The tremendous choice of infantry weapons - customized kits included - you really never get bored having to use the same weapons all the time in every map.
The devs not afraid to hard code abusive behaviour out such as with the pilot kit, AT weapon crosshair, rifle crosshair, sniper rifles.
The devs not afraid to code experimental stuff that may not always be liked right away but is adding value to the mod's experience : the carrier elevator, tank gunsight, slow turning turrets, slow tanks
The devs not forgetting the navy part of the game : new ships, (heavily) improved ships
All the stuff that is added and goes unnoticed, but over time you keep running into things that you didn't know where there.
Interceptor versions of fighters = fighters without bombs ! ( fighters not having bombs makes divebombers, light bombers and levelbombers usefull )
What i did not like in FH :
The aircraft code because i think it isn't comaptible with the size of the maps/area of ground action, not efficient, not enjoyable to use.
The aircraft damage to other fighters and groundtargets, inefficient, not enjoyable to use.
The aircraft firing their guns in succession, not all at once. I was really dissapointed, even unhappy about this as the FH 0.5 animation with all guns blazing and streams of ejected spend rounds was mind blowing....that rocked hard !
The dense fog in maps that have aircraft, in some maps that also have lots of trees, houses or bushes it is near impossible to find a groundtarget and attack it. That makes aircraft in such maps very inefficient, and not enjoyable to use.
Not all maps have sufficient spotting-able class/vehicle capability. Player do not choose officer class if they can also have a SMG with handgrenades, i would take handgrenades too because you need them in CQC.
HE damage based weapons are too weak......they lack proper blast range making them not effective to fight larger groups of infantry for what these weapons are actually designed to do.
( this is outside dev responsibility ) : the majority of servers do not rotate large or vehicle based maps
What i would like in future :
Greater role on the battlefield for tank destroyers, field guns and artillery
Better support for artillery : a reliable amount of players is needed that want to spot in a map......so binoculairs must be in an attractive class/kit or vehicle and in sufficient numbers
If possible field guns and artillery that can be pulled, but can be fully disconnected from the pulling vehicle. ( and connected again )
More vehicle combat based maps and tank fighting suitable country, more maps with historical airbattles or sea battles, more maps representing accurate historic battles, not small scale maps optimalized for fast paced gameplay. ( that has little to do with the battle it was named after )
More vehicles added that had an important role in WWII battles, but are missing in FH.
All vehicles having their real life weapons and positions ( hull mg position for all tanks that had them )
More variants of one type vehicle if they had interesting important tasks other then their standard version ( such as a solid nose B25 for anti shipping )
Last edited by Beast of War; May 25th, 2004 at 05:32 PM.
Some complains about the planes,when u model zero much much agile from wildcats i.e ,it isnt fair because wildcats were tougher and faster than zero, but in fh the only difference is agility of zero(speed wont balance imo since all planes are way too fast with this type of fog)but zero isnt weaker or slower than wildcat. so the only realism ppl get a superb zero with no drawbacks.I am not speaking only for this type of aircraft but in general. And a note:when 2 airplanes pass headon eachother it is impossible for any of them to catch the other, as a result 2 planes loose each other, when dogfifghting most of the time i just search for the aircraft ive just spottet 5 seconds ago on my 12.Plz reduce the lag in some big maps i cant even fly cos the computer constantly keeps freezing sometimes for up to 10 seconds.(p4 2.4c 512ddr graphics set to medium sound set to medium)
in response to other comments:
before you go and make the planes more powerful, i.e., more damage, easier flight physics, higher rof consider this...
in most battles, planes were not buzzing around over the battlefield 100% of the time of battle. planes took off from bases, did their business and returned to base.
not being a pilot, I have been on the receiving end of too many bombs killing me or my armor as fast as I can spawn and try to manuever.
too many maps have the potential for a pilot to circle about, blast a target and 30 seconds later after a hokey reload flyover, return to do it again.
in some maps planes are over-represented by this behavior and their firepower way disproportionate.
therefore the FOG is good. also, planes should have to LAND, come to a complete stop (near an ammo crate or in a hangar) to reload. if the smacktards keep tk'ing for a plane, then server admins should do something, not the game code.
removing fog, increasing damage and rof will just make planes way to powerful in ground attack mode.
ww2 pilots had to work hard to hit targets. they had to conserve ammo.
anyway, my point is, please don't make changes to the planes that will "make it too easy" to fly and hit targets.
and the flyover reload thing is just, well, dumb...
other than that, i love this mod and me hats off to the dev team!
in response to other comments:
before you go and make the planes more powerful, i.e., more damage, easier flight physics, higher rof consider this...
in most battles, planes were not buzzing around over the battlefield 100% of the time of battle. planes took off from bases, did their business and returned to base.
not being a pilot, I have been on the receiving end of too many bombs killing me or my armor as fast as I can spawn and try to manuever.
too many maps have the potential for a pilot to circle about, blast a target and 30 seconds later after a hokey reload flyover, return to do it again.
in some maps planes are over-represented by this behavior and their firepower way disproportionate.
therefore the FOG is good.
I disagree !!! ( sorry i know this thread is not for discussions )
If you want to reduce aircraft threat.....don't use fog but AA weapons !
I agree with you that there are places where flak is absent and in your tank you are nothing more then a target. But then do not ask the devs for fog, ask them for ( efficient ) flak and aa vehicles that can protect tanks in area's where there are no fixed flak positions.
Vulnerebility to aircraft is also sometimes the players own fault : not trying to keep a low attention attracting profile : driving under trees, near bushes, builings and rock and keeping off roads and away from main routes......in the open and on roads you are highly visible and can be 100 % sure you will be seen and attacked, and not only by aircraft for that matter.
And not moving in groups makes vulnerable too......Top mounted mg firepower of several tanks together is good enough to kill aircraft fast, but tanks too often operate alone.....and then the top mounted mg of a lone tank will not prevent you from getting bombed.
There are a few flak or aa vehilces already like the vierling truck, the duster and the ostwind, but they only appear in a very few maps. ( maybe logical since they are bound by the date they first appeared in the war ) But there were more flak and aa vehicles in the war, a nice challenge for the modellers, coders and skinners. ( and mappers to place them where they matter )
Last edited by Beast of War; May 25th, 2004 at 06:07 PM.
How about advertising THIS THREAD on planet battlefield, fpscentral and so on, give other people a chance to voice their opinions who maybe don't know about the site but have played the mod.
a lot more dammage to planes when hit by bullets. nagant revolver for russians. and objective maps. like that episode of Band of Brothers where they have to destroy those pak40s. pretty sure thats what happened. mabe a level like that on fh.
[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]
[/center]
Misread (right term?) this first "this is not about what you want to see in fh...". Ok, so if im "allowed" to list features I'd like to see in FH, here goes:
basically there are 2 positions, gunner and mover, 1st spot can control the gun like a really slow tank, with a cool/wierd pushing animation, 2nd spot is the regular gunner spot, so basically its like the wespe but with a diff model
Light a match, for I deserve to burn.
-Screen Name Rommel on the Wolf Server I AM NOT SENDING SUBLIMINAL MESSAGES! I HATE NOOBS!
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