a guy who talks about the importance of research, you sure didn't do any yourself before making the extremely ignorant comment that CPT Dye's combat record is in any way questionable.

Quote
INDIRECT FIRE-SUPPORT: Served as an 81mm and 60mm mortar crewman, forward observer and fire-direction center NCO.

DRILL INSTRUCTOR/TROOP HANDLER: MCRD Parris Island and Infantry Training Regiment, MCB Camp Pendleton.

MARINE COMBAT CORRESPONDENT: Vietnam 1967-68 and 1969-1970. Served primarily with 1st Marine Division and then with III MAF. Units where I kept a permanent home and served as an extra rifle NCO, Co. H, 2nd Bn., 5th Marines, Co. D, 1st Bn., 5th Marines, Co. E, 2nd Bn., 3rd Marines and Co. F, 2nd Bn., 1st Marines.

ARMORED CAVALRY ADVISOR: With ARVN 4th Armored Cavalry Regiment in Quang Ngai Province.

KOREAN MARINES: Served with 2nd Korean Marine Brigade (Blue Dragon) in southern Quang Nam Province.

ARVN AIRBORNE BRIGADE: Parachute training with Army of Republic of Vietnam Airborne Forces.

PENTAGON DUTY: Member of Secretary of Defense Staff.

PHILIPPINE MARINES: Served with Philippine Marines during my time with 1st Marine Brigade in Hawaii. Also graduated from Philippine Constabulary Ranger School at Camp Castenada, Luzon.

RESETTLEMENT CAMP NCO: Served on Guam during resettlement of Vietnamese refugees following evacuation of Pnom Penh and Saigon.

AMPHIBIOUS RAIDER COURSE: With Co. A, 3rd Reconnaissance Battalion at Kaneohe Bay, Hawaii. Included submarine and rubber boat training as well as long-range reconnaissance techniques.

COMBAT ENGINEER AND DEMOLITION: Underwent training with Co. A,. 3rd Engineer Battalion in Western Pacific.

FIELD ARTILLERY: Trained on 105mm howitzers with 1st Battalion, 12th Marines at Pohakuloa Training Area in Hawaii.

JUNGLE WARFARE TRAINING AND INSTRUCTOR COURSE: Okinawa, Kaneohe Bay, Hawaii and Panama Canal Zone.

RANGE OFFICER/MARKSMANSHIP INSTRUCTOR: Extra duties while attached to 2nd Marine Division at Camp Lejeune, NC.

TANK and AMPHIBIAN TRACTOR DUTY: Trained in AmTracs at 1st Marine Brigade in Hawaii and in M60A1 tanks with 2nd Tank Battalion at Camp Lejeune, NC.

MOUNTAIN LEADER/ARCTIC WARFARE: Training with 42 Commando, Royal Marines in northern Norway and with Princess Patricia's Canadian Light Infantry above the Arctic Circle.

FRENCH FOREIGN LEGION: Trained with Legion units at Castelnaudry in France, at Calvi on Corsica and Sardinia, and at Djibouti on the Horn of Africa.

SECURITY AND STABILITY OPERATIONS: Served with 24th Marine Amphibious Unit in Beirut, Lebanon, 1982-83.

GUERILLA FORCES TRAINING: Trained forces of anti-guerilla forces in El Salvador as well as anti-Sandanista ARDE and FDN forces in Cost Rica and Honduras.

SNIPING AND DESERT OPERATIONS: Trained with Golani Brigade of Israeli Defense Forces in Negev Desert, Israel.

http://www.warriorsinc.com/dyemilbio.cfm (http://www.warriorsinc.com/dyemilbio.cfm)

Quote
"I had made it through Hue, in Tet of '68, and I'd been hit in the hand. Just about blew my thumb off here and I got a piece of shrapnel up under my chin, and I was in the rear. And a unit that I had been traveling with — 2nd Battalion 3rd Marines — they called it rent-a-battalion because it was constantly OPCON/ADCON to various things, and they were really hot, hot grunts. I mean these were good guys.

And so I heard that they were going on this operation, and I knew all the guys, you know the 3rd Platoon of Echo Co. was my home. And so, I said I well I'm going. They said 'ah you're not ready for field yet.' I said 'yeah, yeah, yeah. I'm going.'

So I packed my shit and off I went. And I joined up with Echo Co. 2/3 ... and we were involved in a thing called Operation Ford and it was either March, I guess March, of '68 and the idea was that there had been a bunch of [North Vietnamese Army] that had escaped south of Hue, or been cut off when they were trying to reinforce Hue.

They had moved south of Hue along this long spit of sand — I think it was battalion-strength — and they had dug in there according to reconnaissance guys who had been in the area, and they were waiting for ships or boats to come down from North Vietnam and pick them up and evacuate them and get them out of there.

So the idea was that 2nd Battalion, 3rd Marines was going to be sent in and we were going to sweep, I think north to south along the perimeter along that peninsula. And then there were guys who were gonna block in the south — another battalion, I think. And so we started walking — spread out as you usually are — and hadn't really run into much.

We were running through a few [villages] and sweeping them and taking a look, and then we started hitting boobytraps. And these were pretty bad because they were standard frag in a can — fragmentation hand grenade inside a C-ration can tied to a tree, pin-pulled, fishing line attached across the trail — you hit the fishing line, it pulls the frag out, spoon pops and the frag goes. Or we were hitting 105mm Howitzer rounds that were buried. So we got a few guys chewed up pretty bad.
And there was this one guy named Wilson who was walking maybe two or three ahead of me, and he should have known better than to go through this hedgerow. But I guess squad leaders were pushing us on or something like that, [and] Wilson went through the hedgerow and he hit a frag. Frag dropped right below his feet and blew up. So everybody was down and I could see what happened, so I ran up to see if I could help Wilson out.

He had multiple frag all over him. It blew his crotch out, blew his chest out, and he had holes all over his face where the shrapnel had come up this way so I got a Corpsman up and we went to work on trying to save him. You had to play him like a flute. We tried to close his chest — and in those days we didn't have all the medical gear, the QuikClot and all that sort of thing — we just did it with an old radio battery [and] piece of cellophane we got off it and closed his chest.

And we tried to breathe into him, but you had to play him like a piccolo, because the sinuses had shrapnel holes and you had to stick your fingers in there to make sure he didn't leak air. Anyway, we kept him alive until they got a helicopter to come in and we got him out. He died on the way back to Danang. But they had noticed me go up and see what I could do for this guy.

So we continued to march and then we got hit really, really hard in the flank. And for some reason, I was out on the flank that got hit. And I was walking around by a machine gunner, name of Beebe, Darryl Beebe, Lance Corporal, and he had the M-60. And so they hit us really hard.

The third platoon commander, Lt. "Wild" Bill Tehan, ordered the platoon to pull back to this line of sand dunes where we had some cover from the fire. Beebe and I couldn't get back. We were just trapped out there. And they started hitting us with grenades and 60mm mortars, and we couldn't move. We couldn't get back and we couldn't go forward.

And Beebe's [assistant] gunner got killed, and he had ammo, maybe 20 meters up to the side. And I crawled over and got all his ammo and then crawled back to Beebe and started loading the gun. Off we went, and we just ripped them up. We tore into these bunkers that were taking us under fire. And Hell, I even pulled out my pistol and went to work. I mean we fired everything we had, threw every grenade we had.

We must have hurt them. I know we hurt them because I killed two or three that I saw get up and go and I shot at them and down they went. So I guess we suppressed enough fire where we could pull back and we pulled back. And at that point, I think it was mortars or 81s or the 105 battery that was supporting us, I don't remember what.

Anyway, they hit the bunker complex. And Tehan went up and he looked and we killed a bunch of them. The machine gun, the single machine gun had just killed a bunch of them. And so I guess they marked me down as number two guy, having done two good things.

And then we got hit again, I think it was the next day. We had moved on, and we got hit again, and a corpsman and a couple of other people got hit. And I went up and pulled them out of the line of fire, and treated the corpsman. It was a very embarrassing thing because the corpsman was a guy by the name of Doc Fred Geise and I knew him real well.

But he'd taken one in through the chest and I saw him go down, so I dropped my pack and went running up to him and they were firing all over me and one NVA that I didn't even see, dumped a frag that hit right behind me. And boom it went off, and the next thing I knew, I was airborne. And I could feel stuff running down my legs. And I said, 'ah, shit, I'm hurt.' But I didn't feel anything in particular, just dazed, you know the bell rung. And it was my canteen. That frag had blown out the bottom of both of my canteens, so I had water all over me.

Anyway, so I got up to Fred, and he had one through and through. And so, he was working on a guy who had taken one in the upper arm, broke the bone and I fixed him up the best I could then I got to Geise but there wasn't much I could do. I stuffed the gauze in the entry wound, and wrapped it up the best I could — I was just winging it — what I could remember from first aid.

And he carried morphine syrettes. They look like those little tubes of toothpaste you get in a travel kit. And they have a plastic — they look like a little tube of Colgate — cover on the needle. And the needle has a loop in it, so you bite or pull the plastic off and break the seal with that little loop, throw that away, then you hit them in a muscle and inject that amount of morphine. I knew that.

But there was fire coming at me. I was working literally on my belly because the crap was just cutting right through us. And rounds were hitting so close they were just blowing dirt all over us. Mud and water and all that sort of thing. But I tried to stay focused and get Doc Geise injected with morphine.

Well I pulled the plastic off the morphine syrette and I hit him three or four times in the thigh, you know trying to squeeze this morphine in. It wouldn't go. And I couldn't figure out — you know the poor guy's thigh is worse than the gunshot wound — like a pin cushion. And I finally figured it out, 'oh shit, I forgot to break the seal,' so I break the seal and finally get morphine in him. But oh, God.

He was saying, 'Dye, you asshole, you idiot,' you know. And I'm just, 'sorry, Doc.'

So anyway, we had a bad night that night because they had moved out of their fortified positions and they were trying to break through us. And we had a pretty serious fight that night.

I think that was the first and only time I burned through every round of ammunition I had and then also borrowed a bunch of ammunition. And in fact, we had a bunch of medevacs that had been taken out on amtracs, and the company gunny had kept their weapons. And so we were over there scavenging all night, getting loaded magazines. We only had the 20-round magazines at that point for the M-16, and a lot of 16s were going down. You know, they were not the best piece of gear we ever had.

So anyway, then we went on ahead and we had another three or four days with four or five sharp fights but nothing as spectacular. And we got to the rear, and I said well okay, I've got to go here. I'm going to go somewhere where I can go through my notebooks, and I had a little story about the corpsman, and I had a little story about this guy, and a little story about Beebe and the machine gun, and so on and I realized, a lot of that involved me, which I wasn't real happy about, you know, mentioning my part in it.

But Lt. Tehan and the company commander really decided that I had done something spectacular, or out of the ordinary, let me put it that way.

And so they got Simmons and Beebe and Lt. Tehan and three or four other guys to write a statement that said this is what Sgt. Dye did. And the next thing I knew, my captain called me in and said 'I hope you got a clean uniform and some boots that aren't completely white,' and I said, 'oh no sir, I don't.' He said 'well we're getting  you some because the general is going to pin a Bronze Star on you and that's the first thing I ever heard about it. First time I ever heard that, you know. But that's the story."

Here is the full citation for the award, which Dye received on Sep. 9, 1968:

For heroic achievement in connection with operations against insurgent communist (Viet Cong) forces in the Republic of Vietnam while serving as a Combat Correspondent with the Informational Services Office, First Marine Division. On 14 March 1968, during Operation Ford, Sergeant Dye was attached to Company E, Second Battalion, Third Marines when an enemy explosive device was detonated, seriously wounding a Marine. Reacting instantly, he moved forward through the hazardous area and skillfully administered mouth-to-mouth resuscitation to the injured man. A short time later, the unit came under intense hostile fire which wounded two Marines. Disregarding his own safety, Sergeant Dye fearlessly ran across the fire-swept terrain and rendered first aid to the injured men while assisting them to covered positions.

On 18 March 1968, Sergeant Dye again boldly exposed himself to intense enemy fire as he maneuvered forward to replace an assistant machine-gunner who had been wounded. Undaunted by the hostile fire impacting around him, he skillfully assisted in delivering a heavy volume of effective fire upon the enemy emplacements. Ignoring his painful injury, he steadfastly refused medical treatment, continuing to assist the machine gunner throughout the night.

His heroic and timely actions were an inspiration to all who observed him and contributed significantly to the accomplishment of his unit's mission. Sergeant Dye's courage, sincere concern for the welfare of his comrades and steadfast devotion to duty in the face of great personal danger were in keeping with the highest traditions of the Marine Corps and of the United States Naval Service.

Sergeant Dye is authorized to wear the Combat "V".

For The President,

H.W. Buse, Jr.

Lieutenant General, U.S. Marine Corps

Commanding General, Fleet Marine Force, Pacific

http://www.businessinsider.com/how-dale-dye-earned-bronze-star-in-vietnam-2015-3 (http://www.businessinsider.com/how-dale-dye-earned-bronze-star-in-vietnam-2015-3)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: AchillesLastStand on February 02, 2018, 02:10:38 PM
I have high hopes for this and even at this early point it looks impressive.
Here is a list of the weapons/vehicles.
http://postscriptumgame.com/assets

Cant wait to go shredding with my MG42  :2funny:
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: W8taminute on February 02, 2018, 07:09:28 PM
Add me to the list of people watching and waiting for this game.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Hofstadter on April 19, 2018, 02:04:23 AM
*SCREECH*

I GOT A GODDAMN STEAM KEY.

If you bought Squad during the kickstarter, you get a key!

I also have one free key at my disposal~
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on April 19, 2018, 02:33:04 AM
Quote from: Hofstadter on April 19, 2018, 02:04:23 AM
*SCREECH*

I GOT A GODDAMN STEAM KEY.

If you bought Squad during the kickstarter, you get a key!

I also have one free key at my disposal~

I'll take it if it's up for grabs! Thanks Hof!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on April 19, 2018, 05:33:45 AM
Jarhead, taking from the troops mouths? Unheard of!
Finally you get something back :)

P.S. How long?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: AchillesLastStand on April 20, 2018, 12:52:59 AM
Pre orders for Post Scriptum will be available Friday, which will get you access to the games testing sessions during weekends in May.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on April 20, 2018, 07:46:44 AM
Quote from: Destraex on April 19, 2018, 05:33:45 AM
Jarhead, taking from the troops mouths? Unheard of!
Finally you get something back :)

P.S. How long?

He gave it to someone else.

I always get screwed.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: JudgeDredd on April 20, 2018, 08:34:06 AM
Quote from: Jarhead0331 on April 20, 2018, 07:46:44 AM
Quote from: Destraex on April 19, 2018, 05:33:45 AM
Jarhead, taking from the troops mouths? Unheard of!
Finally you get something back :)

P.S. How long?

He gave it to someone else.

I always get screwed.
You love it   ^-^
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Hofstadter on April 20, 2018, 09:13:54 AM
One of my fav guys in the 160th got the key. I said to myself "if narse isnt here by the time I go to bed, Imma just give it to jarhead"

So..yeah, he showed up.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on April 20, 2018, 05:20:23 PM
Quote from: Hofstadter on April 20, 2018, 09:13:54 AM
One of my fav guys in the 160th got the key. I said to myself "if narse isnt here by the time I go to bed, Imma just give it to jarhead"

So..yeah, he showed up.

You have his address?  :crazy2:
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on April 20, 2018, 09:23:51 PM
Quote from: Jarhead0331 on April 20, 2018, 07:46:44 AM
Quote from: Destraex on April 19, 2018, 05:33:45 AM
Jarhead, taking from the troops mouths? Unheard of!
Finally you get something back :)

P.S. How long?

He gave it to someone else.

I always get screwed.

Shame :P
You are a man of means. You shall recover.
I was about to press the trigger on this one. There does not seem to be any advantage to getting the deluxe edition. Standard seems fine. In fact their is not even a pre-order discount!!!
So not really any point to this apart from being a guinea pig for their testing weekends.

The testing weekends are in may. I think I will hold off until the release dates are announced. Not really keen on trying it for a weekend and then having it snatched from me just when I was getting to like it.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Silent Disapproval Robot on April 22, 2018, 05:16:14 PM
Damn it.  Bought in even though I can't touch it until May 23rd.  That's two pre-orders in two months.  That ain't right....
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Grim.Reaper on April 22, 2018, 05:31:29 PM
I am safe on this one....no single player, no go for me...its a shame since does look decent.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: JasonPratt on April 22, 2018, 05:59:44 PM
Same. I can always get around to playing BiA3: Hell's Highway I guess.

(After I get around to playing BiA2.)

(After I get around to finishing BiA1. Someday.)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: IronX on April 22, 2018, 06:37:41 PM
Quote from: Silent Disapproval Robot on April 22, 2018, 05:16:14 PM
Damn it.  Bought in even though I can't touch it until May 23rd.  That's two pre-orders in two months.  That ain't right....

I pre-ordered as well. Crazy times. The man said you gotta get em before they run out of stock. He looked like he knew what he was talking about.

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Apocalypse 31 on April 23, 2018, 05:01:45 AM
Keeping an eye on this.

The videos aren't doing it for me. It doesn't look like the game is innovating in any way; what is it really bringing to the table?

Still pissed that it's been a few years, and Squad is STILL in Alpha.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Dammit Carl! on April 23, 2018, 09:45:51 AM
Man.  I just don't need another WW2 shooter...

...and this means I'll buy it at some point.

So strong. Much willpower.  :crazy2:
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Hofstadter on April 23, 2018, 09:11:03 PM
Quote from: Apocalypse 31 on April 23, 2018, 05:01:45 AM
Keeping an eye on this.

The videos aren't doing it for me. It doesn't look like the game is innovating in any way; what is it really bringing to the table?

Still pissed that it's been a few years, and Squad is STILL in Alpha.

To be fair. Squad is like...the best alpha. I play it almost every day
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Apocalypse 31 on April 25, 2018, 08:24:55 PM
Quote from: Hofstadter on April 23, 2018, 09:11:03 PMTo be fair. Squad is like...the best alpha. I play it almost every day

It just doesn't feel like they're making progress on the game. It almost feels like the developers work on Squad as a side
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: jomni on May 02, 2018, 05:22:06 PM
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Silent Disapproval Robot on May 02, 2018, 05:36:38 PM
That's one of excitable guy there!  Hope they've got a mute button.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: jomni on May 02, 2018, 07:53:59 PM
Quote from: Silent Disapproval Robot on May 02, 2018, 05:36:38 PM
That's one of excitable guy there!  Hope they've got a mute button.

Haha. You know YouTube personalities are like this most of the time.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on May 02, 2018, 09:01:31 PM
Quote from: jomni on May 02, 2018, 07:53:59 PM
Quote from: Silent Disapproval Robot on May 02, 2018, 05:36:38 PM
That's one of excitable guy there!  Hope they've got a mute button.

Haha. You know YouTube personalities are like this most of the time.

  Seems like he spent a lot of time shooting about three feet low.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Hofstadter on May 03, 2018, 05:38:11 AM
Quote from: Apocalypse 31 on April 25, 2018, 08:24:55 PM
Quote from: Hofstadter on April 23, 2018, 09:11:03 PMTo be fair. Squad is like...the best alpha. I play it almost every day

It just doesn't feel like they're making progress on the game. It almost feels like the developers work on Squad as a side

They just released v11 for public testing. British forces yo!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on May 03, 2018, 08:35:50 AM
This may have already been said. But I don't think their is any AI in post scriptum. Does anybody know of any plans for AI?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Skoop on May 03, 2018, 11:03:12 AM
Squad doesn't have bots so I would be shocked if this did.  I'd like to see bots in both these games for practice sake.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Apocalypse 31 on May 03, 2018, 12:35:20 PM
Quote from: Hofstadter on May 03, 2018, 05:38:11 AM
Quote from: Apocalypse 31 on April 25, 2018, 08:24:55 PM
Quote from: Hofstadter on April 23, 2018, 09:11:03 PMTo be fair. Squad is like...the best alpha. I play it almost every day

It just doesn't feel like they're making progress on the game. It almost feels like the developers work on Squad as a side

They just released v11 for public testing. British forces yo!

More kit or cosmetics is not what the game needs.

More details and a better meta is what the game needs, starting with an actual damage model for inf and vehicles, rather than a hit point system.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on May 03, 2018, 05:05:54 PM
Apocalypse are you saying this has arcade like damage models?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Hofstadter on May 04, 2018, 01:40:21 AM
Quote from: Apocalypse 31 on May 03, 2018, 12:35:20 PM
Quote from: Hofstadter on May 03, 2018, 05:38:11 AM
Quote from: Apocalypse 31 on April 25, 2018, 08:24:55 PM
Quote from: Hofstadter on April 23, 2018, 09:11:03 PMTo be fair. Squad is like...the best alpha. I play it almost every day

It just doesn't feel like they're making progress on the game. It almost feels like the developers work on Squad as a side

They just released v11 for public testing. British forces yo!


More kit or cosmetics is not what the game needs.

More details and a better meta is what the game needs, starting with an actual damage model for inf and vehicles, rather than a hit point system.

They implemented that today.

I will defend squad to the death O_______________________________O
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Apocalypse 31 on May 04, 2018, 07:44:57 AM
Quote from: Hofstadter
They implemented that today.

I will defend squad to the death O_______________________________O

Thankfully this isn't life or death.

From 4 MAY change log:
QuoteVehicle Armor Locational Damage
All vehicles now have more defined armor values IE: an APC will have more armor on its front, less on its sides, and very vulnerable in the back. This first take will loosely reflect more closely real-world characteristics, as well as create more depth to the AT role.

I guess that's a good start, but the Infantry (the core of the game) still has wonky models. You either get wounded or instantly killed. No damage to body parts, limping, or tertiary effects.

In three years I've had very few good experiences with Squad that I don't think will change with Post Scriptum.

Limited servers

There's no 'friend' system, so you rarely get the chance to be in the same Squad or even Team as your buddies when you hon a server

You are at the whim of a terrible Squad Leader that doesn't understand the game systems or you have a squad that doesnt want to work together

Repsawn system is AWFUL, specifically respawn timers. Your character is fickle and dies easily. Why make okayers wait over a minute to respawn ?  I don't want to wait 90 seconds to respawn. I want to enjoy the game, not sit at my computer staring at a blank screen for 90 seconds at a time.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Boggit on May 08, 2018, 03:23:24 AM
If the Bren gun is like the real life one, then in the hands of a skilled marksman it should be super accurate. I've actually seen it used on British army ranges - fired single shot at 300m it can get repeated bulls eyes - even clipping the previous bullet hole with a second bullet, and it's pretty good at 600m too. Burst - it is ideal for urban combat, as the beaten zone isn't very big, but is ideal for putting a lot of fire in on a window, or doorway. In the field, the beaten zone isn't wide enough to give good suppression fire, which is why the British army adopted the GPMG to replace the Bren.

I'd love to know what people make of the Bren gun in this game - in city fights it should be more useful than the MG42 for the reasons given.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: JudgeDredd on May 08, 2018, 04:58:40 AM
Quote from: Boggit on May 08, 2018, 03:23:24 AM
If the Bren gun is like the real life one, then in the hands of a skilled marksman it should be super accurate. I've actually seen it used on British army ranges - fired single shot at 300m it can get repeated bulls eyes - even clipping the previous bullet hole with a second bullet, and it's pretty good at 600m too. Burst - it is ideal for urban combat, as the beaten zone isn't very big, but is ideal for putting a lot of fire in on a window, or doorway. In the field, the beaten zone isn't wide enough to give good suppression fire, which is why the British army adopted the GPMG to replace the Bren.

I'd love to know what people make of the Bren gun in this game - in city fights it should be more useful than the MG42 for the reasons given.
30 round mag goes pretty damn quick though  :'(
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Boggit on May 08, 2018, 04:10:49 PM
Quote from: JudgeDredd on May 08, 2018, 04:58:40 AM
Quote from: Boggit on May 08, 2018, 03:23:24 AM
If the Bren gun is like the real life one, then in the hands of a skilled marksman it should be super accurate. I've actually seen it used on British army ranges - fired single shot at 300m it can get repeated bulls eyes - even clipping the previous bullet hole with a second bullet, and it's pretty good at 600m too. Burst - it is ideal for urban combat, as the beaten zone isn't very big, but is ideal for putting a lot of fire in on a window, or doorway. In the field, the beaten zone isn't wide enough to give good suppression fire, which is why the British army adopted the GPMG to replace the Bren.

I'd love to know what people make of the Bren gun in this game - in city fights it should be more useful than the MG42 for the reasons given.
30 round mag goes pretty damn quick though  :'(
True. :(

In burst mode you'd probably fire no more than 3 rounds on the average. On the other hand your can just hose down an area with a GPMG.

IIRC, when you were using the Bren you'd probably take around 8 mags with you, plus a box to reload the mags. Even so, you soon get through those mags.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on May 08, 2018, 05:47:24 PM
Quote from: Apocalypse 31 on May 04, 2018, 07:44:57 AM
Quote from: Hofstadter
They implemented that today.

I will defend squad to the death O_______________________________O

Thankfully this isn't life or death.

From 4 MAY change log:
QuoteVehicle Armor Locational Damage
All vehicles now have more defined armor values IE: an APC will have more armor on its front, less on its sides, and very vulnerable in the back. This first take will loosely reflect more closely real-world characteristics, as well as create more depth to the AT role.

I guess that's a good start, but the Infantry (the core of the game) still has wonky models. You either get wounded or instantly killed. No damage to body parts, limping, or tertiary effects.

In three years I've had very few good experiences with Squad that I don't think will change with Post Scriptum.

Limited servers

There's no 'friend' system, so you rarely get the chance to be in the same Squad or even Team as your buddies when you hon a server

You are at the whim of a terrible Squad Leader that doesn't understand the game systems or you have a squad that doesnt want to work together

Repsawn system is AWFUL, specifically respawn timers. Your character is fickle and dies easily. Why make okayers wait over a minute to respawn ?  I don't want to wait 90 seconds to respawn. I want to enjoy the game, not sit at my computer staring at a blank screen for 90 seconds at a time.

No friends system would be a huge concern for me.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Bardolph on May 25, 2018, 08:20:36 PM
Test server version up for download now for those who have purchased it. I'm downloading at the moment but will take forever on my dsl connection. Hope to get a look at it while the weekend test is going on. Curious to see if they can handle the load.

Cheers!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Hofstadter on May 26, 2018, 07:22:52 AM
Couldnt really get into it, the optimization was rather horrid for me
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Bardolph on May 26, 2018, 11:13:16 AM
I played it for maybe 15 minutes last night. Graphics were similar to Squad, everything was rather blurry and indistinct at any distance. The grass and foliage look pretty bad when you are moving. Frame rates were very low, hovering around 45 most of the time (1070, 16gb ram, i5 8600k). Got to where some shooting was going on, couldn't see anything (which could be considered pretty realistic lol). Got shot, had a medic patch me up. Climbed up to the third floor of a building and saw a Panther which was shortly blown up somehow. Finally, way in the distance I saw a little bit of movement that I assumed was a German. Fired a couple shots, got an instant dose of MG 42 in response and the game crashed.
Will give it another look today but keeping a close eye on the 2 hour return window.



Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Silent Disapproval Robot on May 26, 2018, 03:18:28 PM
My frame rate was pretty choppy even after I lowered the gfx settings quite a bit.

Took some time to figure out how to spawn but once I got in it seemed pretty straightforward.  Played for a bit as a Bren gunner.  Shot two Germans (I hope they were Germans.  Couldn't really tell) then got nailed and called it a day.

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Father Ted on May 26, 2018, 04:56:07 PM
Quote from: Silent Disapproval Robot on May 26, 2018, 03:18:28 PM
Played for a bit as a Bren gunner.  Shot two Germans (I hope they were Germans.  Couldn't really tell) then got nailed and called it a day.

Haven't even got on a server yet, but your experience gives me hope.  In short doses I really enjoy the sense of chaos that Squad produces - to me that seems the essence of modern infantry combat (hasten to add that this impression is based solely on books/TV docs, not personal experience).  As a game (in terms of win/lose, K/D, score, etc) Squad can get frustrating, but I do relish that whole hunkering-down-whilst-working-out-the-source-of-incoming vibe.  I'm guessing PS will do the same, but with a cooler setting.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: jomni on May 26, 2018, 05:34:33 PM
Quote from: Destraex on May 08, 2018, 05:47:24 PM
No friends system would be a huge concern for me.

I don't have friends so I'm fine.  :2funny:
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Silent Disapproval Robot on May 26, 2018, 05:41:37 PM
Quote from: Father Ted on May 26, 2018, 04:56:07 PM
Quote from: Silent Disapproval Robot on May 26, 2018, 03:18:28 PM
Played for a bit as a Bren gunner.  Shot two Germans (I hope they were Germans.  Couldn't really tell) then got nailed and called it a day.

Haven't even got on a server yet, but your experience gives me hope.  In short doses I really enjoy the sense of chaos that Squad produces - to me that seems the essence of modern infantry combat (hasten to add that this impression is based solely on books/TV docs, not personal experience).  As a game (in terms of win/lose, K/D, score, etc) Squad can get frustrating, but I do relish that whole hunkering-down-whilst-working-out-the-source-of-incoming vibe.  I'm guessing PS will do the same, but with a cooler setting.

I left out the 5 minutes it took to drive a jeep (and a further 5 to figure out how to get in and drive it) from the spawn over to the front line.  Once I got there, the firefight I was in lasted about 20 seconds from me peeking out through a hedge and setting up my bipod to me taking a bullet in the cranium. 
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on May 26, 2018, 10:06:26 PM
Quote from: jomni on May 26, 2018, 05:34:33 PM
Quote from: Destraex on May 08, 2018, 05:47:24 PM
No friends system would be a huge concern for me.

I don't have friends so I'm fine.  :2funny:

Jomni do you have this? I have it now. I was rather impressed actually, never having played squad. Sheesh thier is a lot to learn and the community in my area seems to expect you know everything already... apart from sounding very mature, they seem to be much much younger than me :)

Grabbed Post Scriptum for the test weekend. Sound effects are great. Plays a little like a really small version of flashpoint, around the size we used to make our missions. A lot to explore here. Game I think has the right ratio of realism and practicality for a playable game so far. Here are a few screenshots off my PC so you can see what it looks like on a lower end PC. Was getting 40FPS, although at times it dipped to 13FPS. I am running an old 3570k processor and a GTX970 GPU and had most settings at the top, for those that want to know.
It's alpha and I am not sure when the next test weekend is. There were tonnes of servers full when I checked. Generally with 80 people or so in them

he mode I just played had an offensive and defensive side. Once the objectives are taken by the attacking player, one by one. They cannot be retaken. Only remaining objectives can by defended. This does not preclude a counter-attack but does stop that counter attack from actually taking back ground. In real life of course attacking and defending were most often the roles of armies at least locally. Meeting engagements did happen of course. I destroyed a Sherman Firefly with my panzerschreck as well as the infantry scout covering ahead. However because I was on my own, at an already capped objective. It was to no avail. In fact come to think of it, I do not even think kills are "literally" displayed in the points scoring system. It simply lists things like "teamwork" and "objective". This is a great incentive (not incentiviser) to work as a team. I assume if you stay with your squad you automatically gain points.

It really is a breath of fresh air to see terrain that trys to actually look like the area it portrays as well as undulating enough to make infantry effective at moving without getting immediately pinned. The fact that most players are forced to have their historical counterparts bolt action rifles helps in that regard. Tanks are very hard to see out of, although I only tried an British armoured car. You do see the commander of tanks unbuttoned, I imagine for obvious reasons.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on May 26, 2018, 10:27:22 PM
Just thinking about it actually, I think one of the things I like about it thus far is that I did not notice any sway while running or aiming if you are not fatigued. I am not really a fan of games that make you play the with the gun swinging about in prone rested positions.

Here are a few pics for you guys

(https://farm2.staticflickr.com/1753/41653338434_fabd45a43a.jpg)

(https://farm2.staticflickr.com/1738/41653338034_33da5053d9.jpg)

(https://farm2.staticflickr.com/1723/41653337714_9732e976e3.jpg)

(https://farm2.staticflickr.com/1737/42327623972_833d3e187d.jpg)

(https://farm1.staticflickr.com/897/42327624202_4661961394.jpg)

(https://farm1.staticflickr.com/889/41653335254_5c3fb0253e.jpg)

(https://farm1.staticflickr.com/886/41653335634_0309c23374.jpg)

(https://farm1.staticflickr.com/878/41653335964_17842bece8.jpg)

(https://farm2.staticflickr.com/1726/41653336414_a77db1470d.jpg)

(https://farm1.staticflickr.com/882/41653336824_5c66682886.jpg)

(https://farm2.staticflickr.com/1744/41653337134_f75a0272db.jpg)

(https://farm1.staticflickr.com/885/41653337424_32defe1165.jpg)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: jomni on May 27, 2018, 06:30:22 AM
Quote from: Destraex on May 26, 2018, 10:06:26 PM
Jomni do you have this? I have it now. I was rather impressed actually, never having played squad. Sheesh thier is a lot to learn and the community in my area seems to expect you know everything already... apart from sounding very mature, they seem to be much much younger than me :)

Not yet.  Only have Squad.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on May 27, 2018, 07:46:52 AM
Let me know when you have it if you want. We should try a Grog squad, deep south deep deep south grogsquad. I don't think this game would be playable on the US servers? Not optimised enough yet.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Skoop on May 28, 2018, 12:21:47 AM
I actually rather enjoyed it.  I think the WWII weapons fit well into this system.  It's a campers delite, and I love to camp.  It does take a while to find a good camp spot, but when you do...it's deadly and takes for ever for them to find you.  The canteen helps with running so you can cover the map a little better.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on May 28, 2018, 07:54:41 AM
Skoop you're a camper? I hate you! :P
I would have thought the scoring system would stop you from camping so much. Does it not reward teamplay?
But then if their is no progression system who cares about score right?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: IronX on May 28, 2018, 10:48:19 AM
The game does reward points for team play, although at this point it's not clear what it actually does. Personally, I'd prefer not to see the game offer bonuses for certain play styles and keep it a level playing field.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Skoop on May 28, 2018, 11:38:05 AM
Quote from: Destraex on May 28, 2018, 07:54:41 AM
Skoop you're a camper? I hate you! :P
I would have thought the scoring system would stop you from camping so much. Does it not reward teamplay?
But then if their is no progression system who cares about score right?

Lol, the maps are so big it's a different type of camping.  It's more like sniper stalking / human hunting per say.  For example, a point was captured by the enemy, so I remained silent in the woods near by.  Enemy just kept waltzing by me as I picked them off.  After I killed a half dozen guys they finally zeroed in on me, so it was time to bail. 


You can use the non arcadish spotting to your advantage.  Thats what I mean by a campers delight.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Barthheart on May 28, 2018, 11:44:20 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi0.kym-cdn.com%2Fphotos%2Fimages%2Fnewsfeed%2F000%2F689%2F518%2Fb1c.jpg&hash=96fc878eb3ae96b65fe7b8310025f6cf2210270c)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on May 28, 2018, 11:51:17 AM
Quote from: IronX on May 28, 2018, 10:48:19 AM
The game does reward points for team play, although at this point it's not clear what it actually does. Personally, I'd prefer not to see the game offer bonuses for certain play styles and keep it a level playing field.

  This all sounds great.  I'm not much of a camper and I think this game will not allow for my basic (unrealistic) strategy in FPS of getting a fast vehicle and a machine gun and patrol in enemy territory.  Which is fine with me (ie not driving around with a machine gun).  I'm looking forward to being a regular rifleman in a section and getting killed trying to reach an objective (which is my other basic strategy).  The real attraction for me is the idea of terrain that is more realistic than your average FPS -- that would be something!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on May 28, 2018, 06:34:24 PM
Meng, the terrain is one of the things I really like about the game. But it is Holland, which means it is pretty flat and open to begin with. But the terrain it does have is stellar.
Here are some of the terrain types I have seen:
(https://farm2.staticflickr.com/1760/41517051215_0f6815aa4a.jpg)

(https://farm2.staticflickr.com/1737/41517050145_603bd0f0bd.jpg)

(https://farm2.staticflickr.com/1730/41517049165_6cd65b48c0.jpg)

(https://farm1.staticflickr.com/898/41517048685_0b93f7e42d.jpg)

(https://farm2.staticflickr.com/1723/41517047835_94cab91fbe.jpg)

(https://farm2.staticflickr.com/1754/41517046835_b7b61074f8.jpg)

(https://farm1.staticflickr.com/878/41517046165_198be9c506.jpg)

(https://farm2.staticflickr.com/1754/41517044685_537657af32.jpg)

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on May 28, 2018, 09:37:59 PM
Quote from: Destraex on May 28, 2018, 06:34:24 PM
Meng, the terrain is one of the things I really like about the game. But it is Holland, which means it is pretty flat and open to begin with. But the terrain it does have is stellar.
Here are some of the terrain types I have seen:


   Fantastic!  Thanks for the images!  I guess the terrain has at least two interesting aspects: 1) It is based on a 1:1 representation of the area at the time of the fighting 2) it is where the battles actually happened.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Silent Disapproval Robot on May 28, 2018, 10:34:56 PM
Frame rates were very bad for me even with lowered graphics settings.  Still shots look great but it plays badly.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on July 29, 2018, 12:04:27 AM
Quote from: IronX on May 28, 2018, 10:48:19 AM
The game does reward points for team play, although at this point it's not clear what it actually does. Personally, I'd prefer not to see the game offer bonuses for certain play styles and keep it a level playing field.

  I drove around on a relatively vacant server.  I nearly ran into another player with my Bren gun carrier, but made it to the Dreil Rail Bridge:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on July 30, 2018, 10:45:44 PM
Quote from: Silent Disapproval Robot on May 28, 2018, 10:34:56 PM
Frame rates were very bad for me even with lowered graphics settings.  Still shots look great but it plays badly.

Seems to be working for me ( "Lance Corporal Lewis Carroll" ) with the graphics dialed back slightly.  Here's my first kill (an abandoned half-track on a relatively empty server):

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Silent Disapproval Robot on July 30, 2018, 11:14:44 PM
Gotta try more tweaking I guess.  I played a bit last night but my frame-rates were still crap (12-15 fps) despite my dialing down the gfx settings to the point where it looked pretty bad.  I've also found that if you remap the controls, a lot of the functions won't work properly.  I can't change the zero on my rifle even though I've remapped the controls to do so.  It's stuck at 100m no matter what I do.

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Zulu1966 on July 31, 2018, 02:42:41 AM
I am getting quite good performance on reasonably high settings. I think the maps are amazing. However even at this early stage when you would think it is dedicated early adopters I still find it degenerates into to same trap every other MP FPS I have tried, including things like squad, into just a bunch of individuals doing their own thing with no real tactics or co-ordination.

IF anyone ever cracked that particular problem I would rarely play anything else I think. Apart from CM.😆
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on July 31, 2018, 04:51:28 AM
Zulu that particular problem can be cured by having a few friends along that know you want to enjoy the game by doing things right.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on July 31, 2018, 05:05:10 AM
Quote from: Silent Disapproval Robot on July 30, 2018, 11:14:44 PM
Gotta try more tweaking I guess.  I played a bit last night but my frame-rates were still crap (12-15 fps) despite my dialing down the gfx settings to the point where it looked pretty bad.  I've also found that if you remap the controls, a lot of the functions won't work properly.  I can't change the zero on my rifle even though I've remapped the controls to do so.  It's stuck at 100m no matter what I do.

   I do have a lot of things dialed far down.   No bloom or any of that and minimal anti-alias-ing.  All textures on high and not epic.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on July 31, 2018, 05:14:44 AM
Quote from: Zulu1966 on July 31, 2018, 02:42:41 AM
I am getting quite good performance on reasonably high settings. I think the maps are amazing. However even at this early stage when you would think it is dedicated early adopters I still find it degenerates into to same trap every other MP FPS I have tried, including things like squad, into just a bunch of individuals doing their own thing with no real tactics or co-ordination.

IF anyone ever cracked that particular problem I would rarely play anything else I think. Apart from CM.😆

   I agree that good coordination tends to be very rare in FPS games -- but even back in Red Orchestra days it could happen.  From what I've seen, PS tends to have a fair amount of some kind of coordination even at the worst of times.  For example, on a virtually empty server the 9th SS were bored and told us where they were lurking (text).  We coordinated a mortar barrage and I radio-ed in some suggestions from where I was close to the enemy and near the impact area.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on July 31, 2018, 03:16:04 PM
Quote from: Destraex on July 31, 2018, 04:51:28 AM
Zulu that particular problem can be cured by having a few friends along that know you want to enjoy the game by doing things right.

  First kill (guy with an MG42, I guess)...I think his theory was that he could sit on the reverse of this little lump and machine-gun people in the back as they went from the tent-spawn point to the front.  I was lost and came over the lump right behind him.  A minute later I was wounded and then found that I had became a squad leader (technically a section) and was kicked for "not leading" or turning over command or using my mic-- any one of those would have been sufficient.  I guess I had my sound turned down too far or something or wasn't transmitting or something.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Zulu1966 on July 31, 2018, 03:32:19 PM
Quote from: Destraex on July 31, 2018, 04:51:28 AM
Zulu that particular problem can be cured by having a few friends along that know you want to enjoy the game by doing things right.

I get it may be better but even if I manage four friends on line at the same time that's still only 5 of  us out of 128.

I am talking two platoon sized units moving and operating as in a realistic fight. Not seen that kind of thing anywhere.

Have always figured money would work. So something like each player commits 20 bucks into the pot and the winning side takes the pot. Could even grade players on performance rather then sharing equally.

I know likely never work but would be so cool to have a proper battle in one of these games.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on July 31, 2018, 04:12:14 PM
Quote from: Zulu1966 on July 31, 2018, 03:32:19 PM

I know likely never work but would be so cool to have a proper battle in one of these games.

  I guess my standards are a lot lower.  Having played these games for years I'm always surprised when my gun shoots and actually kills the target.  Even from three yards in the back I always half expect the shot to do no apparent damage while the MG42 gunner jumps up, flips through the air, whistles and kills me instantly with a wrench.  So far this hasn't happened in PS, so it seems like a great game.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Father Ted on July 31, 2018, 04:37:08 PM
Quote from: Zulu1966 on July 31, 2018, 03:32:19 PM

I am talking two platoon sized units moving and operating as in a realistic fight. Not seen that kind of thing anywhere.


Clans do this sort of thing.  I've posted about this before, but there was a clan in Darkest Hour who would invite public players to partake in this sort of event and it was great.  You needed a bit of patience as the game was being set up, but the ensuing experience was huge.  Maybe there will be clans in PS which will do this...

Even in pub-play with these games you will sometimes luck into a decent squad and it is a bunch of fun.  Of course a Grogs' squad would be so much better...
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Trooperc7 on August 01, 2018, 05:58:57 AM
trying to get people to play as a team in an online FPS brings to mind trying to herd cats!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 01, 2018, 06:34:39 AM
Quote from: Trooperc7 on August 01, 2018, 05:58:57 AM
trying to get people to play as a team in an online FPS brings to mind trying to herd cats!

I was in some battles yesterday.  From what I could see and understand (which was sometimes not a lot), coordination was pretty good.  There is a strong hierarchy with loadouts and roles associated, but not identical.  So for example, the "Commander" (a platoon-level officer) can call in airstrikes and artillery, while the logistics unit sets up mortars.  There are three kinds of mortars in the game (roughly the 50mm at the secton level, the 3-inch above that and the 4-inch (the 106mm I guess)) so that's unusually cool in itself.  Attacking is a lot harder than defending and things can go wrong fast.  In the night battle I think I followed pretty well, the main punch went in well and we were say 30 seconds from winning BUT casualties were high especially among the section and platoon leaders and all sorts of odd things happened plus armored coordination wasn't very good -- but that seems pretty realistic and therefore "Cool" or even "Neato" in my kid-from-the-60s aesthetics.  The main interest I have in this game is the coolness of having weapons and situations that resemble things you might actually have seen if you had been present for Market-Garden in 1944.  It's true that with Fireflies on hand you are in a more ideal version of things for the allied paratroops north of the Rhine, but still it is pretty cool.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Zulu1966 on August 01, 2018, 09:07:15 AM
Also think no respawn would make people more cautious. Sort of rogue FPS if you like.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 01, 2018, 10:05:58 AM
Quote from: Zulu1966 on August 01, 2018, 09:07:15 AM
Also think no respawn would make people more cautious. Sort of rogue FPS if you like.

   Respawning is sort of the boundary marker of the game as game versus the game as something else.  After all the game doesn't simulate the social and disciplinary pressures that make soldiers undertake very dangerous or even suicidal tasks.  Plus respawning sort of makes up for the limited population of players that can be represented at any one time.   So though the game seems to represent one heavily-reinforced platoon attacking another heavily-reinforced platoon, the actual numbers of troops (counting each respawn or even wound as a separate soldier) is more like a not-very-well-supported and fantastically uncoordinated battalion undertaking a probe or feint -- which does match the frontage more closely as well.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Michael Dorosh on August 01, 2018, 10:43:09 AM
Quote from: MengJiao on August 01, 2018, 06:34:39 AM
and the 4-inch (the 106mm I guess)) .

4.2" Mortar was used by the Americans also - I believe it is 107mm, so close. The Yanks used them in chemical mortar battalions as they fired smoke and WP. The British had one company per division of the 4.2", as a part of the divisional MG battalion.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Zulu1966 on August 01, 2018, 02:26:30 PM
Quote from: MengJiao on August 01, 2018, 10:05:58 AM
Quote from: Zulu1966 on August 01, 2018, 09:07:15 AM
Also think no respawn would make people more cautious. Sort of rogue FPS if you like.

   Respawning is sort of the boundary marker of the game as game versus the game as something else.  After all the game doesn't simulate the social and disciplinary pressures that make soldiers undertake very dangerous or even suicidal tasks.  Plus respawning sort of makes up for the limited population of players that can be represented at any one time.   So though the game seems to represent one heavily-reinforced platoon attacking another heavily-reinforced platoon, the actual numbers of troops (counting each respawn or even wound as a separate soldier) is more like a not-very-well-supported and fantastically uncoordinated battalion undertaking a probe or feint -- which does match the frontage more closely as well.

Yes I get the point of the respawn. I guess what I am saying is that if a player knew when he got killed he would have to spectate or leave.and find another server then it may by effect introduce some of that real world caution and by extension introduce some proper co op as simply the only or best way to survive.

Not saying it's enjoyable for those that like to simply run around shooting people knowing they will just be reincarnated, but would add something
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Tuna on August 01, 2018, 02:54:22 PM
Quote from: Zulu1966 on August 01, 2018, 02:26:30 PM
Quote from: MengJiao on August 01, 2018, 10:05:58 AM
Quote from: Zulu1966 on August 01, 2018, 09:07:15 AM
Also think no respawn would make people more cautious. Sort of rogue FPS if you like.

   Respawning is sort of the boundary marker of the game as game versus the game as something else.  After all the game doesn't simulate the social and disciplinary pressures that make soldiers undertake very dangerous or even suicidal tasks.  Plus respawning sort of makes up for the limited population of players that can be represented at any one time.   So though the game seems to represent one heavily-reinforced platoon attacking another heavily-reinforced platoon, the actual numbers of troops (counting each respawn or even wound as a separate soldier) is more like a not-very-well-supported and fantastically uncoordinated battalion undertaking a probe or feint -- which does match the frontage more closely as well.

Yes I get the point of the respawn. I guess what I am saying is that if a player knew when he got killed he would have to spectate or leave.and find another server then it may by effect introduce some of that real world caution and by extension introduce some proper co op as simply the only or best way to survive.

Not saying it's enjoyable for those that like to simply run around shooting people knowing they will just be reincarnated, but would add something

That's how my friends and I used to do that Call of Duty mode.. I forget what it was called, but once you died you 'watched' cause your dead. Some people hate that (the free for all - bunny hopping types). But some, like myself really enjoyed it, makes you pursue the objective with caution.

Think I played that Arma 2 mod, that way too on SimHQ's UK server.. SDR are you the one that turned me on to them? Those were fun games!

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 01, 2018, 06:52:41 PM
Quote from: Zulu1966 on August 01, 2018, 02:26:30 PM

Yes I get the point of the respawn. I guess what I am saying is that if a player knew when he got killed he would have to spectate or leave.and find another server then it may by effect introduce some of that real world caution and by extension introduce some proper co op as simply the only or best way to survive.

Not saying it's enjoyable for those that like to simply run around shooting people knowing they will just be reincarnated, but would add something

  I think for some games no respawn would be fine.  On the other hand the spawn and respawning in PS is pretty constructive and meshes well with the medic mechanics to keep sections grouped and reward staying grouped.  People are still pretty shocked when they get killed in PS or even near-missed (there are suppression effects) and wounds have effects similar to suppression.  PLUS respawning takes time and offers options for restructuring the section as players come in and out of the game.  It's pretty hard to run around shooting in PS -- you are pretty likely to be picked off by people who are more cautious or machine-gun fire or mortar fire or an air strike or exploding ammunition or your own AT guns shooting HE etc. etc..  Anyone who stays with his section is likely to live longer due to help spotting the enemy, fire support, smoke, not being hit by your own side and medics among other things.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: jomni on August 01, 2018, 08:13:35 PM
No respawn is ok for Team Deathmatch style games in a small space.  Territory capture would be boring without respawn.  Firefights become too sparse and doesn't give you a feeling of a big operation. 
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 01, 2018, 10:02:50 PM
Quote from: jomni on August 01, 2018, 08:13:35 PM
No respawn is ok for Team Deathmatch style games in a small space.  Territory capture would be boring without respawn.  Firefights become too sparse and doesn't give you a feeling of a big operation.

   At least in PS, respawning is built in so as to mesh some levels of complexity (sections, deployment, switching roles, medics).  Here is a snapshot of a Cromwell with some damage returning for repair:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on August 09, 2018, 10:11:22 AM
Anybody playing the release build? How is it?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 09, 2018, 01:55:04 PM
Quote from: Jarhead0331 on August 09, 2018, 10:11:22 AM
Anybody playing the release build? How is it?

   There are at least two new maps: Doorwerth (with a castle) and Arnhem Range (which might be the same as Arnhem, but I only saw training servers using it).  Otherwise I've never had trouble with whatever "optimization" means and I don't drive Tiger tanks so I don't get upset when somebody blows me up so the game has seemed perfectly workable even in beta.  There's some kind of training now -- but that was jammed so I went to Doorwerth and drove a halftrack and a jeep for the first time.  Perhaps there are more vehicles available on all maps now?

    If the release build is otherwise as stable as the beta then -- for me -- the game works fine.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Silent Disapproval Robot on August 09, 2018, 04:15:05 PM
It still runs quite poorly on my machine with the FPS dropping to 12 or so from time to time.  Texture fill is often delayed and will take a second or two to pop in whenever I spawn in or transition out of a vehicle.

Rebinding keys still causes issues.  I've remapped my controls but some no longer function.  I can't change the zero range on my rifles even though the commands are bound.  I've tried various combos but nothing outside of the defaults works.

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 09, 2018, 05:17:07 PM
Was zero range not bound to two keys.... something like ALT [ ?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Silent Disapproval Robot on August 09, 2018, 05:23:33 PM
Yup.  Rebinding to two other keys or a key and a MB doesn't function.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 09, 2018, 07:08:24 PM
Cool. I thought you may have missed rebinding one key.
I just tried the test range servers and their are none currently in my region. The two on I did try looked like privately run ones.
A lot of trolling in those servers. You jump on a gun to test it by firing at the range targets and somebody shoots you. You respawn and somebody shoots you. The chinese character one was especially bad for that. The two apparently official range servers were in the EU. I might try them later.
What is apparent is that for me performance when aiming and shooting means I can swing past the target rather than stopping on it. Might have to play with my settings to see what is up here. But probably just poor PC performance. Their was a lot going on in that server. However I have noticed that I might have to turn my graphics down because in real matches I generally find it hard to aim when I encounter somebody.

(https://farm2.staticflickr.com/1811/43236434284_9794de0c06_z.jpg)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 09, 2018, 07:39:07 PM
Quote from: Destraex on August 09, 2018, 07:08:24 PM
Cool. I thought you may have missed rebinding one key.
I just tried the test range servers and their are none currently in my region. The two on I did try looked like privately run ones.
A lot of trolling in those servers. You jump on a gun to test it by firing at the range targets and somebody shoots you. You respawn and somebody shoots you. The chinese character one was especially bad for that. The two apparently official range servers were in the EU. I might try them later.
What is apparent is that for me performance when aiming and shooting means I can swing past the target rather than stopping on it. Might have to play with my settings to see what is up here. But probably just poor PC performance. Their was a lot going on in that server. However I have noticed that I might have to turn my graphics down because in real matches I generally find it hard to aim when I encounter somebody.


  I sort of trained on relatively empty servers.  To get some weapons you need slightly full sections (at least on regular servers), so that can be tricky.  I try to help the total noobs (I'm still very noob myself ).

 
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 09, 2018, 10:57:47 PM
Quote from: Destraex on August 09, 2018, 07:08:24 PM
Cool. I thought you may have missed rebinding one key.
I just tried the test range servers and their are none currently in my region. The two on I did try looked like privately run ones.


  Yes!  Things were chaotic on all three of the Arnheim Range servers I visited.  Maybe they should have placed the spawn points for the Germans farther from the spawn points for the Allies?  I did see vehicles flying through the air -- but I'm pretty used to that.  Here is a more mundane snapshot of the mayhem:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on August 10, 2018, 12:55:05 PM
I just refunded this game. It is absolutely EVERYTHING I hate about MP only games...

People.  I f*cking hate people. God damn them all.

Such a wasted opportunity on a great looking game.

Goodbye.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 10, 2018, 01:27:44 PM
Quote from: MengJiao on August 09, 2018, 10:57:47 PM
Quote from: Destraex on August 09, 2018, 07:08:24 PM
Cool. I thought you may have missed rebinding one key.
I just tried the test range servers and their are none currently in my region. The two on I did try looked like privately run ones.


  Here is a more mundane snapshot of the mayhem:

   Here's a snapshot from near Belvedere on Doorwerth.  Even outside of the training range, one does see quite a few knocked-out tigers.  What seems to happen is that the first people in the game on the German side, grab the Tiger and drive off to engage the 1st Airborne single-handed.  The infantry spots the Tiger and the first Firefly on the scene knocks it out then I wander up and take a screenshot.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 10, 2018, 01:33:38 PM
Quote from: Jarhead0331 on August 10, 2018, 12:55:05 PM
I just refunded this game. It is absolutely EVERYTHING I hate about MP only games...

People.  I f*cking hate people. God damn them all.

Such a wasted opportunity on a great looking game.

Goodbye.

  I used to react pretty negatively (like this), but over the years endless exposure to the absurdities of MP games have sort of immunized me to some of it.  I still see plenty of incidents that say 10 years ago would have made me give up MP games for a few years, but now I'm happy if my weapons work most of the time -- PS is a very pretty game and I can overlook a lot of the MP stuff (which can be fantastically annoying) most of the time.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on August 10, 2018, 02:06:26 PM
^I think it looks and sounds fantastic. I just can't stand game play where my experience is totally reliant on how someone else plays. Ridiculous. Not even an offline training mode...without bots!?!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 10, 2018, 03:10:54 PM
Quote from: Jarhead0331 on August 10, 2018, 02:06:26 PM
^I think it looks and sounds fantastic. I just can't stand game play where my experience is totally reliant on how someone else plays. Ridiculous. Not even an offline training mode...without bots!?!

   I trained (sort of...) on servers with very low populations.  The "Arnheim Range" training thing is absurd (at least the ones on public servers).  One problem is that to get the infantry section weapons, you have to be in a relatively full section (which I guess makes some kind of "authenticity" sense), so i would go play as the 1st Airborne on Das Experten Hohenstaufen Panzertruppen SS Wiking Krusader servers where there was fast turnover on the visiting (defeated and mocked) 1st Airborne players and use a wider range of weapons.  It's true that one's experience of this game is highly dependent on what others do, but that dynamic can be interesting as well as annoying at least some times.  And I'm a noob and a pretty bad player so I have some sympathy even for the average pathological nut players PLUS I only play on the Allied side and often that is a more sociable (or socialized?) crowd.

And here's a letter from the Devs:


    http://postscriptumgame.com/open-letter-periscope-games/
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 10, 2018, 04:20:56 PM
Jarhead a shame you did not play before release when only the die hards were playing. Very civil. I am sure all the nutters will get bored and leave soon.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on August 10, 2018, 04:40:51 PM
Quote from: Destraex on August 10, 2018, 04:20:56 PM
Jarhead a shame you did not play before release when only the die hards were playing. Very civil. I am sure all the nutters will get bored and leave soon.

Please let me know when the servers settle down.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 10, 2018, 05:43:02 PM
Sure thing Jarhead.

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 10, 2018, 05:44:16 PM
As for the open letter from periscope games. They seem to have stuffed up somewhat on the expected content at release. Not surprised as the game still says it in development. It seems that unlike Scotty everybody these days releases half cocked. In this case however I really like the game in its present state. But with the changes coming it will be even better. Kudos on the fact they actually released rather than pretending they were in beta that stays the same for years.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 10, 2018, 06:11:26 PM
Quote from: Destraex on August 10, 2018, 05:44:16 PM
As for the open letter from periscope games. They seem to have stuffed up somewhat on the expected content at release. Not surprised as the game still says it in development. It seems that unlike Scotty everybody these days releases half cocked. In this case however I really like the game in its present state. But with the changes coming it will be even better. Kudos on the fact they actually released rather than pretending they were in beta that stays the same for years.

  They don't seem to have anything like a marketting team or anything...which I guess has its pros and cons.  They have no consistant "message" except for the fact that there is a game and it works okay and it is going to get more features.   I guess with the proper marketting and an invincible Tiger mode and plenty of multicolored slogans and numbers popping up to direct people in Elite Sniper Mode on very small maps they could be raking in millions and selling all the improvements as DLC.  But they seemed to have missed the boat on that tactical game strategy tactical strategy tactics thing.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 10, 2018, 09:08:40 PM
Meng the problem seems to be that they quit specifically promised things like the Americans again and again for release. Then when the game was released their was no mail out of their media was still wrong at least in some areas. It's sloppy whether there is a department or not for that sort of thing. When you release you communicate as well what that release entails and any limitations.

As it is we got more on release. I saw STUGs, Churchills and Stuarts for the first time... unless they were in before?

But now they are offering blanket refunds for anybody not happy. I for one still think they have delivered something outstanding and amazing and will NOT be taking advantage of this. As far as I am concerned I already have what I want.

However I am looking forward to the rally command which enables squad leaders to use rally to allow members to spawn near them for a period of time (I think 30 seconds or so). That is supposed to keep squads together and should work well. I also like that in future (when implemented) company commanders will have to be near a radioman to call in air strikes. This is like red storm rising 2 vietnam and is as it should be. Currently I do not think their is a radioman role. Instead their is a radio in a tent and a radio jeep? I have not played commander yet.

As for the American Airborne. I am in no hurry for them. British airborne are pretty rare in games and I am happy with that. I will of course play the Americans when they come. But I am in no hurry.

Performance though I would love to have improve. Game looks good and plays well.

Me last night:
(https://farm2.staticflickr.com/1836/43923152772_2c469aef5c_z.jpg)

(https://farm2.staticflickr.com/1838/43971630201_dbbb173173_z.jpg)

(https://farm1.staticflickr.com/929/29033446487_356aa04aa1_z.jpg)

(https://farm2.staticflickr.com/1818/43923152202_1a4fd7dfe1_z.jpg)

(https://farm2.staticflickr.com/1818/43253019074_8bc32d86f2_z.jpg)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 10, 2018, 09:29:32 PM
Quote from: Destraex on August 10, 2018, 09:08:40 PM
Meng the problem seems to be that they quit specifically promised things like the Americans again and again for release. Then when the game was released their was no mail out of their media was still wrong at least in some areas. It's sloppy whether there is a department or not for that sort of thing. When you release you communicate as well what that release entails and any limitations.

As it is we got more on release. I saw STUGs, Churchills and Stuarts for the first time... unless they were in before?


   Apparently the vehicles have been available all along (as the American paratroops have been in some form), but you would have to load them on your server with an administrative console command.  One problem seems to be how the map scenarios are set up (there's no sandbox mode for setting up the map scenarios a server has).  So Driel01 or whatever comes with some (but not all) vehicles and no americans since they didn't fight at Driel.  Wisely, they did not start with sandbox mode but with some scenarios that allowed both sides to bring in a selection of vehicles and units that were vaguely appropriate to the region on the map.

   As usual, people seem to have overreacted saying the devs "lied" about vehicles and "stole" the whole game from Squad.  Nobody had comparative fits about mods for Red Orchestra but apparently asking for 30 bucks for an extensive mod is just too much.  30 bucks seems reasonable to me.  After all an F/A-18 for DCS costs 80 bucks and it is not a particularly extensive mod, but only a minor addition to the game and the Normandy gear for DCS does cost 30 bucks and its just some items for the pre-existing game.

   More to the point, the game is pretty ground-breaking in many ways at least for a WWII game.  I've never played squad so I don't know.  1:1 maps of real places with some attempt at representing the units involved (though of course the British armor does upset the German players since the 1st Airborne had no armor) is pretty much a first for a WWII FPS, though maybe some ARMA mods have been close to that.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 10, 2018, 10:15:33 PM
I agree. It is cheap for what it is. I don't give a rats whether people think it's a glorified mod or not. It's got everything I need.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: JudgeDredd on August 11, 2018, 02:26:43 AM
Quote from: Jarhead0331 on August 10, 2018, 12:55:05 PM
People.  I f*cking hate people. God damn them all.
Present company accepted?  :2funny:

Quote from: Jarhead0331 on August 10, 2018, 12:55:05 PM
I just refunded this game. It is absolutely EVERYTHING I hate about MP only games...

People.  I f*cking hate people. God damn them all.

Such a wasted opportunity on a great looking game.

Goodbye.

I'm glad I read through here. I feel exactly the same with online gaming. Complete arseholes. There was once when I had a decent online experience and that was with Battlefield 2 and a group of guys I used to meet with. Even then, though, we had many, many arseholes show up and ruin the fun. Generally the vast majority of my online experiences have been destroyed by other people.

I was tempted - but no offline mode = no buy I'm afraid.

Enjoy  :notworthy:
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 11, 2018, 04:25:53 AM
Yeah Dred. However I find that post scriptums crowd so far at least on the Australian servers. Are a really good solid headed group. I hear so far what I would expect from reasonably intelligent people wanting to work together. Like I said to Jar. I expect like with red orchestra that the majority of nutjobs will move on when they refund after realising the game will not propel them to hero stardom like Battlefield or COD. Please remind me to try the American servers a while down the track to see how they are tracking.

P.S. Dred why not try it on steam and then refund making sure you stay under the refund time limit for play time?

Here is what I consider to be a balanced review from 1 day ago about release:
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: sandman2575 on August 11, 2018, 09:04:54 AM
Lack of SP here is tragic.  The game is freaking gorgeous - even just watching Let's Plays is a treat.  But I've never been an MP guy and def am not going to start with a game this hard and seemingly impossible to learn how to play in an MP setting beset by griefers and pros who have been training with it for months....

Man it's tempting though...
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Grim.Reaper on August 11, 2018, 09:20:07 AM
Quote from: sandman2575 on August 11, 2018, 09:04:54 AM
Lack of SP here is tragic.  The game is freaking gorgeous - even just watching Let's Plays is a treat.  But I've never been an MP guy and def am not going to start with a game this hard and seemingly impossible to learn how to play in an MP setting beset by griefers and pros who have been training with it for months....

Man it's tempting though...

Yep, always disappointing when no single player included...unless it ever goes on sale for a few $$ and just to try it, won't be a sale here...
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Father Ted on August 11, 2018, 01:10:19 PM
To be fair to the developers, SP was never part of their game-design:  its whole ethos is about team MP.

Also, it's interesting reading some of the responses in this thread. When a new game crops up, I tend to dismiss it out of hand if there is no MP (especially so for FPSs).  Perhaps my tolerance level for arsiness is unusually high, but I've had very few experiences which have put me off playing - and a lot of the interaction has been positively enjoyable.  Admittedly the games I've played have been the "serious" ones which tend to attract a more mature crowd - I've not tried the mainstream twitch-shooters.

As for the price, these guys aren't getting rich off this.  I got it for free because I'd backed Squad and I imagine that that is the case for a fair percentage of the rest of their customers.

@Sandman - do you not do MP in flight sims?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 11, 2018, 06:31:45 PM
Apparently this is what happened according to a community member on the steam forums:

"You didn't bother researching the game beforehand. A few months ago, the devs posted a roadmap with what features they intend to have on release day and what features they aim to implement steadily after release. Here:

https://media.discordapp.net/attachments/375730707080806400/457471257902972948/Roadmap.jpg

You'll see that they've implemented everything they said they would. It's correct that they didn't reflect this on the steam page but the core community already knew what was going to be in the game on launch. All you needed to do was check the game's reddit page.

Considering the uniqueness of the PS experience I consider this $30 game an absolute bargain! "

(https://media.discordapp.net/attachments/375730707080806400/457471257902972948/Roadmap.jpg)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Grim.Reaper on August 11, 2018, 06:37:03 PM
Quote from: Father Ted on August 11, 2018, 01:10:19 PM
To be fair to the developers, SP was never part of their game-design:  its whole ethos is about team MP.



Not really a matter of what is fair, just expressing that only catering to MP, leaves folks like myself on the sidelines...would have been day one purchase if SP.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: sandman2575 on August 11, 2018, 07:21:07 PM
@Father Ted -- no flight-sim MP for me. I made an effort to get on the ATAG servers for Cliffs of Dover a couple years ago. But the truth is that I'm rubbish at combat flight-sims. Eyesight ain't so sharp and my situational awareness is generally garbage.

Also just to echo what Grim said -- I don't mean what I said as a criticism of the Periscope team. What they've pulled off with such a small team is nothing short of extraordinary... and the fact that they're selling the game for a mere $30 amazes me -- I have no idea how folks could be complaining about this. Still, I would kill for there to be a SP option here.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 11, 2018, 11:13:15 PM
Quote from: sandman2575 on August 11, 2018, 07:21:07 PM
@Father Ted -- no flight-sim MP for me. I made an effort to get on the ATAG servers for Cliffs of Dover a couple years ago. But the truth is that I'm rubbish at combat flight-sims. Eyesight ain't so sharp and my situational awareness is generally garbage.

Also just to echo what Grim said -- I don't mean what I said as a criticism of the Periscope team. What they've pulled off with such a small team is nothing short of extraordinary... and the fact that they're selling the game for a mere $30 amazes me -- I have no idea how folks could be complaining about this. Still, I would kill for there to be a SP option here.

  You could set up your own post scriptum server and put a password on it.  If 4-9 people come on it from time to time you can learn all the weapons.  with a few more you can learn all the weapons and have them shot at you occasionally.   

Halftrack burning on Doorwerth near Belevedere:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Philippe on August 13, 2018, 09:22:36 AM
If this game had a single player mode I would take the plunge.  But Verdun is still gathering dust in my digital library and as much as I want it I can't bring myself to pull the trigger on Tannenburg.  I don't need another game that I'll never look at because it's a multiplayer event.

Sigh.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 13, 2018, 11:29:42 AM
Quote from: Philippe on August 13, 2018, 09:22:36 AM
If this game had a single player mode I would take the plunge.  But Verdun is still gathering dust in my digital library and as much as I want it I can't bring myself to pull the trigger on Tannenburg.  I don't need another game that I'll never look at because it's a multiplayer event.

Sigh.

  Ordinarily, I tend to avoid multiplayer stuff so i completely sympathize.  However, for the huge maps and the relatively sophisticated approach to realism, I'm willing to suffer the slings and arrows of the multiplayer environment.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Dammit Carl! on August 13, 2018, 11:41:53 AM
Quote from: Philippe on August 13, 2018, 09:22:36 AM
If this game had a single player mode I would take the plunge.  But Verdun is still gathering dust in my digital library and as much as I want it I can't bring myself to pull the trigger on Tannenburg.  I don't need another game that I'll never look at because it's a multiplayer event.

Criminal shame 'bout those two games and their seeming lack of popularity - at least in my experience.  Also a criminal shame they didn't put the two fronts under one game "header," in the first place, but maybe that is just me.

Post Scriptum is looking pretty damn sweet.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 13, 2018, 12:06:16 PM
Quote from: Dammit Carl! on August 13, 2018, 11:41:53 AM
Quote from: Philippe on August 13, 2018, 09:22:36 AM
If this game had a single player mode I would take the plunge.  But Verdun is still gathering dust in my digital library and as much as I want it I can't bring myself to pull the trigger on Tannenburg.  I don't need another game that I'll never look at because it's a multiplayer event.

Criminal shame 'bout those two games and their seeming lack of popularity - at least in my experience.  Also a criminal shame they didn't put the two fronts under one game "header," in the first place, but maybe that is just me.

Post Scriptum is looking pretty damn sweet.

  The Hell of Multiplayer:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 13, 2018, 12:26:32 PM
Quote from: Dammit Carl! on August 13, 2018, 11:41:53 AM
Quote from: Philippe on August 13, 2018, 09:22:36 AM
If this game had a single player mode I would take the plunge.  But Verdun is still gathering dust in my digital library and as much as I want it I can't bring myself to pull the trigger on Tannenburg.  I don't need another game that I'll never look at because it's a multiplayer event.

Criminal shame 'bout those two games and their seeming lack of popularity - at least in my experience.  Also a criminal shame they didn't put the two fronts under one game "header," in the first place, but maybe that is just me.

Post Scriptum is looking pretty damn sweet.

  I don't think Post Scriptum was ever going to be super popular.  Some of the negative posts (for example) seem to think Operation Market-Garden is pure fiction since they never heard about it "in class" (I wonder what was mentioned in class?  When I went to school, wars were discussed in terms of a teacher or a classmate trying to tell a comic tale of what happened to them that ended in some inexplicable horror...like "and so the Japanese sawed my arm off" (that was one story that ended oddly, I thought)...or for Israelis or Egyptians "So I tried to call tank 4 myself and all I heard was screaming"...are they dead they asked me?  "Ah no, i guess they are uh, dying horribly?"  "right!  I thought so!"  -- Not such a funny haha story, maybe.)

  Anyway,  I think PS will remain a good niche game with a pretty solid player base for a while despite the negative vibes. 
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Dammit Carl! on August 13, 2018, 12:37:37 PM
Quote from: MengJiao on August 13, 2018, 12:26:32 PM
... Some of the negative posts (for example) seem to think Operation Market-Garden is pure fiction since they never heard about it "in class" (I wonder what was mentioned in class?  When I went to school, wars were discussed in terms of a teacher or a classmate trying to tell a comic tale of what happened to them that ended in some inexplicable horror...like "and so the Japanese sawed my arm off" (that was one story that ended oddly, I thought)...or for Israelis or Egyptians "So I tried to call tank 4 myself and all I heard was screaming"...are they dead they asked me?  "Ah no, i guess they are uh, dying horribly?"  "right!  I thought so!"  -- Not such a funny haha story, maybe.)

Utterly mind-boggling - the not-knowing of history, that is.  Not surprised, mind you, but...

However, to grog is to know history to some degree so perhaps I'm being too critical of those who don't share similar passions.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Skoop on August 13, 2018, 12:43:14 PM
I'm fine with these mp only games, for the most part people I come across are all there to have a good time.

The thing that really gets me pissed is when you come across someone that's hacking or aimboting.  That's the stuff that really kills it for me.

Otherwise, I don't get all worked up over being virtual cannon fodder from time to time.  Every now and then you'll come across tense moments that'll make it worth it.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: W8taminute on August 13, 2018, 03:19:28 PM
continuing with the discussion about MP and people being nitwits online.  I've grown used to the nitwits in MP games and there are ways to cope with them.  More importantly for me however pertaining to this game is the following....

Based on the let's plays I've watch this game looks like it's nothing but walk for 75 million years and when you finally get remotely close the action you die instantly from an unseen enemy.  True or false?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 13, 2018, 04:13:59 PM
Quote from: W8taminute on August 13, 2018, 03:19:28 PM
continuing with the discussion about MP and people being nitwits online.  I've grown used to the nitwits in MP games and there are ways to cope with them.  More importantly for me however pertaining to this game is the following....

Based on the let's plays I've watch this game looks like it's nothing but walk for 75 million years and when you finally get remotely close the action you die instantly from an unseen enemy.  True or false?

  That hasn't been my experience.  There's a map you can use to track your own side so you you can see what's going on.  You can get transport to the front or spawn pretty close.  Sometimes I take a detour and play the unseen enemy and pick off a few Elite Panzer TruppenGefritters, but you can stick close to your section and medics and get patched up even if the occasional unseen enemy snaps a bullet through some less-than-vital parts.  You can also patch yourself up if its just a case of minor drowning or grenade fragments or a pistol nick in the arm.  You can also take a truck or jeep or tank or armored car or halftack as part of some useful section activity (or even tow an AT gun or set up a mortar or mg etc. etc.).  In my experience there's lots to do and things go fast and there's a lot going on and one does see and shoot visible enemies pretty often.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on August 13, 2018, 04:15:36 PM
The game needs jet packs and wall climbing parkour. Then and only then will I consider repurchasing.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Father Ted on August 13, 2018, 04:41:12 PM
Quote from: W8taminute on August 13, 2018, 03:19:28 PM
continuing with the discussion about MP and people being nitwits online.  I've grown used to the nitwits in MP games and there are ways to cope with them.  More importantly for me however pertaining to this game is the following....

Based on the let's plays I've watch this game looks like it's nothing but walk for 75 million years and when you finally get remotely close the action you die instantly from an unseen enemy.  True or false?

Notwithstanding what Meng has said above, I find there's usually a negative correlation between how boring/difficult a game is and the number of nitwits playing it.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 13, 2018, 04:55:30 PM
Quote from: Jarhead0331 on August 13, 2018, 04:15:36 PM
The game needs jet packs and wall climbing parkour. Then and only then will I consider repurchasing.

  Curiously enough, I've done better at climbing on roofs in this game than any game ever.  It's true in one case the slanted roof was seemingly slippery with blood (lots of splatter in this game), but that was sort of a positive gaming experience I think, really.  Also, the jump button gets you right over fences and low points in castle walls.  I personally feel more freely mobile in this game than in say Heroes and Generals (which was weirdly claustrophobic after a while).
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 13, 2018, 05:02:19 PM
Devs have announced a new patch in the works. The patch seems to be missing a lot that is needed to placate the community but includes a new vehicle. All it seems to fix is the tree hit box which was introduced on release. Oh. They also make sure they mention they are talking to the German ratings people. If they fail they will try doing a multi version game if they can. Not sure what that means in terms of existing or future content.

Here is what I think went wrong:

Not much if anything changed from the beta. It's like sombody at the publisher just went crazy and pressed the release button.

Add to that, the Content list on the steam page had the old elements, the devs didn't edit it untill a few days later, someone thinking that a roadmap posted somewhere some months ago was good enough instead of the content list.

Add to that they forgot to remove the "this is a dev build, expect bugs" message from all the release servers and introduced some more bugs like the trees have huge hitboxes bug.
People are upset with poor performance and optimisation as well as lack of advertised release day content such as US paras and the complete map set. Also some complain squad cohesion mechanics are poor but a section commander "regroup command is coming". Still others seem to have expected COD and fast paced gameplay. Others seem to expect the usual insane amount of content, more automatic weapons more tank types even beyond the vast amount in game and even beyond what is historical. People are complaining nothing was done with the armour model on tanks, 88mm hitting cromwells close by in the side multiple times with no effect for instance. Others like me are wondering why I have to trawl non-official videos to try to get a proper manual on the basics such as capping numbers, how to use the flask properly (before or after) etc.
Others complain that they are being bossed around in a teamplay game by squad leaders...
Others want progress systems that allow unlocks and are dissappointed with the lack of such things....
Apparently also  they have reduced the foliage hight and density to such a degree that the maps have become open fields. you cant even hide your msp's anymore behind them so the options are limited and predictable.

Most stuff is being fixed in upcoming patches of course.

I still reckon the game is great and an RO2 replacement for me, though and most of the complaints are crazy. Some such as the release list being wrong in some media are kinda silly mistakes.

https://steamcommunity.com/games/736220/announcements/detail/1724202719257972888
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 13, 2018, 06:44:09 PM
Quote from: Destraex on August 13, 2018, 05:02:19 PM
Devs have announced a new patch in the works. The patch seems to be missing a lot that is needed to placate the community but includes a new vehicle. All it seems to fix is the tree hit box which was introduced on release. Oh. They also make sure they mention they are talking to the German ratings people. If they fail they will try doing a multi version game if they can. Not sure what that means in terms of existing or future content.

Here is what I think went wrong:

Not much if anything changed from the beta. It's like sombody at the publisher just went crazy and pressed the release button.

Add to that, the Content list on the steam page had the old elements, the devs didn't edit it untill a few days later, someone thinking that a roadmap posted somewhere some months ago was good enough instead of the content list.

Add to that they forgot to remove the "this is a dev build, expect bugs" message from all the release servers and introduced some more bugs like the trees have huge hitboxes bug.
People are upset with poor performance and optimisation as well as lack of advertised release day content such as US paras and the complete map set. Also some complain squad cohesion mechanics are poor but a section commander "regroup command is coming". Still others seem to have expected COD and fast paced gameplay. Others seem to expect the usual insane amount of content, more automatic weapons more tank types even beyond the vast amount in game and even beyond what is historical. People are complaining nothing was done with the armour model on tanks, 88mm hitting cromwells close by in the side multiple times with no effect for instance. Others like me are wondering why I have to trawl non-official videos to try to get a proper manual on the basics such as capping numbers, how to use the flask properly (before or after) etc.
Others complain that they are being bossed around in a teamplay game by squad leaders...
Others want progress systems that allow unlocks and are dissappointed with the lack of such things....
Apparently also  they have reduced the foliage hight and density to such a degree that the maps have become open fields. you cant even hide your msp's anymore behind them so the options are limited and predictable.

Most stuff is being fixed in upcoming patches of course.

I still reckon the game is great and an RO2 replacement for me, though and most of the complaints are crazy. Some such as the release list being wrong in some media are kinda silly mistakes.

https://steamcommunity.com/games/736220/announcements/detail/1724202719257972888

   Well...they forgot to say "fear the mighty 88" enough times.    I guess "multiversioning" means some with Hakenkruse and some without.  I didn't notice the foliage changes, though the giant, invisible trees were somewhat disturbing but only in some areas (like one?).  I never had any trouble with Doorwerth castle and the section regroup will require a functional radio man which seems super cool to me -- though maybe a flare gun or something red smoke or something would have been better

   Barrage on Oosterbeek:

   
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 14, 2018, 12:46:46 AM
I thought the radioman was for the commander to call arty. Regroup is for the seco's Which are sargents and do not generally have radios.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Dammit Carl! on August 14, 2018, 07:21:35 AM
Quote from: Destraex on August 13, 2018, 05:02:19 PM
I still reckon the game is great and an RO2 replacement for me...
https://steamcommunity.com/games/736220/announcements/detail/1724202719257972888

Madness!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: W8taminute on August 14, 2018, 07:22:46 AM
Quote from: Father Ted on August 13, 2018, 04:41:12 PM
Quote from: W8taminute on August 13, 2018, 03:19:28 PM
continuing with the discussion about MP and people being nitwits online.  I've grown used to the nitwits in MP games and there are ways to cope with them.  More importantly for me however pertaining to this game is the following....

Based on the let's plays I've watch this game looks like it's nothing but walk for 75 million years and when you finally get remotely close the action you die instantly from an unseen enemy.  True or false?

Notwithstanding what Meng has said above, I find there's usually a negative correlation between how boring/difficult a game is and the number of nitwits playing it.

I think I understand what you mean and agree.  Usually the thinking man's shooter has a great community and I bet PS has a good community too.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 14, 2018, 04:13:59 PM
Quote from: Destraex on August 14, 2018, 12:46:46 AM
I thought the radioman was for the commander to call arty. Regroup is for the seco's Which are sargents and do not generally have radios.

  apparently they are considering a radioman for each section.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on August 14, 2018, 04:18:22 PM
30% off at GMG...Just over $20.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Father Ted on August 14, 2018, 04:26:30 PM
When I see "Post Scriptum" I hear "Pissed Scrotum" - just needed to share that
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 14, 2018, 05:20:17 PM
Quote from: W8taminute on August 14, 2018, 07:22:46 AM
Quote from: Father Ted on August 13, 2018, 04:41:12 PM
Quote from: W8taminute on August 13, 2018, 03:19:28 PM
continuing with the discussion about MP and people being nitwits online.  I've grown used to the nitwits in MP games and there are ways to cope with them.  More importantly for me however pertaining to this game is the following....

Based on the let's plays I've watch this game looks like it's nothing but walk for 75 million years and when you finally get remotely close the action you die instantly from an unseen enemy.  True or false?

Notwithstanding what Meng has said above, I find there's usually a negative correlation between how boring/difficult a game is and the number of nitwits playing it.

I think I understand what you mean and agree.  Usually the thinking man's shooter has a great community and I bet PS has a good community too.

   I'm sure a community will evolve.  Things are early and in flux at the moment.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 14, 2018, 06:01:43 PM
Quote from: Jarhead0331 on August 14, 2018, 04:18:22 PM
30% off at GMG...Just over $20.

I will probably buy a second key for a mate at this price.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MC on August 14, 2018, 08:29:41 PM
Quote from: Father Ted on August 14, 2018, 04:26:30 PM
When I see "Post Scriptum" I hear "Pissed Scrotum" - just needed to share that

Would it be more like "Post Scrotum - Eunuch Simulator"?    ...... or not.  :hide:
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: JudgeDredd on August 15, 2018, 05:46:58 AM
Quote from: Jarhead0331 on August 14, 2018, 04:18:22 PM
30% off at GMG...Just over $20.
Question is - and whilst it's a wee dig at 1C it is a serious question - is GMG legit and, more importantly, sanctioned by the devs of Post Scriptum? How do I know GMG isn't selling "grey licenses" as Kinguin were accused of.

All I saw at Kinguin was a game at £0% off or whatever saving I was making. Not unlike this GMG offer.

So just a question really. Are GMG legit or providing grey licensing?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on August 15, 2018, 06:05:48 AM
My understanding is that GMG is totally legit. I've certainly never had any issue with them.

The one drawback I guess is that unless a game is bought through steam directly, you can't take advantage of the 2 hour refund policy.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: JudgeDredd on August 15, 2018, 06:27:34 AM
Quote from: Jarhead0331 on August 15, 2018, 06:05:48 AM
My understanding is that GMG is totally legit. I've certainly never had any issue with them.

The one drawback I guess is that unless a game is bought through steam directly, you can't take advantage of the 2 hour refund policy.
Thank

I'm off for a couple of weeks - so I'll see what the buzz is when I get back.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: ComradeP on August 15, 2018, 06:30:58 AM
Though I'm interested on account of the in-game fighting being done more or less around the corner, I'm worried about the "shooting at/getting killed by pixels" that also made more realistic mods for BF1942/BF2 difficult to play after a while and the maps potentially being too big.

40 vs. 40 sounds nice, except when you think about how about two regiments/brigades would be doing the fighting on the in-game maps.

Why they would invest so much in realism, yet include British armour north of/near the Rhine is also a bit beyond me.

I might give it a go after some additional bugs have been ironed out, as even though houses are empty shells by the looks of it, fighting in a 1944 rendition of my hometown could be too tempting.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 15, 2018, 07:22:53 AM
Quote from: ComradeP on August 15, 2018, 06:30:58 AM
Though I'm interested on account of the in-game fighting being done more or less around the corner, I'm worried about the "shooting at/getting killed by pixels" that also made more realistic mods for BF1942/BF2 difficult to play after a while and the maps potentially being too big.

40 vs. 40 sounds nice, except when you think about how about two regiments/brigades would be doing the fighting on the in-game maps.

Why they would invest so much in realism, yet include British armour north of/near the Rhine is also a bit beyond me.


  There are definitely some bugs -- what I've seen its mostly in some parts of some maps and not universal.  The inclusion of British Armor isn't unrealistic for Market Garden as a whole and the game is going to cover south of the Rhine as well plus the game is really only in its early stages in terms of scenarios.

   Size of battles -- well with respawning forces of at least reinforced company size are fighting and given the mortar support and vickers mg its more more like regiment (Brit style = Battalion)/battalion level.  So the battles feel big even on big maps and there is space for armored moves and jeep recon and son on.

   As for what actually happens in a battle -- last night I took over a section that was scattered and leaderless after some gamey problems.  I happened to have a Bren gun at a critical intersection and (here's a bug, I think) becoming section leader cured all my wounds and refilled my water bottle.  So i popped upwith the Bren and the Commander got me on the G (command line) and said "Find out what's holding up the infantry on that road"...I was in position and cleared the road and my section tightened up, went into the objective and took it.  I was hit at some point in all that (tank fire -- possibly friendly i think) but got back in time to help clear the town with a sten gun and grenades.

   In my experience, the game is very different from the more standard FPS games in its direct effects in terms of what you see and do.  You don't hunt pixels, you wait for coordinated fire, and smoke and attack with a lot of other players.  Very NEATO at least to my mid-60s kid aesthetics.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 15, 2018, 06:00:20 PM
Just been on Facebook. It seems possible scriptum is being attacked by the same fake news guys. There is one asking for their address because he claims a few guys want to start a lawsuit. The same guy seems to be waiting in ambush for every post. The two posts of his I have read so far both seem to be "fake news".
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 16, 2018, 03:50:14 PM
Quote from: Destraex on August 15, 2018, 06:00:20 PM
Just been on Facebook. It seems possible scriptum is being attacked by the same fake news guys. There is one asking for their address because he claims a few guys want to start a lawsuit. The same guy seems to be waiting in ambush for every post. The two posts of his I have read so far both seem to be "fake news".

  I looked at the facebook page.  Looked like the usual FPS stories.  I think describing events in PS requires a bit more narrative effort than most people are willing to invest in unraveling and clarifying somewhat confusing sensory impressions.  After all apparently no one was quite sure what happened at Kolin (Frederick's first defeat -- 1757) until around 1905.  Some incidents in PS take some work to describe adequately.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 20, 2018, 08:05:45 AM
Quote from: JudgeDredd on August 15, 2018, 06:27:34 AM
Quote from: Jarhead0331 on August 15, 2018, 06:05:48 AM
My understanding is that GMG is totally legit. I've certainly never had any issue with them.

The one drawback I guess is that unless a game is bought through steam directly, you can't take advantage of the 2 hour refund policy.
Thank

I'm off for a couple of weeks - so I'll see what the buzz is when I get back.

  Buzz -- I'm Lance Corporal Brown on any public non-SS US (or occasionally UK or Dutch) server around 10:30pm EDT.  At the moment, I've a very very very bad section leader, but with a little practice I'll promote myself to Sergeant Brown (sort of in honor of a Tank Commander of the 23rd Hussars who knocked out 2 panthers in a wild close-range battle before his own Sherman was disabled During the breakthrough phase of Bluecoat in Late August 1944 -- he got back to regiment HQ and that's all I know).  So, turn up and we can work on weapons -- every section needs its Bren gunner, marksman, medics, mortarman, MPS driver, Sapper (the best role, I think...lots of specialized bombs and mines and a fine Enfield Type 4 sorry-- sten gun -- makes you speedy maybe), PIAT, and if that's all filled -- a Sergeant with a sten gun.  and below some burning stuff:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 22, 2018, 09:42:29 PM
Quote from: MengJiao on August 20, 2018, 08:05:45 AM


  Buzz -- I'm Lance Corporal Brown on any public non-SS US (or occasionally UK or Dutch) server around 10:30pm EDT.  At the moment, I've a very very very bad section leader, but with a little practice I'll promote myself to Sergeant Brown (sort of in honor of a Tank Commander of the 23rd Hussars who knocked out 2 panthers in a wild close-range battle before his own Sherman was disabled During the breakthrough phase of Bluecoat in Late August 1944 -- he got back to regiment HQ and that's all I know).  So, turn up and we can work on weapons -- every section needs its Bren gunner, marksman, medics, mortarman, MPS driver, Sapper (the best role, I think...lots of specialized bombs and mines and a fine Enfield Type 4 sorry-- sten gun -- makes you speedy maybe), PIAT, and if that's all filled -- a Sergeant with a sten gun.  and below some burning stuff:

   There's a new patch...it seemed a little smoother.  Be sure to clear your cache after loading, before joining a server.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 23, 2018, 01:01:05 AM
Smoother for me as well.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Geezer on August 23, 2018, 06:57:38 PM
Probably mentioned before (I did not read all 11 pages of the thread) but this looks so much like WWII Online.  I played that for quite a while with a good group but I sucked at it.  Seems like no matter which way I moved it was always right into a bullet.  No reason to think it would be any different in this game.   ;D
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on August 23, 2018, 10:39:15 PM
I guess it is similar. However unlike ww2 online you can spawn close to the front? I only played one game of ww2 online so I would not know, but I assume from the game I played it's a long way back. In post scriptum to prevent this your team has a spawn command truck. That is moved around by your team. It dies and you will all be traveling to the front by bren carrier, truck or foot.
They also have a regroup function coming for the section leaders. So they can pull all alive section members to their area.

Also post scriptum has a medic function to revive dead members. People can also bandage themselsves and others unless they are hit by a lethal shot.

So the trade off is fair I think. So you don't waste hours wandering around. The maps are small than ww2 online as well. It's a nice happy medium for me. Leaning heavily on realism but still having enough mechanics to ensure you are not wasting your gaming time and it seems like their are more people on you team (respawning) than their really are. Like a real battle.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 24, 2018, 10:45:01 AM
Quote from: Destraex on August 23, 2018, 10:39:15 PM
I guess it is similar. However unlike ww2 online you can spawn close to the front? I only played one game of ww2 online so I would not know, but I assume from the game I played it's a long way back. In post scriptum to prevent this your team has a spawn command truck. That is moved around by your team. It dies and you will all be traveling to the front by bren carrier, truck or foot.
They also have a regroup function coming for the section leaders. So they can pull all alive section members to their area.

Also post scriptum has a medic function to revive dead members. People can also bandage themselsves and others unless they are hit by a lethal shot.

So the trade off is fair I think. So you don't waste hours wandering around. The maps are small than ww2 online as well. It's a nice happy medium for me. Leaning heavily on realism but still having enough mechanics to ensure you are not wasting your gaming time and it seems like their are more people on you team (respawning) than their really are. Like a real battle.

  While there are similarities with WWIIonline (which even had mobile spawns at some point) -- there are many refreshing differences as well:
1) aircraft are AI only -- brilliant!
2) lots of player-controlled mortars!
3) nice range of vehicles!
4) smaller maps -- definite objectives!
5) cool options like setting up bases that spawn jeeps!
6) battles end in less than an hour or so!

And for me, I'm still amazed that when I shoot a German pointblank, they just die.  So evidently my rifle works (something of a surprise after everything from WWIIonline to Heros and Generals where a rifle shot pointblank to the chest will not even seriously disable somebody...and then they kill you with a shovel or a wrench...hahaha!  Zouweeyee!).  I'm also surprised at not having seen any cheating at all.  i can recall days in WWIIonline where the server was rejecting a certain cheating method and I could walk bathed in the flame of exploding cheat projectiles for miles through the German lines, killing the occasional 88 crewman when I could see him through the eternal fires of rejected cheat projectiles (which among other things went on repeating because the servers gave low pings extra-to-eternal time in some compensatory cycle of cheating scorching stuff eternally repeating in the rejected code and in the servers' inability to do more than reject any effect on me but allowing me to be bathed in the pureifying fires of my glorioiyus not-cheating-at-all purity -- well that hasn't happened in Post scriptum yet )
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Geezer on August 24, 2018, 12:24:20 PM
It's only $21 at GMG right now so it wouldn't take much time to get my moneys worth.  Still the Steam reviews are mixed at best.  Is it easy to join a group?  I assume lone wolf play doesn't cut it.  Is voice chat built in?  Thanks.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 24, 2018, 12:59:47 PM
Quote from: Geezer on August 24, 2018, 12:24:20 PM
It's only $21 at GMG right now so it wouldn't take much time to get my moneys worth.  Still the Steam reviews are mixed at best.  Is it easy to join a group?  I assume lone wolf play doesn't cut it.  Is voice chat built in?  Thanks.

  Voice chat is built in, but with different channels.  If you are a basic player in a section you have section (B) and local (V).  I'm not sure if you can go to (G) command.  To join a group you select a section in the spawn/entry screen and then get a loadout (try to pick something you have studied up on -- MGs and rifles are easy, mortars, tanks, sappers and so on require more work to master). 
Once you are in a section, your section-mates are green on the map (M to see map, N to zoom).  You can check on the situation on the map before you decide where to spawn -- also your section leader/sergeant may suggest something (as in "Take the Bren and spawn at the MSP south of the objective")...also they may bug you as in "Do you have a mic?"  but that's less common these days.  Test your mic before you go into the game.  You can type in the game but people are pretty perfunctory about kicking people who can't be heard.
I'm often on about 10:30 to 11:30 pm as "Lance Corporal Brown" and I'll help if i can.
Let's see...how not to get shot...There are several dangerous moments in the game: 1) spawning at an MSP or FOB that is know to the enemy 2) moving in or out of an objective while it is active or shortly thereafter (the aftermath can be very dangerous because your own sides coordinated forces have moved on and the enemy's stragglers are pretty trigger happy.  3) anywhere near artillery or mortar or airstrikes of either side  Other than that, if you stay close to your section mates you get protection and medical services and warnings about enemies and friendly fire so assaulting or holding an objective can be a lot safer than trying to get from a spawn point to an objective.  But there are plenty of other strategies for surviving.  I like driving around in Bren gun carriers or halftracks -- a little armor goes a long way.

What are some safe places?  The main base is totally safe so you can spawn there and take a bren gun carrier for a tour.  Those have gotten more popular so you may just have to walk -- but if you learn to use your canteen, you can jog for many kilometers and see the sights and probably not get shot.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Geezer on August 24, 2018, 01:17:41 PM
OK, thanks.  I'll watch some more on Youtube before deciding.  If the time you mentioned is Eastern US then that is past my bedtime.   ;D
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 24, 2018, 01:35:07 PM
Quote from: Geezer on August 24, 2018, 01:17:41 PM
OK, thanks.  I'll watch some more on Youtube before deciding.  If the time you mentioned is Eastern US then that is past my bedtime.   ;D

   Yes, EDT right now.  The UK, Dutch, French and German servers are all active much earlier (from my point of view).
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Silent Disapproval Robot on August 24, 2018, 01:47:47 PM
I played a lot of MP WWII Online, Red Orchestra, Iron Front, and ArmA I-III and I was really looking forward to this game.  Sadly, I find that I do not care for it much.  Some of it is down to me.  I find I don't enjoy PC games as much as I used to and the pitfalls of MP playing even less so.  Having said that, I also think this game has some significant issues that need to be addressed in before it'd be worthy of purchasing IMO.  Firstly, it runs very poorly.  I have a fairly high end PC that runs most modern games on high settings with decent frame rates.  PS gives me pretty bad frame rates (15-20 fps in most situations)  despite mediocre looking graphics with some really bad texture loading delays and pop ups. 

Some issues I've had (spewed out of my brain in no discernible order.)   
Rebinding keys is buggy and doesn't always work.   Vehicle physics need work.  Tanks get stopped by fences and sometimes bounce and jump around as though they were balloons.  Building interiors are completely devoid of features.  Destructible terrain would be nice as would the ability for rounds to penetrate through certain types of cover.  Navigating the map/Spawning screen is not as intuitive as it could be.  Lot of complete idiots online despite this being less of a twitch game than stuff like COD.  Training maps are generally worthless as someone will gun you down within a few seconds of you joining.  The whole building/crafting thing seems out of place.  I haven't seen outright hacking but a lot of guys have admitted to setting the GFX at the lowest level possible to remove foliage which makes it easier to see enemy infantry and take them out.  That's pretty lame....



Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 24, 2018, 11:25:47 PM
Quote from: Silent Disapproval Robot on August 24, 2018, 01:47:47 PM
I played a lot of MP WWII Online, Red Orchestra, Iron Front, and ArmA I-III and I was really looking forward to this game.  Sadly, I find that I do not care for it much.  Some of it is down to me.  I find I don't enjoy PC games as much as I used to and the pitfalls of MP playing even less so.  Having said that, I also think this game has some significant issues that need to be addressed in before it'd be worthy of purchasing IMO.  Firstly, it runs very poorly.  I have a fairly high end PC that runs most modern games on high settings with decent frame rates.  PS gives me pretty bad frame rates (15-20 fps in most situations)  despite mediocre looking graphics with some really bad texture loading delays and pop ups. 

Some issues I've had (spewed out of my brain in no discernible order.)   
Rebinding keys is buggy and doesn't always work.   Vehicle physics need work.  Tanks get stopped by fences and sometimes bounce and jump around as though they were balloons.  Building interiors are completely devoid of features.  Destructible terrain would be nice as would the ability for rounds to penetrate through certain types of cover.  Navigating the map/Spawning screen is not as intuitive as it could be.  Lot of complete idiots online despite this being less of a twitch game than stuff like COD.  Training maps are generally worthless as someone will gun you down within a few seconds of you joining.  The whole building/crafting thing seems out of place.  I haven't seen outright hacking but a lot of guys have admitted to setting the GFX at the lowest level possible to remove foliage which makes it easier to see enemy infantry and take them out.  That's pretty lame....

   Some of this is getting fixed in the latest patch.  I think eventually it will work pretty well.  Meanwhile it can be fun even so.  Here's seven guys attacking (counting me with the sten gun taking the image): 3  by the house and 3 and me coming up.  I think a few minutes later we were all dead and we lost the scenario and various gripey people said our team sucked -- which it sort of did.  I was a section leader in the last two attacks so partly it was partly my fault -- but I still had a lot of fun and did shoot a few of the enemy even.
Anyway here's the screenshot:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Geezer on August 25, 2018, 01:57:30 AM
My rig is between minimum and recommended specs so the game would probably not look anywhere near as good as your pic.  That does look so much better than WWII Online though.  However people being able to turn foliage down to easily spot enemies hiding in bushes is disappointing to read.  I'll probably wait a while and see if the devs ever sort that out.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 26, 2018, 09:18:18 AM
Quote from: Geezer on August 25, 2018, 01:57:30 AM
My rig is between minimum and recommended specs so the game would probably not look anywhere near as good as your pic.  That does look so much better than WWII Online though.  However people being able to turn foliage down to easily spot enemies hiding in bushes is disappointing to read.  I'll probably wait a while and see if the devs ever sort that out.

   In my pics, I I'm running at a high medium setting, just to help keep it smooth.  So with the graphics up all the way it looks even better.  Plus, when you first spawn, the extra vegetation isn't drawn yet for a second or two -- so I have some idea what people see if they shut off the "vegetation" -- it looks like all that vanishes if you do that is: grass and flowers (who hides in that anyway?) and maybe the outer layer of leaves on bushes.  Based on that, I don't think anyone gains much by shutting off the "foliage"...plus...when I consider myself hidden I've never been shot.  I'm always either firing or moving when I get hit by rifle fire.  On the other hand, I've blown up or shot plenty of people I could not see at all.  Last night (in a night battle)...I was pretty sure I'd shot or blown up two enemies in some shrubbery.  I went to take a look and there they were -- quite dead (but a third foe shot me while I was looking at his dead buddies -- so there's a lesson in that somewhere).
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 28, 2018, 10:50:49 PM
Quote from: Geezer on August 25, 2018, 01:57:30 AM
My rig is between minimum and recommended specs so the game would probably not look anywhere near as good as your pic.  That does look so much better than WWII Online though.  However people being able to turn foliage down to easily spot enemies hiding in bushes is disappointing to read.  I'll probably wait a while and see if the devs ever sort that out.

   And here's a Firefly.  The camo on the gun seems to work -- but its kinda useless in all the scenarios in this game cuz the Firefly is the only Sherman and nobody is going to mistake the Cromwell or the Churchill or the Stuart or the two scout cars or the Bren gun carrier for a Sherman of any kind.
   I think I just broke my record in this game for shooting people and blowing things up (mostly the enemy, I'm pretty sure) while spotting for a bomb run on an MSP.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 31, 2018, 01:55:00 PM


A new patch:


V.1.0.60 - Changelog
- Added new "Regroup Call" feature: SL can start a regroup call from their T menu which will allow them to become a temporary spawn point for 60 seconds. The SL must be near a radio (antenna icon in top left). The Regroup Call will become inactive if near enemies, the SL goes into an objective, or the SL dies.
- Added new Radioman class that unlocks at 6 section members. This soldier acts as a radio for Commander support and for SL Regroup calls
- Added new optimized terrain shader, ground textures and overhauled the lighting for Heelsum. Should ease GPU
- Added a Camera to the rifleman class (saved into the c:/users/appdata/local/postscriptum)
- Added 9 new layers to Doorwerth
- Added audio feedback (moaning and heartbeat) when bleeding
- Added Polish Brigade faction to Driel

- Fixed missing foley sounds (enter/exit, seat switch and ammo switch) to Stuart tank
- Fixed missing material for tramwagon
- Fixed collision on TNT to stop colliding with vehicles

- Players should not be able to build mortar emplacements in main base
- Further optimization to foliage

NOTE: BE SURE TO CLEAR YOUR USER GAME CACHE FROM THE IN GAME SETTINGS MENU AFTER INSTALLING. LIGHTING / SHADERS WILL BE CORRUPT IF YOU DO NOT CLEAR USER CACHE AFTER INSTALLING PATCH

Regroup Call
All Section leaders will now have a "Regroup Call" ability located in the Radial (T) Menu. You must be in radius to a Radio in order to use it. Once activated, you will become a spawn point for your section on a 60s timer. The Radio Regroup will have a 5 minute cooldown after being used. With this we have also introduced the Radio Operator class.




Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 31, 2018, 11:08:55 PM
Quote from: MengJiao on August 31, 2018, 01:55:00 PM


A new patch:


V.1.0.60 - Changelog
- Added new "Regroup Call" feature: SL can start a regroup call from their T menu which will allow them to become a temporary spawn point for 60 seconds. The SL must be near a radio (antenna icon in top left). The Regroup Call will become inactive if near enemies, the SL goes into an objective, or the SL dies.
- Added new Radioman class that unlocks at 6 section members. This soldier acts as a radio for Commander support and for SL Regroup calls
- Added new optimized terrain shader, ground textures and overhauled the lighting for Heelsum. Should ease GPU
- Added a Camera to the rifleman class (saved into the c:/users/appdata/local/postscriptum)
- Added 9 new layers to Doorwerth
- Added audio feedback (moaning and heartbeat) when bleeding
- Added Polish Brigade faction to Driel

- Fixed missing foley sounds (enter/exit, seat switch and ammo switch) to Stuart tank
- Fixed missing material for tramwagon
- Fixed collision on TNT to stop colliding with vehicles

- Players should not be able to build mortar emplacements in main base
- Further optimization to foliage

NOTE: BE SURE TO CLEAR YOUR USER GAME CACHE FROM THE IN GAME SETTINGS MENU AFTER INSTALLING. LIGHTING / SHADERS WILL BE CORRUPT IF YOU DO NOT CLEAR USER CACHE AFTER INSTALLING PATCH

Regroup Call
All Section leaders will now have a "Regroup Call" ability located in the Radial (T) Menu. You must be in radius to a Radio in order to use it. Once activated, you will become a spawn point for your section on a 60s timer. The Radio Regroup will have a 5 minute cooldown after being used. With this we have also introduced the Radio Operator class.

  I played one match.  1st Airborne lost by about 30 seconds in caping the last cap zone.  I was a section leader so it was partly my fault.  It doesn't seem to be a good sign when I am a section leader.  I did do the radio rally thing and at one point it looked like my section was going to take the town, but nope and later a 20mm flak gun and a tiger broke up the final big coordinated assault.  This screenshot is from earlier when I was just looking at the new lighting effects:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on September 01, 2018, 03:15:35 AM
Is it your graphics settings or does that look horrible now they have patched it?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 01, 2018, 01:46:24 PM
Quote from: Destraex on September 01, 2018, 03:15:35 AM
Is it your graphics settings or does that look horrible now they have patched it?

   
I set everything to medium -- hence the horror.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on September 01, 2018, 08:10:50 PM
I guess that is better than having you say it's the patch ;)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 01, 2018, 10:23:48 PM
Quote from: Destraex on September 01, 2018, 08:10:50 PM
I guess that is better than having you say it's the patch ;)

  The patch did some very cool things with lighting.  I was trying to capture some of that.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on September 02, 2018, 01:13:25 AM
My GTX970 died and so I am on my old GTX670 now. Not really game to try post scriptum until I get a new card.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 05, 2018, 10:17:35 PM
Quote from: MengJiao on September 01, 2018, 10:23:48 PM
Quote from: Destraex on September 01, 2018, 08:10:50 PM
I guess that is better than having you say it's the patch ;)

  The patch did some very cool things with lighting.  I was trying to capture some of that.

   Here's a screenshot of the camera:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: jomni on September 06, 2018, 12:06:25 AM
That's a Kodak. What is it for? To take screenshots?
Interesting article.
http://www.pastimage.com/ww2-cameras/4555114877
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 06, 2018, 07:39:15 AM
Quote from: jomni on September 06, 2018, 12:06:25 AM
That's a Kodak. What is it for? To take screenshots?
Interesting article.
http://www.pastimage.com/ww2-cameras/4555114877

I had the Argus when I was a kid.  Quite a good and handy camera.
Argus C3 ('The Brick')
1939-66

35mm camera with fixed lens. Introduced in 1939.

Issued to GI soldier/photographers (GIs given cameras to record unit histories). Most famously used by Tony Vaccaro to record the 83rd Infantry Division in Europe 1944-5.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 06, 2018, 01:52:42 PM
Quote from: jomni on September 06, 2018, 12:06:25 AM
That's a Kodak. What is it for? To take screenshots?


   It gives you black-and-white "pictures" (screenshots) without any obstructing things in your virtual hands (guns, grenades, canteens, cameras).  A neato if twisted idea like a lot of things in Post Scriptum.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: IronX on September 06, 2018, 02:22:48 PM
This shot is from the camera. The guy running saw me with the camera after this shot and stopped. I said "smile" and he said "cheese".

(https://i.imgur.com/mRtfmRr.png?1)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on September 08, 2018, 09:22:50 PM
I don't remember seeing the poles in game before. Were they there before the patch yesterday?

(https://farm2.staticflickr.com/1847/44562532811_94afc8096d_o.jpg)

(https://farm2.staticflickr.com/1900/44562533341_deb65af234_o.jpg)

(https://farm2.staticflickr.com/1876/44562533971_298805ce4d_o.jpg)

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 08, 2018, 10:01:26 PM
  The Poles are a recent addition.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: jomni on September 09, 2018, 06:41:22 AM
Why is this not getting great Steam reviews?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 09, 2018, 08:00:53 AM
Quote from: jomni on September 09, 2018, 06:41:22 AM
Why is this not getting great Steam reviews?

  The game gets pretty good reviews centered on "realism".  The reasons people don't like it range from "Pfft...What is Market Garden?" to "The maps are bad" (as in make Holland less Green again?) and on to "It is like Squad only not."  I'm not sure what the central gripe might be.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 11, 2018, 02:15:48 PM
Quote from: IronX on September 06, 2018, 02:22:48 PM
I said "smile" and he said "cheese".


  Another patch (be sure to clear your cache):

Update v1.0.65 - Changelog
SEPTEMBER 8   - =BOB=BREIZHOO
Hello everyone,

We want to push v1.0.65 out to the public. It is very likely that the map changing crash is fixed. If it is fixed, we will keep this version on stable, if it happens to not be fixed, we will revert to v1.0.60 in the next few hours. Thanks for your understanding.

With v1.0.65, we also start introducing the game localization for the following languages, French, Chinese Simplified, Italian and Spanish. This work was made by our amazing community and we cannot thank them enough!
It will maybe need some tweaks here and there, but it is a very good start and we will add more languages in the future.


Here is the changelog for v1.0.65:

-Add: Commander direct voice channel form SL
-Add: Localization CHINESE SIMPLIFIED
-Add: Localization FRENCH
-Add: Localization ITALIAN
-Add: Localization SPANISH

-Fix: Map crash for missing Yash test map (probably fixed)
-Fix: Oosterbeek S07
-Fix: Doorwerth S06
-Fix: Heelsum D02 lighting
-Fix: MG34 double sound on deploy
-Fix: Map names not correct on some layers
-Fix: Sdkfz251 driver and co driver dying from explosions

-Potential troublemaker: Started implementing Armored ruleset to core code.



PS: Some of us just got back from vacation and ready to smash some more bugs, here are some news on what is going on internally.

We'll soon convert all our current maps to the new shader (Doorwerth and Driel are not yet with the latest shader), a lot of you noticed FPS gain since we did that tweak on Heelsum. Possibly during next week if all goes well.

We will very soon start the public testing for our new map of Arnhem Lane 1!

And to conclude, our Level Designers are working full speed on Veghel and Grave. That means that we will start the testing of the US Airborne very soon with all our Supporter Edition customers. We are eager to test it with you, it has been a blast working additional content and we cannot wait to properly play it. If you are not a Supporter Edition owner, the update will come for free soon after the testing period is over.




Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on September 11, 2018, 11:26:58 PM
What is the armoured rule set? Proper historical armour and penetration values?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 12, 2018, 05:58:10 AM
Quote from: Destraex on September 11, 2018, 11:26:58 PM
What is the armoured rule set? Proper historical armour and penetration values?

Or at least "potential troublemaker"
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 13, 2018, 10:54:23 PM
Quote from: MengJiao on September 12, 2018, 05:58:10 AM
Quote from: Destraex on September 11, 2018, 11:26:58 PM
What is the armoured rule set? Proper historical armour and penetration values?

Or at least "potential troublemaker"

  I was a section leader for about an hour and we did not do too badly on defense.  We lost a couple of spots, but somebody blew up a tiger and I almost got an MG42 with my Sten gun, but I thought he might be one of our guys so I went up to be sure and he wasn't.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on September 23, 2018, 03:50:03 AM
I suggested this on the forums:

German Squad\Section radionet titles should be in german funkalphabet instead of british phoenetic
I am having trouble finding any sources for what exactly Germans described their sections as in ww2 when more than one was involved. Now in ww2 I would not be surprised if there was only 1 radio per company. Unlike in Post Scriptum where we seem to have a radio for each section in a platoon for gameplay purposes. Which I think is more of a post ww2 modern thing.
Why? Because you cannot stop people in this modern age of the internet from cheating with voice software.

So if we look at company radio callsigns we might find that the Germans used their own alphabet and designations. The British ones being used on the german side certainly seem out of place.

https://www.feldgrau.com/WW2-German-Phonetic-Alphabet

http://www.panzergrenadier.net/forum/viewtopic.php?f=13&t=5814


So we should have imho for the German radio net in this game:

Platoon Commander:
Commander zugführer

Infantry Sections:
Schützengruppe Anton
Schützengruppe Berta
Schützengruppe Cäsar
Schützengruppe Dora

Logistics Sections:
Pioneer Gruppen Anton
Pioneer Gruppen Berta

or

Logistikgruppe Anton
Logistikgruppe Berta

Armour Sections:
Zug Anton
Zug Berta

Note: I believe that tanks sections were called Zugs but individual tanks like in game called Panzers. I think since in game Tanks are really groups of people that Zug both sounds better and is not specific enough to exclude armoured cars, tank destoyers etc which tankers also crew.

Note 2: I have given the option for Pioneer as a substitute for Logistic company as the role of the logistic sections in game is sort of both one of engineers and supply troops roled into 1.

Note 3: Not sure if Truppe should replace Gruppen. But I believe Truppe may have been a more improvised thing.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Michael Dorosh on September 23, 2018, 11:02:24 AM
Germans did not have radios at the section or platoon level. Neither did the British, for the most part, though the No. 38 set was about as portable a radio as you could get in those days, outside the American 'walkie-talkie' types.

Communication was generally done by voice, runner, hand signal, signal whistle, or flare pistol. Field telephones were used in defensive positions.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on September 23, 2018, 04:25:36 PM
I realise that. But for post scriptum, a computer game. It cannot be avoided. If you do not have it in game, people just have an advantage over the loners on discord outside of the game. So they have a radio net that is more modern.

The Americans are coming. Did the at the time of Arnhem?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 25, 2018, 09:24:36 PM
Quote from: MengJiao on September 13, 2018, 10:54:23 PM
Quote from: MengJiao on September 12, 2018, 05:58:10 AM
Quote from: Destraex on September 11, 2018, 11:26:58 PM
What is the armoured rule set? Proper historical armour and penetration values?

Or at least "potential troublemaker"

  I was a section leader for about an hour and we did not do too badly on defense.  We lost a couple of spots, but somebody blew up a tiger and I almost got an MG42 with my Sten gun, but I thought he might be one of our guys so I went up to be sure and he wasn't.

New patch (don't forget to clear your user cache):

Complete changelog:

-Gameplay: Supply crates can be built from construction trucks
-Gameplay: Logistics section members will now be able to construct emplacements and defense to the exception of FOB.
-Gameplay: Players can now see how much construction points are left when close to construction trucks and supply crates.
-Gameplay: Players won't be able to change side after five minutes, unless team are unbalanced.
-Gameplay: Adjusted ticket count from 400 to 600. (Originally 800)
-Gameplay: Increased Yaw limits of all emplaced MGs and Sdkfz 251 MG42.

-Add: Spanish and German localization
-Add: Original Soundtrack for all Deluxe and Supporter Edition
-Add: Artbook for all Deluxe and Supporter Editions
-Add: Repair Station can now repair internal components

-Fix: Not being able to deploy MGs in a couple structures and collision issues
-Fix: FOB radios not despawning on FOB destruction
-Fix: Various props materials and LODs
-Fix: Some ground objects collision in Doorwerth
-Fix: Water shader optimization to ease on GPU
-Fix: Brick shader optimization to ease on GPU
-Fix: Bullet are now passing through razorwire
-Fix: Sherman Firefly wheel dust FX


PS: Our level designers are working hard on Velmolen, the first map that will be available for the US faction. A "small" 2 by 2km map featuring the 82nd Airborne. Grave and Veghel will then follow.

https://gyazo.com/cf1547b65e53d7ec323a62e5f9abf122

Also some experimentation with the weather sound and FX.

https://streamable.com/3keg2

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 26, 2018, 08:18:05 AM


  I was there.  I sorta saved the day.  I was a medic.  I wandered into a Barn.  There was an SS Eliteturppen hiding by the door behind some boxes, loving or hating his complex automatic weapon or trying to figure out how to hang upside down in the hay chute.  Anyway there he was crouching and considering his options.  He did something involving firing and pivoting in my direction and missed me at a range of 3-4 feet and I shot him at a range of 3-4 feet with a rifle and he died instantly (which still surprises me since for decades in these games shooting Elitetruppen pointblank with a rifle rarely killed them).  In fact (once that little tiff was out of the way) it turned out the barn area was a mix of dead, dying and slightly injured troops of both sides.  I started reviving the Poles with my handy syringe and we went on winning.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on September 30, 2018, 09:04:52 PM
Quote from: MengJiao on September 12, 2018, 05:58:10 AM
Quote from: Destraex on September 11, 2018, 11:26:58 PM
What is the armoured rule set? Proper historical armour and penetration values?

Or at least "potential troublemaker"

  And a new patch:
is the changelog for v1.0.99


-Gameplay: Restriction on some kits (2 AT and 2 snipers max per side.)
-Gameplay: Special kits can be seen with a special icon on the minimap to help commander (Logistic, sniper and AT)
-Gameplay: Mines can now be exploded by any type of explosives

-Add: Server admin can now add time to their current game, ideal for private events
->AdminAddMatchTimeSeconds ##

-Fix: German forward construction truck unusable by logi team on Doorwerth S08
-Fix: Cap zone name on Doorwerth (Cafe Westerbouwig)
-Fix: UI compatibility update for 4/3 monitors
-Fix: Haystack being doubled on Oosterbeek and Driel
-Fix: UK radiomen not working with commander call


Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on September 30, 2018, 11:38:32 PM
I like the sniper restrictions. If it was them that was stopping entire assaults so you died without seeing anybody constantly.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Con on October 01, 2018, 10:41:04 AM
Quote from: Destraex on September 30, 2018, 11:38:32 PM
I like the sniper restrictions. If it was them that was stopping entire assaults so you died without seeing anybody constantly.
Interestingly enough I was reading about how massed sniper fire is coming back as part of the asymmetric nature of warfare.  Well established and multiple (many??) snipers and spotters with good communication wait for enemy to enter a kill zone.  With multiple snipers shooting from multiple distant points enemy infantry quickly pinned down.  Reaction time and accuracy of artillery is so good now that within minutes you can blanket pinned down infantry causing mass casualties.  Drones/AT equipped infantry can level playing field against any armor assets that move in.  This type of tactics has especially been seen in the Ukraine.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on October 01, 2018, 12:09:15 PM
Quote from: Con on October 01, 2018, 10:41:04 AM
Quote from: Destraex on September 30, 2018, 11:38:32 PM
I like the sniper restrictions. If it was them that was stopping entire assaults so you died without seeing anybody constantly.
Interestingly enough I was reading about how massed sniper fire is coming back as part of the asymmetric nature of warfare.  Well established and multiple (many??) snipers and spotters with good communication wait for enemy to enter a kill zone.  With multiple snipers shooting from multiple distant points enemy infantry quickly pinned down.  Reaction time and accuracy of artillery is so good now that within minutes you can blanket pinned down infantry causing mass casualties.  Drones/AT equipped infantry can level playing field against any armor assets that move in.  This type of tactics has especially been seen in the Ukraine.

   I'm sure snipers are quite effective, BUT what tends to happen in FPS games is that they slow down games like Post Scriptum which already have a slow pace.  Or to look at it another way, if a large proportion of the players are busy (quite wisely) looking for good spots to snipe from, then the whole premise of the game -- which is that it somehow approximates relatively fluid small unit actions -- disappears.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on October 18, 2018, 02:39:24 PM


  Another big patch (dont forget to clear your user cache):

-Gameplay: Tank handling massive overhaul
-Gameplay: Removed team lock restriction
-Gameplay: Razorwire deals 3 times more damage to infantry soldiers
-Gameplay: British Armored Cars are getting more damage from TNT and 20mm AP
-Gameplay: German Sappers and Heavy AT get Haftholladung (Magnetic Mine)
-Gameplay: German and British light anti tank get 4 rockets (2 previously)
-Gameplay: Regroup call cooldown is now 2 minutes (5 min previously)
-Gameplay: Regroup call is no longer 30 seconds delay but 20 seconds
-Gameplay: Closed some buildings in Arnhem to help gameplay flow
-Gameplay: Incapacitated teammate nametags are now showing in grey
-Gameplay: Phosphorus and Gammon bombs are now exploding on impact

-Add: Arnhem City 2x4km
-Add: Trenches around Ritveld (Driel)
-Add: New grass model (improves both visuals and performance)
-Add: Rotation added to all thrown grenades when thrown

-Fix: Track FX issues
-Fix: Flak 36 visible to the enemy on the map
-Fix: Removed heartbeat sound on spawn
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on October 18, 2018, 02:48:40 PM

Arnheim Bridge from the south:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on October 19, 2018, 01:27:42 PM
Quote from: MengJiao on October 18, 2018, 02:48:40 PM

Arnheim Bridge from the south:
And a hotfix (I guess I'll clear my cache again!!)

Gameplay: Moved spawn points for Koepelkerk further back (not inside the main building anymore)

- Fix: Being able to cross the river with vehicles
- Fix: Various culling distances of objects tweaked
- Fix: Being able to pass through a closed off section of a building variant
- Fix: Collision issues in Eusebius kerk tower
- Fix: Various floating stairs, foliage, props and buildings
- Fix: Some smaller objects blocking vehicles (Cafe chairs, sandbags, etc)
- Fix: Mesh issues with John Frost Bridge

PS -- and now the Bren Gun Carrier works pretty well!!!  I mean you can turn it at 30 kmpH without slewing around!!!
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on October 19, 2018, 04:12:51 PM
Quote from: MengJiao on October 19, 2018, 01:27:42 PM


PS -- and now the Bren Gun Carrier works pretty well!!!  I mean you can turn it at 30 kmpH without slewing around!!!

Looking South from the top of Arnheim Bridge:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on October 19, 2018, 09:16:36 PM


  Arnheim is a pretty bloody scenario.  Here you can see a German falling off the top of the bridge (maybe 250 meters away?).  I probably hit him since I had a great angle on anyone high up on the bridge and most of the 1st Airborne fire was coming from a heavily smoked and mortared area at the north end of the bridge:

   
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on January 07, 2019, 05:57:50 PM
They just announced bayonets and a few new vehicles as well as a map coming to post scriptum shortly. Rag doll effects as well. Some sort of armoured game mode too. I am really not a fan of armoured game modes. Call to Arms one was shocking. You must have your infantry.

Every time I view an announcement like this. There are always one or two people claiming the game is dead. I am not sure where people come off with these three word comments that seem to be disingenuous given the game is not dead and they leave no explanation.

Just checked and at 9.30am in the morning here we have this population.
(https://farm5.staticflickr.com/4817/45929421344_740585c385_b.jpg)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on January 07, 2019, 11:00:03 PM
Quote from: Destraex on January 07, 2019, 05:57:50 PM
They just announced bayonets and a few new vehicles as well as a map coming to post scriptum shortly. Rag doll effects as well. Some sort of armoured game mode too. I am really not a fan of armoured game modes. Call to Arms one was shocking. You must have your infantry.

Every time I view an announcement like this. There are always one or two people claiming the game is dead. I am not sure where people come off with these three word comments that seem to be disingenuous given the game is not dead and they leave no explanation.


  I'll probably get back into Post Scriptum if or when I get my microphone working or get a new one or something (windows somehow ate the old one in such a way that the only thing to do is to "Completely reinstall windows" -- nope!).  Yep.  The glee people seem to get out of saying a game is bad or dead in a "knowing" way is some sort of internet-induced viral mental problem -- even if the game is dying or bad and in the case of post scriptum:
1) its a great game
2) it seems to be making progress
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on February 13, 2019, 03:13:31 PM
Quote from: MengJiao on January 07, 2019, 11:00:03 PM
Quote from: Destraex on January 07, 2019, 05:57:50 PM
They just announced bayonets and a few new vehicles as well as a map coming to post scriptum shortly. Rag doll effects as well. Some sort of armoured game mode too. I am really not a fan of armoured game modes. Call to Arms one was shocking. You must have your infantry.

Every time I view an announcement like this. There are always one or two people claiming the game is dead. I am not sure where people come off with these three word comments that seem to be disingenuous given the game is not dead and they leave no explanation.


  I'll probably get back into Post Scriptum if or when I get my microphone working or get a new one or something (windows somehow ate the old one in such a way that the only thing to do is to "Completely reinstall windows" -- nope!).  Yep.  The glee people seem to get out of saying a game is bad or dead in a "knowing" way is some sort of internet-induced viral mental problem -- even if the game is dying or bad and in the case of post scriptum:
1) its a great game
2) it seems to be making progress

  I'm back!  In Veghel in the rain, fixing a bayonet on my M1:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on February 13, 2019, 10:34:42 PM
Quote from: MengJiao on February 13, 2019, 03:13:31 PM


  I'm back!  In Veghel in the rain, fixing a bayonet on my M1:

  Sherman with 75mm (on Veghel map):

   
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on February 19, 2019, 09:30:39 PM
I don't think ww2 radio nets would be that hard to implement. The problem would be more one of how units especially axis did not have them at squad levels iirc
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: JasonPratt on February 20, 2019, 01:22:41 PM
Quote from: Destraex on February 19, 2019, 09:30:39 PM
I don't think ww2 radio nets would be that hard to implement. The problem would be more one of how units especially axis did not have them at squad levels iirc

??? I thought the Axis were great at having radio nets, this being one of their major advantages at the start of the war (up through Barbarossa).
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on February 23, 2019, 08:59:58 PM
I am comparing infantry radio nets to the allied ones. I think the US had much better radio nets than the germans? The US having radios much further down the ranks than the germans?
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on February 28, 2019, 10:29:59 AM
Quote from: JasonPratt on February 20, 2019, 01:22:41 PM
Quote from: Destraex on February 19, 2019, 09:30:39 PM
I don't think ww2 radio nets would be that hard to implement. The problem would be more one of how units especially axis did not have them at squad levels iirc

??? I thought the Axis were great at having radio nets, this being one of their major advantages at the start of the war (up through Barbarossa).

  By 1944 the Germans were far behind the allies in terms of radio sophistication.  The weirdest example is how just before the Mortrain offensive, the German radio transmissions were so clearly revealing everything about the preparations for the attack that the US signals intelligence wondered if it was some kind of radio deception event rather than a real event.  Of course, at a higher level, Ultra decodes showed the attack preparations were quite real if totally absurd in terms of the amount of revealing radio signals that were being broadcast by the Germans.  By contrast, US Divisions could go totally silent and vanish from German radio detection.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: JasonPratt on March 01, 2019, 09:40:43 AM
Okay, that all makes sense.  O:-) Sort of parallels how relatively motorized and mechanized the Germans were compared to their opposition -- and then when Normandy happens, a German trooper being taken to the beach for processing to England looks at all the jeeps etc. and asks, "But where are all the horses?!" (And his guard just laughs.)
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on March 01, 2019, 10:37:29 AM
Quote from: JasonPratt on March 01, 2019, 09:40:43 AM
Okay, that all makes sense.  O:-) Sort of parallels how relatively motorized and mechanized the Germans were compared to their opposition -- and then when Normandy happens, a German trooper being taken to the beach for processing to England looks at all the jeeps etc. and asks, "But where are all the horses?!" (And his guard just laughs.)

  Yep.  The progressive break-down of the German's early-war lead in gear and communications is kind of weird -- especially for people who were reading in the 1960s and 70s about how strategic bombing had little effect on German production and how the Germans didn't "really mobilize" until 1942.  More recent studies such as Adam Tooze's The Wages of Destruction (2006) show that things were quite different in reality since more exacting analyses reveal that if anything the Germans mobilized far too soon (and started degrading their railroads before the war even started) and of course Strategic bombing had an instant negative impact AND (of course) the Germans were constrained all along by not having access to sufficient petroleum (as well as insufficient access to Copper, Steel and other metals).  Once Churchill called their bluff in the Summer of 1940, all that early over-mobilizing was not going to pay off (except in obliterating the Russian Army once or twice in 1941-42)  or maybe even except possibly in the final extreme gamble to reach the Russian oil fields.  Once the Allies survived into late 1942, they had plenty of time to develop signals intelligence and radio discipline with a full awareness of the drawbacks of the German methods.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on May 29, 2019, 06:12:31 PM
Some very nice features coming to post scriptum tomorrow. Including weapon rest, overhauled interface and working range reticles for tanks. Weapons sway according to weapon weight as well. This new map they add tomorrow will be the last for this theatre and they are actively considering where to do next it seems!
The team seems to be doing a "chapter 2" and is already well into it.
In addition they are working on an unreal engine upgrade that should greatly improve performance!
AIR FRICTION & TANK SIGHT RANGING
NEW LAYERS TO VEGHEL
VARIOUS GAMEPLAY TWEAKS
OPTIMIZATION
SOUNDS
LOCALIZATION
WEAPON RESTING & SWAY
MENU & UI OVERHAUL
GRAVE
http://postscriptumgame.com/grave-release-30-may/?fbclid=IwAR0YLJpLkiMln1Ygo3B-5N1lGgDkImHE-2Dp5pu0zGrhTyuUuZyUTDhZIgs
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 17, 2019, 12:44:52 PM
Quote from: MengJiao on January 07, 2019, 11:00:03 PM
Quote from: Destraex on January 07, 2019, 05:57:50 PM
They just announced bayonets and a few new vehicles as well as a map coming to post scriptum shortly. Rag doll effects as well. Some sort of armoured game mode too. I am really not a fan of armoured game modes. Call to Arms one was shocking. You must have your infantry.

Every time I view an announcement like this. There are always one or two people claiming the game is dead. I am not sure where people come off with these three word comments that seem to be disingenuous given the game is not dead and they leave no explanation.


  I'll probably get back into Post Scriptum if or when I get my microphone working or get a new one or something (windows somehow ate the old one in such a way that the only thing to do is to "Completely reinstall windows" -- nope!).  Yep.  The glee people seem to get out of saying a game is bad or dead in a "knowing" way is some sort of internet-induced viral mental problem -- even if the game is dying or bad and in the case of post scriptum:
1) its a great game
2) it seems to be making progress

  I'll go look around Post Scriptum's current incarnation before I go look at Hell-warmed-over let Loose
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 18, 2019, 05:43:38 AM
Quote from: MengJiao on August 17, 2019, 12:44:52 PM

  I'll go look around Post Scriptum's current incarnation before I go look at Hell-warmed-over let Loose

  There's three maps featuring US Airborne troops (Veghel, Grave and Best...to use the Bridge names from the Where Eagles Dare game).  Here's the Kirk from the Best map:
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 18, 2019, 01:49:40 PM
Quote from: MengJiao on August 18, 2019, 05:43:38 AM
Quote from: MengJiao on August 17, 2019, 12:44:52 PM

  I'll go look around Post Scriptum's current incarnation before I go look at Hell-warmed-over let Loose

  There's three maps featuring US Airborne troops (Veghel, Grave and Best...to use the Bridge names from the Where Eagles Dare game).  Here's the Kirk from the Best map:

  Best is a pretty interesting map.  IIRC, in WEDare, Starkweather remarked that the Best scenario was everyone's favorite in play testing.  And in reality it is where either the bridge was blown (its a tiny bridge) or the Panther Company turned up or both.  Of course in reality, there was a railroad bridge near Best, but PS is getting better at focusing things and the whole "fix the rail bridge or the pontoon bridge" with your logistics section is fading a bit in favor of making a critical position (if not always an objective -- there's a night version of Best where the Kerk is not an objective though it still dominates both AA positions and the main crossroads and the main road to the bridge).  Another shot of the St Omopthalos Kerk in Best:

PS -- the explosions and the panthers are related to the Son Bridge.  The Best Bridge was the scene of a series of more-or-less successful german counterattacks.  And the Grave Bridge is in the 82nd zone so its a Devil's cauldron bridge, not a Where Eagles Dare bridge.

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 19, 2019, 04:44:59 PM
Quote from: MengJiao on August 18, 2019, 01:49:40 PM
Quote from: MengJiao on August 18, 2019, 05:43:38 AM
Quote from: MengJiao on August 17, 2019, 12:44:52 PM

  I'll go look around Post Scriptum's current incarnation before I go look at Hell-warmed-over let Loose

  There's three maps featuring US Airborne troops (Veghel, Grave and Best...to use the Bridge names from the Where Eagles Dare game).  Here's the Kirk from the Best map:

  Best is a pretty interesting map.  IIRC, in WEDare, Starkweather remarked that the Best scenario was everyone's favorite in play testing.  And in reality it is where either the bridge was blown (its a tiny bridge) or the Panther Company turned up or both.  Of course in reality, there was a railroad bridge near Best, but PS is getting better at focusing things and the whole "fix the rail bridge or the pontoon bridge" with your logistics section is fading a bit in favor of making a critical position (if not always an objective -- there's a night version of Best where the Kerk is not an objective though it still dominates both AA positions and the main crossroads and the main road to the bridge).  Another shot of the St Omopthalos Kerk in Best:

PS -- the explosions and the panthers are related to the Son Bridge.  The Best Bridge was the scene of a series of more-or-less successful german counterattacks.  And the Grave Bridge is in the 82nd zone so its a Devil's cauldron bridge, not a Where Eagles Dare bridge.

PPS...the Grave Bridge is the last map for the Market-garden series on PS.  Apparently a whole new series is being worked on.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 19, 2019, 06:23:23 PM
Quote from: MengJiao on August 19, 2019, 04:44:59 PM
Quote from: MengJiao on August 18, 2019, 01:49:40 PM
Quote from: MengJiao on August 18, 2019, 05:43:38 AM
Quote from: MengJiao on August 17, 2019, 12:44:52 PM

  I'll go look around Post Scriptum's current incarnation before I go look at Hell-warmed-over let Loose

  There's three maps featuring US Airborne troops (Veghel, Grave and Best...to use the Bridge names from the Where Eagles Dare game).  Here's the Kirk from the Best map:

  Best is a pretty interesting map.  IIRC, in WEDare, Starkweather remarked that the Best scenario was everyone's favorite in play testing.  And in reality it is where either the bridge was blown (its a tiny bridge) or the Panther Company turned up or both.  Of course in reality, there was a railroad bridge near Best, but PS is getting better at focusing things and the whole "fix the rail bridge or the pontoon bridge" with your logistics section is fading a bit in favor of making a critical position (if not always an objective -- there's a night version of Best where the Kerk is not an objective though it still dominates both AA positions and the main crossroads and the main road to the bridge).  Another shot of the St Omopthalos Kerk in Best:

PS -- the explosions and the panthers are related to the Son Bridge.  The Best Bridge was the scene of a series of more-or-less successful german counterattacks.  And the Grave Bridge is in the 82nd zone so its a Devil's cauldron bridge, not a Where Eagles Dare bridge.

PPS...the Grave Bridge is the last map for the Market-garden series on PS.  Apparently a whole new series is being worked on.

Ppps...There's four maps with US airborne troops: Best, Veghel, Grave and Vermolen.  I was on Grave last night and thing were hoppin'...as an infantryman I got caught in a pretty big armored battle (one Tiger and one armored car trying to stop a fair number of Shermans. trucks AC and infantry from completely shutting down the main German reinforcement corridor, and the last couple of objectives)...things must have gone badly because I ended up as a section leader on the German side.  It was late so I quit.  I don't think my out-of-practice section leading would have turned the tide.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on August 22, 2019, 12:49:51 PM
Quote from: MengJiao on August 19, 2019, 06:23:23 PM
Quote from: MengJiao on August 19, 2019, 04:44:59 PM
Quote from: MengJiao on August 18, 2019, 01:49:40 PM
Quote from: MengJiao on August 18, 2019, 05:43:38 AM
Quote from: MengJiao on August 17, 2019, 12:44:52 PM

  I'll go look around Post Scriptum's current incarnation before I go look at Hell-warmed-over let Loose

  There's three maps featuring US Airborne troops (Veghel, Grave and Best...to use the Bridge names from the Where Eagles Dare game).  Here's the Kirk from the Best map:

  Best is a pretty interesting map.  IIRC, in WEDare, Starkweather remarked that the Best scenario was everyone's favorite in play testing.  And in reality it is where either the bridge was blown (its a tiny bridge) or the Panther Company turned up or both.  Of course in reality, there was a railroad bridge near Best, but PS is getting better at focusing things and the whole "fix the rail bridge or the pontoon bridge" with your logistics section is fading a bit in favor of making a critical position (if not always an objective -- there's a night version of Best where the Kerk is not an objective though it still dominates both AA positions and the main crossroads and the main road to the bridge).  Another shot of the St Omopthalos Kerk in Best:

PS -- the explosions and the panthers are related to the Son Bridge.  The Best Bridge was the scene of a series of more-or-less successful german counterattacks.  And the Grave Bridge is in the 82nd zone so its a Devil's cauldron bridge, not a Where Eagles Dare bridge.

PPS...the Grave Bridge is the last map for the Market-garden series on PS.  Apparently a whole new series is being worked on.

Ppps...There's four maps with US airborne troops: Best, Veghel, Grave and Vermolen.  I was on Grave last night and thing were hoppin'...as an infantryman I got caught in a pretty big armored battle (one Tiger and one armored car trying to stop a fair number of Shermans. trucks AC and infantry from completely shutting down the main German reinforcement corridor, and the last couple of objectives)...things must have gone badly because I ended up as a section leader on the German side.  It was late so I quit.  I don't think my out-of-practice section leading would have turned the tide.

Here's a picture of that armored battle.  Apparently there's a special "Armor" type of scenario, but this is from the basic infantry-style scenario:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on December 02, 2019, 08:51:10 AM
Quote from: MengJiao on August 22, 2019, 12:49:51 PM


  There's a whole new update for Post Scriptum and here is part of the new training range:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on December 05, 2019, 09:39:14 PM
Quote from: MengJiao on December 02, 2019, 08:51:10 AM


  Here's a prescruptum PS:  The video on steam reveals that Chapter 2 is going to start with the battle of Stonne, May, 1940.  It's nice to see the Renault tank and the Char B1bis, but you'd think people would have given up on stony-faced close ups followed by exploding body-parts -- not -- of course that the battle of Stonne did not have some remarkably gruesome moments -- but generic inexpressive faces were probably not part of even the most sloppy slaughters even at Stonne.

  And here's a Firefly reposing on the Driel Map:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on December 08, 2019, 06:27:07 PM
Quote from: MengJiao on December 05, 2019, 09:39:14 PM


  I was scouting in my armored car when I came across a smokey town and a burning sherman.  The place was swarming with Germans and i had to run over a few and maybe even shoot a few to get out into open country where a guy feels safe in an armored car:

Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on February 07, 2020, 05:53:17 PM
The latest tease for the last of the three modules.
First they had Arnhem
2nd was the Battle for France

3rd and final has been teased once before and now a second time. The latest tease has a piano in the fore ground with what looks to me like American troops in the background running through a city. People think it's the famous Carentan piano. If so I am extremely disappointed. I like that we would get German Paratroopers. BUT the cost of that is a well trodden battle with pretty passe ramifications from us oldies.
The first teaser was a beach with a Destroyer off shore. Which I can only imagine must be Normandy now.


Second Teaser
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Destraex on January 11, 2023, 07:56:51 AM
Well according to the scuttlebutt (rumors) Post Scriptum just had most of it's staff laid off. This news just as a new map is released in a 4gig update and probably finished all of the content on the roadmap from 2019. People all of a sudden announce the game is dead just because development has ceased. Like they cannot play the game in it's multiple theatre and huge amount of content complete state.

I am actually getting really sick of "the game is dead" trolls in a lot of games forums lately. They seem to be around in bot like hordes recently.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: Jarhead0331 on January 11, 2023, 08:10:54 AM
Isn't there an Operation Mercury mod in development? It looks pretty awesome from what I've seen.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: JasonPratt on January 11, 2023, 08:21:30 AM
The rumors weren't helped by a sudden 70% off sale this week, I noticed.

The review-bombing, I also noticed, was mainly about fears the remaining bugs will be left unfixed. But for whatever reason, they think the player base has also moved on.

It's too bad. I was always impressed by this, and its main competitor, Hell Let Loose, but could never bring myself to get into it without a single-player option -- the lack of which was completely understandable but still.
Title: Re: Post Scriptum - Operation Market Garden Shooter
Post by: MengJiao on January 11, 2023, 10:42:14 AM
Quote from: Jarhead0331 on January 11, 2023, 08:10:54 AM
Isn't there an Operation Mercury mod in development? It looks pretty awesome from what I've seen.

  It was okay.  I think that was the last time I looked at Post Scriptum.  I've been playing Hell Let Loose occasionally since then.  I have had some great moments in both games, but
I think Hell Let Loose is more my speed (smaller maps, better graphics).  In many ways Post scriptum was a better game (with for example, on-map mortars instead of on-map artillery),
but it is easy to see why it hasn't prospered versus HLL:  HLL is a lot less demanding in terms of getting into some violently convincing fighting -- sort of an arcade game with a heavy
dose of what sort of looks like realism (basically you get killed a lot and generally with one shot or one artillery shell or one grenade etc.).  I think the communication schemes and spawning
and "supply" work better in HLL too.