Impressed but disappointed -1 reply

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RingofFire

Another Poster

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20th December 2003

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#1 13 years ago

FH is by far the best ww2 game/mod I have ever seen, the amount of weapons, nations, maps ,vehicles is daunting. However I have some disappoinments with some gameplay issues. Firstly, antitank weapons like the panzerfaust and bazooka/panzershrek. A weapon, any weapon should not take 15 seconds to become accurate, then any movemnet at all suddenly make in inaccurate again, it makes antitanks weapons impossible to use cause you are always shot before your accurate. And secondly about the antitank weapons, a bazooka really couldnt penetrate Tiger armor that well, ingame currently it only takes 3-4 shots of bazooka to kill a massive tiger, when in reality, a bazooka wasnt powerful enough to penetrate the tanks armor except rear/top. I think pistols, smgs should do more damage but be less accurate(much). I hate planes in fh, but thats cause of the bf engine, doesnt give enough altitude or space for planes. Many tanks are more susceptible to damage than they should be, example tiger, tiger 2, IS 2. And I know AI isnt the main concern, but it needs major work, and the bots aim is alittle to perfect and systematic. Other than that it is a great mod, one of the best Ive ever seen, I would complain about performance issues but I believe if you cant/dont upgrade to meet the times then dont complain.




ww2freak

Ingame name: Major.

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27th April 2003

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#2 13 years ago

The Bazooka, panzerschreck and panzerfaust wern't set off to fire in just 2 or 3 seconds. Often, bazooka and panzerschreck needed a 2 men crew to reload, aim and fire, then relocate, reload, reaim and fire. I think the aiming time is perfect to simulate that, otherwise, it would be too easy.

I get the adrenaline pumping when i'm hiding behind some rubble, trying to aim my panzershreck and praying that the enemy tank doesn't see me.

Remember that scene on Band of Brothers, when 2 guys are trying to fire a bazooka against a Stug belly? The reloader was taking its time, and the guy holding the bazooka shouts "You're gonna get us killed, Ltenent!!!" That's it.




Braun

www.the8tharmy.com

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12th June 2004

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#3 13 years ago

I agree...if AT weapons reloaded and aimed too fast it would be hell for anybody inside those tincans




emonkies

I'm too cool to Post

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17th July 2003

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#4 13 years ago

Actually the way FH has it now is fairly realistic except for the expanding crosshairs but that in a way represents real life too.

The Panzerschreck was usually a two man team. Second guy carried reloads, reloaded for the firer and watched his back for infantry. Since it is not possible to model the two man team the firer loads and fires but was not given a primary weapon since this was felt that it was too powerful.

Only way I could see it more realistic would be for the weapon to spawn unloaded so firer has to load. Once loaded it only took a pull of the trigger to fire. The expanding crosshairs reflect that the Schreck was not fired on the move. It was fired from a standing, kneeling, or prone position.

The only thing that I dont agree with is how long it takes the crosshairs to close. Often I have stalked a tank and got into a firing position only to die while waiting for crosshairs to close.




McGibs

FHdev

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3rd October 2003

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#5 13 years ago

This is mainly a gameplay balance issue. You obviously havnt played pre .6 versions of FH, where AT weapons were virtually rocket rail guns. Especially the Faust.

You need to learn better tactics if AT weapons are not working for you. Mainly, ambushing and tankhunting. track a tank and put yourself in a position where it will have to pass. Hide around a corner, or beside a road you know an enemy tank will soon have to drive by. Let your AT wepon's crosshairs close, and wait a few seconds for the tank to come plodding into view.

Also, as mentioned, crosshair time is reflected to simulate AT weapon prepping. For bazookas and schrecks, this involved a two man team of loading the grenade, attaching the fuse wires, and giving the ok signal. The faust involves prepping the weapon, which mean pulling the arming pin, and flipping up the sights/trigger.




emonkies

I'm too cool to Post

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17th July 2003

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#6 13 years ago

I remember the old days on DICE's Kursk map with the battleground littered with dead tanks and faust tubes that had dissapeared yet.

I think the answer is a iron sight that limits the surrounding area view. Basically when the firer goes to fire all he sees is the weapons sights and cant see infantry running up on him.




obliviousnation

I'm too cool to Post

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28th September 2003

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#7 13 years ago

Remember anti tank weapons are defensive weapons, best used when holding a position against armour.Arnhem is a great map for piat practice.




Tas

Serious business brigade

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4th September 2004

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#8 13 years ago
Al CaponeRemember anti tank weapons are defensive weapons, best used when holding a position against armour.Arnhem is a great map for piat practice.

Breaktrough is a nice map to to defend against tanks.. untill the local ammo crate is outta fausts, then i usually curse at the devs.. sorry :D




Fireblade 666

GF makes me horny

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3rd September 2004

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#9 13 years ago

Most anti tank weapons, except maybe bazooka could penetrate even the frontal armour of the tiger at a range of 100 meters.




Arisaka

Staff suffers from PCD

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16th August 2004

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#10 13 years ago

PIAT is 75 mm, tiger front is 100-120mm. AT-cannons doesn't count.

you should be able to track your target with any weapon. there's the same problem with the rifle grenade, that the cross hairs expand too easily, close too slowly (and then of course the additional delay).

somehow limiting the view would be quite ok, along with good iron sights. maybe combine iron sights with a 2D-focus image (blurs/greys out edges of the monitor).