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-   -   Tag scanning (http://forums.filefront.com/forgotten-hope-general-discussion/173867-tag-scanning.html)

FryaDuck January 24th, 2005 06:32 PM

Re: Tag scanning
 
Well I've always found Tags off FF off to be a better combination than both on. IF you shoot at a friendly in error you don't kill them just waste ammo and considering the scope of the game. Splash damage @ 100% usually solves those who wish to exploit explosives anyway.

Real-BadSeed January 24th, 2005 09:26 PM

Re: Tag scanning
 
vehicles like tanks etc. should be Team-locked.
so then... there's no worry about whos in the sherman, he has to be a teammate!

Wonder[FIN] January 24th, 2005 09:30 PM

Re: Tag scanning
 
Let's discuss that elsewhere, shall we!

schoolkid January 24th, 2005 11:02 PM

Re: Tag scanning
 
Quote:

Originally Posted by Real-BadSeed
vehicles like tanks etc. should be Team-locked.
so then... there's no worry about whos in the sherman, he has to be a teammate!

That's quite realistic, I think. I mean, sure there were probably special tank crews trained to use enemy tanks, but most times, when a soldier saw some Shermans roll up, he automatically knew they were on his side, etc. Sure, it's fun to be able to jack tanks (especially when the tank driver stupidly gets out of a fine tank to secure his own life, makes you feel good to get in his tank and blast him), but Forgotten Hope IS a realism mod...

By the way, can it be made so that when you exit a tank, you are on the turret? It's a bit more realistic than exiting and then appearing on the side of the tank. Also, can it be made so that the only way to get in a tank is to get on the turret before pressing E?

Zehnder January 25th, 2005 05:23 AM

Re: Tag scanning
 
Quote:

Originally Posted by Wonder[FIN]
This means that the setting that both enemy and friendly tags can be seen at 50m when looking directly at them since it's the first setting (20) that affects friendlies only.

Reverse the values for allowing enemy tags to be seen at 20 meters max and friendlies at 50m.

Oh, ok. Thanks, I was never completely clear on that, just trial and error with the values in game.

And to D_Day_Dawson who said that it's good but doesn't help you getting scanned in bushes, it does. As I said, the longer the tag distance the greater the odds of your crosshair passing over the pixels you're occupying. At this closer range, it's still possible however, but not nearly as likely and because you're moving if you do scan over somebody it's also likely that your tag won't light up to it's full brightness unless he stops on you. Think of it as in these mathematical terms of cutting down the angle of attack. The closer you get to the target, the smaller it is. Try it, it works rather nicely. It's definately a better direction to go in.

USMA2010 January 25th, 2005 05:41 AM

Re: Tag scanning
 
Friendly playertags, keep em. Hell, make them easier to see.

Enemy, hell no. Maybe 50m at the most. That is a good viewing distance for a real life combat action, but in BF42 you cant see that well.

Gen'l Knight January 25th, 2005 05:59 AM

Re: Tag scanning
 
^^^^^
| | | | |

Yep. Set your sides BRIGHT. If your looking at someone without color you can blast him. That way you can hide in the bushes till your heart's content.

Strumtrupp January 28th, 2005 03:31 PM

Re: Tag scanning
 
I once played on a server that had NO tags for anyone and not even hit indicators.
THAT was fun. Very nerve wrecking when you see some shadow emerge over a hill and you and your mates blast at them.

Imagine my surprise when I once fired on a wreck for 5 mins ;)

huhrlass January 28th, 2005 03:39 PM

Re: Tag scanning
 
that must have been crazy without the tags, i know what you mean, quite nerve wracking and i like tags since at times this is a computer screen and not real life so you need some assistance but the tweaking of distance is a good tradeoff. Sometimes, its difficult due to the uni's looking very similar,

huhrlass January 28th, 2005 03:42 PM

Re: Tag scanning
 
i like the suggestion about tanks being team locked, very good!!!


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