FH: The road to realism -1 reply

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Kingrudolf

Fan FH Mapper

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9th October 2003

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#51 15 years ago
Apro-FIN-You are just trying to make my work harder, aren't you? I've already stated before that I want the fausts as they are but with unlimited restocking ability. See my post here. The point was best defined by cheesemancrusader with his comment of: someone once said "I can run out of rockets, but do they ever run out of tanks?" If there are limitations for fausts then why not for tanks also? Well wouldn't that be fun? And lets limit the amount of bullets too. That way we could have nice little kinfe fights. And my god! Let's make the knifes breakable so we can just run around and play hide and seek! WHEEE!!! And the increase of range would make the faust to be ├╝ber sniping explosive. No thanks. I think you got the distance of 100 meters from real life range? Well this game isn't to scale! Look at the battle of Britain. If fog goes on 100 meters then the ocean between the bases in Battle Of Britain is something like 300, maybe 400, meters. I bet in real life its just a bit more... The range is fine, you ppl just don't know how to use it. When you miss you will curse, but don't curse the range. Curse the fact that that was your only shot and now you have to go and die to try again. I actually have ran into mg fire on purpose many times in hope that I will spawn fast enough to shoot the incoming tank just because I can't refill my ammo.

The new range of the faust, and restocking objects should not be a seperate solution, it should be in conjuction with other changes.

Tanks never run out, but I'm not saying AT weapons should either. See, tanks only spawn at the main base, that's where the supply is, the reinforcements. Now you take these tanks from the base to the battlefield. And you'd do the same with ammo, that's why they modeled the ammo trucks. Now they never last that long so you should be able to get a new truck immediately at home base. Just like tanks.

I was aiming at a more realistic gameplay, and that's exactly what I explained, and it all fits together. So that's why I am against these ammoboxes. Those tiny crates are always there for each side, and you can even get tank rounds from them! Infinitely! Wow. If a vehicle runs out of ammo, get the ammo truck. Or resupply at a supply bay at the main base. In fact, you are often killed before you have even used half of your ammo (or at least on bigger servers).

As for the ranges of fire, I am not saying it should be the amount of metres from real life into the game, but for example twice as longer as it is now. And as for whoring, I'd refer you to the ammo idea. That's how it all fits together, also in conjuction with the tanks getting hit; instead of always a glorious explosion, it should offer the driver a good chance to bail out, by having the tank catch fire and disable the controls. 5 seconds later it explodes.




Shade_PW

GF is my bext friend *hugs GF*

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6th October 2003

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#52 15 years ago

Yes, I agree with KingRudolf here, he has a point.




MelanchOli

Dread thinks I'm a special person

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31st March 2004

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#53 15 years ago

I also agree with basically anything Kingrudolf said. I am not quite sure about the ironsights though, I guess I'd have to see them in action. And I also see the problem of people simply putting dots on their monitors.

Personally, I can't really remember someone killed me with a PPSh while jumping. Granted, the sound of that thing (I'm using your sound pack, Rudolf ;)) makes me cover in front of my PC. But still, I'm used to dying often in close-quarters since I prefer the rifle over the SMG. Dunno why, prolly cause I'm stupid. :)

And I'm also a bit frustrated on some of the tank damage values. To avoid getting my buttocks kicked again by going into details and claming things Anlushac doesn't like ;)*, let's just say given the FH combat ranges, tanks take too many hits in general. Panther instakills T34-85 at any visible range? Alright with me - but same right to the T34-85 as well, please. The T34-85's gun ought to be able to penetrate even the thickest armor on the Panther - after all, we're talking about combat taking place at distances of 150 to 200 meters at most.

So, either we give tanks the correct damage values (which should basically mean 1 hit, 1 kill unless in very strange situations) or we need to think about some clever idea of how to scale up maps by far and put the current tanks into combats of 800+ meters. The latter thing is something I don't see happening... :uhm:

* no offense intended here.




Apro-FIN-

Real men don't change avatars!

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1st September 2004

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#54 15 years ago
KingrudolfThe new range of the faust, and restocking objects should not be a seperate solution, it should be in conjuction with other changes. Tanks never run out, but I'm not saying AT weapons should either. See, tanks only spawn at the main base, that's where the supply is, the reinforcements. Now you take these tanks from the base to the battlefield. And you'd do the same with ammo, that's why they modeled the ammo trucks. Now they never last that long so you should be able to get a new truck immediately at home base. Just like tanks. I was aiming at a more realistic gameplay, and that's exactly what I explained, and it all fits together. So that's why I am against these ammoboxes. Those tiny crates are always there for each side, and you can even get tank rounds from them! Infinitely! Wow. If a vehicle runs out of ammo, get the ammo truck. Or resupply at a supply bay at the main base. In fact, you are often killed before you have even used half of your ammo (or at least on bigger servers). As for the ranges of fire, I am not saying it should be the amount of metres from real life into the game, but for example twice as longer as it is now. And as for whoring, I'd refer you to the ammo idea. That's how it all fits together, also in conjuction with the tanks getting hit; instead of always a glorious explosion, it should offer the driver a good chance to bail out, by having the tank catch fire and disable the controls. 5 seconds later it explodes.

First of all there are tanks spawning to the other flags than just the home bases. This however is balanced by the fact that so are, in some maps, also AT kits. I was just thinking that is it possible to make it rather one or two restockins per life rather than 10 per game? Or ofcourse one sort of compromise would be that every type of ammo would eventually end from the ammo boxes and the supply trucks would be made worth more than taxis. Now they are just driven by snipers to "good" hiding places and as we know snipers don't usually camp near tanks, nor other infantry (especially not AT). If I start to see games with working supply, I stop complaining. What comes to the tanks disabling: this should depend on where the tank is hitted so that it would still be possible to kill the tank crew with a skilled/lucky shot. And the fixing should be unpossible in this phase. Even overall thinked the fixing should take a lot longer, but have no "energy" drain at all... This way the tanks would actually need to be pulled away from the front to be fixed. ps. I have the impression that the supply system is somehow tweaked to next version but as I know nothing about it I still talk of the system in 0.61 .