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Messages - therenas

Pages: [1] 2 3 ... 5
1
Bug Reporting / Halftrack Accelleration
« on: 16-07-2012, 02:07:22 »
I guess, I have found my first bug in 2.45:

I tried out the M15 gun carriage with the quad .50 AA gun, but I was not able to accellerate when going uphill...  there is no problem, when you are on the move, but if you stop, you have to turn the vehicle in slomo to the side, to get it moving. Don't know if it's for the M15 only, or applies to other vehicles as well.

2
General Discussion / Re: FH2.45 Feedback
« on: 14-07-2012, 16:07:10 »
So my first 2 Cents after playing some rounds.

I really like the changes, new vehicles, weapons and the immersion.

I specially like, that tanks don't blow up on destruction, but start burning... so a destroyed tank does not hurt any infantry nearby.

3
Suggestions / Re: Removal of Tank Siren
« on: 14-07-2012, 10:07:37 »
How did it make it into the final release anyway??? The testers played without headphones or speakers?

4
Suggestions / Re: Mobile Artillery Re-Visited
« on: 20-06-2012, 23:06:44 »
Only problem with mobile artillery is, that they move each time you shoot, so you need to readjust your aim after each shot, because the vehicles starts sliding a bit.

5
Suggestions / Re: radio communication effekt
« on: 18-02-2012, 11:02:57 »
Why no simply add static noise to the current sound samples that are played when almost all points are depleted?

6
Suggestions / Re: Better AA
« on: 05-02-2012, 12:02:46 »
The view distance in FH2 is so unrealisticlly short while the AA damage on planes is realistic, a "better AA" is not needed.

You are contradictory... it is all about the low view range... if planes could be seen from further away (at least far enough so that the plane cannot already attack once it gets in view), there everything would be fine...

7
Suggestions / Re: Better AA
« on: 04-02-2012, 09:02:29 »
Back after one week without internet:

So make some things clear:

I see one real problem with AA: AA positions are fixed, experienced players know where they are... they can plan and do their attack run from the long run with all the time they want...
The AA gunner is a sitting duck, which can be attacked from 360° horizontal and up to 90° vertical (you can easily differ good from bad pilot by the vertical angle from which they attack)... I don't mind damage done on on the plane... in fact I think its quite fair in that point... one short salvo of those HE guns on the planes will kill the gunner and one or two shots of an AA gun can kill most planes... but against experiences pilots you never get the change to aim and shoot before you are killed. You hear a faint engine sound and then you're dead... if you were lucky you could get a glimpse on what you killed before you go down.

The only other thing I could think of to improve the AA gunners chances is a slow radar against planes for all stationary AA... yes highly unrealistic, but that way both sides would know from where the attack comes... I would make the radar with a large radius, but slow turning so that there are still chances, that a plane can sneak in at full speed if it chooses the right time... the radar would not be able to warn you from all planes or early enough, but it would be useful from time to time so that plane and AA gun would have similar chances to score a kill...

8
Suggestions / Better AA
« on: 30-01-2012, 23:01:28 »
For experienced pilots the current static AA is not much challenge... they know the maps and AA positions, can allign on the fortifications and just have to pull then trigger, once the fog of war shows the exact positions... as AA gunner you have about 3-5 seconds to:

1) Find out, from which direction the enemy is coming
2) Aim
3) Shoot down and hit him before you are gunned down

Most of the time you will be dead before the first step... the limited view range is a great disadvantage for the AA gunners, especially as they cannot hide or move.

I've already suggested random and changing AA gun positions quite a time ago and still hope something might be done in the future, but until then I'd like to at least suggest anothe thing, that might be easier to implement:

Mobile AA... there are few AA tanks already, but I talk about those small caliber AA guns like the 2cm Flak or the Bofors for example... while it is unrealistic to let them move by one man only, I'd like to suggest it anyway for gameplay purposes... that would make it a bit harder for planes, so they cannot dominate the sky just by doing a strafe run on well known positions every few minutes.
If they could be moved just like some AT guns, it would greatly increase the chance of actually hit someone without dying.

9
Suggestions / Re: Tree resistance
« on: 22-09-2011, 16:09:08 »
I'd like to see more time spent on fixing the armor issues (angle, penetration, and other bugs) and less on trees, tree historicity, tree placement, tree gif/jpeg examples, tree bullet penetration, tree-general-topic-asperger-related-attention-to-detail-yet-still-off-gameplay-topic-comment, etc.)

Well, there is no need to fix any armor related bugs when your shell can't even reach the target...
Different things, but on maps with forests where tanks and infantry hide behind trees, this problem is important...

10
Suggestions / Re: Tree resistance
« on: 19-09-2011, 19:09:24 »
Well I'm just fine with HE rounds as they explode on contact, but solid AP rounds (not HEAT) should have no problem penetrating trees... I'm not talking about giant redwoods, just about normal trees in German forests... a high velocity anti tank gun which was made to penetrate over 100mm of solid steel without losing its lethal power should have no problem with that.
I do not talk about infantry weapons... I can live with that, but its annoying with tank combat... especially if you hit trees in sniper mode because the gun is blocked by a tree on the side which you cannot see through the scope... same applies to fences or other soft targets...

11
Suggestions / Tree resistance
« on: 18-09-2011, 16:09:26 »
I think trees (at least the small and thin ones) should not be able to stop tank AP rounds... nothing is more annoying than fighting in the woods and seeing your 88mm shells being stopped from a tiny branch...

12
General Discussion / Impact angle parameters?
« on: 10-09-2011, 15:09:33 »
I have a few questions about the new impact angle system for penetration:
1. Does it only include the horizontal angle of the armor (sloping) or is this simply done by giving those armor parts their effective thickness?
2. Is only the relative angle of the target vehicle towards the attacker considered or is the relative angle of each armorplate considered (in other words: is the hitbox for the impact angle a simple box or is it detailled like the model?)

13
Modding / Re: FH2 Vehicle Training Grounds
« on: 30-07-2011, 10:07:55 »
Any chance to get a test release soon? I'd really like to test vehicles performance...

14
Bug Reporting / Transparent Map Picture
« on: 30-07-2011, 00:07:36 »
Just noticed, that the picture for Hurtgen Forest (when you chose a the map for starting a server) is partially transparent on the Stg44 and its magazines.

15
General Discussion / Re: FH2 Teamwork theory
« on: 18-07-2011, 19:07:02 »
In fact I find PR quite complicated and strict with its teamplay rules.
Mumble and VOIPis an inofficial requirement... I, not owning a headset or not being able to use it (PC stands in the living room which would annoy anybody who is there with my speaking and vice versa), have real difficulties to play in a proper group... most people kick you from their group if you do not reply via VOIP they kick you... even if you told them that you can hear them, but not answer them... sad... and kills my fun.
FH 2 on the other side is more intuitive regarding teamplay. You can spawn near your Squadleader, making him very valuable and makes sticking together much easier. Furthermore mapdesign and gamemodes encourage teamplay by setting main focus areas, where you will most likely meet and, because of the obvious advantages, stick to other teammates. Furthermore the main thing that requires communication in PR is the difficult logistic with supply crates, forward bases and other structures... in fact personally I think that the whole logistics and building thing has a part much too big for my liking... furthermore players tend to scatter in the maps... you run around for ages (especially if the vehicles, which are few in number and slow to respawn are currently in use or destroyed) and then are most likely ambushed by other players... you and your squad are killed, you wait half a minute to respawn and start running again.
Alltogether I find FH 2 much more fun... I like the setting of PR and the weapons and vehicles, but the gameplay is too complicated, too slow and just too boring except for the mostly short firefights.

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