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Old May 26th, 2004   #131
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Default Re: Your Opinions are needed

Ah, the old 'go play Vanilla' argument. Well, I do like to bunnyhop and pwn the n00bs...

I like to be able to do something more when facing those 3 tanks than spam F2 F3 and then get blown apart. If you want to be able to rambo your lone tank up to the flag and watch the AT rounds bounce off, go back to camping for the King Tiger.

Oh, Edit, expacks do hurt heavy tanks. I just did a test round of Battle of the Bulge, four expacks under a KT take off about a sixth of health.

Last edited by Acomba Mike; May 26th, 2004 at 04:52 PM.
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Old May 26th, 2004   #132
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Quote:
Originally Posted by Acomba Mike
The imbalance is that you guys are a pilot and a tanker, first and foremost, and you want to be able to take down everything, but you're not letting people like me, who are primarily infantry, have the same advantage. A pilot can take down everything in the game. A tanker can take everything but ships. At the moment, infantry can just about do the same. But if things change radically, so they can't even take down tanks, what is our function? To sit and kill eachother until a Tiger wades in and finishes us all?
That's what anti-tank classes are for. Although I admit, the anti-tank weapons are utterly screwed in current version. Schreck should be able to take out anything up to IS2 from close range with a single shot anywhere and a zooka about the same up to Tiger, only not on the front. In current version the biggest tank you can take out with a single shot from any of these two weapons is between the axis Ha-Go - Pz2.. Although I believe even Ha-Go can't be taken out with a single shot on the front.

At weapons need to be boosted up big time. One shot one kill would probably be overkill with AT weapnos, when taking into account the current lousy blast radius on tank grenades. Ha-Go, which had an armor of maximun 12mm should have absolutely no chance of surviving a tank or bazooka grenade, but hell, currently it takes a Sherman round like it ain't nothing. My sources say, that StuGIIIG had 30mm armor on the sides, a bazooka round penetrates a maximun of 80mm, how come it always survives the hit?


Last edited by MkH^; May 26th, 2004 at 05:02 PM.
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Old May 26th, 2004   #133
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I dont know but werent we complaining during v0.5 that the faust was overpowered? Than they nerfed it... Hah. I dont know. But about those skirts for our armored ladies (Stugs if any left with skirts and Pz4H's), they better protect from fausts and the alike in the next version. I remember way back when in 0.5 on Arnhem (Vannila map), there were Stugs with skirts.

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Old May 26th, 2004   #134
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Quote:
Originally Posted by Driver
I dont know but werent we complaining during v0.5 that the faust was overpowered? Than they nerfed it... Hah. I dont know. But about those skirts for our armored ladies (Stugs if any left with skirts and Pz4H's), they better protect from fausts and the alike in the next version. I remember way back when in 0.5 on Arnhem (Vannila map), there were Stugs with skirts.

those were jagdpanzers.


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Old May 26th, 2004   #135
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FH is a more than a great mod or an addictive game leaving the competition far behind, its the first mp fps game ever to create a realistic WW2 feeling without sacrificing too much fun and playability.

I like:
-the game as a whole
-the great love for detail on many things
-the unrivaled atmosphere
-historically correct availability of weapons (with a few exceptions)
-stunning new skins/textures, generally of high quality
-many great maps, especially if compared to vanilla maps
-cool static objects, fortifications, entrenchments, even civil vehicles
-many great sounds/voices
-many vehicles, most with realistic game values
-great naval and amphibic battles and even an invasion from the air, crete
-infantry combat/damage code (as above with a few exceptions)
-ground vehicle combat/damage code as realistic as possible with the given possibilities - without SDK (and as usual with a few exceptions, stated below)
-weapon kits and deployable weapons (the MGs so far)
-great ideas like the deployable 8,8 or a linked AA battery
-many devs with good knowledge about WW2 and an open ear for the community on most things

I dislike: (engine limitations, DICE bugs, things requiring SDK not included)
-some major bugs, all of them already posted above or in the bug section
-a lack of static or personally movable weapons, most part artillery/AT arty/heavy infantry weapons. static weapons: exceptions are some Pacific maps or Gold Beach. very important IMHO
-the 0.62 flight/plane damage code, enough posts have been made
-some missing vehicles needed for a few maps and 1941/42/43 battles
-long crosshair closing times on AT weapons, already posted
-reload animations on rifles too fast/not fast enough etc.
-rifle crosshair closing times a little bit too long
-most SMGs too controllable (deviation, exception Sten), MP40+StG44: not controllable enough (too much deviation)
-9mm damage too low if compared to 7.62 Tokarev
-some tank sights not aiming correct/lack of a centering point
-splash damage of small-caliber shells too high
-splash radius of small-caliber shells too high (37mm or comparable guns)
-recoil/firing animation of 20mmKwK30 in PzII
-rate of fire of some weapons too low: MG34(900rpm),MG42(1500rpm),Flak30(280rpm),Flak38(4 20rpm)
-splash radius of 122mm IS2 gun too low
-Katyusha damage against armor too high
-sideskirts of PzIV or StugIII without effect on shaped charge warheads
-British 2pdr and 6pdr guns able to fire HE shell, penetration/damage values too high
-some more versions/variants of existing vehicles needed
-No2 revolver damage too low
-armor values on most british tanks/vehicles too high
-Staghound AA able to destroy Ostwind with MG fire while being invulnerable to bursts of its impact-fused 37mm flak shells (nasty)
-paper Panther front armor/vulnerable area (bug?)
-expack damage to armor (0.61 issue)
-finns using german instead of russian infantry weapons (more appropriate)
-lack of some early-war infantry AT weapons, e.g. AT grenades/rifle grenades, shaped charges etc.
-some torpedos doing very little damage to ships
-BT7 later than 1942
-some more things I dont recall at the moment.

Last edited by -=*AngelCorpse*=-; May 26th, 2004 at 05:39 PM.
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Old May 26th, 2004   #136
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HAve the M1 carbine give more of a kick so it feels more realistic and change the sound of it cause it sound like a toy right now.
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Old May 26th, 2004   #137
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for infantry , make it random weather you spawn with a rifle nade, but make the chances against you. Like the hats in some maps.

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Old May 26th, 2004   #138
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Old May 26th, 2004   #139
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I almost always play Axis, for reasons that baffle me, so my only real screaming til I burst into tears complaint has been the Panzerschreck which, if it was too powerful, should just be made less powerful instead of impossible to aim properly. The whole wonderfulness of FH is that you have effective, straight shooting weapons compared to vanilla BF, and to make it so goofy is simply exasperating.

I've noticed some vanillaing of the light machine guns at times, too. It grinds me when you can see you've hit someone several times in the upper body and they don't go down, especially when the PPsh is so deadly.

That the expacks are going is far, far out.

Some better sounds for the smallest Axis tank, its main gun, would be nice.

That's about it. Fine mod, not quite what CTF was to Quake, but right up there.
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Old May 26th, 2004   #140
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The Panzershreck should penetrate over 210mm of armor. That means any hit, anywhere, on any tank in FH would be a kill. Including a hit to the front armor of a King Tiger. I know why they nerfed it a bit, because that would make it too powerful of a weapon. If they wanted realism though, the Shreck was able to pierce any tank in the war or even in development.

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