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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   #41
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Default Re: Balancing Vehicles and Weapons

Quote:
Originally Posted by [21Pz]Stauffenberg
They arent made for posting thousands of "hurray this ownz" threads, but for hardcore whining and complaining!
My fault then. Next time i post i'll make sure im crying about something not all that important.
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Old November 2nd, 2005   #42
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Default Re: Balancing Vehicles and Weapons

tank sights are as they are suppose to be! they are not wrong in anyway!!!!


in other words, the tank sights work exactly as intended. your cam position is placed approx. where the actual viewport on the actual tank would be. this is often some distance from the gunbarrel on the tank.

(see target here)_______(shell lands here)
_____ ___________________X

gunsight here___________gunbarrel here
____(+)_____________________O

so up close too targets, the shell actually hits a bit to the side, from where gunsight is aiming. the gunsight and gunbarrel trajectories merge at about 100m. like this /\

different tanks have different view setups. and must be mastered


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Old November 2nd, 2005   #43
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Default Re: Balancing Vehicles and Weapons

I am alive and well. If not a little busy lately.

I understand where USMA is coming from but I also see things from the inside. We have doen the best we could with what we had.

PzIIIJ's accuracy was much worse and we spent many painful hours on Aberdeen playtesting it until the majority agreed the gun was accurate enough.

Sherman Jumbo does weigh about 8-10 tons more than a regular Sherman but it also used M81 duckbill track grousers( extenders). These were L shaped brackets that were held on by the track pins and helped disperse the vehicles extra weight. They are basically the same in appearace and function to the German Ostketten.

So in FH the vehicle's extra weight is not that different but it is slower since it still uses the same engine to propel that extra 8-10 tons.

You and I know BF1942 does not support sinking in mud. Yes it does give a slight speed difference depending on the material map ID's but not as much a difference as it should be. I am lobbying for FH2 to have a better speed seperation so that roads will actually be useful.

Crusader III needs a whole new turret, not just the gun. Sure we could ahve used the turret off the 6lbr equipped Staghound but can you honestly tell me it would not have been a criminal act to put that plain looking undetailed turret on that new beautiful Crusader hull? Besides the Staghound and its 6lbr turret have been retired, IIRC they were DaCrappa models and are now obsolete and no longer meet FH's quality standards.

Soviets still use bazooka because we havent had time or manpower to model RPG40 A/T grenade or 1945 late war RPG-1 A/T rocket launcher.

And you still havent said thank you for us finding and fixing the sloped armor bug that made all tanks with sloped armor have less protection.

I hope you know I was almost lynched BY THE FH DEV TEAM for whining constantly til it was looked into. Stranger Than Fiction, CTZ, and Lobo STILL are barely talking to me. Major Hartmann quit talking to me long before that.

In all honesty I complained a bit about the SMG's but I am a tanker and I spent most of my time testing and reporting on tanks and aircraft.
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Old November 2nd, 2005   #44
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Default Re: Balancing Vehicles and Weapons

Quote:
Originally Posted by Anlushac11
I am alive and well. If not a little busy lately.

I understand where USMA is coming from but I also see things from the inside. We have doen the best we could with what we had.

PzIIIJ's accuracy was much worse and we spent many painful hours on Aberdeen playtesting it until the majority agreed the gun was accurate enough.

Sherman Jumbo does weigh about 8-10 tons more than a regular Sherman but it also used M81 duckbill track grousers( extenders). These were L shaped brackets that were held on by the track pins and helped disperse the vehicles extra weight. They are basically the same in appearace and function to the German Ostketten.

So in FH the vehicle's extra weight is not that different but it is slower since it still uses the same engine to propel that extra 8-10 tons.

You and I know BF1942 does not support sinking in mud. Yes it does give a slight speed difference depending on the material map ID's but not as much a difference as it should be. I am lobbying for FH2 to have a better speed seperation so that roads will actually be useful.

Crusader III needs a whole new turret, not just the gun. Sure we could ahve used the turret off the 6lbr equipped Staghound but can you honestly tell me it would not have been a criminal act to put that plain looking undetailed turret on that new beautiful Crusader hull? Besides the Staghound and its 6lbr turret have been retired, IIRC they were DaCrappa models and are now obsolete and no longer meet FH's quality standards.

Soviets still use bazooka because we havent had time or manpower to model RPG40 A/T grenade or 1945 late war RPG-1 A/T rocket launcher.

And you still havent said thank you for us finding and fixing the sloped armor bug that made all tanks with sloped armor have less protection.

I hope you know I was almost lynched BY THE FH DEV TEAM for whining constantly til it was looked into. Stranger Than Fiction, CTZ, and Lobo STILL are barely talking to me. Major Hartmann quit talking to me long before that.

In all honesty I complained a bit about the SMG's but I am a tanker and I spent most of my time testing and reporting on tanks and aircraft.
Your my number 1.
Continue that way, fh2 can only get better



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Old November 2nd, 2005   #45
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Default Re: Balancing Vehicles and Weapons

I recall that Desert Combat's cars spin quite a bit. Thats sort of what I would like to see with the Jumbo, difficulty handling the tank's movement.

I have said thank you in many ways. First and foremost, actually saying thank you several times since I have been here. Second, by downloading the mod and playing it to death. Finally, by being a very active member of this community.

I would say that a cannon is accurate enough when the outcomes of confrontations end in a realistic manner. So when a Crusader and a Panzer III Ausf. J special meet head on at a long range, the German should be able to kill the Tommy with one hit. I have had to put three rounds into the front of a Crusader before it gets killed on El Alamein.
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Old November 2nd, 2005   #46
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Default Re: Balancing Vehicles and Weapons

Also panzerfausts never replaced the faustpatrone 30 klein. It was still in production in 1945. The 35 round mag for the ppsh41 was first used in 1942 not 1943.

"In the Soviet army it takes more courage to retreat than advance."- J. V. Stalin
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Old November 2nd, 2005   #47
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Default Re: Balancing Vehicles and Weapons

The 35 round magazine was never nearly as popular, regardless of when it was introduced. Especially true of tank descent infantry, the grunts who ride with the Soviet armor. Their job was to protect the tanks from German anti-tank teams, and for this they used the PPSh41 outfitted with the 71 round magazine.

Quote:
The Panzerfaust (lit. armor fist or tank fist -- also means gauntlet) was an inexpensive, recoilless German anti-tank weapon of World War II. It consisted of a disposable launcher preloaded with a rocket-propelled grenade. It replaced the earlier Faustpatrone in service, and survived to the end of the war in various versions. Parts of the Panzerfaust concept can be considered to be the pattern on which the M72 LAW and RPG-7 were designed.
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Old November 2nd, 2005   #48
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Default Re: Balancing Vehicles and Weapons

Quote:
Originally Posted by USMA2010
I recall that Desert Combat's cars spin quite a bit. Thats sort of what I would like to see with the Jumbo, difficulty handling the tank's movement.
Why would tanks spin? I have seen them do that on ice but not in mud. They mostly sink in and throw up lots of mud clods, which IIRC BF1942 engine will do if you have the right terrain material map underneath.

Quote:
I have said thank you in many ways. First and foremost, actually saying thank you several times since I have been here. Second, by downloading the mod and playing it to death. Finally, by being a very active member of this community.
YOU WONT HAVE SAID THANK YOU TIL YOU GET DOWN ON YOUR KNEES AND BOW YOUR HEAD IN SUBSERVIENCE...Was that over the top? I can never tell. :lol:

Quote:
I would say that a cannon is accurate enough when the outcomes of confrontations end in a realistic manner. So when a Crusader and a Panzer III Ausf. J special meet head on at a long range, the German should be able to kill the Tommy with one hit. I have had to put three rounds into the front of a Crusader before it gets killed on El Alamein.
In no early North Africa maps should any vehicle get a one shot kill at any range. It seems to take me 3 shots to kill a Crusader and it seems to take Crusaders 2 shots to kill me. I ahve also gotten 2 shot kills but not often.

But the 88mm is the great equalizer..."This is my BOOMSTICK! Shop smart...shop S mart...YA GOT THAT?!"
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Old November 2nd, 2005   #49
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Default Re: Balancing Vehicles and Weapons

Not spin, but be harder to control I guess.

No one hit kills in any desert maps eh?

Tiger, Desert Rose...
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Old November 2nd, 2005   #50
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Default Re: Balancing Vehicles and Weapons

I was writing a reply that I would need to report to Donitz to ban me but thanks to Allah I have seen the Propa McGanda beetle's thread and had some laughs, thanks dude

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