Forgotten Hope Public Forum

Forgotten Hope 2 => Feedback => General => Topic started by: FH2forums on 26-06-2017, 01:06:44

Title: Suggestions to Improve the Mod
Post by: FH2forums on 26-06-2017, 01:06:44
I found a few flaws in the mod and hope you can fix this with my suggestions:


1. Which server has the weapons volkssturmkarabiner K98 and volkssturmgewehr 45? I have never seen them in a rotation
Please add more late-war maps to the game.

2. Please buff the anti-tank rifle, I was shooting at the rear of a Sherman at point blank and it had no effect.
3. Please prevent enemies from base camping in our base.
4. Please make potato smasher grenade capable of damaging tanks.
5. The "Unavailable" feature gets annoying really fast, only having a choice between 2 infantry types mostly all the time throughout the game. I suggest to make to add more tickets to anti-tank infantry, engineers, machine gunners and special assault infantry (e.g., Gewehr 43 rifle infantry).
6. I also noticed that it's hard to maneuver tanks in the Ramelle Neuville map due to debris on the ground, please remove some of the debris. Btw I don't see the Ramelle Neuville map in the Feedback maps.

Title: Re: Suggestions to Improve the Mod
Post by: Matthew_Baker on 26-06-2017, 05:06:23
Hey welcome to the forums. you can post some of this stuff in the suggestions section next time;
http://fhpubforum.warumdarum.de/index.php?board=16.0 (http://fhpubforum.warumdarum.de/index.php?board=16.0)

1. Which server has the weapons volkssturmkarabiner K98 and volkssturmgewehr 45? I have never seen them in a rotation

Seelow Heights http://forgottenhope.warumdarum.de/fh2_maps.php?map=53 (http://forgottenhope.warumdarum.de/fh2_maps.php?map=53)
you'll find them as pickup kits around flags or in defensive positions

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Please add more late-war maps to the game.
Adding maps is a lot of work and there isn't a huge variety of EF late war equipment to be added. The devs are currently working on more maps for the EF tho.

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2. Please buff the anti-tank rifle, I was shooting at the rear of a Sherman at point blank and it had no effect.

Most FH weapons are portrayed as realistically as possible in-game. AT rifles were almost obsolete even when the war started. As more heavily armored tanks became available (like the Sherman) the AT rifle became useless against them. There more suited for taking out AT guns and half tracks imo. And infantry ;)

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3. Please prevent enemies from base camping in our base.

You gotta be more specific. Which map had this problem and what exactly was being 'base-camped.'

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4. Please make potato smasher grenade capable of damaging tanks.

This wasn't possible in real life and so it won't be possible in game.

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5. The "Unavailable" feature gets annoying really fast, only having a choice between 2 infantry types mostly all the time throughout the game. I suggest to make to add more tickets to anti-tank infantry, engineers, machine gunners and special assault infantry (e.g., Gewehr 43 rifle infantry).

These are limited kits. They're limited because the types of weapons they use weren't widely available on the battlefield. If a certain amount of people are already using the kit, it will be 'unavailable' so that there isn't an hugely unrealistic amount of those weapons being used at once. Kits are also sometimes limited for balance purposes on certain maps.
 
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6. I also noticed that it's hard to maneuver tanks in the Ramelle Neuville map due to debris on the ground, please remove some of the debris. Btw I don't see the Ramelle Neuville map in the Feedback maps.

I think you'll have to be more specific about which piece of debris and why. The map is made for tanks to have limited maneuverability just based on the type of gameplay the mapper wanted.

The feedback thread is here;
http://fhpubforum.warumdarum.de/index.php?topic=11751.0 (http://fhpubforum.warumdarum.de/index.php?topic=11751.0)
Title: Re: Suggestions to Improve the Mod
Post by: Ts4EVER on 26-06-2017, 11:06:28
Protip: Each squad gets 1 of each limited kits on top of the normal amount.
Title: Re: Suggestions to Improve the Mod
Post by: Flippy Warbear on 26-06-2017, 14:06:41
You a troll or something? You've already posted pretty much the same thread before. http://fhpubforum.warumdarum.de/index.php?topic=21186.0
Title: Re: Suggestions to Improve the Mod
Post by: FH2forums on 27-06-2017, 04:06:26
You a troll or something? You've already posted pretty much the same thread before. http://fhpubforum.warumdarum.de/index.php?topic=21186.0

Not a troll, forgot I had posted it already.
Title: Re: Suggestions to Improve the Mod
Post by: FH2forums on 27-06-2017, 04:06:30
1. Thanks

2. Then the documentaries lied to me cause they showed anti-tank rifles disabling Panzer IVs.

3. Don't remember in which map I noticed this but if enemies can spawn camp in one map at your main base then I assume it can be done on other maps.

4. Saw a documentary where a bag full of model 24 grenades were thrown on top of a T-34 and disabled it. What about disabling the tracks though? I'm sure the anti-tank rifle can disable tracks too.

5. It's realism vs fun factor. You people chose realism and I respect that decision.
 
6. Can remember what specific debris but overall it's hard to maneuver a Tiger in this map, I guess this is the design choice..

Title: Re: Suggestions to Improve the Mod
Post by: Ts4EVER on 27-06-2017, 07:06:19
2. Probably Russian AT rifles.
3. All maps are different. Not to mention some are custom maps made by other people. So you need to pinpoint the exact map you see a problem on to give feedback.
4. "A bag full" not one. That is why there are bundled grenades ingame to use against tanks.
Title: Re: Suggestions to Improve the Mod
Post by: FH2forums on 28-06-2017, 05:06:43

2. Russian AT rifles are more powerful than Germans? wow!
4. One grenade = no piercing capability. Many grenades = piercing capability? interesting..
Anyways it's cool that there's bundle grenade in the mod, I have yet to see it though.
Title: Re: Suggestions to Improve the Mod
Post by: Ts4EVER on 28-06-2017, 05:06:38
German AT rifles used the 7.92x94mm round, Russian AT rifles the 14.5x114mm round. You can imagine which one penetrated more.

None of the two have any piercing capability, since they are not heat ammunitions. However, if you put enough grenades together, the blast becomes big enough to damage tracks or other components of tanks. Since there is no subsystem damage in FH2, instead they just deal damage. You can find them in pickup tank hunter kits.
Title: Re: Suggestions to Improve the Mod
Post by: FH2forums on 28-06-2017, 06:06:44
Ok thanks for the clarification. Cool mod btw ;D
Title: Re: Suggestions to Improve the Mod
Post by: nysä on 29-06-2017, 11:06:58
"Panzer crews reported that the Russian 14.5 mm anti-tank rifle was capable of penetrating 30 mm thick sides of Pz.Kpfw III and IV... In fact, when tests were conducted with captured 14.5 mm anti-tank rifles, it was proven that they could even penetrate 40 mm thick lower hull sides on the Pz.Kpfw V "Panther" Ausf D. "

Doyle: "Panzer Tracts No. 4-3"
Title: Re: Suggestions to Improve the Mod
Post by: Dancho on 01-07-2017, 02:07:53
If you ever get the chance to use the PTRS, know that 5 shots in the rear of a Pz4 will knock it out. Don't waste your ammo because you only have 5 rounds in the magazine and if you miss a shot, the chance will be probably gone while you are reloading.
Title: Re: Suggestions to Improve the Mod
Post by: nysä on 01-07-2017, 10:07:49
If you ever get the chance to use the PTRS, know that 5 shots in the rear of a Pz4 will knock it out. Don't waste your ammo because you only have 5 rounds in the magazine and if you miss a shot, the chance will be probably gone while you are reloading.

Interesting. How accurate/deadly is the PTRS against the infantry? They were efficiently used as sniper rifles against tank, assault gun commanders since the Battle of Stalingrad.
Title: Re: Suggestions to Improve the Mod
Post by: Ts4EVER on 01-07-2017, 12:07:48
Well it's basically a 5 shot semi auto rifle you have to deploy to fire.
Title: Re: Suggestions to Improve the Mod
Post by: Mr.ThunderMan on 02-07-2017, 19:07:01
If you ever get the chance to use the PTRS, know that 5 shots in the rear of a Pz4 will knock it out. Don't waste your ammo because you only have 5 rounds in the magazine and if you miss a shot, the chance will be probably gone while you are reloading.

Interesting. How accurate/deadly is the PTRS against the infantry? They were efficiently used as sniper rifles against tank, assault gun commanders since the Battle of Stalingrad.

It's very accurate unlike the other AT rifles.
Title: Re: Suggestions to Improve the Mod
Post by: SadCamelion on 02-07-2017, 19:07:02

It's very accurate unlike the other AT rifles.

aren´t all AT-rifles almost as precise as a sniper rifle? in the singleplayer I shot many bots with them
Title: Re: Suggestions to Improve the Mod
Post by: Mr.ThunderMan on 02-07-2017, 19:07:57
The few times I've used the PTRD it has always shot where I aimed it, it worked against infantry to long range even. Other AT rifles I try to use aren't as accurate to long range and hitting an infantry is a lot harder even on medium range (maybe I haven't found the sweetspot in the ironsight?).

I fell in love with the Russian AT rifle the moment I used it the first time.
Title: Re: Suggestions to Improve the Mod
Post by: nysä on 03-07-2017, 12:07:34
Thanks for the info guys.
Title: Re: Suggestions to Improve the Mod
Post by: jan_kurator on 03-07-2017, 16:07:37
aren´t all AT-rifles almost as precise as a sniper rifle? in the singleplayer I shot many bots with them
They are as precise as any other rifle indeed, at least on short to medium ranges, bullet drop on longer ranges might be a little bit more noticable since their bullets are bigger and heavier, but I'm not sure if there really is much of a difference between them and regular rifles, codding wise. To add to that, AT rifles are for sure more deadly as they always 1s1k infantry (Russian AT rifle bullets can even deal a slight splash damage with a near miss, I'm not sure if other rifles can do that too).

Speaking about longer ranges and precision, there is a problem with BOYS rifle iron sights. They are not aligned properly in game, what is especially noticable on small targets far away. To hit, you need to aim a little bit to the left and slightly lower than you normally would. It is a bug though, and it doesn't affect any other AT rifle in game AFAIK and they are overal very efficient weapons, except for anti tank puroposes of course ;)
Title: Re: Suggestions to Improve the Mod
Post by: Oberst on 03-07-2017, 17:07:44
Werent AT-Rifles nerfed some time ago? Meaning they got additional spread to limit their sniping capability beyond 100 m?
Title: Re: Suggestions to Improve the Mod
Post by: Mr.ThunderMan on 03-07-2017, 18:07:36
To add to that, AT rifles are for sure more deadly as they always 1s1k infantry

Not always, limbs seem to need two hits sometimes. Couple times been wondering about that in the All-chat  ;D
Title: Re: Suggestions to Improve the Mod
Post by: Captain Pyjama Shark on 09-07-2017, 03:07:01
Werent AT-Rifles nerfed some time ago? Meaning they got additional spread to limit their sniping capability beyond 100 m?
I thought so too. I used to use them occasionally to snipe but lately I haven't hit shit with them. Although the aforementioned Boys Rifle bug might explain that.
Title: Re: Suggestions to Improve the Mod
Post by: GeoPat on 08-09-2017, 17:09:05
We had a similar iron sights bug with the Japanese guns in the Pacific mod.  I believe it was Harmonikator that fixed it.  Maybe you guys can fix it for the next release.
Title: Re: Suggestions to Improve the Mod
Post by: nysä on 01-10-2017, 13:10:50
Nerfed Tiger I?

I did a bit of experimenting in Dukla Pass (coop), replacing the German armor by StuGs and most of the Soviet armor by IS-2, ISU-152 and T-34-85 late. Suprisingly, the bots could deploy StuGs quite well against the Red tanks, me being mostly an observer. Also, the tank riders weren't that keen to abandon the vehicle even after half critical hits.

Out of curiosity, I decided to replace StuGs with Tiger I and things soon turned sour for the Germans - bots being unable to handle the tanks properly, turning the rear towards the enemy and getting stuck on the smallest obstaces.  But most of all, the Tiger's 88 seemed quite limp in comparasion to the StuK 40 resulting in numerous deflected shots even from the flank.