Author Topic: Remove Wespe 2nd passenger.  (Read 1622 times)

Offline Yustax

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Remove Wespe 2nd passenger.
« on: 29-08-2011, 00:08:21 »
Seriously, of all changes, this was one that it's mostly pointless. I know, you wanna enforce teamwork and that the wespe has a gunner and a driver...but nobody uses that way. One player hops in, drives and shoots, taking his sweet time. The other day I was the driver on the Wespe, in villers vocage...762 server. The gunner wanted to kick me because I was the driver and he wanted to do it on his own. Even an admin said that it was pointless and that I got out of the vehicle, or I will be banned.

Offline [F|H]Taz18

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Re: Remove Wespe 2nd passenger.
« Reply #1 on: 29-08-2011, 00:08:24 »
Pretty sure it was done this way to fix a bug with mobile artillery.

Offline Lightning

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Re: Remove Wespe 2nd passenger.
« Reply #2 on: 29-08-2011, 00:08:52 »
Yes, this was done to fix a bug / exploit, not to "enforce teamwork".

Offline Yustax

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Re: Remove Wespe 2nd passenger.
« Reply #3 on: 29-08-2011, 03:08:51 »
Yes, this was done to fix a bug / exploit, not to "enforce teamwork".

Im sorry, but what bug?

Offline Lightning

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Re: Remove Wespe 2nd passenger.
« Reply #4 on: 29-08-2011, 03:08:53 »
Firstly the bug that causes your minimap to disappear and your game to crash.

Secondly the exploit in which moving your wespe moves your birds-eye view of your target accordingly.

Offline Raziel

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Re: Remove Wespe 2nd passenger.
« Reply #5 on: 29-08-2011, 11:08:32 »
^ Yep the moving bird's eye view bug!

Offline THeTA0123

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Re: Remove Wespe 2nd passenger.
« Reply #6 on: 29-08-2011, 12:08:31 »
Besides, it should have been done this way the first place. Classic FH Mobile artillery style ftw!
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Offline Yustax

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Re: Remove Wespe 2nd passenger.
« Reply #7 on: 29-08-2011, 17:08:20 »
Well, this thread is now pointless, please close it.

Offline Lightning

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Re: Remove Wespe 2nd passenger.
« Reply #8 on: 29-08-2011, 17:08:54 »
Well, I mentioned this (driver gunner conflicts) as a reason not to change this when the change was first made. I'd like to know if more people are having problems with this. To be honest, I've used the Wespe a number of times, but haven't had a problem with it. I have had some situations in which someone sat in my rocket willys and I had to ask him to leave, but that's pretty much it.

Offline Smiles

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Re: Remove Wespe 2nd passenger.
« Reply #9 on: 29-08-2011, 20:08:40 »
Havnt had any problems with it either but a small annoyance. Everytime you hop from the gunner seat to driver and back to gunner, the amunition automatically changes back to AP ammo. Is it possible to keep the HE loaded, or smoke?
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Offline luftwaffe.be

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Re: Remove Wespe 2nd passenger.
« Reply #10 on: 30-08-2011, 23:08:27 »
Well, we can't make it so that it loads the last selected ammo.

However, I do think that it would be possible to make it so that HE loads first ...

Offline VonMudra

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Re: Remove Wespe 2nd passenger.
« Reply #11 on: 31-08-2011, 02:08:27 »
I know a solution for all arty...make it load HE first, with AP as simple a secondary round |:  They shouldn't have much AP anyways...the Wespe only carried 8 rounds of AP.

Offline Watchtower1001

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Re: Remove Wespe 2nd passenger.
« Reply #12 on: 01-09-2011, 21:09:10 »
I know a solution for all arty...make it load HE first, with AP as simple a secondary round |:  They shouldn't have much AP anyways...the Wespe only carried 8 rounds of AP.

If anything should come out of this thread, it's this. 

Artillery users rarely use AP rounds, it should most definitely be the secondary round and NOT the default round when entering.  Precious seconds are lost when you have to select change the rounds.

The only argument I see against it (which is valid) is consistency between vehicles and artillery so HE rounds is always no.2 no matter what you are using.

Still, despite the consistency argument, the focus should be on a streamlined user experience, something which FH2 is seriously lacking in some areas.  Considering the delay from entering a artillery piece, changing camera view, zero'ing in,  and being able to fire, I don't see this an unbalancing in the slightest.



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