Personally I’m starting to dislike the sights (sorry devs). They look pretty and all, and its more realistic to look at, until i press fire while a tank is in the middle of my sights, and the rocket leaves at a 30degree angle from the tube.
I would have been happier having these sights, good accuracy quickly, and a few seconds delay before the weapon fires, like the riflenade. As its now, its just silly to sit somewhere with a bazooka, end up having to turn around to face the tank, and have the rocket end up in the dirt because Mr. invisible crosshair decided to expand, very NOT realistic.
The current situation promotes glitching, because even though you'd have to wait for the crosshairs to close BEFORE .7, at least you knew when you could shoot with any accuracy. In tense situations, estimating the "accuracy change" how long you have been standing still, taking into account your stance, and the horizontal movement you have made, is just.. Close to impossible.
FH tanks are very twitchy, they turn on a dime, get to speed quickly, can rotate their turret almost as fast as infantry can turn their heads. Making people stand still, looking in one direction for several seconds just so they don’t totally screw up their accuracy is just not realistic.
You could have also made the reload animation take a lot longer to balance things.. but the current situation is just crappy in my humble opinion.
Quote:
Originally Posted by George Bernard Shaw
No man ever believes that the Bible means what it says; he is always convinced that it says what he means.
Agreed with Raptor 100%, except that I like the current sights.
I hope AT rocket launchers in FH2 will have some combination of realistic reload times, shots-going-where-it's-pointing, sway of the tube according to your position, and "drawing" delays (takes a moment to get the thing off yoru back, so you can't just immediately put away a pistol and have the bazooka out.)
I hate people who hop out of cars on Caen and get off a Panzerfaust shot just like that; at the same time, the whole cone of fire thing just, well, gah.
Only problem with AT Weapons is that there are too many of them...or atleast, too many one-hit kills. I realise this is realistic, and thats not my problem, my problem is that everyone and their brother gets a Panzerfaust, Bazooka, or God-fobid- a Panzerchrek. Make the rocket-AT Kits a pickup ONLY.
Actually, just screw the whole of the ME...Anarchy FTW!
The sad thing is that rather than crying about game defects ... one should try to guess how to play better.
Personally, I have no sympathy about those tankers that keep on wining that there tanks can be taken down too easely ... indeed make me face a tiger and he is dead for sure in 2 shots ... but the reason is NOT that the tiger's too weak, it is that Tiger's driver often behave likes they think they are invincible.
For Christ sake just behave like in RL, do not rush alone, make sure tanks are progressing in squadron in auto protection, or with infantery support.
Trust me, whenever possible I do play ATT and my biggest problem is to try to destroy a tank properly escorted.
The only way to solve the problem is :
>> when tank covered by other tanks, have to attack the last one
>> when tank covered by inf. , have to play with a friends with a Bar, that will clean its support infantery before I can approach the tank.
(Actually we always play like that on maps like Norwind)
But if the tank is Solo ... he is dead whether I use the exploit or not
Just three remarks :
1/ If systematically all your shot go left of iron sight, it may means that you are not aiming (make sure you right click before shooting)
2/ Train train train and you'll be efficient (the 2 specialized ATT of our teams , me and Gudu , are now more efficient than initially when the iron sight was released).
3/ @Modders : Personally, I do praise you, for the increase in dev. you've introduced in 0.7 vs 0.67 , for most weapons especially for running and jumping, and also >> maxdev. (although it is not a panacea vs exploit) but probably, the turn-dev is a bit too high ... indeed when aiming at a tank in motion (from its side), you cannot follow his course and shoot.
It is probably possible to fight the run-jump-shoot behaviour via those dev. but one should not apply same reasonning to turn dev.
Personally I’m starting to dislike the sights (sorry devs). They look pretty and all, and its more realistic to look at, until i press fire while a tank is in the middle of my sights, and the rocket leaves at a 30degree angle from the tube.
I would have been happier having these sights, good accuracy quickly, and a few seconds delay before the weapon fires, like the riflenade. As its now, its just silly to sit somewhere with a bazooka, end up having to turn around to face the tank, and have the rocket end up in the dirt because Mr. invisible crosshair decided to expand, very NOT realistic.
The current situation promotes glitching, because even though you'd have to wait for the crosshairs to close BEFORE .7, at least you knew when you could shoot with any accuracy. In tense situations, estimating the "accuracy change" how long you have been standing still, taking into account your stance, and the horizontal movement you have made, is just.. Close to impossible.
FH tanks are very twitchy, they turn on a dime, get to speed quickly, can rotate their turret almost as fast as infantry can turn their heads. Making people stand still, looking in one direction for several seconds just so they don’t totally screw up their accuracy is just not realistic.
You could have also made the reload animation take a lot longer to balance things.. but the current situation is just crappy in my humble opinion.
The sad thing is that rather than crying about game defects ... one should try to guess how to play better.
Personally, I have no sympathy about those tankers that keep on wining that there tanks can be taken down too easely ... indeed make me face a tiger and he is dead for sure in 2 shots ... but the reason is NOT that the tiger's too weak, it is that Tiger's driver often behave likes they think they are invincible.
For Christ sake just behave like in RL, do not rush alone, make sure tanks are progressing in squadron in auto protection, or with infantery support.
Trust me, whenever possible I do play ATT and my biggest problem is to try to destroy a tank properly escorted.
The only way to solve the problem is :
>> when tank covered by other tanks, have to attack the last one
>> when tank covered by inf. , have to play with a friends with a Bar, that will clean its support infantery before I can approach the tank.
(Actually we always play like that on maps like Norwind)
But if the tank is Solo ... he is dead whether I use the exploit or not
Just three remarks :
1/ If systematically all your shot go left of iron sight, it may means that you are not aiming (make sure you right click before shooting)
2/ Train train train and you'll be efficient (the 2 specialized ATT of our teams , me and Gudu , are now more efficient than initially when the iron sight was released).
3/ @Modders : Personally, I do praise you, for the increase in dev. you've introduced in 0.7 vs 0.67 , for most weapons especially for running and jumping, and also >> maxdev. (although it is not a panacea vs exploit) but probably, the turn-dev is a bit too high ... indeed when aiming at a tank in motion (from its side), you cannot follow his course and shoot.
It is probably possible to fight the run-jump-shoot behaviour via those dev. but one should not apply same reasonning to turn dev.
Miaou
It doesn't change the fact that this is atleast a Historically Accurate mod. Not all troops were armed with a Bazooka, Piat, Panzerfaust, or Panzerchrek.
Actually, just screw the whole of the ME...Anarchy FTW!
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