Some issues that kill gameplay -1 reply

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mydjinny

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2nd August 2006

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#1 10 years ago

Been playing Single Player and COOP with the night Tobruk and Weapon/vehicle patch. Earlier, I played the game with brutwurst's sound patch... Noticed a few things that greatly make the game dull - And I don't care what fan boys say to the contrary - It has the ingredients, but It really falls short Some you've seen in some way,the highlighted ones, probably not AI:Bren gunner needs to be more innaccurate standing or crouching and moreso when on the move - They are too deadly to be realistic. I noted that AI could fire guns so much further than I thought, even using the Pak38 as a howitzer against troops in Alamein. I think with adjustment, howitzers should be able to fire, and perhaps, so can mortar... bots don't remain on stationary guns long enough... They should, or at least consider it first priority in the even that an enemy is in the viscinity - Cuz they seldom use them especially MGs and ATs German bot APC gunners never fire, and LRDG truck gunners are too accurate - There needs to be a balance between the 2 The range of Fire used in the Tobruk weapon mod should really be considered -It's perfect in its inaccuracy and yet the bot enemy engages you from a smart distance Also, bot tanks need to stop advancing and slug it out at a certain range - All vehicles should - APC drivers should stop at certain range for their gunners to do some damage, mobile gun drivers should stop once their gunner is in range and tanks should stop at cannon range, unless ready to use their MG (Which should have a shorter range)... bot Tanks and infantry in the Tobruk mod fire at long range and even further if engaged at slightly longer ranges, this is smart AI and really should be considered Choice of weapon - bot Tanks should use HE shells on infantry who are concealed in the same way bots would throw nades - I'm not sure, but the He tank shell seems a bit too powerful and the explosion wee bit too massive for a tank HE. Maybe it should be a bit weaker, a bit smaller. Bots should use the divehorn and bomb alot more - AA gunners should be less accurate - Heck humans aren't that accurate with AA The idea of a screaming dive does not exist in FH2 - All planes should have that sound like the one in FHSW when the dive sharper than a certian angle. It helps for a plane that is crashing.... In BF2142 (And I'm hoping, 2142 is to BF2 the way Vietnam was to BF42) a crashing aircraft makes a sound... Relaod for all guns should be faster - This is a scaled game Aiming for rifles and especially tanks should be more inaccurate - it's too easy to aim a perfect shot for a tank at even a target as small as a human being 2000 yard off Bots should follow your command perfectly - Following you until released etc... AP explosions should last a bit longer - Not as long as those in HE, but long enough.... The earh damamge sound should be mroe sandy and less WHOOSH, and thdamaged earth should not be peet black. Impact should be of the material hit i.e. be it a wall, the earth - And not that black crater that exists everywhere - If possible a different size of hole should exist for shell damage versus handweapon damage - As of now, they are of pretty much the same or too similar a calibre - Huge guns should cause huge holes... Planes being shot up, in 1st person, should have holes appear at the points of hit... A pilot should see holes in his windscreen and wings... Distance people dont have a distant version of the gun they carry - This not only looks wierd, but deprives a scout, captain or sniper from telling the kind of gun the distant person is using... If tanks, after blowing out, can simply dissapear, they should... Tank turrets don't always face the right way once the tank is destroyed. If this can be helped, it should be. Tanks firing, artillery firing etc, should have dust rise around them as their cannons recoil - and AT guns and Howitzers should buck i.e. jump slightly. and if possible, the player should stand behind the artilley gun and not sit on it... Dust from AP impact shells should last a bit longer, not as long as HE, but as long as dust would in hat situation. Tracers should definitely be changed - Although a novelty, they are rather annoying to see now - Moreso with those in FHSW beling as subtle as they are. If the same can be done in FH2, it should. Engine: The devs might really want to consider 3rd person view for aircrafts... The game engine just doesn't give the kind of situation for real dogfights - And a compromise here would have to be fly-by and chase cam. Sure, leave out nose-cam, but the others NEED to be in... A fire tail system for damaged planes should be seriously considered for planes almost completely damaged... The burst of flame is cool, and the smoke is wonderful, but a burning tail and an engine cease rather than a definite blow out will give a more accurate sense of air combat. Also, the damage for planes needs to be more like FH1 - Planes wouldn't blow up so quickly. Airplane explosion should be alot bigger when it actually does happen especially when it hits the ground... And please add debris flying high up for all vehicles as they are blown up... Plane MGs don't only have to be more damaging, but should fire at a faster rate and planes needs to fly freely - They need to be a bit slower and have sharper turn rate in consideration for the scale of the map... Very important, Gunfire, pistols and cannons should sound more metallic and moreso in 1st person view - Also, hit damage should be louder eg. When a plane is getting shot up, it should sound alot louder, more metallic and enough to make the pilot's heart skip a beat

And there definitely should be an engine startup like was the case in Fh1 - Tanks should delay at startup while the engine comes to life - A tank existed should have have the sound of an engine spurting and chucking to a cease. here absolutely needs to be louder explosion sounds - Cannon fire as well as ground impact - Compared to Fh1's exquisite earth damage, FH2's sounds like a dull thud, no offense intended... The cannon sound of FH1, though gritty and not as fine as that of Fh2, had distinct sounds for calibre of gun - I just loved that of the PZ IV and Panzer III's cannon sound was just exquisite - Fh2 lacks those distinctions - Or all they aren't clear enough...

Oh, and the sun should have more glare - Especially once looked at directly.. .




Niebler

[130.Pz]A.Niebler

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2nd August 2006

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#2 10 years ago

The sun does have a flare indeed :P Are your lightening settings maxed? As for the engine start up, some tanks do this, but others are faster than normal. The Pz3 for example has a good second delay before it reacts to any movement commands. I do agree some stalling when planes are shot would be nice, so they drift to the ground more often.

For a lot of your sound issues, try the sound pack :P The tank damage model is the same no matter what, so the gun will move when destroyed based on it's dead static :P Apparently the dive sound couldn't be coded (at least not yet), but you can hold the air brake on the stuka the stuka dive siren will sound :P Could've sword I heard some diving while going straight down really fast but I could be wrong.

As for the rifles, yeah, they're accurate. But they're meant to be, I presume when the gun calls for it (i.e. carbines, semi auto perhaps) they will have more deviation. But there's nothing more annoying than having your sights on the enemy and having it miss due to deviation of the shot. It happens enough with good accuracy as is :P (if you play online, the rifles aren't as good in SP due to lag) The reloads for the guns are roughly the same, yes the Webly is the exact same reload time as the P38, it's an illusion :P *deep breath* thats all I can reply with atm




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#3 10 years ago

Hmm. Well I'm not a pro on the bf2 engine. But for one it sounds like alot of your suggestions aren't possible on the Bf2 engine ( the bf2 engine is a limiting one ). For two, Bf2 isn't Bf1942. For three, I think the devs know all those obvious problems by now.

I've never had a problem with the planes, and I suck at flying.

The sun is has an intense glare when looked at. Check your settings.

The bots are called AI for a reason. Vanilla Bf2 bots are just as stupid.

Overall. I don't see how any of your suggestions "kill" game-play.




Niebler

[130.Pz]A.Niebler

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2nd August 2006

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#4 10 years ago

Give it time for ctz to get used to the engine :P He comes out with awesome codes as he goes along ;) <3

(we need more coders D: )




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#5 10 years ago

Yes. The mod is still developing into pure epicness. Every update it becomes better and better.




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#6 10 years ago

\I hate how the Bren gun carrier is called universal carrier

\anti tank rifes or the so called anti tank guns cant take out tanks like i shoot the gun 28 time at the brit tank in the rear turret driver side ammo storage

the panzer lll takes to long to move

the officers are wearing normal soldier uniforms

and the German officer has a p38 not a luger luger was for high ranked German

the mg 34 has 2 ammo drums and only 50 shots ether 1 ammo drum 50 shots or 2 drums 100 shots

German grenade he pushs the bottom not pulls

and the mg34 is able to be hip fired in real life not the 42




Mokusaku

I follow teh Moo!

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18th November 2007

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#7 10 years ago
-=WM=-joo;4535005\anti tank rifes or the so called anti tank guns cant take out tanks like i shoot the gun 28 time at the brit tank in the rear turret driver side ammo storage

First your ATR are not those used by soviets that maybe could penetrate "real tanks". Second these ATRs' are only to be used againt's light armour and soft vehicles like trucks and APCs (and they work very well againts emplaced at-guns) because they have afwul penetration.

About the at guns. I assume you are trying to shoot either matilda or valentine which happen to be very well armoured. To defeat them you must use either Pz4F1 HEAT, 75mm and 88mm guns or be good shot with long barreled PzIII using Pzgr40 ammo OR run againts them using gebalte ladung (at class has them). Pak38 or the more pathetic little brother are of no use againts them (not to even try use 2-pounders againts them!). Or just get that lazy stuka to bomb them. :D




Apo-TTCC

FH2 Betatester

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27th October 2005

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#8 10 years ago
mydjinny;4505392The idea of a screaming dive does not exist in FH2 - All planes should have that sound like the one in FHSW when the dive sharper than a certian angle. It helps for a plane that is crashing.... In BF2142 (And I'm hoping, 2142 is to BF2 the way Vietnam was to BF42) a crashing aircraft makes a sound...

As far as i know that kind of sound can only be heard in movies since it does not exist in real life, it's some kind of a copy of the scary Stuka dive horn to add some thrill for the audience. That's also the reason why the Stuka had the additional sound device installed. It would't be necessary at all if there was an automatic/natural sound by just diving.




Meadow

You might very well think that

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21st February 2004

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#9 10 years ago

-=WM=-joo;4535005\I hate how the Bren gun carrier is called universal carrier

\anti tank rifes or the so called anti tank guns cant take out tanks like i shoot the gun 28 time at the brit tank in the rear turret driver side ammo storage

the panzer lll takes to long to move

the officers are wearing normal soldier uniforms

and the German officer has a p38 not a luger luger was for high ranked German

the mg 34 has 2 ammo drums and only 50 shots ether 1 ammo drum 50 shots or 2 drums 100 shots

German grenade he pushs the bottom not pulls

and the mg34 is able to be hip fired in real life not the 42

Hi there. Some response to your problems:

- It was called the Universal Carrier. 'Bren Carrier' was a nickname. So I'm afraid you're simply incorrect here. - Anti Tank Rifles were a piece of shit in the war, I'm afraid. Don't use them against anything above a Panzer II or (when very close) an early Crusader I. - Have you driven a Panzer III? Do you know for certain the engine is too slow? Or do you mean it takes a second or so before you can move when holding down the W key, to perhaps represent readying the engine? This is deliberate. - They aren't officers, they're NCOs - Sergeants, essentially. - The Luger was not 'issued' after 1941 - it was replaced by the P38. Some officers kept their Lugers, of course, but the P38 was used by many officers - and this is pointless, as they AREN'T officers, they're NCOs. - You want the MG34 to have more ammo? Can't really comment, I don't use it enough. - Really? I always see him tug at it, admittedly not much. - The MG34 could indeed be fired standing up, but for balance reasons (to stop people doing it all the time, as it only occurred very occasionally during the war) this is impossible in the mod. If it were, MG gunners would use their guns like sub machine guns or assault rifles, something we don't want to see.

I hope this helps you with your queries.




Kev4000

GF is my bext friend *hugs GF*

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5th October 2007

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#10 10 years ago

Well, for whether or not they should allow people to stand fire the mg34, it won't really make difference in practice because people just go prone anyway. However, if they didn't force people to go prone, they might just fire it standing instead, causing it to be way less accurate, and thus less effective (in practice) in CQC.