Author Topic: Tanks; View, Respawn Time, Crew and Damage  (Read 6745 times)

Offline THeTA0123

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #15 on: 30-03-2009, 19:03:31 »
Still, the 2 pounder is ridicously weak.And it even became weaker in 2.15

Actually it was upped again in 2.15. Most tanks smaller than the P4 need just 3 hits at any distance to kill.
Try hitting the tracks or other soft spots it really works.
Yet why not the side armor?Remeber, you have to fire with the crusader 3 times More while panzer 3 or 4 needs only one shot.Their is simply no time to aim at the tracks.You have to be very skillfully to Attack and defeat a Panzer 3 or 4.Hell, even the Panzer II can kill you with the PZG40.
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Offline hOMEr_jAy

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #16 on: 30-03-2009, 19:03:15 »
Well, let´s face it:
The Cruiser and Crusader series was a flop. Under-armoured and under-armed (except for the Crusader with the 6lber) they stood no chance against the Panzers when it came to a face-to-face engagement. But they have the advantage of having a low silhuette and a good cross-country performance. Use that as an avantage and you´ll become a good Panzer-hunter.
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Offline Eat Uranium

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #17 on: 30-03-2009, 19:03:19 »
Yer, the main trick I have found with the crusader is to use it's height to your advantage.  Sneak up behind low ridges where the panzers don't expect a tank to appear from.  If possible, try to hit them from the side when they are busy with other tanks.  If they see you - RUN!  You cannot survive a straight out fight with them, thats for the matilda.

Offline DesertRat40-45

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #18 on: 30-03-2009, 20:03:16 »
"someone seems to have played a lot or PR and now wants PR in FH2 Wink
has been discussed many times"

No, I havent played PR a lot, im just giving examples for things which in my opinion could be better in FH2.

Yes but still, tanks in Normady made big damage to infranty even whit crews looking trought small holes and sights. And such out side tank view doesnt really work for desert because ifranty dont have any chance at all, even if they are hidden behind sand dune, but suddendly one soldier shows 1mm of his helmet above it and tank notice it at once, its just ridicullus.

Its still bad.
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Offline Kubador

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #19 on: 30-03-2009, 20:03:26 »
I do not agree with the all seeing eye of the tank commander. If you use right moments to aproach tanks (when they turn their turret in other direction or fire from mg [sights]) there is a big chance to kick his sorry armored bum. Facing a tank in a desert head on means you're a gonner as you would be in real life.

Also as others said making driver-gunman-commander co-op in panzers wouldn't work out and only eat already limited human resourcers (damn EA and DICE not making 128 multi!).

One thing I agree though. Making a tank loss hurt the team would add a bit of immersion. Loosing extra control points or a bit longer wait would indeed reward the one who killed that evil tank.

I presume that stuka got longer wait to encourage people to actually return at the airport instead of using die-resp-wait-die "tactic". This could apply to the armored forces as well.

Offline Schneider

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #20 on: 30-03-2009, 22:03:03 »
I think you should seriously consider putting repair vehicles in, and remove the repair feature of the supply drop. If it was up to me, i would remove the supply drop on al maps except crete and sfakia.

If it is possible you should add an engenier truck for repairing and maybe for laying mines.

That's what the engineer class is for.  ;D

You're right, but in FH1 we had the mine-laying SdKfz251, e.g. at that southern mountain flag in El Alamein. And that was pretty awesome!

Offline Stevo

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #21 on: 30-03-2009, 22:03:57 »
To represent superior numbers. Allied tanks should spawn faster than Axis tanks. Some German tanks were out numbered 5 and even 10 to 1 and still were able to take out the enemy.

A slower respawn of Axis tanks vs. Allied would reflect this.

You would just hope that the Axis side has competent players in armor.

Offline Cadyshack

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #22 on: 31-03-2009, 01:03:14 »
To represent superior numbers. Allied tanks should spawn faster than Axis tanks. Some German tanks were out numbered 5 and even 10 to 1 and still were able to take out the enemy.

A slower respawn of Axis tanks vs. Allied would reflect this.

You would just hope that the Axis side has competent players in armor.
...Which is not how gameplay works. There is a line drawn when it comes from historical accuracy. If you have Pz4F2s vs. Shermans and you do this, you break the gameplay. It makes it not fun for one side.

Now, if you are saying Axis get less, but better tanks (Tiger), then historical accuracy with numbers comes more into view.

Offline General_Henry

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #23 on: 31-03-2009, 03:03:36 »
Still, the 2 pounder is ridicously weak.And it even became weaker in 2.15
I had no problem when I was picking down PIIIs with that puny gun last night. Takes about 2 shells to take one out though. From the side...

the 2 pounder usually shots a PzIV in the back out with 2-3 shots, unless he's really bad luck and hit somewhere unimportant. Things weaker than PzIII are easily destroyed by it.

usually you can't be knocking out a PzIII with it in front... but it often work well(2-4 shots) in other directions.
« Last Edit: 31-03-2009, 03:03:56 by General_Henry »

Offline Moku

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #24 on: 31-03-2009, 13:03:36 »
The tank driving view is not a cupola view but a view from one of the tank's periscope's. This was said by devs themselves back in the old fora. I also suggested back there that to make it seem more like a periscope view they could add somekind off black borders. That would also very slightly cut tanks view without making it too hard see around.

And now that there is also talk about 2 pounders vs panzers. Is it a feature that 2 pounder can damage Panzer 3 Late frontally but Early model is impervious to damage from the front?

Offline DLFReporter

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #25 on: 31-03-2009, 13:03:45 »
And now that there is also talk about 2 pounders vs panzers. Is it a feature that 2 pounder can damage Panzer 3 Late frontally but Early model is impervious to damage from the front?

If it is reproducible, then please post this as a bug, not as a question. thx
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Offline Stevo

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #26 on: 01-04-2009, 06:04:23 »
Now, if you are saying Axis get less, but better tanks (Tiger), then historical accuracy with numbers comes more into view.

That's pretty much what I was getting at.

The battle of Quantity vs. Quality. Quantity usually comes out on top in the end. If you provide the right logistics then 'authenticity' would come out on top. All this push to be accurate by the developers and to leave out such an important part is rather silly. What next? Johnson Rifles to Canadian units? ... oh wait...  :-X

Offline DLFReporter

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Re: Tanks; View, Respawn Time, Crew and Damage
« Reply #27 on: 01-04-2009, 09:04:00 »
That's pretty much what I was getting at.

The battle of Quantity vs. Quality. Quantity usually comes out on top in the end. If you provide the right logistics then 'authenticity' would come out on top. All this push to be accurate by the developers and to leave out such an important part is rather silly. What next? Johnson Rifles to Canadian units? ... oh wait...  :-X

The devs only push to be as accurate as possible without the gameplay being a bitch for one team.
So I highly doubt your idea will make it into the mod.
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