Tiger close-defense system -1 reply

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Herr Major Konig

The Internet ends at GF

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14th April 2004

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#11 15 years ago

i agree with the grenade idea ... but much more balanced than the one inEOD wich is nearly a nuke grenate :D

the idea too give the bow machine gunner controle of this is good too




peckens

peck peck peck wooodddddd

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26th January 2004

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#12 15 years ago

eod did that on 1 of the US tanks




[tR]Mad Mac

Aerospace Engineering FTW!

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19th May 2004

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#13 15 years ago

Hold the phone... your suggesting amping the tiger/king tiger?

Excuse me while i piss myself laughing. Yes, it would be 'more realistic,' but how about you work with your team to keep infantry off your back? Have another tank follow behind you a bit. If some expack idiot decides to play rambo, the guy behind you can easily 'scratch your back' with his machinegun. The infantry is swiss cheese, and you arent damaged in the least.

What im saying is, focus more on teamplay before asking for tools that would allow you to do everything yourself.




MrFancypants Forum Administrator

The Bad

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7th December 2003

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#14 15 years ago

I think the Grenadelauncher idea is very good. How often did infantry run over to a Tiger and put some mines on it or climb on its turrent and fire a bazooka at the engine? As infantry will be lost without help they will think twice about going bunnyhopping without any armored support :) But I also agree to Mad Mac, on Kursk two Russian tanks covering each other are unstopable :)




crabcakes66

Former FH beta tester.

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4th May 2004

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#15 15 years ago

This is a game..it is not real.....




zero_zero

I'm sonic the spacehog

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17th November 2003

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#16 15 years ago

yeah let's give those little tank-nOObs a break it's so unfair that a skilled infantery man can destroy a tank-nOOb how I'm ever gonna get some kills when they keep blowing up my tank? bastards




shrinerr

I'm too cool to Post

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2nd October 2003

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#17 15 years ago
crabcakes66This is a game..it is not real.....

Thank you for your wise and helpful comment.




MrFancypants Forum Administrator

The Bad

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7th December 2003

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#18 15 years ago
zero_zero it's so unfair that a skilled infantery man can destroy a tank-nOOb

If you call throwing a mine on a tank "skilled" you truly must be the worst noob of all times :)

Let's just wait for the next patch and see how antitank weapons work there. Those satchelcharges will change the gameplay a lot. Maybe such grenadelaunchers won't be necessary by then, but it still would be funny to sen an unexpecting bunnyhopper flying :)




zero_zero

I'm sonic the spacehog

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17th November 2003

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#19 15 years ago

let's do this an call it the nOOb tank




MelanchOli

Dread thinks I'm a special person

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31st March 2004

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#20 15 years ago

'[tRMad Mac']Hold the phone... your suggesting amping the tiger/king tiger?

Excuse me while i piss myself laughing. Yes, it would be 'more realistic,' but how about you work with your team to keep infantry off your back? Have another tank follow behind you a bit. If some expack idiot decides to play rambo, the guy behind you can easily 'scratch your back' with his machinegun. The infantry is swiss cheese, and you arent damaged in the least.

What im saying is, focus more on teamplay before asking for tools that would allow you to do everything yourself.

Well, it seems that team play does not really work, does it?

Typical scenario: I'm approaching a flag with a tank (I wouldn't do that in the first place if there was infantry to do that, but usually there isn't), give the tanker behind me a "Cover me" and what happens? Right, exactly - the guy parks his tank just next to mine instead of staying back and covering me. Which results in 2 (count it: two) tanks literally begging for an expack attack.

I don't know which server you play on - but if infantry players there really escort tanks and keep them halfway safe from enemy inf and vice versa for tanks, pls tell me and I'm gonna play there exclusively. Just about any server I've seen this far does not really seem to see a lot of team play - not even talking about employing correct usage of combined arms.

And maybe I didn't get your posting right, but I can't fight the feeling you consider me some sort of 'tanking rambo solo player' which I am not. Most of the people who have played with me could probably tell you so. I do know and abide by the basics of team play and expect other people to do so as well - which does not really happen. I'm playing FH since 0.5e so I'm not a newbie either. I believe I know what's happening on most of the FH servers - and team play does not account for most of them.

Hey, it was just an idea - and I said in my last post that this thing would need precise balancing. The devs are going to put it in if they think it's a good idea and leave it out if they think it's bad. So what?

EDIT: Mr. Fancypants is right - let's wait for the satchel charge to make its way into FH and see how it affects gameplay. And maybe the introduction of real HE and AP ammo (http://www.gamingforums.com/showthread.php?t=127610) might already solve many of game balances issues that currently exist.