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Messages - Pa3ym2

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16
Please do your research first. BS-41 is a standard AT bullet PTRD and PTRS use in FH2 and you can penetrate side armour of a panther with it.

If you have battles of 1941 and the beginning of 1942, then it would be more correct to make the main ammunition load of PTRS and PTRDs with B-32 cartridges. For 1941 and early 1942, the BS-41 is not a standard bullet. Andrei Ulanov studied many Soviet archives and reports from the battlefield. He testifies that during this period, BS-41 cartridges were distributed in several pieces for one anti-tank crew, and there were many military units reporting that they did not have such cartridges at all (10:52) https://www.youtube.com/watch?v=OGHVim9kTBc

17
I ask the forum moderator to delete this topic because it is already useless

18
No.

Andrei Ulanov also said that there were two types of cartridges for the Soviet anti-tank guns PTRD / PTRS. The old BS-32 cartridge had an armor penetration of about 20-25 mm of armor at 500 meters. But in 1941, Soviet gunsmiths designed a new BS-41 cartridge with a carbide and tungsten core with much higher armor penetration. The new BS-41 cartridge had an armor penetration of about 40 mm of armor at a distance of 500 m.
http://shooting-iron.ru/publ/18-1-0-1664
This made it possible to penetrate the side of the "Panther" tank if it was not covered by a protective screen. Andrey Ulanov confirms that such BS-41 cartridges began to enter the troops at the end of 1941, but they were few and always in short supply (10:36) https://www.youtube.com/watch?v=OGHVim9kTBc

Because of this, in 1943, the Germans began to close the sides of their tanks with protective screens that protected not only from cumulative shells, but also from these new BS-41 cartridges (37:21) https://www.youtube.com/watch?v=OGHVim9kTBc

I said this to the fact that in addition to the German gas cartridges, in addition to the main ammunition of cartridges, 5 new BS-41 cartridges with greater armor penetration than other cartridges could be added to Soviet anti-tank guns

Is it possible to realize at least the second type of cartridges for PTRD / PTRS with greater armor penetration?

19
The suppression effect in FH2 is already a repurposed tear gas effect from the BF2 special forces expansion. I don't think this could be applied to vehicles, only infantry.

Is it possible to somehow realize the effect of gas inside armored vehicles in a different way?

I read that if you inhale a lot of tear gas, then pulmonary edema occurs and the person dies. Is it possible then to make sure that when a gas cartridge hits the tank, there is no visual effect from the gas, but the character begins to "groan" inside the vehicle, slowly receive damage. And if he did not get out of the tank within 40-50 seconds, then he died.

20
Suggestions / 9 suggestions for improving rifles
« on: 11-11-2021, 10:11:42 »
Strong recoil interferes with firing from submachine guns 2-3 rounds per 100 meters. Perhaps it should be lowered so that such a firing mode was possible, but some circumstances prevent this.

In 2011, the developers of FH2 released version 2.3 of the game, which dramatically increased the recoil of all submachine guns. I think this is due to the fact that when the recoil of submachine guns was low, then most players played with submachine guns, and rifles and machine guns were chosen very rarely. Therefore, in order to equalize rifles and submachine guns in efficiency, the developers have greatly increased the recoil of all submachine guns in the game. But this "equalization" is not the best, as a result it became unpleasant to shoot from submachine guns and because of this the gameplay with them worsened. I propose to slightly lower the recoil of most submachine guns in the game, but in contrast, you can strengthen the rifles with some ideas that I will write below:

1) Introduce the ability to simultaneously shoot from a rifle and beat it with a bayonet. You can also hit with a bayonet while sprinting. In urban combat at close range, if you miss with a rifle at a distance of 4-6 meters, then this will give you the opportunity not to wait for the rifle to reload, but to run a few meters by sprint and hit a soldier with a submachine gun before he kills you. Or hit him with a bayonet in the doorway before a fighter with a submachine gun can fire enough shots to kill you. Additionally, it would be possible to significantly increase the range of a bayonet strike, and make sure that there is not such a long delay time in hitting a bayonet strike that is now. All this will slightly strengthen rifles in relation to submachine guns.

2) In the mode of shooting from the front sight of the rifle, after each shot, the shooter takes the rifle to the hip, after which you need to press the button of aiming with the front sight again and again aim from the front sight. Because of this, the shooter loses 1-1.5 seconds after each shot. In Call of Duty 1, this is done differently. After firing from the front sight, the shooter does not move the rifle to the hip, but reloads the next cartridge and automatically returns to the front sight mode without pressing the front sight button (6:05) https://www.youtube.com/watch?v=OIAG6Gn8eOw
If you enter the same thing in FH2, then the player will not lose 1-1.5 seconds after each shot, and the rate of fire of the rifle will increase significantly. This will further strengthen the rifles in relation to the submachine guns.

3) Make it so that while jogging (in normal mode) it would not be possible to reload the weapon. It is necessary that the player can reload the weapon only while standing still, or in walking mode. If the player starts to run during the reload animation, it is interrupted. This will lead to the fact that a fighter who has shot the entire horn of cartridges from a submachine gun will have to stand still in order to reload it, and a fighter with a rifle and a bayonet may not wait for reloading, but run a sprint and hit a fighter with a submachine gun with a bayonet before he will recharge it. This is a slight boost to bayonets and knives in the game. If this seems too radical to you, then you can make it so that it would be possible to reload the weapon while jogging, but not while sprinting. Then at least a fighter with a submachine gun will move slowly while reloading a weapon, and a fighter with a rifle and a bayonet can sprint and he has a better chance of killing his opponent with a bayonet during close-range gunfights in cities.

4) Introduce rifle and machine gun cartridges more penetration of materials and objects than submachine guns. That is, to make it so that the rifle cartridge would pierce wooden boxes, wooden carts, window frames, carcasses of dead animals, doors, thin trees, some towers, two layers of a tent. And submachine guns cannot penetrate all this. The greater penetration of the rifle cartridge will slightly strengthen the rifle in relation to the submachine gun.

5) Introduce overheating of submachine guns the same as for MG-34 machine guns.

6) In ARMA 3 there are 5 different body positions: standing, slightly bent over, standing on one knee, sitting on the butt, and lying down (2:14) https://www.youtube.com/watch?v=9zzAjx7ejxI
I saw that the MG-42 machine guns on the carriage on the Omaha beach have the function of adjusting the position of the machine gun in height up and down. Couldn't we take the same function and add it to the regular infantry?
There is also peeping around the corner (2:25).
Is it possible to do something similar in FH2? The usefulness of such options is that you do not need to stick out the entire body with the weapon from behind the cover at once, but just stick out the head with the weapon, and then the player is much less likely to hit. In conditions of combat at medium and further distances, this gives more advantages to a soldier with a rifle than with a submachine gun. In order to hit a fighter at a distance of 100m who stuck out only his head and a weapon, high accuracy of the weapon is needed, so at such a distance it is really possible to do it only from a rifle. In addition, to kill with a rifle, you only need to lean out of the corner for half a second to shoot, then hide back and reload the next cartridge. And a soldier with a submachine gun needs to stick out for a few seconds to lead a queue. Because of this, a fighter with a submachine gun is exposed to fire more time and more chances to kill him.

7) If you implement functions with different body positions from point 6 and peeping out of the corner, you will need more precision rifles. I saw you do a lot of magnification when shooting from the front of the Bren machine gun. Perhaps all rifles will have to do this in order to have a large aiming rate and greater accuracy to hit the head of the enemy leaning out from behind the obstacle. This will further increase the utility of rifles in relation to submachine guns.

8) If the developers decide to return the crosshair of the sight to the screen, then it is possible to reduce the "narrowness" (accuracy) of this crosshair at the rifle in a standing position to the level of a sitting / lying position. And in the lying / sitting position, reduce the "narrowness" by the same amount. This will increase hip fire accuracy and give rifles much more efficiency in hip fire with crosshairs than with submachine guns.

9) A SMG fighter needs a lot more ammo than a rifle fighter. According to the logic of the higher consumption of cartridges for a fighter with a submachine gun, he is forced to carry a greater weight of these cartridges than a fighter with a rifle. Is it possible then to make fighters with submachine guns a slightly lower movement speed than fighters with rifles? This will further strengthen the rifle fighters.

If all this is done, then the usefulness of the rifle will increase dramatically. In contrast, it will be possible to significantly reduce the recoil of submachine guns almost to the level of version 2.0. Shooting submachine guns and rifles will become more enjoyable, and this will increase the growth of new players. And the more new players, the more donations the developers could receive.

I ask the developers to write which of these proposals is possible to implement.

21
The German PzB 38 anti-tank rifle is the least powerful and ineffective in the game. I propose a way to strengthen it. In reality, German anti-tank guns were supplied with tear gas cartridges

>Firearms using this round
>Panzerbüchse 38 Anti-tank rifle
>Panzerbüchse 39 Anti-tank rifle
>(Rs) stands for "Reizstoff", which means tear gas, because the projectile contains a small capsule of tear gas
https://en.wikipedia.org/wiki/7.92%C3%9794mm_Patronen

Weapons specialist, writer, and researcher of Soviet archives Andrei Ulanov testifies that the Germans used such cartridges against Soviet tanks. There are repeated reports from Soviet tank crews that after such gas cartridges hit the tank, it became impossible to be inside the tanks, and the crews left them (6:44) https://www.youtube.com/watch?v=OGHVim9kTBc
Similar cartridges for Soviet anti-tank rifles were also developed in the USSR, but they did not go into production.

I would like such cartridges to be implemented in the game as a separate firing mode for an anti-tank rifle, similar to the bipod firing mode of a machine gun. It is not necessary to make all the cartridges of the anti-tank rifle gas, it is enough that, for example, 20 cartridges were ordinary, and another 5 were gas with a separate firing mode. You can take the animation of the dimming and reddening of the screen when the player is injured, repaint it from red to green, and add it to the crew inside the tank when after such a gas cartridge enters the tank.

22
You can change that by choosing "maximum number of votes per voter". Also, stop spamming those threads.

Tell me where is this function with a choice of multiple votes? I didn't see when I created polls. Can you take a screenshot of the screen?

23
You can change that by choosing "maximum number of votes per voter". Also, stop spamming those threads.

I do not spam, I write proposals and attach votes to them so that it can be seen whether the players want such a change or not. In this thread, I was told that there are no restrictions on the number of topics created on this forum
http://fhpubforum.warumdarum.de/index.php?topic=22326.15

Or is there?

24
Most aircraft in FH2 drop bombs 2 at a time. But for experienced pilots, with skillful handling against a medium tank, one bomb is often enough. This has been verified by me many times. Is it possible to add a button to switch the consumption of bombs from two to one per drop in the options for all aircraft?

It may also be necessary to improve the view from the cockpit in order to better see the target on the ground, and to more accurately drop low-power bombs on heavy tanks.

Perhaps this will significantly strengthen aviation. Aircraft like Junkers can now drop bombs 3 times and destroy 3-4 tanks on average. If you introduce this function, then experienced pilots will be able to destroy 4-5 tanks. This potential aviation enhancement may require a counterweight. Now, in order to replenish the full supply of bombs, the pilot on Junkers 87 simply needs to fly over his airfield at a low altitude. You can make it so that, flying over the airfield, the plane would not replenish the full supply of bombs, but only half. Or even he was forced to land on the airfield in order to replenish the ammunition load with at least one bomb.

If this is not enough, then you can add more machine guns to the tanks near the hatch so that they have at least some means of fighting aircraft. In the 2000s, I played a lot in the old Battlefield 1942. When I moved from the old BF 1942 to FH2 in 2009, I was surprised to find that in FH2 it is much easier to destroy tanks with bombs than in BF 1942 because the bombs are more powerful here. In order to destroy a medium tank in FH2, it is not necessary to hit the body of the tank with a bomb. In the case of, for example, the Junkers 87 aircraft, it is enough that a low-power bomb would fall 1-2 meters next to a medium tank. In the old BF 1942, it was imperative to hit the tank with a bomb, otherwise after the bomb was dropped, the tank was not destroyed, and the machine gunner on the tank either shot down the plane or inflicted great damage on it. In BF 1942, near the hatch of all medium tanks, there was a machine gun from which bots and live players fired very accurately at planes. Because of this, before dropping a bomb on the tank, it was necessary to destroy the machine gunner behind the machine gun in the tank hatch from an aircraft machine gun https://drive.google.com/file/d/1PZ4DCXl_vMLwUN_PCpcx9jrSPWE5ixxt/view?usp=sharing or very carefully choose a position to dive onto the tank. It was necessary to make the most of the mountains, hills, buildings and other terrain features in order to minimize the time a machine gunner could fire on a tank at an aircraft. I had to dive at tanks at an angle of 70-80 degrees in order not to give the machine gunner the opportunity to shoot at the plane for a long time. This added interest to the game on a measure-countermeasure basis. It seems to me that FH2 really needs such an improvement.

Among the Russian-speaking audience, the majority voted in favor of adding such an option
https://vk.com/forgottenhope?w=wall-14079341_18041%2Fall

25
I don't quite understand why there were more votes for MP-40 than for MP-38. Now the recoil of the MP-40 is lower.

26
I suggest the developers add a poll form to this forum in which one voter can choose not one, but several options at once for 1 vote.

I wanted to create a poll on which submachine guns need to reduce recoil, but I was faced with the fact that you do not have such a poll form in which you can choose several options for votes. The Russian social network VKontakte has such a survey form. There she showed that most of the votes were for reducing the recoil of STG-44, Thompsons, PPSh and MP-40 https://vk.com/forgottenhope?w=poll-14079341_635185850

If I create the same poll on this forum with one vote option, then it is obvious that the majority will vote for the STG-44, but it will not be clear what other submachine guns the players would like to reduce the recoil.

In addition to the survey on submachine guns, this survey form would be useful for some other edits and surveys on their introduction. For example, it is useful in that you do not need to create a separate vote each time for each proposed change. Instead, you can put in the vote 3 options for the most important edits, 3 secondary, and 3 most insignificant. Then a vote would confirm that the 3 most important changes are indeed the most important because they were voted on by the majority. This would be useful when deciding which edits should be given priority in development in an environment where resources are limited.

27
I accidentally voted for 8%, although 15-16% would have been better

28
In FH2, in my opinion, the maximum visibility range is slightly insufficient. I suggest increasing it a little. Due to the insufficient visibility range, it is difficult to use some of the capabilities of the technique. For example, the pilots of Junkers-87 bombers in World War II used a technique for bombing that significantly reduced the time of shelling enemy anti-aircraft guns at them. The essence of this technique is that the Junkers rose to a great height above the target, turned over in the air on their belly and swooped down on the target like here (0:51) https://www.youtube.com/watch?v=xzNRqqjU8OM after dropping the bomb, they immediately began to move away from the target. In a normal situation, if you do not flip the plane in the air, then after dropping the bomb, you have to fly over the target, substituting its tail for fire and wasting time to turn around and fly back. And if they immediately turn over in the air on their belly, then there is no need to turn around in the air, because after dropping the bomb, you immediately begin to move away from the target. In the video, the complexity of the bots was 100%, you can see how the German plane that flew in front of me was quickly shot down because it flew over the target and was in enemy territory for a long time, exposing its tail under anti-aircraft fire. He had to unfold over enemy territory for a long time and more time than I was under anti-aircraft fire, so he was shot down https://drive.google.com/file/d/1bJrma0Ok5HU6kX9ZM7P_6H8phgf_D8oU/view?usp=sharing This significantly reduces the time spent under anti-aircraft fire. This technique could be effectively used in the game mode with live players if the developers slightly increased the maximum visibility range. This technique is often used in conventional flight simulators. In FH2, I tried to use this bombardment technique, but due to insufficient visibility, it was not possible to immediately see the ground and take the correct dive angle to the ground. Because of the "fog" you see the ground late, so you have to align the dive angle during the dive. Alignment takes the time that I could spend aiming at a target on the ground. As a result, accuracy suffers greatly and in most cases I missed the target. I literally lacked an additional 2-3 seconds, because of which I had to aim hastily. It seems to me that 15-20% of the maximum visual range should be added.
In addition to Junkers, insufficient visibility range prevents the maximum use of the capabilities of some other aircraft in the game.

Due to the limited visibility range in FH2, it is difficult to use artillery. If you increase the visibility range, then the effectiveness of artillery will also increase. It may even be possible in some cases to conduct an artillery duel.

In addition, tank duels will be fought at greater distances than now. In such conditions, tanks with the longest cannon and self-propelled guns will receive the most advantages.

If you make this change, then perhaps most of all it will increase the effectiveness of aviation in the game. Perhaps, to counterbalance the increased efficiency of aviation, it will be necessary to improve anti-aircraft guns on some maps, or to increase their number. Or, add more machine guns near the hatch of tanks to combat aircraft, and increase their firing angle for more effective firing at planes.

I heard that the developers seemed to be trying to increase the maximum visibility range, but some players with weak computers began to complain about the drop in FPS due to the increased load. Here I can say that I have the weakest computer I bought in 2008, but I'm not complaining. Set a shorter visibility range, or buy more powerful processors and video cards. All over the world, developers of everything are guided by progress and growth, not stagnation and marking time.

I ask everyone to vote how much, in your opinion, would it be worth increasing the maximum visibility range in FH2?

29
If the result of the poll doesn't please you, will you delete it as you did for the previous one ?

It is unlikely that moderation will delete my polls even if she does not like the results of these polls

30
Matthew_Baker and Ts4EVER please tell me if my assumption is correct that you increased the recoil of submachine guns in version 2.3 because they were too powerful a weapon and too many people chose them as the main one, not only at close range but also on rough terrain?

And was it influenced by the fact that for the same reason you removed the crosshairs from the screen?

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