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Forgotten Hope General Yib-Yab (Off Topic)
Discuss on the bf1942 FH mod here!

View Poll Results: Should vehicles and weapons be balanced?
Yes 18 24.66%
No 55 75.34%
Voters: 73. You may not vote on this poll

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Old November 2nd, 2005   #11
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Default Re: Balancing Vehicles and Weapons

I must say I'm bit confused about you saying "...the very weak KV-1 for all maps, instead of making a slightly remodeled KV-1S"

You do know the only benefit of the KV-1S was it's armor was reduced so it wouldn't be so slow right? It used the same guns as the other KV-1 models of the same period. So in a way it's faster but weaker than the regular KV.

It would make more sense to have an early KV-1 (max armor around 75mm I believe), and a late KV-1 (max armor 120mm I believe) if you want a stronger tank for midwar maps like the Citadel battles.

Don't get me wrong, I have nothing against the KV-1S, I prefer faster tanks to ones that are slow and have more armor...
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Old November 2nd, 2005   #12
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Default Re: Balancing Vehicles and Weapons

you are joining the balance liberals now USMA?
the realism thing like the correct tank sights and more accurate guns are for REALISM

but balance is out of the question!
conservative realism > balance liberals


if you want to join the balance liberals, go join the BG42 forum
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Old November 2nd, 2005   #13
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Default Re: Balancing Vehicles and Weapons

Quote:
Originally Posted by [SYN] hydraSlav
Fh2?
Yeah USMA, I'm with Hydra on this. Even so, what you've provided is a very concise and articulated listing that probably the devs know somewhat about. Time is probably an issue with getting everything done, if in fact all of it is even possbile to do.

That being said, I'm not in favor of stark realism (10 to 1 Russians to Germans for example) just to play out a map. Balance means each side has a relative chance to win and I'm in favor of that or why play?

But I know that is not what you are talking about. You just want items in the game performing in the same manner that reflect your perceptions of reality.

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Old November 2nd, 2005   #14
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Default Re: Balancing Vehicles and Weapons

Alright then Lobo, they were improperly coded. But how all that crap got through beta testing needs to be explained. As lead developer, you should explain to the community why all of those issues were never even addressed.

Specifically the M36! Nobody liked how the developers screwed it up in .65, with the fully exposed commander poking his head out like a damn Prairie Dog. You could have at least made him sit lower in the turret, but no, then infantrymen couldnt jump on your tank and shoot you with a pistol when you are trying to engage the King Tiger.

These are all issues with coding, not asking for ISU-152s and Easy Eight Shermans. When the hotfix is released, these problems sould be fixed.
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Old November 2nd, 2005   #15
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Default Re: Balancing Vehicles and Weapons

Quote:
Originally Posted by USMA2010
Alright then Lobo, they were improperly coded.
Read my post again because I think you are the improperly coded

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Old November 2nd, 2005   #16
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Default Re: Balancing Vehicles and Weapons

This is by far the best poll I've seen in a while (no damn rep though, USMA ) and I have noticed all of those examples and most have bothered me also. I always wanted realism. Still do, always will. Its the reason I played this mod back in the days of 0.5. I love .7 currently though, it has a much more .6 feel and is very good.

I voted no to balance and I'm sticking to that to the end. My idea for the best setup is as realistic as possible and have the mappers balance it through good mapping. After playing for so long, its not hard to know what counteracts things best. If your going to include something in the release, you have to include something that can beat it though. An example, KT comes in on a map, then a Su-100, ISU or multiple 85s or JS-2s would be needed to counter it.



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Old November 2nd, 2005   #17
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Default Re: Balancing Vehicles and Weapons

in other words
if the germans got raped on that battle.. and i was german on that map... i want to be RAPED

btw, a good example where balance meets realism... tobruk

personally, wtf is the thompson doing there?

the aussies were poor and the british SAS couldnt afford an entire platoon of thompson 50s

how did they get there to the poor aussies?

why dont we just for realism sake, replace the thompson with the sten?
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Old November 2nd, 2005   #18
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Default Re: Balancing Vehicles and Weapons

You didn't have time to make the Panzer III have an accurate and realistic cannon? Or make the Crusader properly fast? Or correct the misaligned Tiger sights? Or make the Suomi M-31 as accurate as it should have been?

.67A was released last March. You had plenty of time to fix it.
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Old November 2nd, 2005   #19
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Default Re: Balancing Vehicles and Weapons

USMA, you have all the tickets in the raffle to piss me off, lot of devs have worked their asses beyond duty to finish 0.7

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Old November 2nd, 2005   #20
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Default Re: Balancing Vehicles and Weapons



I know they worked very hard to get .7 out, and I respect that. But these issues, if they were text, would be size 72 font, written in bold red text with several underlines.

The code for these problems were all deliberatly made. They can be deliberatly fixed in at leas tthe same amount of time.
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