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Messages - Mobilis_in_Mobili

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1
Gone are the special rounds of the Sherman VC Firefly...

The DEVs have a done a good job of upgrading the armor configs; but they still don't properly account for the shear greater number of allied armor on the battlefields (i.e. during WWII). 

Today, nearly every allied tank gets killed by one shot from panthers and tigers, and most panzer IV attempts... Its sad that I get two rounds on a panzer; then it kills me with one shot as an afterthought (damage indicators showing which way the rounds are coming from).  That wasn't so in the days of the special round for VC Fireflys.

The 90mm rounds that were recently added to some of the allied tanks suck worse than the original VC Firefly special round.  I've hit a small german armored car 3 times with a 90mm and it just pushed it sideways (no kill).


2
FYI to ALL,

Server R3Surge/LatinoAmerica (Argentenian) - bans for not speaking Spanish/Port.

Its a selective ban; whereby its only enforced by admin RSG Kissero; especially when you one-up him in the game.  Some people, he lets it slide.

This is bad for the community; and kills game membership.

Think about it, sometimes its the only server with players during the Central/Eastern timeslot; every time RSG Kissero bans someone for not speaking his language; we lose converts to the game.  He's representing the only live game at that time.

Second, the other admins on the server do not support this autocratic style of kissero's.  You can see this is a common trend.

Third, we have a VERY GOOD history here on the HSLAN, 762, Wolf, WaW, and similar servers of being open to other languages; and why should we allow this?

Fourth, they don't have a real forum for R3Surge to request un-bans; they just use a facebook page.  Thus you don't know the server rules and they don't plainly post them anywhere (i.e. its not clearly posted that you can't use 'English' or German - you get a bunch of warnings from persons who appear to be fools or bullies).  They just permaban; instead of 1 minute ban, or something more flexible.

Fifth, they could use the silencing rule; like when someone uses profanity or posts to many 'spotted' commands; to help warn persons about their close minded policies

Sixth, they can use a password for access, if they're hell bent on making it a private game.  If the game is open to the public; they shouldn't be banning for clean language.

Seventh, you can tell they just don't know how to be proper admins.  They can't agree about their policies for banning (some persons in the Facebook page say that is not their policy).  They have double rounds every map but don't know how to turn it off and instead shift map after the same map restarts all the time.  And RSG Kissero won't show his face on the other servers out there - by his same name; because he knows its wrong.

In short, they should shut down or end the bigotry.

3
St lo Breakthrough / Re: Breakthrough at St. Lo 64
« on: 12-11-2012, 21:11:34 »
Mh, I dont really like the new version of it, eventhough the changes seems minor, they make a hugh difference.
What are the problems.
1) The spawmpoint at center for the germans.
I liked the old version, where there was no spawmpoint at all for the center and eastern flag eventhough the Germans had them. Germans needed to start a real attack to get those flags, not just a spawmattack, recapping it.
You now need 2 complete squads for just holding these two all the time, till the rest of the team is capping hill. And it does not happen to often that all 3 flags are USA right in time, and then still in US hands when you capped the 2nd line.

Solution: remove german spawpoint there,
further solutuion: Once capped by the US Villers is not recapable.
----

Problem 2)
3 US Tanks: M10, Sherman+Sherman 76
vs
3 Ger. Tanks: PZIV 2x Stug
--
Stug is pretty strong in the new patch, as you cant kill him from front with 1°angle in the sides. So you need to flank the stug now, which is pretty impossible in the open terrain. While the shermans can be killed from everything. In addition there are 2 pak 40s, and one 88. Making it almost impossible for the US to launch a succesfull attack.

Solution:
a)Removing one Stug
b) Removing one Stug and replacing it with PZIV + adding another Sherman.
c) Adding another Sherman and M10.

What I like at the new version is, that there are more APCs.!

Good example of how new software version makes it harder for allied tankers to counter German armored advantages... Thanks Irish for clarifying this particular case in good detail

4
FH2 Help / Support / Hit box for tigers?
« on: 12-11-2012, 21:11:17 »
Hello,

There was a good hit box posted for the panthers...
http://fhpubforum.warumdarum.de/index.php?topic=17260.msg257541#msg257541

Could we get some hit boxes for the tiger variants that have this detail?

Some folks made some good comments about the disadvantages of allied tank killers vs heavier axis armor in this posting...
http://fhpubforum.warumdarum.de/index.php?topic=17920.msg279584#msg279584

Thus, since not much will seem to change on the coding end, can we at least have the schematics on the Tigers?  I tried to look for them with the search; please forgive if it was previously posted somewhere. 


5
Eat Uranium - these are the things that are helpful  :)

I play once or twice a week on a busy week - I don't have time to test and wonder if successes were flukes solid hits.

6
Meuse River / Re: Meuse River 64
« on: 19-05-2012, 17:05:19 »
Standard AP with larger mm; yes - don't see real help with standard against heavy panzers

7
Eat Uranium - thanks for the actual details; will work on it.
Maybe I confused this with King Tiger on a map with 76...

8
Lol; angle that you shoot does count now.

But we've tested it on small servers... Tiger and Firefly are on the same level ground - firing at same/similar angles - instant kill for Tiger; partial damage inflicted by firefly.

Aiming skill requirements for Panther and Tiger are low; but getting that super special angle for allies is difficult; again - unbalanced armor warfare for game environment.

Yeah; most people don't mind cause most are infantry - but I've rarely seen any allied tank aces on the 2.4 version.  You see this when fh2 amateurs play; more hits by allied armor - but less kills (than in pre 2.4) - even noob axis get easier kills without knowing angles.

9
Just trying to understand better...

As I've hit Tigers in the rear several times with bazookas with no kill
I've hit Panthers and Tigers in the rear several times with no kill

Several hits in the rear on pre 2.4 did not end this way - as usually you got the kill with a bazooka sooner than later.  Yet - fausts kill most allied armor instantly. 

Yes, someone posted how fausts were better than bazookas; but seriously if the axis are going to continue to get advantages - we at least need to know where hits are effective -- due to the fact that:

All allied armor except heavy Matilda/MKs get one shot killed by Panthers and Tigers.
Panthers and Tigers are practically invulnerable to frontal hits; except special ap from the few flimsy allied tank killers.
Allies don't have the numbers like they had in the actual war
Axis frontal have some small (pixel) weak spots; but the aiming accuracy demanded of allied tankers versus axis Tigers and Panthers is sorely imbalanced

10
" A Firefly orAchilis kills a Tiger with one shot to the side armor and two shots two the front. Absolutly no idea were those assumptions are comming from. "

I guess you haven't played version 2.4 lately - show me an example of a firefly killing a Tiger from the side with one shot - in 2.4.



    Example of fair map today - Operation Luttich 16 player.  Sherman vs P4 - at least both armor assets get roughly the same capabilities; they can both 1 shot each other from the front (and get kill).

I guess you were not on Waw 2.4 this week (Thursday night); as I one shotted the P4 on several occasions with frontal to frontal armor angles.

What you say about Brest, that it's not fair for the German tanker?  They've had plenty of one shot kills on the 75 and 76 sherman - so it's now equal opportunity.  When the armor was only 75mm for allies; my shots were always bouncing off and yet I'd get one shot killed (after I hit first); and you're telling me it's unfair?

And what's with the rocket fausts - such as on goodwood - that can kill a sherman half a mile away?

11
Meuse River / Re: Meuse River 64
« on: 19-05-2012, 13:05:50 »
Maybe on a good day it kills the King Tiger from the front - in a test lab when no one is firing back at you - at the right angle - at the right inclination, etc.   Yes, in certain cases it can happen?

Back to my old point - axis Panther, Tiger, and  variants don't require as much precise skill to take out any of the allied tanks on this Meuse map.

The allied Tank Killer on Meuse is about as fragile as the aluminum American tank in Battlefield Vietnam; and you're telling us that its fair because - if you get the angle perfect - the Tiger will go down?  So while I'm trying to aim my best from a far distance; all the Tiger/88 shell has to do is shoot and point.

Allied Armor = aim very carefully - so that you hit the special pixels and get the correct special angles; otherwise advance, hide, don't get hit by faust in the bushes, and then hit the panzer from the side at a perfect angle.  The Allied Tank Killer gets wasted all the time - when Tigers advance; less to do with angle and more to do with the King Tiger embolstering; I've tested it with guys several times: KT versus allied tank killer (where we both switched sides with no other distractions or heat of battle issues occurred).

Axis Armor = Point your frontal armor at allied armor, pray they don't hit the special pixel, and fire away killing with each shot (approximately 20% randomness/deflect failures or distance whimpering of shell velocity).  Guys in panthers, tigers, stugs, etc. just sit on the battlefield and don't move but kill tons of folks (even though they have been hit over 5 times).

Seriously - have you seen any allied tank aces (in Normandy) that just go up on a hill - take 8 hits and survive - and kill all advancing medium/heavy panzers?  It would be about the same small percentage as those who can hit the special pixel (on the front of Tigers) every time; doesn't happen much.

12

I´m voting for some more allied tanks. pre 2.4 was horrible. Panther was just a bigger Panzer IV and worthless. HVAP ruined every sort of tank engagement. Also atm to many 75mm/L48 shots bounce from Shermans. That´s still a thing that makes Shermans stronger than the real deal.
[/quote]

Pre 2.4 was fair -
Yes - HVAP made armor (more) equal on both sides.  When you say it ruined tank engagement - if feels like you mean it didn't make the axis panzers the tougher tank.  So in 2.4, you make the attempt to make it more realistic; but with more realistic comes multiplied allied tanks - because in reality most of the allied tanks sucked for armor thickness.

What's wrong with tough King Tiger vs Zooks only MINOR damage from sides?  The fact that I get one shot killed by fausts all the time and not from the rear; yet most axis medium/heavy tanks take multple zook shots except for from very small spots in certain places.  Name one allied tank in the FH2 Game that has heavy armor and strong piercing shells and can deflect tons of fausts? 

Just saying its unfair and unrealistic since 2.4 came to be; and that pre 2.4 was fair; if you looked at tanks generically for each team.  I realize you have to make the game interesting by adding new features, vehicles, and other things - but if you look at generic assets on the game table; it favors axis armor in so many ways. 

Reality = panzers were better tanks until maybe the last year of the war (thicker armor, better guns)
Reality = allies one more tank battles in the end due to numbers
Gameplay = even it out a little

Am looking forward to the Eppeldorf update; thanks for the new hope!

13
Since allied armor already has the disadvantage of being more vulnerable; the least you could do is post the changes to the 'hit boxes' in the forum; which would be the equivalent of training used in the real war.  Example: I've got disney films meant for anti-tank rifle men that show how panzers are vulnerable - cartoons used in real training!   ;)

14
Meuse River / Re: Meuse River 64
« on: 19-05-2012, 03:05:08 »
Yep, this map is like Luttich; low on tactical options (ring around the rosey is correct).

It's more of a "who can hide in the bushes with a faust/zook" or "Axis armor takes 2-5 hits to kill,"  or swarm the flag until your squad runs off and you get swarmed." 

The allied Tank Killer on this map is terrible - can't one shot the german medium/heavy panzers with any regularity - and the special armor piercing round is lacking.  I thought this was supposed to be an improvement on the M10?

15
General / Re: HSlan angled damage change
« on: 19-05-2012, 03:05:48 »
It's pretty much the same - regardless of angle issues - the axis tanks (stug, Tiger, panther) can all one shot every allied tank except the heavy british MK; which makes for an imbalance when the Firefly and M10 (plus hellcat or whatever) still take multiple shots to take out most axis armor (medium - heavy).   

The Panzer 4 without the side armor additions is the rare medium armor exception; whereby the 75 sherman is roughly equivalent to the P4 at close to medium range.

As I said in an earlier post; if you want to keep beefing up the axis armor thickness/penetration capabilities; you should make 3 times as many weaker allied armor (shermans).

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