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Topics - therenas

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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
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.

3
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...

4
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?)

5
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.

6
So I have two questions about planes:
1. Long time ago I asked for some feature that makes orientation in planes easier, especially since you cannot use the ground due to the low view range (can it be increased somehow?). In the last thread by me someone told me that something like an artificial horizon was WIP... thats 1 1/2 years ago... anything changed regarding that?
2. FH1 featured level bombers like B-17, B-24 and B-25... are planes like that planned in FH2 anytime in the future (and if so please with the nice bombing reticle)? I really enjoyed raining hell on enemy encampments, although there worth in battle was rather small...  ;D.

7
Suggestions / Randomly spawned gun emplacement
« on: 18-06-2011, 10:06:52 »
Right now gun emplacements, especially AA suffers from the fact, that they have fixed positions which are well known by pilots and easy destroyed. As AA gunner you have to face planes from all directions while they can aim at you from the distance.
Originally I wanted to suggest the ability to build emplacements for MGs, AT guns and AA guns like in PR, but I found threads already dismissing this thought from the devs... so I'd like to suggest random spawnpoints for destroyed guns in camps so that the guns do not appear in the same place everytime only to be gunned down only seconds later... maybe each gun could have 2 or 3 places for spawning making it more difficult for the enemy to aim at them from far away just from the fact of knowing that they are there... I'd also suggest to remove or somewhat hide the minimap icons because they can show the enemy if a gun is used, because if an icon disappeares the gun is either destroyed or occupied... maybe we could remove all icons for static guns on the minimap, replacing them with dummy icons (which always show unoccupied) just for finding them when you want to use them.

8
Suggestions / Artillery barrage mode and strike mode
« on: 13-10-2010, 21:10:52 »
Well lets talk straight... the current artillery system is not very good... you have to rely totally on the spotters which use a spotting system that is quite bugged (accidential marking of bushes or other small objects). The area that you can see is to small and the accuracy far too good...
So I'd like to have a new firing option for artillery to make it independet from the spotting system and more usefull for the purpose it was originally made for: barrages for suppressing the enemy or taking out enemy fortifications.
I imagine the artillery to have two modes to fire:
1. Strike mode: This is pretty much the same as it is now... you can fire on targets spotted by a scout with good accuracy and reload...
2. Barrage mode: This simulates a "blind" barrage on an enemy position... no targeted strikes but area bombardment.
This mode changes several things:
- it adds neutral aiming dials in the sight which the gunner can use to adjust his aim without spotters on certain areas... gunners will be able to learn the right numbers to aim at certain strongpoints.
- the accuracy is drastically lowered. You won't be able to target certain guns or stationary enemies as your spread will be about 60-100m (dependant on range of course). You can just target a stronghold and must have luck to hit and cannot shoot when there are friendlies nearby.
- barrage mode simulates the crew to operate at increased speed for a short time... I think of something similar to CoH where the artillery can fire several shells in rapid succession and then has to wait.
Artillery should be able to fire about 3-7 rounds (dependant on size) with a reload time of 4 secs on artillery guns and howitzers and about 2 seconds for mortars. After the barrage there should be a reload time of at least one minute until the next barrage can be fired.

When switching back to strike mode the reload timer is not reset... you have to wait until the barrage mode is reloaded (to prevent players from quickly firing barrages and then use accurate strikes again... you can do either one or another (switching from strike mode to barrage mode also requires several seconds for the crew to prepare).
Also when switching between the modes the gun alignment is reset so that players cannot use barrage mode just for aiming with the neutral dials.

Barrage mode should be able to use HE or smoke ammo either for softening the defense or covering advancement.

Well just a dream... but I wanted to tell you  ;)

9
I just played my first game with the brand new Wespe SPG and its truly amazing.
Well bad things first... while the new mobile artillery coding works and enables to use the SPG with spotted targets it is rather difficult because the vehicle moves all the time, slowly sliding down hills or along the road... not to mention the influence of the recoil after every shot... very difficult to aim with spotters... you should be able to "anchor" the vehicle only enabling turning.
But now the good thing... forget spotters, this little vehicle is a stand-alone artillery unit and an amazing "assault gun".
I drove around the map looking for enemy flags and went to them close enough to barely see them in the distance... then I rained down hell with HE, relying on my own visual contact... no accurate fire possible, but with a blast radius of about 30-50m there is no accuracy needed... you just need to hit somewhere in the enemy camp and will get your kills... I was very glad to not be on the other side of the gun... but it must have been an awesome sight with those huge explosions every 3-5 secs... it definately contributed to the game atmosphere...
I wish that all artillery pieces could fire on areas on their own without spotters (because the small spotted area is almost useless anyway, just for rough aiming adjustment), but then maybe with a lower frequency because I could pin down all infantry around those flags on my own.
And one more thing... the armor of the Wespe seems to be bugged... otherwise I cannot explain how a vehicle with almost no armor can withstand direct hits from cromwell tanks and even one strafing run from a plane without damage.

10
FH2 Help / Support / shaders_client.zip and destroyed BF2
« on: 12-04-2010, 22:04:25 »
Well I got the problems 2 and 6 from this thread (http://fhpubforum.warumdarum.de/index.php?topic=21.0) recently and went through the steps to repair my FH2... I deleted the cache files and had to download both shaderfiles for BF2 and FH2... after that FH2 works again, but BF2 keeps disconnecting me while verifying the data and tells me my BF2 is modded and I have to get it back to the original version to join servers... same goes to BF2:SF... only FH2 is working normally.
So what can I do... maybe the shaders_client.zip provided in the thread above is outdated or something?

11
Suggestions / Increased target area for artillery
« on: 18-03-2010, 21:03:30 »
I suggest to increase the camera height for the artillery view (thus increasing the target area).
It is already difficult sometimes to get a good spot on a target with the binoculars so that sometimes the targeted area is a bit off due to different reasons... furthermore artillery targeting with such a small field of view is difficult on some maps where target and artillery are on different heights... so you sometimes do not even get a clue if you shoot too high or too low. And last but not least you would be able to react to the fast moving targets... right now if an enemy enters the field of view he is already gone before the first mortar round hits the target (not such a big problem with the fast flying gun rounds).
I would like to have the artillery view field of view at least doubled... this would have several effects:

1. You would actually see a good portion of the enemy position and have the chance to find some targets. Right now you have to have luck to get more than one or two kills as there are only few targets visible that either die too fast from you or mostly others or they flee after the first shot.
2. It would be easier to view your first shots even if they are a bit off center.
3. Moving targets could be tracked a bit longer, especially for mortars.
4. Target identification would be more difficult... so it would not be a change with advantages only.


There are so few (good) spotters out there, so please make a spot worth more for artillery.

And yeah... and increased spotting time would also help...

12
General Discussion / Bullet trajectory
« on: 01-03-2010, 19:03:08 »
I have a question  regarding long range fire fight with handfire guns.
I just want to know, if every weapon has a bullet trajectory like MGs and how that is related to the maximum range... do the bullets simply vanish after the maximum range or do they lose power and become less effective? Or does bullet trajectory let them fall down so that aiming beyond a certain range becomes totally useless?

13
Suggestions / Vehicles not exploding from small gunfire
« on: 28-02-2010, 09:02:19 »
Hey there...
I found something in the game that annoys me a bit... when using small fire arms against light armored or unarmored vehicles they still explode... but how comes it without even using explosive ammo... I know that occiasionally they could explode when hit at sensitive spots but most of the time especially trucks would only be disabled rather than blown up... so is it possible to make vehicles not explode from small arms but making immobile (due to destroyed engine)... that way you would not be able to instantly kill all passengers with a light machine gun and make unarmored vehicles with machine guns somewhat usefull because they could still fight back like a stationary gun emplacement...

14
Suggestions / Plane orientation
« on: 24-02-2010, 13:02:49 »
So finally after a very long time I bought BF2... because of one reason FH2...
But after some days of play I have one problem... orientating in planes is very difficult... of course you can use mouseview, but you cannot control the plane during that time... I don't know if thats even possible but pilots need some way to orientate in planes... some kind of HUD at least with artificial horizon... I sometimes really get lost when flying up because the sky often does not help to guess the current alignment of the plane...
Would it be possible to add something like that to the HUD or do we have to rely on the mouseview?

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