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Tanks, Turrets, and Guns(Tanks and Arty)

This is a discussion on Tanks, Turrets, and Guns(Tanks and Arty) within the FH2 Suggestions forums, part of the Battlefield Mod: Forgotten Hope category; We sank you anyways. Did you know Tembhin was IN your ship calling artillery for me?...

FH2 Suggestions Do you have a suggestion for the future release of FH2? Post it here!

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  #21  
Old May 2nd, 2006
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Default Re: Tanks, Turrets, and Guns(Tanks and Arty)

We sank you anyways. Did you know Tembhin was IN your ship calling artillery for me?
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  #22  
Old May 2nd, 2006
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Default Re: Tanks, Turrets, and Guns(Tanks and Arty)

haha and then you call yourself "fairplaying"
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  #23  
Old May 2nd, 2006
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Default Re: Tanks, Turrets, and Guns(Tanks and Arty)

Spys were everywhere...
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  #24  
Old May 2nd, 2006
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Default Re: Tanks, Turrets, and Guns(Tanks and Arty)

Quote:
Originally Posted by Komrad_B
We sank you anyways. Did you know Tembhin was IN your ship calling artillery for me?
Tembhin was on our team.
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  #25  
Old May 2nd, 2006
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Default Re: Tanks, Turrets, and Guns(Tanks and Arty)

Quote:
Originally Posted by USMA2010
1. Late model tanks all had power turrets. Even then they are all scaled down to be fair.
... except the Pz.Kpfw.IV Ausf.J, though obviously it's not in the mod.
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  #26  
Old May 3rd, 2006
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Default Re: Tanks, Turrets, and Guns(Tanks and Arty)

Quote:
Originally Posted by pmbf1942
1. They spin too fast, especialy the navals and king tigers
2. they are too stable, in real life, you'd have to stop the tank before firing the main gun
3. sherman's gun is still overpowered, I can use an M8 Car to destroy a King Tiger
4. Half tracks survive even after a hit from an AT Gun
5. Tanks are a bit fast
6. Better vehicle pathmaps
1. the game is ballanced (more or less) in itself.
2. agree, but how to change it .. without an sdk?
3. with one shot?
4. the collision system is screwed (dunno who did it so no blame). Yesterday I shot a tiger from behind from 20m and while I saw smoke, I got no hit indicators. I even had a little fun a few days ago and did some comparision shooting with the british tanks on ElAl and shot through a charger from the side from 10m away while aiming at the armor above the wheels.
5. I think they are ok.

Quote:
Originally Posted by FlyGuy45
1.You saw the thread about this, dude, don't play dumb.KT=2 ngines and all are ratioed correctly..
2.It's very hard to shot on the move.
3. It is underpowered if anything(TEH Bf42 style pancake).
4.NO people use them!
5.Ok, 25 mins to get across map?
6. BF series aint SP.
2. IRL iirc they hardly ever shot on the move. IG it is easy & the best way to beat tank noobs.
3. the problem is that people know how much they can take and how much the others can take. You will see tigers just sitting somewhere knowing there is only one tank in front of them and they can take a few shots (the indicator tells them).

Quote:
Originally Posted by McGibs
2: I agree, and should be well represented in FH2. Its not that you have to stop the tank, its that its bouncing around so damn much when on the move its really freaking hard to hit anything. Later war tanks like the t34/85 had gyro stabalization for thier guns, enableing them to fire accuratly on the move.

and one last time.... FH1 is DONE. stop suggesting things for it.
2. tank bouncing is annoying but when your not bouncing it is no problem to shoot while moving.

Uhm.. maybe he is suggesting them for FH2 as the devs presumably use FH1 as a model.
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  #27  
Old May 3rd, 2006
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Default Re: Tanks, Turrets, and Guns(Tanks and Arty)

Quote:
Originally Posted by Strumtrupp
4. the collision system is screwed (dunno who did it so no blame). Yesterday I shot a tiger from behind from 20m and while I saw smoke, I got no hit indicators. I even had a little fun a few days ago and did some comparision shooting with the british tanks on ElAl and shot through a charger from the side from 10m away while aiming at the armor above the wheels.
The shell doesn't you shoot doesn't magically appear right in front of your targeting sight, it originates where it has to come from, the (surprise) gunbarrel. Might want to take that into account when you shoot at short distances.
Hits that register on your PC (smoke), but you don't get a hit indicator are caused by two things:
1. You didn't cause damage, because your gun was too weak
2. (more likely) The hit didn't register on the server because of network lag
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  #28  
Old May 3rd, 2006
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Default Re: Tanks, Turrets, and Guns(Tanks and Arty)

I think they made apc's more resistant to AT fire so more people would think about using them.. you can argue its realistic, apc's are armored boxes on tracks, as such they dont offer much resistance to X uber AT round as it comes in at several thousand m/s. Hallow charge rounds as the faust would probably kill anyone in the passenger compartment of an apc if it struck there, but unless something caught fire, it wouldnt destroy the vehicle.
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  #29  
Old May 3rd, 2006
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Default Re: Tanks, Turrets, and Guns(Tanks and Arty)

I don't think anyone in an APC would enjoy a direct hit from an HE round though. But indeed, at rounds are of little use against 'soft' targets. The British had big problems with this during the war in North Africa, because 2 pounder cannons never recieved HE ammo.
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  #30  
Old May 3rd, 2006
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Default Re: Tanks, Turrets, and Guns(Tanks and Arty)

Yep, and their AT rounds had no explosive filling.
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