User:Wuzh

Hey I'm Wuzh. I do edits. I like editing. I have the really bad habit of rushing out edits. Sorry for clogging up the recent edits.

I have quite a bit of issues with editing habits, so apologies in advance.

Other Notes

 * The Daniel Recker page mentioned first-person models. We might need images for those too.
 * Is Amiens focusing on the initial German offensive (during the Spring Offensive) or the August allied counterattack?
 * Why is the map setting alternate language name of a map the only notable alternate name? If 선전 is notable for Propaganda, why not 政宣口号, the map's name in Chinese? Compare with the Super Mario wiki.
 * What is Instant kill anyways? Maybe merge the special death messages into Killcam and split the rest into things like environmental deaths, roadkill, suicide or whatever?
 * Blood on your melee weapons when you smash people in BF1.
 * I'm seeing some maps use Austro-Hungarian Empire instead of Austria-Hungary. Keeping an eye out for that.
 * Names of specializations are quite inconsistent.
 * Is having a few planes really enough for it to warrant a new faction?
 * Why are all the Battlefield X Customization pages all about cosmetic customization? This is a very confusing name that also implies information about weapon function customization (like attachments), which are not included on these pages.
 * Health page is very outdated. It uses a confusing mix of "general overview" and "individual game specifics", both of which contain very outdated information.
 * For rifles that you load with clips, you cover the magazine when opening the action to stop extra rounds from flying out. When you load a k-bullet for most of the rifles, you don't cover the magazine so you can let one round fly and then you can load in the k-bullet. I also see some cases where they do cover the magazine then load another k-bullet, maybe even when the magazine is full (which is weird and impossible). When you switch back, you eject the k-bullet, and your magazine would have 1 less round compared to before you equip it (and sometimes not), EXCEPT when you use M1903 Experimental, which makes sense. Messy, inconsistent, and could use a ton of verification.
 * Sometimes there is no ejection-load-k-bullet animation. You just switch to a rifle that has a k-bullet.
 * Coughing when you enter a flaming car in BF1.
 * Muddy hand on doors when your vehicle is muddied.
 * Scopes are side-mounted so you can still reload with stripper clips without resorting to CODWW2 styled diagonal clip insertion.
 * Weird BF2MC Chinese character names.
 * ID for the Albion German ship and the Runner landing crafts (because honestly none of them look like the Iron Duke Dreadnought).
 * I think you can see cold breath on winter maps too in BF1.
 * I've heard that devs post interesting things on twitter. Might be worthy to check them out, though I can't since I'm in China.
 * Is it still a Coastal Artillery if it's nowhere near the coast? Like on a mountain?
 * I don't think we should call classes kits really. This is a personal opinion.
 * I think that you should use multiplayer faction names when discussing multiplayer.
 * I think it would be a lot easier to navigate between class pages if we split the super-class/kit navbox into several smaller navboxes divided by game.
 * Alpha BF1 apparently had different variant names (like Sharpshooter), and a different two-letter system for variant naming.
 * We need to standardize the faction structures.
 * If a game doesn't have faction-locked weapons, do we still need to list their default equipment?
 * Stupid trivias about what pistols are people carrying in their model holsters.
 * New idea: gameplay description categories, to complement our in-game categories and recycle some old categories:
 * Primary and Secondary weapons
 * Consolidate Category:Semi-Automatic Rifles into Category:Semi-Auto
 * Category:Automatic
 * Category:Burst
 * Category:Single-Shot
 * Category:Explosives (if it explodes and deals damage, get in the cat)
 * Category:Night combat (anything night combat)
 * Category:Shotguns (pellets & buckshot. but it's also an in-game category so...)
 * Category:Bolt-Action (maybe combine with Category:Lever-Action and Pump-Action and other actions into Category:Single-Action?)
 * Category:Anti-tank rifles (maybe rework into player-carried weapons that can damage tanks?)
 * Category:Sidearms (contrasting with that, Category:Primary Weapon. Or what about Category:Weapon Gadgets? Gadgets that you shoot like a gun? (MASS counts))
 * etc etc.

Other Other Notes

 * DICE, Siege of Shanghai 1937. If you ever got around to making another WW2 game.
 * I had deleted my own talk on Talk:Rupture (breaking BF:DDD in the process) because I was talking crazy when trying too hard to determine the location of the map. Turns out that just Aisne River is fine. I hope I can leave it deleted, but if this means anything bad to the admins, do whatever that needs to be done.

Backlog of Deleted But Trivially-notable trivias:
Sites to try:
 * http://equipment.wikia.com
 * http://military.wikia.com
 * http://www.imfdb.org


 * MP18 BF1 - Although the MP18 magazine model in Battlefield 1 depicts the loading lever and ammo count markers, the lever does not accurately track the weapon's remaining ammo.
 * In Battlefield 2, the LAV-25's turret model is a combination of the vehicle's stock turret combined with the 2 Spike-LR launchers from the Oto Melara Hitfist 25mm turret. Since Battlefield Play4Free reuses basically all of the vehicular assets from Battlefield 2, the model is the same. In real life, there is a TOW-carrying LAV-25 called LAV-AT, fitted with the same turret as the M901 ITV. The base LAV-25, however, have no ability to fire or mount TOW missiles in conjuction with its cannon, unlike the Army's M2 Bradley.
 * While the LAV-25 in the 2 titles mentioned above is modeled with 2 ATGM launchers on its turret, yet can only fire once before having to reload. This is done obviously for balancing reason.
 * Type 5 BF The real weapon's magazine was internal and not removable as shown in 1942 and Vietnam
 * M1911 - BF4 - Also, when using the 3x scope, the scope mount attached is the same model used on the M39 EMR. In real life this wouldn't be possible since this is a special design specifically made for M14-pattern rifles and can not be attached to any other weapon. Furthermore, it's floating a bit over the left side between the slide and the frame.
 * The WZ-10 in Battlefield 2 is modeled after the real life Agusta A129 International Mangusta of Italy (modeled with a different turret from the real A129 International's gun turret - using the M197 gatling cannon, UB-32 rocket pods, and HJ-8E helicopter mounted ATGM launchers) and bears little resemblance to the production model WZ-10, due to at the time of the game release, the WZ-10 is still only in the the prototype stage and has not yet reached full production.
 * BF2 - The in-game model of the AH-1Z is a combination of the real life AH-1W SuperCobra and the AH-1Z Viper, featuring the shorter stub wings, vertical oval exhaust outlets, the slimmer avionics bay and ammunition storage, and the tail rotor on the starboard side from the AH-1W, while the rest is from the AH-1Z. It may even took some inspirations from the AH-1(4B)W Viper, evidenced by the wingtip fences mounted on the horizontal stabilisers, which are exclusive to the AH-1(4B)W and neither presented on the AH-1W nor the AH-1Z.
 * It is unknown why DICE used the model of the Type 98, which is the pre-production variant of the Type 99, while the Type 99 itself has been in Chinese service before the game's release.
 * Like the Abrams, Leopard 2, and Challenger 2, the in-game Type 99 doesn't have any ERA bricks installed on it, yet it offers the same level of protection as the T-90. This is done obviously for gameplay reasons.
 * 9K22 Tunguska - BF2 Despite actually using the 9M311 missile, as evidenced by the in-game model and game files (referred to as "sa19_grison" in the game file), the missiles fired by the Tunguska have exactly identical statistic to the 9K38 Igla fired by the other 2 mobile air-defense vehicle. This is obviously done for balancing reason, since the real life 9M311 has a much larger warhead than those of the Stinger and 9M39 missile used by the 9K38 Igla.
 * The M40's appearance as a magazine fed rifle is very anachronistic, as the only variant of the M40 that uses a box magazine is the M40A5 seen in Battlefield 3 and Battlefield 4, which wasn't created until 2009.
 * RPG BF2 The crosshair of the PGO-7V scope for the weapon in the game is very crude and unrealistic, a far cry from the real scope, whose reticle features a much smaller 50 m crosshair/boresight mark, a stadia and a rangefinder for different types of grenades for more accurate long range shot placement.
 * RPG BFBC Unlike Battlefield 2, the reticle of the PGO-7V is now much closer to the real one, however, the position of the boresight mark is still too low and close to the rangefinder. This is possibly done out of necessity, so that many players won't get confused and use the rangefinder as a crosshair.
 * RPG BF3 While Battlelog's description of the RPG-7 states that it fires PG-7VL rockets - incorrectly stated as "GP-7VL" - the rockets the in-game RPG-7 fires are actually PG-7V rockets.
 * The Phalanx in Battlefield 2 has a much lower fire rate compared to the real system, being only a fifth of the real life system's fire rate. This is also true for mobile air-defense vehicles in the game, with the real Tunguska capable of 3900 - 5000 rpm combined fire rate for both of its cannons and the real PGZ-95 capable of 2400 - 3200 rpm combined fire rate for all 4 cannons. The exception to this is the M6 Linebacker - its 225 rpm fire rate is generally true to real life.
 * Also, the real life Phalanx CIWS doesn't have the 360 degree traversal capability of the in-game counterparts, nor does the RIM-7 Sea Sparrow launcher is controlled through the Phalanx. The real Phalanx can only traverse 300 degree - 150 degree to either side of the neutral position.
 * As mentioned, the real Phalanx CIWS fires Mk 149 APDS shells instead of explosive shells. In Battlefield 2 however, the Phalanx uses high-explosive fragmentation tracer-self destruct ammunition, making it more similar to the real life Centurion C-RAM than the Phalanx.
 * Just like some other cases in the game and out of convenience reasons, the in-game emplacement used the AIM-9M Sidewinder as its missile instead of the real RIM-7 Sea Sparrow. In real life this was attempted in the search for a stop-gap naval SAM system after the cancellation of the MIM-46 Mauler and Sea Mauler systems in 1965, but proved unworkable because the 1960s Sidewinder was not able to sort aircraft thermal signatures from water reflection clutter and was a tail-chasing homing weapon, so little use against targets approaching head-on. Instead, the radar-guided AIM-7 Sparrow had to be used as the basis for the new SAM system. As such, its power compared to both the real Sidewinder and Sea Sparrow is much weaker, as both of the real missiles travel at much faster speeds, and for the case of the Sea Sparrow, much bigger warhead than that of the Sidewinder.