Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ahonen

Pages: [1] 2 3 ... 17
1
General Discussion / Re: Mod dead already?
« on: 01-08-2013, 03:08:49 »
Meh. It's been god knows how long since the last update which broke tank combat, and it was a given that with gameplay elements being damaged in such dramatic ways the playerbase would drop. A fix never came, the devblogs are all but dead, news are really scarce and whenever I log on there's not even one full server up.
Unless a huge advertising campaign is raised upon Eastern Front release (alongside major fixes of course) to try and bring a batch of sovok players in, the mod will never recover. If the Eastern Front fails to bring a stable playerbase (not just people who'll play for a week after release and leave), FH2 will have drawn its last breath.


2
General Discussion / Re: 2.45/Fail compilation (Video)
« on: 10-06-2013, 05:06:55 »
Hopefully this crap got fixed in the version to come because holy turtle on a rocket wheel chair do such bugs ruin the game.

3
Hell yes.

4
General / Re: Powerful Tanks Become Vulnerable in 2.45
« on: 09-09-2012, 07:09:48 »
Intentional.  Depending on time frame, the 2pdr either has 40mm or 50mm pen projectiles.  These are either AP and APCBC or could also be normal and supercharged iirc.

And how does that matter as far as damage caused goes? Does having less penetration magically reduce the damage a shell causes when it does penetrate?

And a PzII surviving a penetrating 40mm shot is crazy.

5
General / Re: The changed MG firing sounds
« on: 04-09-2012, 01:09:13 »
Besa sounds better, Lewis just doesn't sound like a gun.

6
General / Re: Powerful Tanks Become Vulnerable in 2.45
« on: 04-09-2012, 01:09:19 »
I for one see alot of burning tanks driving around the map. Many of them don't even care about it.

Quite the issue that a near disabled tank can still operate as if nothing happened.

PR has a mechanic that causes the turret to lock when when enough damage is dealt to a vehicle. Unlike the movement thing which is buggy, this one works just fine and forces people to stop combat after taking a hard hit. Could be a good idea, still allowing you to drive the tank to safety for repairs while preventing you to fight (the turret is really stuck in the position it was at when the damage occurred, making any kind of aiming impossible).

Could be implemented for when a vehicle's HP is below, say, 60%. As for burning, it really should deplete HP even if the vehicle is crewed.

7
General / Re: Powerful Tanks Become Vulnerable in 2.45
« on: 02-09-2012, 17:09:54 »
Again, your opinion is purely derived from your experience in playing FH2's Western European maps.

Which is totally why I mention a PzIII taking a hit from a 37mm gun, something that only happens in Africa.
Right.

Help to fix the fucking problem by talking about the subject: what cause the seemingly random penetration problems? How it happens (see the gameplay videos)? Etc.

It not a penetration problem, it's a damage at range problem. And the reason is well know, as the damage at specific range table that is used in the game is known already. No need for videos or anything, just see those crazy numbers.

As posted by Eat Uranium on the previous thread:



To provide some hard numbers for you to think about:

All this is without the anglemod considered, so bear in mind this is best case.  Using 3 Shermans, the m4a1mid_eu, m4a1_76mm and m4a3.  Only considering their hulls.  m4a1_76mm and m4a3 are identical.  The sideplates on the m4a1mid_eu are the same as the front.

7.5cm L48 - PzIV Ausf.H gun vs frontal armour
Tank                             Hits to kill at 10m   Hits to kill at 300m   1s1k max distance
m4a1mid_eu                            1                          3                     96m
m4a1_76mm and m4a3             2                          4                     N/A

7.5cm L48 - PzIV Ausf.H gun vs side armour
Tank                             Hits to kill at 10m   Hits to kill at 300m   1s1k max distance
m4a1mid_eu                             1                          2                    188m
m4a1_76mm and m4a3              1                          2                    188m


7.5cm L70 - Panther gun vs frontal armour
Tank                             Hits to kill at 10m   Hits to kill at 300m   1s1k max distance
m4a1mid_eu                              1                          2                    188m
m4a1_76mm and m4a3               1                          3                    96m

7.5cm L70 - Panther gun vs side armour
Tank                             Hits to kill at 10m   Hits to kill at 300m   1s1k max distance
m4a1mid_eu                              1                          2                    245m
m4a1_76mm and m4a3               1                          2                    245m




Did you perhaps miss that last time around? Just look at those numbers.

8
General / Re: Powerful Tanks Become Vulnerable in 2.45
« on: 31-08-2012, 02:08:29 »
where the gameplay of FH2.45, although more fun

Tanks performing nothing like you expect them to is fun? Landing a perfect ambush shot on a Sherman from a Marder or on a Panther's sides from an M10 at range and getting killed as reward is fun?

Tank guns have become so unreliable in 2.45 that you can't trust any tank to fulfill its role correctly.

Light armoured TDs are doomed, and tanks that rely on long range shooting suffered greatly.

Why would range even affect shell damage after penetration is beyond me. If it penetrates, it penetrates, and that's all that should count. Now larger tanks with better crew protection (Churchill or Tiger for example) should have a chance at surviving a penetrating shot, and low caliber guns should maybe not always 1s1k the average tank (a PzIII surviving a single 37mm shot to the side seems fine).

But a PzIV surviving a penetrating shot from a 75mm M3 gun or a Sherman surviving a penetrating shot from a 75/L48 is insane.

10
General Discussion / Re: Inefficiency of the 75mm/L48
« on: 26-07-2012, 19:07:38 »

All point blank shots. The problem occurs at range. Where a late Sherman takes 3 75/L70 shots to die at perfect angles.

11
General Discussion / Re: Inefficiency of the 75mm/L48
« on: 26-07-2012, 00:07:09 »
Well it works both ways: Tonight on hslan, on bastogne, in a hellcat, a frontal shot on PzIV hull, should be 1s1k, but no! PzIV however 1s1k me.

What do you mean, both ways? I described a thin-armoured TD, and so did you.

12
General Discussion / Re: Inefficiency of the 75mm/L48
« on: 25-07-2012, 23:07:20 »
That is exactly my point. If the Shermans would 1s1k the Panther in return I would understand the whining, but since they are also affected...

It made tank combat into arcade shit. Making a single mistake should cost you your life in a tank. Also, light armoured TDs like Marder series rely on their first shot to survive. Right now, the Sherman will survive the ambush and destroy the Marder.

And it feels incredibly unnatural. When driving a tank in FH2 I expect it to perform in certain ways. I certainly never expected to see a Sherman survive three shots off my 75/L48.


13
General Discussion / Re: Inefficiency of the 75mm/L48
« on: 25-07-2012, 17:07:57 »
Playing on public server is good only for 'impressions' and not for strict numbers / in game test. The less additional factors the better.

Eat Uranium provided us with the strict numbers in question.

To provide some hard numbers for you to think about:
All this is without the anglemod considered, so bear in mind this is best case.  Using 3 Shermans, the m4a1mid_eu, m4a1_76mm and m4a3.  Only considering their hulls.  m4a1_76mm and m4a3 are identical.  The sideplates on the m4a1mid_eu are the same as the front.

7.5cm L48 - PzIV Ausf.H gun vs frontal armour
TankHits to kill at 10mHits to kill at 300m1s1k max distance
m4a1mid_eu1396m
m4a1_76mm and m4a324N/A

7.5cm L70 - Panther gun vs frontal armour
TankHits to kill at 10mHits to kill at 300m1s1k max distance
m4a1mid_eu12188m
m4a1_76mm and m4a31396m

Those show that even without taking the anglemod into account, a 75/L48 needs 4 (FOUR) shots to the front of a late Sherman to take it out at long range, and 3 for an early one. Even the 75/L70 needs 3 shots. All of those shots should pretty much outright kill or at least cause burn and death 2sec later (to simulate later versions having better crew protection) on Shermans.
It was fine before, but somebody in the last patch thought that making tank fighting an arcade thing was a good idea in FH2, where most people I believe were content with how a single penetrating hit was usually enough to kill an average medium tank like the Sherman.

14
General Discussion / Re: Inefficiency of the 75mm/L48
« on: 25-07-2012, 05:07:10 »
To provide some hard numbers for you to think about:

All this is without the anglemod considered, so bear in mind this is best case.  Using 3 Shermans, the m4a1mid_eu, m4a1_76mm and m4a3.  Only considering their hulls.  m4a1_76mm and m4a3 are identical.  The sideplates on the m4a1mid_eu are the same as the front.

7.5cm L48 - PzIV Ausf.H gun vs frontal armour
TankHits to kill at 10mHits to kill at 300m1s1k max distance
m4a1mid_eu1396m
m4a1_76mm and m4a324N/A

7.5cm L48 - PzIV Ausf.H gun vs side armour
TankHits to kill at 10mHits to kill at 300m1s1k max distance
m4a1mid_eu12188m
m4a1_76mm and m4a312188m


7.5cm L70 - Panther gun vs frontal armour
TankHits to kill at 10mHits to kill at 300m1s1k max distance
m4a1mid_eu12188m
m4a1_76mm and m4a31396m

7.5cm L70 - Panther gun vs side armour
TankHits to kill at 10mHits to kill at 300m1s1k max distance
m4a1mid_eu12245m
m4a1_76mm and m4a312245m

Holy hell.
75/L70 needing more than one shot to kill a Sherman is quite insane.
So is 75/L48 needing 3 to 4 shots to kill a one at long range.

Seriously, what the fuck. Did no one notice anything wrong during beta-testing?

15
General Discussion / Re: Inefficiency of the 75mm/L48
« on: 22-07-2012, 20:07:34 »
I also noticed Shermans surviving 75mm fire, while my PzIV died to a single shot. Wonder why the Pz didn't survive even one hit.

Pages: [1] 2 3 ... 17