So, are you saying the pilots would get a blank minimap, with nothing on it except the out of bounds, not even ground shapes or anything you could use a reference?
If so, that still doesen't prevent superduper diving. If you can see yourself and your plane on the minimap, it's easy to do those divings. You just need to memorise static placements. After you play a map for sometime you will learn the places where statics are. I mean really, you will learn those. Just because you don't see statics on the minimap doesen't mean you can't know where they are due to previous times playing the map.
You don't have to guess anything when you've played the map for 20 times. Your solution would just be usefull for that first couple of times you play a map.
So question becomes, why do something like that when people are gonna learn to do things like they are now and still be able to divebomb?
Might be better to just implement blackouts and redouts to prevent those crazy divers.
ill say it again, ive tested this on my own custom map. and you cannot tell exactly where stuff is. and knowing where it is approximately isnt good enough to pull this tactic off. because you are coming nearly straight down. being off by even 10-15m is enough to make this tactic not work. sure they may get you some of the time, but aleast its not all the time. i think red-outs and black-outs and also airframe stress, will also help prevent this tactic aswell.
if you dont believe this idea works, try doing this tactic while flying with the HUD off, use this command.
"hud 0" in console
"hud 1" to turn the hud back on
Well I must say the suggested nerfing of planes in FH2 has just passed the bullshit mark. If all of the things suggested are implemented and I hope for god they are not it will make planes shitty to fly. I agree they are to easy to fly and use in FH1 but if all the ideas are put into place it will make them too hard to fly. If we are being honest what it comes down to is ground pounders wanting an easier time in FH2 preferably as immune to attacks from above as possible, I know some smart ass will quote what I just said and strongly dissagree with it but what the hell.
The suggested nerfing is just too much, we have all this for example:
- Landing to reload
- No nosecam
- No minimap
- Impossible to do unrealistic flying manuvers
- G-force effects.
- Stalls and Spins
My solution for this is to go and play IL2 Sturmovik which has all of them. It has been said time and time again that BF games are not flight sims and never will be.
I'm happy with the suggestion of landing to reload as long as its just your explosive ordance. In XWW2 you had to reload your MG's and Cannons like 10 rounds at a time which meant you were stuck on the runway like a smuck for 2 minutes while you rearmed your plane and that just plain sucked, I mean who the hell wants to sit on a runway with a big fat target painted on them for base rapers? Runways will need to be properly laid out to take into account the need to land to reload. But if us pilots have to land to reload I want to see similar awkward load procedures applied to tanks and infantry.
No nosecam will probobly be a bad idea unless it gives the pilot a decent file of view. What I would like is a nosecam from FH1 but with a historically acurrate sight on it which would take up more screen space effectivly cutting down how much you can see. I don't want to be locked into a cockpit as that just plain sucks and I don't want to be locked into a cockpit then press F9 again to get an ultra zoomed in gunsight as we all know thats just plain unsuitable for a pass pased game like FH.
No minimap will make things harder for the pilot there is no doubt about that but after parctice you will still be being bombed with precision from some pilots. Also if a special mini map is applied for planes it better be applied to tanks and infantry otherwise thats yet for persecution for pilots in FH2.
Everyone is saying pilots have it much easier and they dominate the battlefield but thats just plain bullshit. Your uber ace is a common myth brought up to defend an arguement about planes, there are only about 10 pilots in the whole of FH would can be defined as an 'uber ace' and for a player base the size of FH thats nothing. People are like 'OMG the stuka pwned me at my base, planes suck nerf them!!'. What these idiots forgot to mention is that shortly after being bombed the stuka was short down at ultra long range by 1 shot from the uber bofors 40mm.
I don't quite know what exactly is meant by 'Impossible to do unrealistic flying manuvers' but as it stands in FH2 you can't really pull off ultra bullshit stuff unless your in a bugged plane like the P47 on bocage, I think plane combat in FH1 for the most part is good. What it is missing is individual physics for each plane that reflect there strengths and weaknesses, add these in and FH2 will be much more interesting.
G-force effects has no place in FH2 as its not a flight sim. If we are working on these same lines I want to see players knocked unconscious for 5 minues if a grenade goes off by them. Also I want to see tankers knocked unconscious when a large calibre shell hits there tank. Are any of these things going to be introduced? Like hell they are, so why add them just for planes? Yet more suggested persecution for Pilots.
Stalls and Spins I really don't think would work that well in FH2. It works well in flight sims because there for the most part is no interferance from the ground. In FH2 is a pilot was to stall out at low altitude he would be toasted by AA before he even had a chance to get out of the stall. You stall in FH1 if you try to climb too fast or you fly too high for a game like FH I think this is enough. I would like to see it so that your plane can take damage though so if a certain part is hit you it will hinder your performance.
i believe effects are being introduced to other vehicles and infantry aswell, the suppresion fire bf2 blur effect for instance, not sure about unconsiousness though. guess what, if we add the realism and remove the gamey'ness, it becomes a sim. dont see whats wrong with that? sim is just another word for realism, this is a realism mod.. kinda looking forward to as much realism as possible actually.
I could be mistaken but it was my understanding that FH was a realism based mod but not realism at the expense of fun gameplay.
I have no problem with making planes land to reload. Not saying it has to take five minutes but the fly by reloads is crap.
MG42 I have been ally and foe with you and seen you dominate a entire map with a Stuka because you could bomb and reload faster than it took the tanker to respawn and go wait at spawn point for tank to spawn. Valirisk and El Al instantly come to mind.
You can call it bullshit but I and others have seen you do it. I remember in paticular you single handedly destroying something like 31 Soviet tanks in a row coming out of Russian base toward the city and not one even made it out of the woods.
Tankers already have a hard time getting repaired and reloaded unless we go back to base. Tanks also dont reload very fast and it does take us alot longer to even get to the fight, assuming we get there and live long enough to require a reload.
I also think tanks should only be reloaded by a ammo/repair vehicle and not repair pads.
You have always hated any AA guns. The 40mm bofors did not have a proximity fuse but did have a fus that was set to detonat ehe round at 4000-5000m.
I dont think the flight models are that bad but would like to see more realistic characteristics such as Zero and Bf109's good climb rate, Zero's inability to take lots of hits, etc.
I defiantely would like to keep the nosecam even if it was tweaked to look more realistic.
G forces like blackouts I think would only be realistic if pulling out of a dive at high G's.
You can stall now taking off and spins I think would require too much work to implement with too little effect on gameplay.
I dont mind a mini map but it should only show position, not empty guns or vehicles. Thos should only show if someone has called in a spot on them.
I never got used to the flying in FH1, even though I was a good pilot in vanilla bf42. The speeds of the aircraft in FH1 were more realistic of course, but the map sizes made it a constant battle just to stay inside them - at least flying planes with a mouse. Did anyone manage to fly FH1 planes well with a mouse/keyboard only?
Real badseed, you need to understand that flying with no minimap isnt' the same as flying with a minimap that shows even something. If you can see yourself on the minimap and the terrain, you still will have those crazy divers. Believe me.
I believe there should be distinctive differences between the different aircraft in FH2, baed on historical data and facts.
So you should notice a difference between flying a Zero and a Stuka and these differences should come from their different characteristics.
How far these characteristics scale properly in FH, I really dont care so much, as long as it feels right.
Yeah but, with so many people on the forums playing on one server, we all have to deal with the same people. Say on wolf, every evening you can vet on having 2/3 ace's online. Torque, mosquito, holster when he’s having a good day, then there is Mr. X, the guy you have never seen before but kicks your ass. Many more plane whores will be born once FH2 goes public, and we will have to deal with them, so it’s a perfectly valid argument, and not so much the "exception to the rule" that you make it out to be.
With land-to-reload (quick), realistic nose and cockpit cams, and real mobile AAA. I'd be happy. I wouldn't campaign for blackout,redout, stalls, whatever.
Oh and make sure to fix the tailgunners on bombers. SOooo broken in FH1.