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Topics - Yustax

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31
Off-Topic / How does it feel to be shot?
« on: 21-01-2010, 19:01:17 »
Okay this is a single question...how does it feel to be shot? In any area; I know that depending of the caliber of the weapon it can cause much more damage, also the speed and type of bullet influences. Also the point of penetration can cause the mass lost of live tissue and blood, like for example a direct shot at point blank range to the head.

I know there's some people who are or were in the military and certainly they have been shot in combar, or at least in their body armor. So that brings me to my second question.

How does it feel to be shot with your body armor on?

If the bullet is stopped in a certain area and depending of the total force of impact, the bullet can even break a rib or even can cause internal bleeding.

I have read a lot of this but I have never heard it personally from people who have experience this.

The thing Im making this questions, its because I fear for the safety of my family; yesterday 2 people were killed near my house to rob them of their belongings, and Im afraid that I will be forced to buy a weapon to defend my family, maybe a Glock 17 that are cheap and reliable. And if I ever got shot someday I want to be prepared and what could I do to survive.

32
General Discussion / Suppose FH2 devs win 1 billion dollars.
« on: 14-01-2010, 17:01:36 »
Okay lets suppose that FH2 wins the MOTY award (Hopefully it will do it). Then EA jumps into it congratulating the devs and offers to support the mod to the fullest converting in a proper game and not a mod, just like it happened with Red Orchestra. And then they receive 1 billion dollars.

My question is; what would you think FH2 devs will do with the money?

a)Increases the performance of the mod to the fullest?
b)Buy a new engine for their game? (Frostbite for example)
c)Have their own sub company between EA and have different teams working on it?
d)Leave everything how it is like and leave the rest of their lives to the fans to make the mod to their liking.

I would rather go to option b; a new engine that doenst limit the performance of the game will be for me the best for the mod in a future

33
General Discussion / Another map with ussable shovel?
« on: 10-01-2010, 09:01:31 »
In Greece, Im having so much fun with the shovel. Model is well done but it looks like its very weared and the animations should be stabbing and not hitting, as the german shovels were razor sharp. Still I was wondering if you people would like more maps were you could use them as the melee weapons instead of the K98 bayonet?

I would really like to use the shovel in more maps.

34
Suggestions / Decrease MG42 bipod recoil.
« on: 09-01-2010, 13:01:08 »
In 2.2 it was just fine you could aim well, you couldnt spray that much and you needed to fire in short bursts of 5-20 bullets with no problems, readjust your aim and keep firing like that. But in 2.25; the recoil is actually through the roof. The MG42 flies barely over your shoulder, you cant fire without lifting your weapon like 2 meters in the air, and lowering the mouse at the same time and it gets very tiresome an annoying at the same time.

I would like to know why the MG42 recoil is higher than in the past version. The bipod is supposed to be there for helping with the aim, but it gets ridiculous on 2.25; so please lower the recoil for the next patch. This is not whining or complaining; I can aim very well with it, but with the new mg prone animation there will not be dolphin mg divers, this needs to be addressed.

Thank you.

Discuss.

35
Suggestions / More captured equipment
« on: 01-11-2009, 23:11:27 »
In Normandy 1944, there was the highest concentration of captured equipment used by the germans. Bredas mg's, captured Somua, Hotchkiss tanks and more.

Now how about adding them for historical and gameplay?

Here's my list of what the germans could have, minus the mg's:

Geschützwagen 39H both with a Lefh18M and Pak 40; a modified captured Hotchkiss french tank:



A Hotchkiss Stuka Fuzz:



Somua tank:



Maybe not that far away like using capturable vehicles:



But at least it would be a start. So please if you have more captured equipment you wish to add to the game, post it here for either side.



36
Suggestions / German Shovel
« on: 26-10-2009, 02:10:20 »
I was wondering why we use Wehrmacht K98 bayonet as principal melee weapon? Sure in the K98 that comes with a few kits is necessary because the K98 could be fitted with a bayonet...but what about the kits that comes with a MP44-MP44 ZF, MP40, G43-G43 ZF, K98 ZF, MP40, unteroffizier...


37
Suggestions / Sdkfz-251/22
« on: 17-10-2009, 23:10:47 »
The Sdkfz 251/22 was a variant of the regular half track of Nazi Germany, fitted with a Pak 40 anti tank gun and a Mg42 in the back. I think it would a great addition to the game. It will be a very useful variant in those open fields maps:



If the US half track gets the quad 50 cal mount variant, then the germans can have the Sdkfz 251/21, fitted with triple MG 151/20mm auto cannons:


38
Bug Reporting / Pak 40/6 Ponder glitch.
« on: 14-10-2009, 02:10:17 »
Apparently if you get a moveable AT gun near the rails of trains, you suddenly go forward at an incredible speed like if you were a train. It happened to me twice when I was transporting the german PAK 40 from one side to another. I dont know if this is caused by physics limitations.

39
General Discussion / Limited Lafette movement.
« on: 12-10-2009, 23:10:05 »
I want to know why the deployable kit of the MG34/MG42 lafette have such a small degrees movement, to the point I have to leave the machine gun and place another to my right/left side just to have a 90° degrees arc of fire. Need to remind people that the lafette was moveable up to 180° degrees of movement; but in the game is barely 45. The lafette is only useful in urban fighting, but in open fields its totally useless because of the limited arc of fire so its very hard to use it.

40
Suggestions / Few additions.
« on: 12-10-2009, 07:10:42 »
Hi I just wanted to say first that the mod is very awesome and now officially it takes my gamer time. I've never played an intense WW2 experience such as this. But since the mod looks for realistic, accurate and historical gameplay I just wanted to suggest just 2 small things:

1. While I love how the tanks behave in the game, I think there's still a lot of problems with the hit detection in vehicles; just because the rear is the weakest part of a tank doesnt mean it needs to be the weak spot of the tank. In Red Orchestra the tanks have a realistic damage model where a good shot can dissable or kill a tank depending of the hit. There's also a thing that botters me, the Stug IV-Panzer IV with side skirts, well the skirts dont work at all. They were used heavily in Normandy and they worked very well deflecting PIAT and HEAT rounds, and were still effective in deflecting rounds from other tanks. But they dont work at all in the game.

2. Complains are over I will just suggest just two new things I'll like into the game.

a)The Jagdpanzer 38, or commonly known as Hetzer tank killer. It was an incredible agile, fast, well protected for a small tank and plus it have an incredible and powerful 7.5 cm PaK 39 gun capable of firing Stug IV shells making this little baby a monstruous baby capable of engaging tanks at 1000 meters while exploiting the small size to puncture holes in enemy tanks while hiding in ambushes. At being smaller than a Stug, it was a very deadly tank killer. I like this baby over other tank killers. It can be spawneable something like in middle engagement or something like that. The speed most be high but still able to resist at least 2 shots to the frontal armor of all allied tanks except of the Firefly, and still 2 rounds of a 57mm allied AT gun.



b)While the german arsenal is more than capable of anihilating enemy tanks, it lacks several key elements in urban fighting where a single tank can destroy your defence front if it is in a very good and tactical position. For this task where stealth is the key to destroy this threat and where anti tank classes are unavailable, sometimes I turn to the german pioneer that is armed with a satchel charge, but found that if the vehicles moves you just wasted a charge and will surely be likely to spot you and blow you to pieces. Thats why I though of this little baby.





The Hohlladung was a magnetic mine that could be easily attached to enemy tanks at any angle and still could penetrate up to 150-170mm of armor. I think that instead of satchel charges of the engineer, he should be carrying this. It weights just 3kgs, which is more or less the weight of the charges he carries. The number could be still be two, and it must take just around 3 seconds to set the mine against the tank and activate the fuse for 7.5 seconds before it blows up. It will work like the c4 in BF2.

41
General Discussion / Portable MG's problems.
« on: 27-09-2009, 20:09:26 »
Hi, Im new playing FH2 and one ridiculous think I notice from playing with the machine gunner is when you get prone and he arms the bipod in a stationary position you can move and drag the weapon like it wasnt even armed, and still you can fire and moving at the same time mantaining the same 100% accuraccy. The think is...I want this problem adressed for FH2.2, so when you get into prone and arm the bipod you cant move from your position, just aim as far as the bipod allow you to do so, like 180 degrees. Click the right mouse button to disassemble the bipod so you can continue to move in prone and press again the right click to assemble the bipod.

I just think its stupid, moving the machine gun, firing even moving.

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