i want bigger explosions on planes after they are blown up. and mabe the type 96 on more maps. very cool gun.
[center][size=1]"All movement is accomplished in six stages, and the seventh brings return. The seven is the number of the young light it forms when darkness is increased by one." - Syd Barrett 1967[/size]
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*looks about for the noob bashing squad ok all clear, i want night maps like operation overlord paratrooping, pegasus bridge and maybe some russian front night maps.
I think that to have more vehicles, weapons, maps, etc. it's cool, but I think that FH has enough of this stuff and now the priority have to be optimize the code to reduce the lag. Some nice large maps or maps with a lot of vehicles are unplayable in practice, and the lag is the problem.
I know that to include more features it's a must in the release of a mod, because users (me included) love new vehicles and maps or more realistic weapons and enviroments.
But FH is enought GOOD at this time to spend more time depurating its code and making a better gaming experience.
I don't write about the good features and things FH has because there're a lot (greetings FH devs!!) and I think it's better to talk in this thread about things that need to be upgraded or changed.
FH it's the best BF1942 mod, I think. And I hope it'll have more recognition of online gaming community in near future.
I dont know if this is intentional or not but on most Pacific maps with patrol boats/pt boats there is no way to rearm them that I am aware of.
Most of the time I pick a engi class when I plan on hopping in one simply because the only way to re arm is beach the sucker when the ammo is expended and exp pack it to force it to respawn re armed.
Really hate it when I am running in cover zig zagging only to get sniped in 1 shot by someone with a bolt action rifle who crouched down and immediately popped off a shot.
Only other thing I hate but isnt FH's fault is to many maps are won simply by which ever side has players with super fast load times. Well not super fast but the fastest load times anyway.
Kamikaze-ing isn't that big a deal. Most people use bombs now anyways, unless they see a juicy target that needs to be taken out, like a King Tiger. The devs did mention that the problem was "fixed" in .62, but I don't know what or how.
White Ninja Comics "Soul too dark for the abyss, aborted son of hell's six hundred and sixty six wombs, a being of pure HELL, sustained by the black umbilical, weaned on HELLMILK and nursed at the teat of ABBADON, whore-queen of FESTERIA." - Penny Arcade
Maybe make the Ju87b (is that it?) Stuka with the 37mm AT cannons a bit more powerful, at the moment its quite difficult to kill tanks with it such as T-34/85's.
You're thinking of the Ju-87G-2. It had no bombs or divebrakes, just twin 37mm cannon. Could only be in post 1943 maps for realism reasons.
See, IL2 teaches more than any other videogame!
And if you are going to add in power to the G-2, put in the Il-2 Sturmovik 3M. It was armed with twin long shot (meaning more powder, more energy) 30mm cannon. And that plane should be able to take tons more hits than it currently does. Ive flown that thing with no oil, and my elevators and rudder shot off my some bitch panzer II before. But thats another story...
Last edited by LIGHTNING [NL]; May 31st, 2004 at 01:48 PM.
Reason: double post removed
There's basically no point in getting a sniper kit unless you want the binocs, since the standard infantry rifles are just as accurate and the view distance on most maps is so small. They should stop being 100% accurate past certain distances.
The planes are so sluggish and the view distance is so short and the machine gun damage vs planes so light that it's almost a miracle anyone gets shot down in dogfights. I've flown around entire rounds without getting shot down because dogfighting is so difficult. Also, bombers in general are so slow that you need to know where your ground target is ahead of time so you can set up a bombing run, but by the time you can finally get around to doing that, your target will have moved. This problem is even worse with the bombers that don't even have bombs. They are so big and useless that nobody bothers to fly them.
I can understand realistically slow controls, but keep in mind the real life minimum safe distance to shoot up an enemy plane is 500 feet. Any closer and you may end up wearing the other guy's armor. It was probably a shorter distance in WWII because plane speeds were much slower, but you get my point. 500 feet in BF:1942 is beyond most view distances.
Battleship AA did not fire all in the same direction all at the same time. Code in some (height) variation and/or have the guns to the side converge on the center, because as it is you're only getting use out of one or two of the 8 or so guns at any given time.
Battleship guns did not all fire on the same trajectory, unless it was at an immobile target and they were certain of a hit. Some variation would be neato, especially since bombardment isn't as effective as it could be due to entire 6-8 round salvos landing in roughly the same spot. Changing the trajectories for 4-6 rounds could even better allow for long range sea engagements, since you wouldn't have to worry about getting the shot exactly right in order to hit anything. Besides, it's what they did in real life.
The Japanese submarine seems intended for one person. If it submerges, which it is designed to do, the outside weapons blow up and respawn when it resurfaces. However, when it does resurface, the one person in the submarine will not have access to the three guns in the back, largely because of that damned conning tower getting in the way. Add some passenger spots with different exit points to the subs, so that they may get at least some use.
Things I'd like to see:
Gunsights on battleships and destroyers, yeah!! I mean really, you did it for the tanks...
There were some radio guided bombs and missiles. If you're going to include obscure weapons and vehicles that didn't get much use, include those as well, cause they're spiffy neato.
Carpet bombing. B-17's did not release their bombs one at a time; they did it all at once and their bombs spread out over an area. As it is, if you try and bomb an area in a heavy bomber, your bombs will all land in a perfectly straight line, which isn't terribly effective unless your targets all happen to be lined up. While an individual plane's bombs did land in something like a line, bombers never went on bombing missions by themselves. At the same time, BF can't support 100 heavy bombers flying over an area, so I think you should have the few we can have release their bombs all at once and have them spread out.
Finally, a little something regarding plane speeds... the current flight system is designed to accomodate for three plane speeds: reverse, off and full speed. Planes are designed to be at their best performances only when they've reached full speed. Anything less and their performance suffers. Additionally, going over the top speed from dives results in even better handling. I don't know if it's possible, but I'd like to see the optimum flight speed for performance somewhere around 70% power. Anything more/less and they turn slower.
Last edited by Victim; June 1st, 2004 at 03:25 PM.
Kamikaze-ing isn't that big a deal. Most people use bombs now anyways, unless they see a juicy target that needs to be taken out, like a King Tiger. The devs did mention that the problem was "fixed" in .62, but I don't know what or how.
Its coded so when a Plane hits a tank it doesn't do any damge or very little damage.
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