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Messages - nysä

Pages: 1 ... 74 75 [76] 77 78 ... 80
1126
That's a beautiful map, very nice work on those captured/improvised vehicles.

1127
General / Re: Couple questions
« on: 29-12-2014, 15:12:29 »
PanzerKnacker - that's pretty much the only option in the SP mode, to play as a lone wolf equipped with a MG. Works quite well though.

1128
Suggestions / Re: Vehicle Suggestions
« on: 28-12-2014, 12:12:03 »
While at it, please add also Sturmpanzer 43, Hummel, Nashorn, Panzerwerfer 42 auf Maultier, Tiger II with the 'Porsche turret' (shot trap included) and any half-track with the 88 8).

Realistically, I am very excited about the Red Army vehicles and the new American tank destroyer. It might take a while, but the FH2 is the only game I'll play. I appreciate any development and push forward the continuous improvement of the mod.

1129
General / Re: Couple questions
« on: 27-12-2014, 20:12:42 »
Interesting. I cannot hit anything with the Jagdpanzer (even at medium combat distance), unless I aim at the lower/bottom chassis (or sometimes the ground). The projectile just "hops" over the tank, if I aim higher. No such problems with StuGs, Marders etc. I suppose it's lack of practice, the JgPz is quite "unappealing" without the co-axial MG. This makes me itchy for the Ferdinand, how will it handle...  :D

Thanks for the answers everyone.

1130
General / Re: Couple questions
« on: 27-12-2014, 18:12:46 »
Thank you Eat Uranium.

It's been said the M3's armour (roughly 8 mm) was inadequate against machine gun fire (Hanomag = 6-14.5 mm), but you are right - the MG42 probably couldn't cut it. I've read some accounts of German machineguns taking out halftracks, but I suppose those particular Germans shot rather well.

Anyways, thanks a bunch.

1131
General / Couple questions
« on: 27-12-2014, 16:12:29 »
Why Jagdpanzer's PaK 42 L/70 is so inaccurate in the game? By this I mean the projectile has plenty of deviation, even though the gun was considered the best in 1945.

And why Mg-42 cannot stop the M3 half-track, unless the driver gets it? While an average GI can shoot any Hanomag into smithereens with his .50 cal?

Thank you  :)

1132
General Discussion / Re: Conspiracies Thread Mk II
« on: 15-12-2014, 12:12:56 »
How about a vodka injection bar? If u activate it, your soldier get's drunk and starts singing. And of course the aiming is a little difficultie.

...and "kotipolttoista" (moonshine) power-up for the Finns, giving the player increased speed for a brief amount of time  :P

1133
Suggestions / Re: M4A3E8 in F.H 2
« on: 15-12-2014, 10:12:59 »
I don't think there's a map that exists or is in the making that a 'Fury' skin could be used on anyway. Which (let's be honest) is the real reason everyone wants it in-game. :P

I was thinking the same. DAK Tiger would be perfect, just needs some mud smeared on the sides and the number covered  8)

1134
Good luck Darman, I hope for the best.

1135
Great stuff, appreciated.

1136
Singleplayer and Coop / Re: Add Tanks in SP maps
« on: 23-11-2014, 16:11:36 »
The Soviet conducted penetration tests with the BS-3; 100 mm field gun couldn't penetrate Ferdinand's frontal armour at the range of 500 meters - that equals pretty robust . Again, the BS-3 could penetrate Tiger's frontal armor at distance up to 2 kilometres at any angle.

The biggest problem was the exhaustive combat use: these vehicles saw 3-4 weeks of continuous combat, with no maintenance between. Sure, the engine fires happened now and then, but it was the deadliest tank destroyer of the WWII and well liked by the crews.

1137
A little question... are we going to see Bf 109s or Stukas in the mid-late war maps?

1138
.

1139
Singleplayer and Coop / Re: Add Tanks in SP maps
« on: 15-10-2014, 00:10:22 »
Alright, thank you for the responds. Personally, I cannot wait for the Ferdinand - as long as it will be robust and deadly.

1140
Singleplayer and Coop / Re: Add Tanks in SP maps
« on: 15-10-2014, 00:10:19 »
.

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