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.


Topics - Mobilis_in_Mobili

Pages: [1]
1
Gone are the special rounds of the Sherman VC Firefly...

The DEVs have a done a good job of upgrading the armor configs; but they still don't properly account for the shear greater number of allied armor on the battlefields (i.e. during WWII). 

Today, nearly every allied tank gets killed by one shot from panthers and tigers, and most panzer IV attempts... Its sad that I get two rounds on a panzer; then it kills me with one shot as an afterthought (damage indicators showing which way the rounds are coming from).  That wasn't so in the days of the special round for VC Fireflys.

The 90mm rounds that were recently added to some of the allied tanks suck worse than the original VC Firefly special round.  I've hit a small german armored car 3 times with a 90mm and it just pushed it sideways (no kill).


2
FYI to ALL,

Server R3Surge/LatinoAmerica (Argentenian) - bans for not speaking Spanish/Port.

Its a selective ban; whereby its only enforced by admin RSG Kissero; especially when you one-up him in the game.  Some people, he lets it slide.

This is bad for the community; and kills game membership.

Think about it, sometimes its the only server with players during the Central/Eastern timeslot; every time RSG Kissero bans someone for not speaking his language; we lose converts to the game.  He's representing the only live game at that time.

Second, the other admins on the server do not support this autocratic style of kissero's.  You can see this is a common trend.

Third, we have a VERY GOOD history here on the HSLAN, 762, Wolf, WaW, and similar servers of being open to other languages; and why should we allow this?

Fourth, they don't have a real forum for R3Surge to request un-bans; they just use a facebook page.  Thus you don't know the server rules and they don't plainly post them anywhere (i.e. its not clearly posted that you can't use 'English' or German - you get a bunch of warnings from persons who appear to be fools or bullies).  They just permaban; instead of 1 minute ban, or something more flexible.

Fifth, they could use the silencing rule; like when someone uses profanity or posts to many 'spotted' commands; to help warn persons about their close minded policies

Sixth, they can use a password for access, if they're hell bent on making it a private game.  If the game is open to the public; they shouldn't be banning for clean language.

Seventh, you can tell they just don't know how to be proper admins.  They can't agree about their policies for banning (some persons in the Facebook page say that is not their policy).  They have double rounds every map but don't know how to turn it off and instead shift map after the same map restarts all the time.  And RSG Kissero won't show his face on the other servers out there - by his same name; because he knows its wrong.

In short, they should shut down or end the bigotry.

3
FH2 Help / Support / Hit box for tigers?
« on: 12-11-2012, 21:11:17 »
Hello,

There was a good hit box posted for the panthers...
http://fhpubforum.warumdarum.de/index.php?topic=17260.msg257541#msg257541

Could we get some hit boxes for the tiger variants that have this detail?

Some folks made some good comments about the disadvantages of allied tank killers vs heavier axis armor in this posting...
http://fhpubforum.warumdarum.de/index.php?topic=17920.msg279584#msg279584

Thus, since not much will seem to change on the coding end, can we at least have the schematics on the Tigers?  I tried to look for them with the search; please forgive if it was previously posted somewhere. 


4
Since allied armor already has the disadvantage of being more vulnerable; the least you could do is post the changes to the 'hit boxes' in the forum; which would be the equivalent of training used in the real war.  Example: I've got disney films meant for anti-tank rifle men that show how panzers are vulnerable - cartoons used in real training!   ;)

5
So, for 2.4 version - the devs beefed up the armor aspects; making it even harder for allied tanks to kill panzers.

Some folks say it's more realistic - fine.  But realism would be 3 to 4 times more tanks on the allied side, versus the axis side.  Instead - most maps utilize roughly the same amount of tanks on each team.

Example - Eppeldorf; the axis get 3 or more panzers that are pretty much impervious to frontal attack - and the allies don't even get a Tank Killer vehicles.  Sure, you added 76mm AT guns - but they usually take several rounds before most of the panzer models go down.

Meuse River - even the new Tank Killer for the allies hardly does decent frontal damage on most axis tanks on this map.

I'm pretty decent with allied armor - and usually get the first shot; but it really ruins gameplay when the panzers get hit - then know where to aim and find you... plus the have the same amount of tanks, plus they have thicker armor, plus they can always one shot you except in the roughly 25% cases where the round bounces off.

In pre 2.4 - the Firefly could at least get a Tiger in 2 shots (from the side)- but now it takes several shots to take down a Tiger - plus firefly rounds hardly penetrate a stug from the front (now).  The M10, doesn't fare much better on 2.4.

Also, in pre 2.4 - a 75mm sherman could at least wound a Tiger better than it does now.  Several shots to the side in 2.4 by a 75 mm don't even smoke a Tiger now.

In addition - it seems like the devs are beefing up the Tiger on the Saving Private Ryan scenario (might be my imagination or just the new armor handicaps for axis in 2.4?) - as it takes numerous bazooka shots to take one down - why handicap the allied team even more?

Example of fair map today - Operation Luttich 16 player.  Sherman vs P4 - at least both armor assets get roughly the same capabilities; they can both 1 shot each other from the front (and get kill).

Thus, I again say - give us 3 times as many tanks - or make it fair like in the  pre 2.4 version.

It would be better to have something like - 1 tank killer, 1 medium tank, one small tank per team... instead of 3 tank killers on one team and 1 small tank and 2 medium tanks (that all get one shotted) on the other.


6
Bug Reporting / M36 Aim Site - Off?
« on: 21-09-2011, 19:09:10 »
Hello,

I'm a decent tank driver... but have had real trouble with the M36 aim sites... its as if they are off to the left and off vertically; more than most of the tanks.  The M36 is a tank I'm still trying to get used to; and have not had this much trouble.  Is this a known issue... and issue where someone wants to play a historical accuracy card?  I couldn't seem to find much in the forums; but I'm really having trouble with this one... it makes me think someone purposefully made the site difficult or didn't bother to properly test them - thinking the larger millimeter round was enough to go on.

7
How exactly are repair and transpoint points earned?

8
After the round is over, the Fireflys/76 Shermans show up as "Air Support" on awards page, and not under the Armor category.  Can we fix that?

9
Tactics & Tutorials / Cover Fire
« on: 22-10-2010, 22:10:24 »
If you're in a full squad, don't forget to take some time out and lay some cover/distractive fire.  Lure the enemy away from your team and respawn on Squad Leader.

If you have an heavy MG, aim for the windows, shadows, everything.

Lay suppressing fire and burn a clip for cover fire's sake.

It really helps!

10
Clans and Tournaments / WOLF Thursdays
« on: 02-07-2010, 14:07:09 »
Once again, the North American player numbers (playing on NA servers) are dwindling, even on the usually popular Wolf-Thursday nights. 

Come on guys, lets (NA players) pick at least one night a week to play together and fill the server up again. 

Thanks to Wolf Servers for hosting, much appreciated!

11
Hello, I gathered these notes from the forum (thanks to everyone here's help); plus some of my own notes.  Hopes this helps beginners learn quicker than I did... I started playing this year around late January I think, and it has been a learning curve.  Keep in mind this is mostly from an allied perspective, particularly Normandy focused.  I personally dislike the desert maps, due to the earlier inferior allied tanks, lol.  Sorry I can't easily post who helped make all these notes.

M10 Tank Destroyer = Wolverine = 17pdr SP Achilles (basically same tank in game)
Best tank for taking out other german tanks; when using the special AP rounds.  Has an open top; and you can be shot (especially if not in scope mode); bayoneted if someone jumps on top; or grenaded if someone actually is able to toss one inside.

Sticky Bomb trick: Its simple, one man drives the kubel/jeep, another (or three) ride shotgun with at kits.
Simply drive by unsuspecting tanks leaving a present on the way by. Your browser may not support display of this image. 
hold the sticky grenade out the side while you passed withing inches of a Panzer 3.

Panzershrek: If you hit Shermans to the sides when they have tanktracks attached, they shouldn't blow up, as the added tracks are extra armour. To kill those Shermans with one shot, you have to shoot them in the back.

Anti-Tank Rifleā€¦ pretty much useless against big tanks.  some weak points on the medium tanks but it still takes many hits to kill. You can however kill stuarts/cruisers/crusaders/pz2/italian tanks by hitting them on the rear or sides.  Panzer III, shoot at the back (exhaust pipe) gives little damage but can let the guy bail and then snipe him with the AT rifle. Better answer: Aim for vulnerable areas, such as the tracks, the rear, on top of the engine deck (behind the turret), and the commander's cupola.  both the AT rifles have the same penetration (I believe) but the Boys Rifle is better because it fires faster.  The Tiger, Matilda, and Valentine are all but immune to AT Rifles, the Sherman, Grant, and Panzer 4 are technically capable of being killed by them, but take far too long unless you are just finishing the job someone else failed at.  Panzer 3 takes several (more then 5) shots to the engine deck to take out.  Lighter tanks can be taken out with less than 5 shots.  Panzer 2 are bait if they don't know where you are, they take 2-3 shots from the side or rear.Soft skinned targets (Jeeps, Trucks, APCs) are taken down in 1-3 shots.  Aim for their engine compartments.  AT Rifles are awesome at sniping fixed gun emplacements (At Guns, AA guns, Arty).  2 Pounders are easy pickings, especially.  Also, Infantry are turned into chunky red goo by AT Rifles (note that the ATRs have a small "splash" effect vs infantry, if you see a hit indicator, you may not have scored a clean hit, although he will be lightly suppressed).  1.dont use AT rifles against medium tanks -Use Sticky bombs or satchel packs
 

General Tank Info:

the weakest spot on MOST tanks is the Rear followed by the sides. some tanks have higher  rear armor than sides but most tanks have it in this order of "reachable" target zones  TOP > REAR > SIDES > FRONT!
 
many tanks also have weak-spots, spots where there armor is weaker compared the the area around them. these are mostly vision slits, hatches & doors, commander copulas Hull-MG slots etc. not every tanks has them and they are not in the same spots.
for example the M3 Grant has hatches on his sides, engaging the flanks of a grant with a panzer II is pointless even with his pzgr40 special ammo. However if you hit the hatch on the flank with the special ammo you can do some serious damage.

KNOCKED OUT a tiger1 with a sherman in the back. says someone

HEAT stands for High Explosive Anti Tank. That really sums it up right there, but I will go into more detail. HEAT rounds are good at piercing tank armor and packing a large explosion behind it all. So instead of just having a tank getting a hole in it by AT rounds, it can now have a hole in it and be completely blown apart by HEAT rounds.

AP shots are just a large bullet shaped chunk of metal.
APC shots are just an AP shot with a shaped cap on the front that helps stop them from shattering on impact.
APCBC shots are APC shot which have a light cap on the front that improves their ballistics.
APCR shots have a dense tungsten penetrating core surrounded by a light metal ballistic cover.
APDS shots are basicly an APCR shot where the outer cover falls away.

Now if you are using german armor its a different history...just one word...Stug. Use that tank, its pretty powerful and take out every single ally armor in one shot except for the Churchill so aim for the turret and the sides to kill it with one shot, or load tungsten core ammo for a quick kill.  Has low profile

If you're in a tank (armed with a 75mm, 76mm variation or 57mm) and facing a Panther head on, aim for the track front and the gap between. If you're facing it at 90 degrees and firing on its side, go for the gap between the top track links and upper side hull. If it's skirted aim for the last or second to last wheel.

If you can, stay away from the sherman armed with the 75MM gun. If you see a firefly or a M4A1 (76)  take those.

If you're in a sherman and come across a german aim for the weakspots circled in the pics (not available) Plus always move after making a kill if your tanking never stay in the same spot.

-Sherman
Can deal= PZIV=1 shot side  stug=1 shot sides   panther=1-2 shots side   tiger=4 shots sides
Can take= Frontally 50MM   Anything above=Dead     CAN survive SOMETIMES panzerfaust

-Cromwell
See above

-Churchill
Can deal=Same as above with 75MM and regular 57MM 6PDR
Can deal with 57MM 6PDR  APDS ammo= Sides everything 1 shot. Frontally PZ IV and stug. Tiger Hull front 1 shot.  Panther front and tiger turret front 2 shots
Can Take= Frontally any regular AP ammo from german guns exept Panther's 75MM gun. Sides are also like this.

-Achilles/firefly
Can deal regular AP ammo= 1 shot frontal kill on all exept Tiger Turret front and Panther full frontal armor
Can deal w APDS ammo= Anything 1 shot
Can take= firefly has sherman armor, Achilles cant take anything

-76MM Sherman
Can deal with AP= Frontal kill on PZ IV stug. Cant penetrate tiger and panthers front. Sides of all=1 shot
can deal with HVAP= All above with one shot

-M10 Wolverine
Can deal= See above
Can take=Nothing

12
FH2 Help / Support / Q - Commands
« on: 13-02-2010, 21:02:44 »
When I press the Q button and select an option like 'Incoming' - no text appears on the screen/scroll window (like in Battlefield 2) - and I don' hear anything over the game radio.  However it seems like some people hear/see it - because they are nearby on the map and their map icon/reference shows them blinking (almost like a response).

Do I need to turn on VOIP to hear the commands, or is there some other setting I need to adjust?

13
1) Grab a Achilles (open top tank) or Sherman VC Firefly (long white barrel).  Once you hear the Tiger is near; you must have the improved AP rounds (not basic).  Try to make it half way across the map - or more.  Typically you have the best survival rate when being 2/3 across the map; but avoiding getting close to enemy spawn points (i.e. were Panzerfaust minions come back to haunt you after you previously eliminated them)
2) Call out to team members to spot all tanks; if they don't assist directly - specifically request Tiger Tank spotting.  Hire some squad members.
3) Learn the call of the Tiger (sound of the gunfire) - to spot the Tiger yourself
4) Locate choke points (any places the Tiger can't see around - and must 'drive around' to see you).  Stop the engine (switch to another tank position) often.  Listen for the moving tank.  Audibly map the Tiger's general position.  If you here the Tiger main gun, you know not to go around the corner into unknown territory.
5) Avoid large open spaces which the Tiger can snipe you from afar (never drove a tiger myself, but it's almost as if the Tiger has well magnified gun sites)
6) Wait for the hungry Tiger to come to you... it always happens.
7) Once you have laid wast to the Tiger, advance or pull back from your position.  Repeat.
8) Once you have an advanced position, you must keep quiet.  Keep the tank engine off.  Find a nice spot to settle in, learn the Tiger's supply/preferred routes.  Listen for the Tiger, and let the small fry tanks and infantry pass.

Lol, but the Tiger is not always alone - especially Anubus_Anpu's Tiger.  Typically his Tiger likes to hide a good bit behind the rest of the squad... so that I have to take out his panzerfaust minions or companion tanks.  Here the VC Firefly is optimal for fast turret speed and rapid re-fire rate.  Many a time I have taken out the first 2 or 3 tanks; when only to be popped off by the ever-reclusive Tiger.  Thus, when you find a good snipe spot; let the other tanks pass, and keep the engines off - or the Tiger will hear you too. 

Anubus's Tiger typically does the same (i.e. we learn by comparison)... He (and other skilled Tiger drivers) rarely travels more than a 100 yards without stopping to listen and look (typically after another has advanced in front of him) - unless retreating .  Be patient.  Eventually you will hear the Tiger gunfire... You will hear the Tiger engine... and you will know which direction to 'park' your tank and sit quietly around on the other side of the Choke point.  All you need is to see the front tracks of the Tiger peeking around, and you are then crowned (with one shot) king of the jungle.  Taking out the Tiger doesn't give you the highest points - but the personal rewards of the hunt/chess game are quite worthwhile.  IMO - if you have the firefly/achilles - it is your highest calling - to hunt Tigers.

*Some Tiger drivers constantly move, for fear of being taken out by planes.  These are the easiest to eradicate, as your still motion tank is harder to see (under cover or distance).  Plus, you can hear them, lol.

*Stay to the east on Operation Totalize.
*Stay to the North on Villers Bocage until you cross the river - then stay to the East.  If your team takes the destoyed towncenter just outside the German Main Base - and you have someone watching your back to prevent panzerfaust minions - you can severly disable any German armoured Column.


14
Suggestions / Tank Suggestions
« on: 13-02-2010, 17:02:34 »
1) Would like to be able to turn off the tank engine in position 1; instead of switching seats
      -Make the turret move slower (hand turn) like in WWII online (when engine is off)
         
IMO - I get more kills on Anubus-Anpu's Tiger Tanks when I turn the engine off; and he can't hear me until the last second.
   

2) When you switch ammo - show the ammo load timer/meter - in effect (currently no progress bar shows when ammo switch occurs and new ammo is loading).  The meter only shows progress when you are reloading the same ammo type from previous shot... i.e. I select the better AP round, and quickly switch to position 2 to turn off the engine.  I come back to position 1 a minute later, and the tank still has the previous round, and not the better AP round type.  I re-select the better AP round type - but don't see a meter or hear a sound (ka-ching) to indicate the ammo is finally loaded.

Pages: [1]