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Topics - Mazz

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Bug Reporting / M18/M4(76) shell velocity vs M10
« on: 09-06-2010, 22:06:11 »
Likely not a bug, but why does the M18/M4A1(76)'s 76mm at 2/3s the velocity of the M10's 3"?

I understand the differences in the gun and the use of  different shell casing for the ammo, but the results were very, very similar to the M10's 3".

Both are rated at 2600 FPS for standard AP, and around 3400 for HVAP.

Why the difference in game?

2
Putting the M10/M18 on any map with airplanes is just dangerous, and limits its use greatly. I have no problem with the whole tank being strafed to death, but shooting the driver out just gets old.

Is it possible to produce an M10/M18 variant with the common turret covers that were made in the field quite often? It could be a seperate variant only used occasionally, but would be nice to see from time to time. You can even make that variant lose the AA MG since the player model will likely cut in while manning it, but it would help on maps like Cobra immensely.

If not that, can you lower the drivers position in the M10 so his head is not clearly out of the turret? Its annoying when a random infantry can just run up and shoot you in the head without even being above you.

3
Suggestions / 75mm KwK40 vs US 76mm velocity
« on: 17-05-2010, 08:05:20 »
Is there a reason that the Kwk40 of the Panzer IV and StuG fires at such a better velocity then American 76mm in the last patch? It was accurate in 2.25, but apparently the 76mm was nerfed in 2.26, probably because of the Hellcat, with no real reason for it.

Kwk 40 - 790 m/s with PzGr.39

76mm M1/3" M5 - 792 m/s, M93 HVAP - 1035 m/s

yet both round have significantly more drop then the Kwk40 or Pak 40.


On the bright side though the Firefly has the laser beam it should.

4
Bug Reporting / M18 reverse issues
« on: 15-05-2010, 01:05:43 »
Hellcat has problems with reversing, I figured it might be a balancing setup but its pretty awful.

It seems like half the time it doesn't even want to back up and the other half it can take 3-6 seconds to get rolling.

A 1-2 delay would make sense, but definitely not a 4 to 9 second delay. Its crippling for when you get sneaky infantry around.

5
General Discussion / Speed variances in armored cars/tanks
« on: 08-04-2010, 06:04:21 »
There are a few examples of armored cars and tanks in FH2 that either perform out of scale or with no set system in mind.

1.Daimler vs Puma vs Greyhound
Daimler: goes full speed nearly all the time, no acceleration issues, great climber and great turner.
vs.
Puma: acceleration issues (especially involving gear changes on inclines), poor climber and decent turner.
vs
Greyhound: Decent speed, moderate climbing, decent turning.

Considering the Daimler and Puma had the same on-road rated speeds of 80-90 km/h (*sources), why does the Daimler have all around better performance, especially considering the 8-rad was suggested to be an improvement in off-road mobility?

This isn't a very noted problem in current maps, but is apparent when you directly test the 2 on more terrain-oriented custom maps (as per my experiences at WaW).

2. Speed/mobility scale
Is there a set system for vehicles that takes into account historic values?
I know of the speed modifier code (.9, 1, 1.1, 1.2, 1.5 per tank/AC), which is generally accurate, but certain vehicles have different acceleration and climbing code that does not value in to those numbers.

Example 1: The Stuart and Panzer II are coded 1.1 and 1.2 in speed, yet most of the variants were similar, if not slower, then the 1.0 Sherman.

Example 2: The Sherman and PIVH have very serious traction, center of gravity, and power problems when climbing, whereas the Panther does much better and the Cromwell is a god damn mountain goat you can literally never flip.

Is it possible to see a re-vamp of this system, or is the BF2 mobility coding just too much of a pain in the ass (as I assume it is)?

3. The Hellcat Will we see the M18 go full speed or will it be toned down for balancing/projected off-road performance? Please tell me it will be on the upper end of that scale to make the M18 feel as fast as the legend makes it.

4. 37mm and Staghound Why does the American 37mm seem so underpowered when firing at the 40mm-50mm side armor of most german medium tanks? The un-skirted IVs take 3-4 shots at times, whereas the 2 pounder eats them for breakfast like Shooter McGavin eats pieces of shit.

Also, OT, but any hope of seeing Staghounds for use on late-war British/US maps to get more scout car battles vs Pumas? History aside, scout cars are a blast to drive in FH/FH2.


6
Suggestions / LMG standing delay animations
« on: 19-03-2010, 00:03:52 »
While checking the recent thread about the MG34/42 and hip firing, I thought up something I felt was worth asking.

Considering when you go prone the game applies an animation that deters dolplin diving, could an animation be made for standing and crouching that showed a sort of stance where the player is bracing against the recoil, but the real purpose being to delay firing until you stop moving for a couple seconds?

Basically, the LMG could only be fired if you are standing still or crouching for a 2-4 seconds, with an animation to signify that. The background effect could be MAJOR inaccuracy until the invisible crosshairs close after those couple seconds, or preferably, the current system that does not allow you to shoot at all.

While moving, the gun would be unable to fire.

7
Suggestions / Some changes/variants to existing vehicles
« on: 19-03-2010, 00:03:07 »
Some ideas I had for adding a little bit of variance to some of the existing vehicles without too much work, except the meshing/exporting. THIS IS NOT FOR SUGGESTING BRAND NEW VARIANTS THAT REQUIRE COMPLETE CODE CHANGES AND NEW MODELS, JUST CHANGES USING MOSTLY EXISTING MATERIAL.

- A M10 and M36 model with a armored top, like was commonly field modded. Could possibly be on a random spawner for about a 1/4 chance (if possible), or just used on future Allied maps/ in place of a current M10 on Cobra.

- A PIV-G (recoded F2) with the assault smoke launchers from the P-IIIN or early Tiger , could randomly appear on one of the Normandy maps, and would definitely have use for when we start seeing 1943 battles. Basically, those smoke launchers are an excellent piece of coding that is vastly underrated and used. The IV-G had the assault smoke as a standard installation, the inclusion of skirts on the H is why they disappeared.

- A Sherman 75/76 with the sandbag rails, like the FH1 variant. I understand the modeling of it would be very time consuming, but it seems like all the code needed is already there considering the armor values for skirts/sandbags. Is a visual effect that would add a whole lot of depth to the fact Sherman crews were in a fight for their lives.

- Replacing the IIIN-DAK on Lebisey with the excellent skirted version Rad produced and was used on Kharkov outskirts. I'd assume all the code is ready for FH2 like all the PIIIs were.

-Replacing the current Puma MG-34 Co-ax with the proper MG-42. I know most people can't tell the difference, but to those who can, its definitely an improvement in firepower.

8
Bug Reporting / Panzer IV-H handling problems
« on: 19-03-2010, 00:03:15 »
The current IV-H has horrible gravity and mobility problems, mainly when dealing with craters of any size or when trying to climb reasonable slopes. Most other tanks do not share these problems to nearly an extent, from the Crusader I to the Panther G.
 
What's even more strange is the Panzer IVF2 (and the WaW IVG, a rework of the F2), does NOT have these problems either.

I don't know if it would require a rework, but I'd recommend just stealing the movement coding from the F2 and dragging it over to the IVH.

I understand the IVH was loaded down with more weight then earlier variants, but the IVH's problems are more related to gravity and traction then weight problems. Their speeds are also the same, so it should'nt be a big change.

9
Bug Reporting / Crusader III bug
« on: 13-03-2010, 00:03:48 »
1. The Crusader III's front armor is coded as 30mm. Its .con file shows the correct 50mm value, but somewhere along the lime it got miffed and is coded to 30mm, the same as the side armor.

Editor screen: http://img706.imageshack.us/img706/4149/cruiii.jpg


**Second bug removed

10
Suggestions / 37mm Flak 43 and its platforms
« on: 25-12-2009, 10:12:59 »
PLZ MAKE!

kidding, this is more of a question of if we will see the 37mm at some point, and if we'll get the Ostwind. Hopefully also a Mobelwagon considering its basically taking the 37 and putting it on top of a PIV chassis.

Would add some spice to maps so you don't have to give the Germans a Wirbelwind every time you accurately portray Allied air power. Especially considering so few Wirbels were actually made, just like Ostwinds and the Mobelwagon, which had the highest production numbers of the bunch.

One interesting thing to note is it actually has (on paper) a higher ROF then the 20mm Flak 38.

WARNING: Wiki link, but the info seems genuine and theres a sweet 43 Zwilling pic there.
http://en.wikipedia.org/wiki/3.7_cm_FlaK_43

11
Bug Reporting / PIVH turret side armor bug
« on: 27-09-2009, 06:09:36 »
The schurzen surrounding the IVHs turret is bugged in that in that it creates a shot trap.
What this allows is that you can shoot the PIVH from 90 degrees front in either side of the turret/schurzen gap and get a side hit, allowing for much better penetration then to the turret or hull front.
I can elaborate or provide screens as to exactly what I mean if necessary.

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