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-   -   The bazooka and eractic shots. (http://forums.filefront.com/forgotten-hope-general-discussion/257633-bazooka-eractic-shots.html)

Siberian Soldier June 1st, 2006 10:17 AM

The bazooka and eractic shots.
 
First off I did a search of bazooka and came up with 17 pages, so rather then scroll through all that I figured this would be easier.

Is it just me or do others experience shots from the bazooka that are out in left field? Most of the time the shot goes straight but sometimes it's way off target. Was this added to give a more realistic feel with a bazooka that was not very accurate in it's day?

Meadow June 1st, 2006 10:28 AM

Re: The bazooka and eractic shots.
 
The crosshairs are still there, you need to wait for them to close. Crouch, aim, and wait five seconds before firing. Real soldiers did that too. :)

Fuzzy Bunny June 1st, 2006 10:32 AM

Re: The bazooka and eractic shots.
 
You need to wait for a bit to let the bazooka steady itself (you can't see this.) Basically when you whip out a bazooka, there is an invisible "cone" going out from it, anywhere within which the shot may go.

If you hold it still for a while, that cone gets smaller and smaller and smaller until the shot goes on target. This was, to my knowledge, done to simulate your needing to take aim and steady yourself before firing.

It's not a great way of doing things; I really think bazookas should sway more (they're not that light) and the shot actually go where it's pointing.

Hawk_345 June 1st, 2006 11:07 AM

Re: The bazooka and eractic shots.
 
yeah i found the same problem when firing but the guys on top are right, there are invisible cross airs.

Siberian Soldier June 1st, 2006 11:22 AM

Re: The bazooka and eractic shots.
 
Makes me wonder how the guys that jump out of a bush, go prone and take my tank out with one shot are doing it. This all happens within a second or two.

jumjum June 1st, 2006 11:43 AM

Re: The bazooka and eractic shots.
 
The 'zook, thank the good devs, is no longer an M-1 for tanks. You can't pop out from your hidey hole and snipe armor all day long. A quick shot almost always mean a high shot (for me). First, you'd better put in some practice time. On the virtual field of battle, it takes some time (and binary cojones) to steady that bucking horse for an accurate shot. And if the tanker has any infantry support, the zooker is merely making a feckless and sacrificial gesture. And speaking for those of us who think the game has in the past been overloaded with juiced-up handheld AT weapons, that's a good thing.

Quote:

Makes me wonder how the guys that jump out of a bush, go prone and take my tank out with one shot are doing it. This all happens within a second or two.
WHAT! There's an exploit!? I didn't even know....

Real-BadSeed June 1st, 2006 05:48 PM

Re: The bazooka and eractic shots.
 
the zook has closing crosshairs, the same as other weapons, only they are invisible now since the ironsights were added.
now you must guess when they have closed, or as was posted above just take aim, count to 4 or 5 and then fire without changing your aim or moving at all while counting.

this was done to simulate the loading of the zooka shell and prep'ing the weapon for firing. you cant IRL run around with a loaded zook. its the same thing with rifle nades, and the firing delay. IRL you cant run around with a riflenade on the end of your rifle.

engine limitation is...you cant make it so you cant run around with these weapons loaded. so to simulate the loading before firing they used slow closing crosshairs and a firing delay for riflenades.

Lobo June 1st, 2006 05:58 PM

Re: The bazooka and eractic shots.
 
The next guy who explains the glitch will receive Cat o' nine tails
:donitz:

FlyGuy45 June 1st, 2006 06:08 PM

Re: The bazooka and eractic shots.
 
The glitch is:kneeling waiting 5 second sand firing, adn most likely not getting 1s1k.

Frederf June 1st, 2006 07:10 PM

Re: The bazooka and eractic shots.
 
You know how the old style sniper has invisible crosshairs but you can tell when they close betcause your scope wabble goes away. Can you do this for bazookas?

Real-BadSeed June 1st, 2006 08:16 PM

Re: The bazooka and eractic shots.
 
no doesnt work like the sniper sway thing

Tas June 1st, 2006 08:45 PM

Re: The bazooka and eractic shots.
 
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.

Fuzzy Bunny June 1st, 2006 09:00 PM

Re: The bazooka and eractic shots.
 
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.

Real-BadSeed June 1st, 2006 09:10 PM

Re: The bazooka and eractic shots.
 
i have to agree too, although i rarely miss over this, because i always count to 4 before firing. so i either make it to 4 and fire, or die.

its only because you fire early that you miss :p

RexRaptor June 1st, 2006 11:09 PM

Re: The bazooka and eractic shots.
 
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.

pvt. Allen June 1st, 2006 11:46 PM

Re: The bazooka and eractic shots.
 
Panzerfausts were pretty common in certain units and stage of war. As for the others, there are very little maps with those as selectable class.

=7DR=von.small June 2nd, 2006 06:22 AM

Re: The bazooka and eractic shots.
 
don't want to stray off topic, but when FH devs created the satchel :bows: it was like reinventing the whole BF42 game

[79th] Le_Chat June 2nd, 2006 06:46 AM

Re: The bazooka and eractic shots.
 
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 :confused: (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. :uhm:

Miaou :beer:

Siberian Soldier June 2nd, 2006 08:06 AM

Re: The bazooka and eractic shots.
 
Quote:

Originally Posted by The 13th Raptor
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.

I agree.

RexRaptor June 2nd, 2006 08:55 AM

Re: The bazooka and eractic shots.
 
Quote:

Originally Posted by [79th] Le_Chat
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 :confused: (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. :uhm:

Miaou :beer:

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.

Fuzzy Bunny June 2nd, 2006 09:18 AM

Re: The bazooka and eractic shots.
 
Quote:

Originally Posted by RexRaptor
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.

I'm going to call this the "etc." discussion.

Nor were all troops capable of driving tanks, nor did the shots of those troops who were armed with AT weapons go off in random "cones",
etc.

etc.

etc.

wjlaslo June 2nd, 2006 01:25 PM

Re: The bazooka and eractic shots.
 
And you say that a Tiger driver thinks he's invincible. Well in RL, he actually was in most cases. A bazooka could usually not do much unless you want to get to the (in RL) scarily close ranges right behind the tank. As stated, it also was not every other infantryman that carried an AT weapon. In RL, a Mk. VI (the little tank with a .50 cal and a .30 cal) would be feared by infantry, at least early in the war. Tanks were like roadblocks, they were machines designed to be able to (sometimes literally) drive over and through any obstacle or opposition.

Fuzzy Bunny June 2nd, 2006 01:42 PM

Re: The bazooka and eractic shots.
 
...in proper tank terrain, yes. I thought that we'd gone over this again and again?

Furthermore, Tigers were _not_ invincible, even to bazookas. My only word to this is "tracks". If you're in a position where infantry can get to you to use this, well, feh on you.

Tas June 2nd, 2006 01:51 PM

Re: The bazooka and eractic shots.
 
with spawnpoints, jeeps and trucks everywhere, that is usually not a problem.

Lobo June 2nd, 2006 01:54 PM

Re: The bazooka and eractic shots.
 
Quote:

Originally Posted by Lobo
The next guy who explains the glitch will receive Cat o' nine tails
:donitz:

And locked thread, what's wrong with you, guys?

jumjum June 2nd, 2006 10:06 PM

Re: The bazooka and eractic shots.
 
This is some very tired stuff. And Monsieur Le-Chat: tossing off a tired cliche about an issue which has been dealt with dozens of times is really not helpful. Tossing off a tired cliche just to hurry on to the next one is irritating as well.

Dammit, I've been very good lately, and now it's all ruined....

[79th] Le_Chat June 3rd, 2006 02:16 AM

Re: The bazooka and eractic shots.
 
Quote:

Originally Posted by [79th] Le_Chat
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. :uhm:

Miaou :beer:

Sorry Jumjum, my apologies ... (generally I do not follow this part of the forum).
But reg. the above, I still stick to my gun's (so to say :D), I've tested lowering the Zook turn dev. (in a perso mini mod) and do thing it would be a valuable improvement ... anyway by the time we'll reach the Zook period on FH² :uhm: I'll probably be too old to play :D

Miaou :beer:


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