I take what n0e says way too seriously
9th April 2005
that might be the vid. however, that is just one of my sources. many pictures exist that depict exploded heads, torsos, etc. as a result of the browning .50 round and other large calibre machineguns.
The reason I suggested these is because we have 2 of them in our vault at work, and they are HUGE:eek: We also have a Boyes Rifle in there and a think 1 or 2 other WW2 anti-tank rifles. And the picture is no lie, im like 6' and it's huge to me. -Hoot.
Wanna go Double Dutch?
9th December 2003
I say take pictures with of them with a person possing with them (for scale). :nauhty: I doubt the devs would mind if you sent them (detailed) pictures of those weapons. :p
McGibs jesus christ!
It's so hard to get a real idea of the scale of something if there's no person to compare it to, i allways thought a lahti AT rifle was about the size of a Boys!
it's a 20mm after all, not 14mm.
Hoot.Alright, We all know that the Orginal Forgotten Hope has Anti-Tank Rifles in it... And I'm pretty certain FH2 will employ them to, but how effective should they be, because generally speaking they are heavy, cumbersome, and ineffective against strong thick armor. I haven't played FH yet but from what I've read, they are generally ineffective against most tanks and as I see it, that make since...
True, regardless there where other roles for wich they where more suitable.
In FH2, I think it should stay that way, where there's only certain areas on a tank where it is effective to a noticable point, such as the Engine Grill located on the rear of the tank and other area's of the tank. Tracks on tanks should be disabled by well placed shot. I don't think it could be coded. but possibly angle of hit, such as a 90 degree hit will penetrate more than a 60 degree hit and so on. And of course depending on the caliber and range of the shot should effect the damage.
I dont think it was possible to disable a tank's track by shooting it with a "small' (caliber smaller then 20 mm) caliber AT rifle. Maybe the 20 mm ones but even then i doubt it. Although i have never heard of soldiers firing at a tank's track with a AT rifles. There is one thing however i cannot stress enough! Make sure the angle matters! So if a bullet hit the armor on a wrong way it will simply dud instead of penetrating.
As for lighter vehicles(Scout Cars, Transport, APC's, etc.) Depending on the type, any shot with a AT Rifle to the engine block of a vehicle should disable it and the vehicle should stop when friction fricton catches up to it. Shot's to the cab should either kill or heavily wound anyone in the cab, and so on. You should get the Idea by now, rounds to the wheels should either cause it to stop or it to loss control to a point where it's next to impossible to keep in on course.
Keep in mind armoured vehicles generally had bullet resistant tires. So it would take a high amount of bullets to affect it.
Other Targets should also be prone to damage from AT rifles, MG nest, planes, smaller watercraft, etc. should be disabled from a well placed shot.
I completly agree. Infact add bunkers and pillboxes and the like to your list. This is something i wanted to see for a long time.
Movement with most AT Rifle can be done single handedly for the purpose of gameplay, but it should make the player move alittle slower than others. And of course you'll be able to transfer them quicker using vehicles...
And yet you can still bunny hop with one of these things in FH1.
Major HartmannYou'll see
What will we see, Hartmann? :)
PietjeWhat will we see, Hartmann? :)
You'll see ;) Where's the fun when I tell you straight?