Author Topic: Mobile Anti-tank guns  (Read 7604 times)

Offline Tankbuster

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Re: Mobile Anti-tank guns
« Reply #30 on: 08-03-2012, 06:03:11 »
Lousy BF2 engine

Offline Yustax

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Re: Mobile Anti-tank guns
« Reply #31 on: 08-03-2012, 18:03:32 »
Awesome news are awesome! I love this.

It would be great if there was two buttons on the inventory. One for unlocking the gun so we can walk with it, and another to place the gun as static so it doesnt moves.

Offline Slayer

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Re: Mobile Anti-tank guns
« Reply #32 on: 08-03-2012, 19:03:35 »
It would be great if there was two buttons on the inventory. One for unlocking the gun so we can walk with it, and another to place the gun as static so it doesnt moves.
Why make buttons for that in inventory? Makes it more complicated and it isn't needed. Just change seats.

Offline CHRISTIEFRONTDRIVE

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Re: Mobile Anti-tank guns
« Reply #33 on: 08-03-2012, 22:03:29 »
I gotta be honest - I'm drooling over the changes coming to mobile a/t guns as that is what I most often use in FH2, but at the same time I'm worried these changes are so awesome they will attract too many other players to using them. The selfish part of me still wants the average player to never even consider the badass time you can have if you know what you're doing with a mobile PaK or 6-pounder. As it is right now even on full servers I rarely have any trouble getting into one of them if I want to, which I do roughly 100% of the time :D.
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Offline hyperanthropos

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Re: Mobile Anti-tank guns
« Reply #34 on: 10-03-2012, 13:03:48 »
Will the new Sig33 also be moveable? Or will it be like a pieceof artillery?

Offline [CHN]Harrier

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Re: Mobile Anti-tank guns
« Reply #35 on: 12-03-2012, 06:03:40 »
The effectiveness of mobile anti-tank guns ingame has been limited by issues of stability or sliding, maximum traverse and elevation limits, and general mobility.

For our next public release, these will receive a major overhaul!
Changes include:
- Separation of gunner and pusher. Including a walking animation for the pusher.
- Stability. When gunning, the guns will not slide around.
- Most gunners are positioned better behind the shields.
- Faster pushing, especially on the smaller ones.

Find your AT gun, push it into position, and await enemies!

Incredible improvement to FH2!
Kev, does this mean there is also possiblility for animation of riding bicycle?

Offline Kev4000

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Re: Mobile Anti-tank guns
« Reply #36 on: 12-03-2012, 12:03:22 »
Will the new Sig33 also be moveable? Or will it be like a pieceof artillery?
That thing is too heavy. However, unfortunately it must wait until Russia and will not be in next release.

Kev, does this mean there is also possiblility for animation of riding bicycle?
yes.

Anyways here's apic of an operation on stvith didn't make the news update.
« Last Edit: 12-03-2012, 12:03:02 by Kev4000 »

Offline djinn

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Re: Mobile Anti-tank guns
« Reply #37 on: 12-03-2012, 12:03:59 »
And to allay your fears, gun stays perfectly flat when you are in gunner position. More stable than current mobile guns. And more stable than a tank when firing.


Offline jan_kurator

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Re: Mobile Anti-tank guns
« Reply #38 on: 12-03-2012, 13:03:55 »
I'm famous!  ;D
It is me with a Thompson on that screen :D

Offline djinn

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Re: Mobile Anti-tank guns
« Reply #39 on: 12-03-2012, 14:03:21 »
You miss one Thursday day of testing and you miss being a picture model... Damn!

Offline G.Drew

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Re: Mobile Anti-tank guns
« Reply #40 on: 12-03-2012, 16:03:10 »
I'm famous!  ;D
It is me with a Thompson on that screen :D
And Im on the gun! Hooray!
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Offline Zulnex

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Re: Mobile Anti-tank guns
« Reply #41 on: 12-03-2012, 23:03:43 »
Absolutely splendid! Many thanks Devs.

Offline General_Henry

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Re: Mobile Anti-tank guns
« Reply #42 on: 14-03-2012, 13:03:08 »
Well, if pushing speed is improved, no more "push gun for 6 minutes to lie in ambush and get TKed by friendly HE"

Offline NTH

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Re: Mobile Anti-tank guns
« Reply #43 on: 14-03-2012, 21:03:52 »
Well, if pushing speed is improved, no more "push gun for 6 minutes to lie in ambush and get TKed by friendly HE"

Yes absolutely yes, well you still can get TKed by HE, but you won't have to wait 6 minutes for it  ;D


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Offline CHRISTIEFRONTDRIVE

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Re: Mobile Anti-tank guns
« Reply #44 on: 14-03-2012, 23:03:27 »
The pushing speed increase is the thing I'm looking forward to most. There's a good five or six maps where I run to the PaK or 6-pounder as soon as I spawn and it takes forever to get where I want to. I don't mind this, but I would hardly complain if it took slightly less than forever.

For example, the PaK 40 spawning at Ghazal on Supercharge - I love to grab it and take it up to defend Sidi, and usually it works nicely since I get in it, get it pointed in the right direction, put it on teamchat cruise control and have a smoke whilst driving it into place. Didn't work so well earlier today, since the Spitfire killed me the first time, the Beaufighter the second time, and the British had capped the first four flags by the time I got it where I wanted to. Much the same with the 6-pounder at La Prieure on Goodwood. I've got no problem at all lying in wait for 10 minutes for my first sign of enemy tanks, but the only thing in FH2 that ever makes me genuinely angry is one of those rounds that happen every so often where you are forever just swearing at yourself and thinking 'If I just had ten seconds to prepare and get my bearings I'd have ten less deaths this round'. I'm looking forward to the changes very much!
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