Fantastic update thanks FH team!
Love the new tanking system, no more turbo turret tigers and panthers and vossenack looks beautiful
How hard was it to get the angle system form FH42 to work ingame? Does it apply to the top of turrets as well as the sides of the tanks?
Was just a few settings, to my surprise.
However the harder part is to clean up the vehicle collision meshes. Most worked rather well out of the box, however we're continuing a cleanup to make the system more predictable. But don't worry, in gameplay it works as intended in 99% of cases.
as we can controll Turret with arrow keys, will we be able to controll it with joystick too? that would be cool
Yes, this can now be set in the controls menu, which is more customizable for tanks. Will be explained in an upcoming User Manual detailing new settings and other technical changes in 2.4.
Sorry, i start to spam now. but the epic question is - CAN WE USE MAHLZEITSTELLUNG ON TIGER NOW? the 80mm side armour angled at 45 degrees give it more armour protection than the front:
acutal ww2 tactics now in FH2!
It may actually help in some situations, more so on tanks with already sloped armour. But that is not exactly as it works.
The projectile's damage drops off, not the amount of penetration. Overall, there's some amount of unpredictability resulting from it.
But it does bring about the intended gameplay. If a tank has more frontal armour then you can penetrate, you must actually flank them.
Anglemod is for any angle, its based on the angle of polygon vs angle of the projectile. 0 - 60 degree hits are the same though, so in 2/3 of cases it will not make any difference.
But even a panther hitting a sherman at a high angle, it may survive. So there's no one-way balance change here.