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-   -   Tank Control and Positions (http://forums.filefront.com/fh2-suggestions/120857-tank-control-positions.html)

Exel April 19th, 2004 04:15 AM

Re: Tank Control and Positions
 
Instead the two-man feature should be removed from artillery too. Not the other way around. It's a major pain in the butt when you have established a good firing position and then some jerk comes and hops into the drivers seat and taxis to the front line, probably getting both killed in the process. The vehicles could still have two seats for driver and gunner separately, to prevent firing from the move and assaulting with them, but they could be manned by one player only.

D-Fens April 19th, 2004 04:15 AM

Re: Tank Control and Positions
 
F6 F2? I think it could be worth a try. Otherwise I was thinking tanks could have positions inside tanks purely for transportation (as seen in the Stug3G)

VioLAtoR[xL] April 19th, 2004 11:31 AM

Re: Tank Control and Positions
 
Quote:

Originally Posted by Exel
Instead the two-man feature should be removed from artillery too. Not the other way around. It's a major pain in the butt when you have established a good firing position and then some jerk comes and hops into the drivers seat and taxis to the front line, probably getting both killed in the process. The vehicles could still have two seats for driver and gunner separately, to prevent firing from the move and assaulting with them, but they could be manned by one player only.

Then that same idiot that drives of with you firing takes a Wespe by himself and uses it as some sort of assault gun. Baaaad.
On some maps I'd like to see immobile Katushya's (Karelia, Outskirts) but that's about all mobile artillery should change.

As for tanks, NO!
Besides the obvious drawbacks like communication, a huge decrease in effectiveness or people not using them anymore, I think that even IF it would somehow work, you still have like half of your normal players available for doing the rest.

EDIT: Agreed D-Fense. More merry Tank ride-a-longs for the infantry. At least 2 positions on every tank, maybe more.

[SYN] hydraSlav April 20th, 2004 01:19 AM

Re: Tank Control and Positions
 
It's time to make a sticky thread with the text:
"DEVS SAID MANY TIMES THEY WONT DO THIS"

Admiral Donutz April 20th, 2004 04:49 AM

Re: Tank Control and Positions
 
Quote:

Originally Posted by [SYN] hydraSlav
It's time to make a sticky thread with the text:
"DEVS SAID MANY TIMES THEY WONT DO THIS"

that would't work: most people ignore stickies! :mad:. Ever noticed how many people asked about "how to map" or to ask why their "FH doesn't work/Crashes to Desktop" , there where (are) both stickie threads for them but people just thend to ignore them! -->
"hmm i have a CTD bug, lets ask people WTF is going on"
*visits forums*
*browses*...
"Sticky: FAQ: bugs & problems"
"nah it can't be discussed inthere!, wait lets report this bug in a new post"
*posts*
*gets flamed to hell*
:rolleyes: (or they just post and don't look for any threadtitles at all!)

Swe_Flying_Frog April 20th, 2004 07:54 AM

Re: Tank Control and Positions
 
I belive that it is impossible to get good coop if you're not playing LAN. It is not always possible to see what the player writes because you're so into the game.. :banana:

Kingrudolf April 20th, 2004 08:48 AM

Re: Tank Control and Positions
 
Quote:

Originally Posted by McGibs
ugh.

NO

alright people? STOP SUGGESTING THIS.

After that reply this topic is ready to be closed.

scion April 20th, 2004 03:15 PM

Re: Tank Control and Positions
 
Quote:

Originally Posted by McGibs
ugh.

NO

alright people? STOP SUGGESTING THIS.

Ok then, I was just suggesting a diffrent format, giving the driver something to do.

If you actually read my first post you would see that I start with "It has already been suggested many times..." I can accept that players will be taken away from other roles, and this may degrade gameplay too much. If that is the case that is fine, and this idea should be buried.

I do not accept however, that communication would be an issue. As D-Fens rightly pointed out to all of us, we have a set of perfectly good voice commands that are rarely, if ever used for communication between players. The scenario mentioned earlier, the gunner sees an enemy tank, is unable to get a shot off, or misses his shot. The gunner could quite easily use the stop/wait call (I'm sure most players don't even know there is one), perhaps combined with the enemy armour spotted call, the driver could stop, and allow the gunner to take his shot, then continue, perhaps by the Go call.

As was mentioned earlier, too many players may be taken up with two per tank. SilenT AssassiN suggested using this system only for heavy tanks. This could work, as this would mean only one or two tanks per map would requrire a crew of two. This would also balance the gameplay a bit, slightly nerfing the Heavys so they are not the indestructable war machines they are at the moment.

I think there is a general fear of change out there in the community, IMHO unwilling to try something new. If this was implemented, I believe it would be a feature that is sets FH apart from all other mods, and would increase the popularity futher.

McGibs April 20th, 2004 04:00 PM

Re: Tank Control and Positions
 
Go download the wonderful Slilent Heroes mod, and tell me if their 2 man tanks are better for combat.

LordKhaine April 20th, 2004 04:08 PM

Re: Tank Control and Positions
 
Seperate gunner/driver would only work in a game with inbuilt voice com, and at a time when everyone is using voice com. Clearly that time has not yet come.


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