Gotcha, 5 bazookas sounds quite reasonable. How much the AI skills might contribute to this? I got mine set at 80% (or more) because this gives the AI tankers a bit better aiming. Maybe the solution could be less rockets, 2 was pretty much a standard.
My "development" bots skill is 60% (it allows me to concentrate more on testing), and the bazookas don't disturb me much with that setting. For "fun" playing I use skills around 80% too, but still would not consider the bazookas super-annoying.
Anyway, since the opinions are rather divided now, does anyone else have something to say on the bazookas balance, are they overpowered or not?
On the other hand, the gameplay seemed more balanced when the Bazooka kit had a .45 cal. This makes me wonder, was the pump action commonly issued to the anti-tankers? From what I've read the M1 or sub-machine gun was preferred.
The reason for adding the pump action to the bazooka kits was not the historical one, but this: at those times, bots frequently got frozen with the Colt, just standing still with the pistol in the hand and looking at the incoming enemy. So I decided to put a replacement weapon into the kits. The Winchester was chosen because:
- It's a pretty fun and unique weapon
- It has a longer effective range than pistols, but that range is still relatively short to be overpowered (at least, that's how I thought then)
- It's not featured in any of the stock, not pickup kits, so we don't have a chance to see bots using it otherwise.
Furthermore, on some of the maps with the US team on defensive - Ramelle and St Vith, the Winchester has been reverted back to the pistol because it proved to be overpowered indeed in those conditions. On the other hand, I'd like to leave it on the offensive maps, as it gives to the US team an additional punch.
Sorry if this has been already commented on (I gave the thread a skim!), but a thing I've noticed is that AI won't shoot at you if you are on a deployable weapon. I've seen this with both the vickers and MG42, but haven't tested with the mortar. For instance, on Tunis, I can grab one of the vickers kits out of the back of the British trucks at the start. If I deploy and enter the gun, the AI won't pay any attention to me at all, and I can mow them all down.
I love the pickup kits but it's a shame that I get to cheat if I use one of those ones! Is this something known/fixable? Thanks for all your hard work
Yes, the deployable weapons are in a sad state in singleplayer now, with an anti-crash measure making bots die on entering and, as a side effect, making them also to ignore enemy deployables. The good news is that the next FH2 release will introduce a better deployable weapons system, with all the issues in singleplayer sorted out.