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Towed Artillery Ok, just so I can get this out of my mind and dreams, are we going to see any kind of towed artillery peices again? A why were they taken out of later FH1 realeases? I wasnt around for that stuff. Was it never used, abused, or just glitchy? |
They were taken out because people got massive lag from them, and I think they could make the server unstable. Either way it would be nice if towed arty made a come back, even though I never really used it when it was around for the brief time it was. |
The problem I have with towed pieces is it will be misused and turn the game into a type of caravan demolition derby, I mean what will be achieved by towing arty pieces all over the map. It would be something from Monty Pythons Flying Circus. Can anyone imagine tow-able pieces being set up properly with defenses i.e. sandbag or dugout positions - no I can't. Unless there was a way to set up defensive positions before the round started, now that would be radical!! |
But why not be able to move an artillery piece behind a small hill or rise in the earth, so that you can always keep the enemy guessing where you'll be? If it doesn't cause too much problems, I'd be all for this. |
This sounds like a great idea if it can be pulled off without severe lag or fps loss. |
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I'd be keen on moving equipment around if is done right. |
I think he's talking about like towing a 4 ton 40mm bofors (example) around behind a Tractory Lorry then deploying it in place.. have it deploy it's stabilizing arms, while riasing it's wheels and then become a usable PCO weapon. ....Well not first release unfortunately :) |
For me arty would not have to be towed stationary arty can shoot all over the map and you got (when they get there) mobile arty (+ mortars) But towed AT guns and AA would be very much liked |
towed artillery would be cool to ambush enemy tanks :) |
If having towed artillery in FH2 is possible I sure want my mobile Flak 18 gun :naughty: http://www.achtungpanzer.com/article...es/88mm_ab.jpg |
We had both these in test for our FHT mod, one was a Pak40 that you could enter and push to where you want it to be, (had 2 positions, one for firing, one for pushing, much like the French75mm cannon) then stabilize the arms and start to shoot, the other was towed by a truck and then deployed (I believe that was a Zis3 though), none of them worked as we wanted, for some reason the mobilePhysics made the Zis3 not stabilize itself, it was jumping around like a boat that is on land or a jeep that is driven onto another object.. If someone feels like finishing the codes for these let us know and we include it when we release all our stuff publicly, I agree with the idea, AT-guns and artillery should definitaley also come in move-able versions, since after playing a map 30 times its too easy to pixel out stationary defenses.. (or strafe them, so AA also must come in this, im lucky there is allready Mobile AA in FH though) |
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unfortunately the mobile AA are crumpsy and fragile...they are big targets... we definitely need towed ones or movable ones |
For me the Flak 18 in FH 0.61 did not cause any lag. I thought it was very cool not only because of the gameplay impact, but because of the wow factor and the way that it looked REAL...instead of this "gun on the top of a truck" business. |
I have a suggestion although I guess I wont be playing with artillery when FH2 comes out: Since making it mobile causes lag, and people tend to use it unproperly, why not predefine spots where it can be deployed? Maybe, like we have just seen with the new "push mode", it could be configured to be deployed on whatever positions depending on which outposts have been captured. I dont know if this can be done but better leave it till second release. |
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Players perhaps wouldn't get bored so quickly playing the same maps over and over again and extend the life cycle of maps. |
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How long does a match last, 1/2 an hour? How many towed pieces would actually be setup and in place before the enemy attacked, in my opinion towed artillery would be destroyed on route or as it is being setup just seems like a merry go round to me. Don't know if the devs plan to look at towing artillery yet! |
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We could always have deployables like the PR team have done with 0.6 of late & have engineers put them together so to speak. |
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T.A. thread #547 F.Y.I. add a & between the T and A and you have an original thread...:naughty: |
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It will be a day in heaven if and when we get (re) deployable (towable) vehicles and such. And I fail to see why they wouldn't work for above mentioned reasons by Polska. |
Nobody will properly use it in public servers, Devs shouldn't even bother spending time on such a feature since it will be useless. Artillery isn't used that much anyway. How many people do you see grabbing a Sexton instead of some faster vehicle like a Cromwell or a Sherman?! I know that towable artillery isn't a Sexton but I'm just trying to make a point.. It would still be fun to have an '88 hidden under the shadow of trees on Operation Goodwood. But it will rarely happen.. |
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http://www.valka.cz/users_admin/html...1057591378.jpg |
I know for a fact that some guns can be towed in FH2...It's been mentinoed somewhere before. What I'd love is for every big gun (i.e Howitzer, AT, AA) to have a) the ones that spawn at points (depending upon historic accuracy of whether or not the base was controlled before the battle), b) the ones that can be towed from a main base so that you can expect to be surprised by guns that weren't placed before... c) And finally, guns that are positioned before the map begins but are mobile guns that can be repositioned later.... Personally, I think the argument goes FOR towable guns over those in FH0.7. Apart from the lag it caused (apparently), those guns were more 'SENSIBLE' cuz you move them, cannot fire until you deploy them unlike the running-gunboat that exists in FH 0.7 now..So that argument about the Monty python gun...i don't think that holds water. The towable 88 would blow up the gunner if he tried firing before deployment. And when it was deployed it was statinary until the driver decided to repack it. Very strategic - Not a rape-machine From what I see, the devs are going for strategy-with-the-action and not the DICE's shootemup of Vanilla 42, so I think towable guns would add to what makes FH2 such a different WW2 game... |
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People usually say that Artillery isn't effective are usually also the quickest to whine when their precious Tiger tank get's shelled away. |
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The Sexton is *the* ultimate tank-killing weapon in Liberation of Cain and Goodwood. It's quick, and it arcs enough to be good for both Arty and Anti-tank. Tigers, Panthers and Panzerwhores of all races, creeds and religions.. Beware, of teh Sexyton. In all seriousness, it *is* one of the better allied vhehicales. |
Slightly off topic, but I hear they are planning to start using toad artillery in Australia soon. |
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