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N24Reporter

Betatesting FH2 is fun

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24th October 2006

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#21 10 years ago

jumjum;4241210

Originally Posted by [FtN|GT Die Happy] keep playing, the learning curve is a bit steep and it takes time to know all the stuff and how to use it wisely....

Actually, I think you mean the learning curve is not sharp. A sharp curve represents a very large gain in a short amount of time; technically, what most of us in FH2 have is a flat learning curve, since it takes us so long to improve.

But be of good cheer - the learning curve confusion is so widespread that your application of it is probably more widely used!

Actually he was 'correct' in german. There a steep learning curve represents a very large gain in a short amount of time. But hell this is an english forum. :)




Dago Red

Smack Capper

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25th September 2004

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#22 10 years ago
frazzb0b;4240224 LOTS more tank obstacles so its infantry that has to take the flags and tanks can only get a minimum of 100 mtrs from the flag zone?

That will only make it worse! Then you're practically forcing the tankers to do nothing but sit and spawn rape infantry. No, no. Even 300 meters away the HE shells and MG fire can spawn kill with ease.

Fh1 had plenty of lamer spawn kill/camper weenies too. FH2 just makes it so much easier cause the infantry based AT weapons are so weak. My AT rifle fires marshmellows. Sticky bombs and gebalts are anti-infantry wonders, only fuzzy ticklers for tanks.

I agree with you about the panzerschrecks/fausts and bazookas. LORD PLEASE.




Meadow

You might very well think that

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21st February 2004

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#23 10 years ago

Getting Panzershrecks in Normandy maps won't magically put them in North Africa ones...




Guest

I didn't make it!

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#24 10 years ago

We need a big sign beside the AT class saying "DO NOT USE RIFLE FOR ANTI TANK PURPOSES, IT'S AUTHENTIC DEAL WITH IT!" :p Gebalts and sticky bombs are the most satisfying kills in FH2. The hiding, then the quick peek to see if the tank is looking the other way, then the panicked dash to chuck it on the engine deck and then the second panicked dash to get away before the thing goes off. Then after... :beer: ahh goes down easy. Right where's the next panzer? :)




jumjum

Write heavy; write hard.

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11th April 2005

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#25 10 years ago

I suppose it wouldn't do any good at this late point to mention again that very early in WWII most tanks' armor outclassed most AT rifle rounds. And so AT riflemen used their weapons to snipe at personnel, such as commanders standing in the cupola or at drivers through their vision slits. But the Russians in particular, perhaps because they had so many AT rifles, would shoot round after round at the bogeys as well, attempting to cripple the tanks. From http://www.shortopedia.com/W/O/World_War_II_Soviet_infantry_weapons:[INDENT](The PTRS-41) was most effective when used to damage the tracks and running gear of tanks, crippling them and making them easy targets for aircraft and artillery. [/INDENT]From Wikipedia: PTRD - Wikipedia, the free encyclopedia[INDENT]PTRD users would attempt to hit weak spots such as tank tracks and view ports to damage tanks that had armor too thick to be vulnerable. [/INDENT]I understand FH2 is currently in the desert and dealing with just the Boys and the Panzerbusche, but the same theory should apply. I haven't calculated the hit points vis a' vis ATR round to bogeys, but I bet the devs have taken that into consideration. If so, we already have a perfectly historical application of the ATR in the desert. If not, I bet it's close nonetheless.

Meaning - that's the way it was with ATRs in the Desert War. Deal. That's why there were 6-pounders and Doorknockers.




Guest

I didn't make it!

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#26 10 years ago

"That's why there are 6 pounders and yada yada" yeah that's all fine and dandy

but i'll give you an example of a game I just had on a horrid map called Midi Nedgh or something to that effect

Germans have like, 2 AT guns at most and 1 tank. (2 tanks if you count the PZ2 that is a joke against a matilda)

The AT gun might take out a tank or two, whoopty doo, eventually it dies. The one german PZ3 has to move three times the distance the brit tanks have to to get to the three flag area. Brit tanks swarm and camp and brits take at least 1 flag. They also destroy the AT guns in the area and then go next to the spawn and kill anyone attempting to use it. The 1 German tank dies, of course, and you have to wait 3 minutes or longer for the one anti-tank tank, the Pz3, to spawn.

The whole round turns into a camp fest at that point and the Pz2 is basically useless against good players in superior tanks.

In fact, on this particular map, Midi N, I've never seen the german team win. ever and i've played it about 10 times now

perhaps if the germans had some sort of anti-tank grenade or the anti-tank rifle system was better we'd have a shot against this kind of camping.




Guest

I didn't make it!

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#27 10 years ago

The map is called Sidi Rezegh. (if you played it about 10 times perhaps you should know the name?:))

I have no idea what you're talking about, never had this problem and sidi is my favourite map. an organized german defense can hold off the british, they have several AT guns, 88s, and so on. for me the battle is purely about infantry fighting, in and around the big house at the south flag and around the eastern german flag. if you manage to hold those points, you will have an 88 that can keep tanks off, if you lose that one though, the tanks will come and probably capture the west of the three flags.

the large building is easy to defend and a great strategic position, and it can't be captured by tanks.




Dago Red

Smack Capper

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25th September 2004

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#28 10 years ago
jumjum;4243084[INDENT]PTRD users would attempt to hit weak spots such as tank tracks and view ports to damage tanks that had armor too thick to be vulnerable.[/INDENT]

Yes exactly. And in FH1 AT rifles did damage to tracks, as well as parts of turrets, the engine deck, etc. But they do not in FH2. That's the whole point.

Should historical accuracy come first? That's up to the devs. How come the reality of AT rifles in FH2 does not match the nice quotes and links provided, nor the prior applications in FH1 ?

(differences between russian, German, and British models to be considered)




Von Mudra

Lo, I am Mudra, za emo soldat!

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25th September 2004

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#29 10 years ago

LordDalanik;4243453"That's why there are 6 pounders and yada yada" yeah that's all fine and dandy

but i'll give you an example of a game I just had on a horrid map called Midi Nedgh or something to that effect

Germans have like, 2 AT guns at most and 1 tank. (2 tanks if you count the PZ2 that is a joke against a matilda)

The AT gun might take out a tank or two, whoopty doo, eventually it dies. The one german PZ3 has to move three times the distance the brit tanks have to to get to the three flag area. Brit tanks swarm and camp and brits take at least 1 flag. They also destroy the AT guns in the area and then go next to the spawn and kill anyone attempting to use it. The 1 German tank dies, of course, and you have to wait 3 minutes or longer for the one anti-tank tank, the Pz3, to spawn.

The whole round turns into a camp fest at that point and the Pz2 is basically useless against good players in superior tanks.

In fact, on this particular map, Midi N, I've never seen the german team win. ever and i've played it about 10 times now

perhaps if the germans had some sort of anti-tank grenade or the anti-tank rifle system was better we'd have a shot against this kind of camping.

I see this win for germans all the damn time. Its like saying germans don't win Toburk....

The germans do have an anti-tank satchal, that I've used to take out multiple tanks, and its a hell of a fun thing to use. AT rifles are realistic, deal with it. You can't expect a 50cal bullet to pierce what a 50mm cannon won't.

Also, on Sidi, the germans have, by my last check, 2 88mms, 2 50mm, and 1 37mm in a flank shot position. The 88mms can, if used properly, own all enemy tanks on the map, and only have to worry about enemy artillery. The 50mms are good at supporting the 88s against light, fast tanks, and hitting infy with their HE shells. When the german tanks spawn, they're perfect for a counter attack, as they only spawn when brits cap the flags, leaving them quite vurnable to a strong counter attack, as they suddenly have to defened 4 flags against a strong enemy with them having weak defensive guns.




Zehnder

Hands up. Who wants to die?

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27th July 2004

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#30 10 years ago
LordDalanik;4240241 The problem is the tanks aren't actually capping the flags, they're just sitting there and gunning everyone down, and since there's only, oh, 13 people on a side, it's likely that flag isn't going to be taken in a hurry(

I'm glad you're going to stick it out in Forgotten Hope. Now onto my criticisms or suggestions for you. In my clan I expect my Panzer Battalion to do nothing short of what you describe. It is not the job of our armored core to cap flags. In this game as in real life, in most circumstances our armor is supporting our infantry. I almost never want to see my tank commanders taking flags. That's our Grenadiers (infantry) job with the support of armor in an advance. So to that I say don't be upset by it in game and become frustrated, but look at it as a tactic drawn from real life, which I'd say is reflected well in this mod. Welcome to the beauty of this mod my man. Don't worry about flags, worry about the fight. Oberst Zehnder Headquarters 130th Panzer Lehr Division