So it has become obvious to me by this point that FH2 is indeed aiming at a greater degree of realism than Fh1. The difference is already akin to that between FH1 and VBF42 Now, to aid this and yet keep fun factor, I suggest Increase tank health. The idea of taking out a Crusader wilth 1 shot from a PZ IV is realistic, I guess, but saling means a number of Crusaders might last a bit longer facing a number of PZ IVs and tank warfare although slightly affected will play nicer. Increase the life of damaged vehicles.. .I know, I know, the lag - However, if the vehicle is only replayed once the wreck is cleared, then it doesn't affect lag too badly. Please increase the length of time a wreck stays - It is of tactical importance... Same for airplane wrecks Can wrecks NOT blow up at all - 88 wrecks don't blow up a second time. could the same occur to vehicles... They still hurt near by infantry. Could partly or seriously damaged vehicles remain and not blow up soon after... i.e a vehicle should only drop health and blow up once it is about a bar from destruction. Other than that, I think they should remian, someone could repair them later Do airplane cannons really cause that kind of destruction to the ground (the red hot puffs and blackened holes) or could they be simplyt higher flying dirt than their mg counterparts? And could flying dust kicked up by the mgs from planes also be a bit higher... Those lines that come around the plane as it flies - I dunno, I cant' get into the propeller action as much with those jet lines there Can the shards that flew from tanks, maybe hot metal and sparks fly off tansk as they get hit and could the damage holes represent the calibre of gun that hit whatever got hit? Currently every hole is the same as that of a rifle Can the ringing sound effect from near exploding grenades return in some close-explosion cases? Currently, all we have is the blurr and heartbeat - Which I get from bleeding, but otherwise, doesn't make much sense Please consider the damage of tanks being in two parts - Turret and hull. A massive damage to a tank that results in it blowing up should be able to completely remove the turret from atop the hull Can mines do varying damage on various tanks - I don't think a heavy tank should be taken out by 1 mine. I know that it would stop the tank in its tracks no matter how heavy it is, but where 'stopping in its tracks' is not possible, please make heavier tanks less vulnerable. Can tank motion be changed a bit, they don't move right - especially in a turn Less flame, more dust, more sparks: Can explosions from miners, grenades etc, have less flame and more... well explosion - Smoke, dirt, sparks. The flame currenty used looks rather cartoony and doesn't do justice to the game's graphical detail. Sound effect - Wont go into it, but I'm sure everyone knows how immersive FH1 is on account of this (Moreso FHSW), with bullet whizzes, sound range difference, distant explosion sound variations, distant gun sound variations and a for FH2...a more realistic voice and radio over design, including shouts - As well as an overhaul of many others... A balance between gameplay and realism, right? Realism is good, but FH2 lacks the scale of a real war to have enough realistic sound effect to make that stick, a little 'how we expect it to sound like' would be nice here and there Maybe, the new VOIP idea For future additions, please put emphasis on 1st and 3rd person animation... I fear, FH2 is slowly begining to overly reuse its animations - Even when they don't quite fit, and the quality seems to be dropping Also, please lay emphasis on future models - Some models like the Hanomag and Flak vierling are really realistic and I hope skins can be done well enough to make material look like what they are supposed to be, metal here, wood there, etc... Also, for distant versions of models... The Crusader for one, looks kinda wierd at range, and all ahndheld weapons dissapear altogether.... Whenver it does get in, please make the towed 88, a real towed 88 - I miss the one from Fh1 v0.6 so badly - I know the potential lag issue, but please do all it takes to find a way around that... Liek you did with the deployable kits Good job on the new Brit model, deployable kits, all the surprise updates, and tank turn sound effects etc... I can't wait to see the nebelwerfer, M1 garand and Panther in action... Keep up the good job - This is the most thoroughly done mod I've ever seen, sound effect, visual and design...thanks devs.
I rather have the 2 pounder buffed.For many times, i fired over 10 shots at a Panzer 3 with it, and many more simply deflected. U need around 3-4 shots from the side.I can understand that the 2 pounder couldnt penetrate the frontal armor of the Pz3.but i rather have a one shot kill on the sides, then 5 shots everywhere.
I just knew it was mydjinny behind this thread...
mydjinny;4810233Can wrecks NOT blow up at all - 88 wrecks don't blow up a second time. could the same occur to vehicles... They still hurt near by infantry.
How do you want wrecks to disappear then? Or do you want them to stay there? So if 1 Panzer gets killed on an urban road no other tank can pass?
'[130.PzW.Fuchs;4810271']How do you want wrecks to disappear then? Or do you want them to stay there? So if 1 Panzer gets killed on an urban road no other tank can pass?
Actually the guys a Dice actually included dynamic wrecks. it would take work but you can push that wreck infront of you out of the way. Also i would sudjest the wreck life of vechiles be around 1 minute and a half. Roughly that of the spawn time.
i wont go into any details i m just to tired right now but some of these aspects have been addressed or are worked on.
mainly tank handling has improved alot although right now only the new sherman has. they feel really great heavy and slow in turning, hope we can get it done for all the other tanks.
the thing with mines taking out tanks i 1 blow bugs many players specially heavy tanks (matilda, valentine, toger, panther etc) should be able to survive 1 mine (although heavy damaged). i think devs are think about it, at least many testers complained about 1 mine taking out tigers all the time. nothing tested yet but i hope devs will change something there.
thats all for now
Having wrecks stay for a while really increases the lag and handling for servers, so even if I think that it would be a nice addition, the engine just limits us there. Same goes with many of the things djinny suggested here and before. Other than that wait for the next patch, as happy said, quite a few things have changed.
As for the 'fog' on the wingtips, just think of it being a really humid day.^^
Oh and the tank damage when hit by a 2Pdr has really alot to do with distance! Like on Siege of Tobruk you are able to hit a tank before it comes into the effective range.
Tank vs Tank/AT combat is being tested atm as well. :)
'[FtN|GT Die Happy;4811011'] i think devs are think about it, at least many testers complained about 1 mine taking out tigers all the time. nothing tested yet but i hope devs will change something there.
a mine should immobilize it...
General_Henry;4811057a mine should immobilize it...
All Hail the Master of Stating the Obvious! :bows::bows::bows::bows::bows::bows::bows::bows: