LLv34_Temuri Posted November 24, 2022 Author Posted November 24, 2022 On 11/11/2022 at 5:38 PM, ShampooActual said: How's Normandy coming? Need time to start implementation. In other news, the StuG is now in the server's tank rotation. Placed it in set 2 onwards. 1
Arditi Posted November 24, 2022 Posted November 24, 2022 the smoke launchers are not enabled for some reason?
moustache Posted November 24, 2022 Posted November 24, 2022 33 minutes ago, Arditi said: the smoke launchers are not enabled for some reason? it's disabled for all tanks...why so @LLv34_Temuri? does it depend on tank sets?
Arditi Posted November 24, 2022 Posted November 24, 2022 The churchill can use his mortar with smoke ammunition
LLv34_Temuri Posted November 24, 2022 Author Posted November 24, 2022 3 hours ago, moustache said: it's disabled for all tanks...why so @LLv34_Temuri? does it depend on tank sets? Haven't yet added them. Patience 1 1
ShampooX Posted December 1, 2022 Posted December 1, 2022 Temuri I have an idea. Regarding CP Captures. What if we didn't broadcast a message to the teams every time a CP is captured or changes hands? Players can still find out about CP status using <s. Right now, when a CP announcement is made, especially if it's a German capture, tons of enemy planes immediately show up. This is not necessarily a bad thing, but it would be an interesting experiment and one could base it on the fact there is no "force" at the CP with an imaginary radio to broadcast such a message (like you could say might be present at a Bridge defense or a factory or a train station). I think it would make the game more challenging in a good way. @LLv34_Temuri
Dusty_Steppes Posted December 1, 2022 Posted December 1, 2022 (edited) 42 minutes ago, ShampooActual said: Right now, when a CP announcement is made, especially if it's a German capture, tons of enemy planes immediately show up. Maybe this is because there is better air-ground coordination being used by the Allied players in order to take out all those heavy panzers. You never know who might be watching. ? Edited December 1, 2022 by Dusty_Steppes 1
ShampooX Posted December 1, 2022 Posted December 1, 2022 (edited) @Dusty_Steppes you are totally right - most German pilots ignore tankers, their own spawns and the front lines in general. Frankly, I'm not sure what they do...... I've always said the safest place for for a Russian pilot or tanker is pinging on the map in a German spawn point or Temp. German pilots just don't seem to care.... On that note I should balance things by adding; I tried playing the Russian tank side a couple of times and frankly I found it quite boring and a little too easy. Every time I heard a plane and looked up it was one of our own. Not very challenging. To play German tanks means you are always looking up and you are constantly looking for sources of concealment. To me it's a much more interesting and engaging way to play tanks on this server. Edited December 1, 2022 by ShampooActual 1
Dusty_Steppes Posted December 1, 2022 Posted December 1, 2022 1 hour ago, ShampooActual said: I tried playing the Russian tank side a couple of times and frankly I found it quite boring and a little too easy. Then maybe you should try engaging the heavy panzers with a T34-43 on some open terrain. You might appreciate that your only chance is to use the undulating terrain for concealment and maneuver in order to get close enough for a kill from defilade. Long range APHE shots are only good for a lucky immobilization and give away your position. Long range HE only forces them to button up. If you expose yourself, it is usually game over for you with one shot.
ShampooX Posted December 2, 2022 Posted December 2, 2022 (edited) 4 hours ago, Dusty_Steppes said: Then maybe you should try engaging the heavy panzers with a T34-43 on some open terrain. You might appreciate that your only chance is to use the undulating terrain for concealment and maneuver in order to get close enough for a kill from defilade. Long range APHE shots are only good for a lucky immobilization and give away your position. Long range HE only forces them to button up. If you expose yourself, it is usually game over for you with one shot. Good points. But I never had any problems killing a Tiger because I used the T34 in the manner it was intended: speed to the flanks, close distance from the flanks and taking advantage of the dark green cover for concealment. Stay off the roads, don't charge right in. Never a long range battle with a Tiger. And this was before it became so easy to knock out a Tiger cannon with HE. If you are afraid of the German Heavies might I suggest you get good with the SU152? Edited December 2, 2022 by ShampooActual
Dusty_Steppes Posted December 2, 2022 Posted December 2, 2022 37 minutes ago, ShampooActual said: Good points. But I never had any problems killing a Tiger because I used the T34 in the manner it was intended: speed to the flanks, close distance from the flanks and taking advantage of the dark green cover for concealment. Stay off the roads, don't charge right in. Never a long range battle with a Tiger. And this was before it became so easy to knock out a Tiger cannon with HE. If you are afraid of the German Heavies might I suggest you get good with the SU152? I've seen you out there and you've always been a bit of an easy out. I do everything you mention plus some. I am not afraid of the heavies. I prefer hunting big game. It takes more skill than using a German Heavy to hunt small game from long range. ?
ShampooX Posted December 5, 2022 Posted December 5, 2022 @LLv34_Temuri Hi again. There has been a disturbing trend in the ground attack community I think needs to be addressed. More and more fliers are holding their bombing runs against live tankers to the point where they are unable to pull out in time to survive. They are then either killed by AA fire or the blast of their own bombs. They are so close in these cases that they wind up crashing into the tank player. Then they say "sorry, wasn't my fault I didn't ram you, you killed me or I blew up from my own bomb." We all know they never had any intention of surviving the attack to begin with. Is there a way that, when a pilot gets a kill, and concurrently gets killed within a one or two second period (by the same player they just killed), that they can be put on an extended wait before respawning? Like 30 minutes or an hour. Something has to be done to discourage this War Thunder style of arcade game play. 3
Arditi Posted December 18, 2022 Posted December 18, 2022 When are the smoke launchers on the tanks enabled? tanks have little content to restrict functions 1
ShampooX Posted December 27, 2022 Posted December 27, 2022 This weeks funnies. I swear I look for ones where the German spawns are advantaged. I don't find any. Please post what I might be missing. I want to be fair....
moustache Posted February 26, 2023 Posted February 26, 2023 hello @LLv34_Temuri, is it planned to add smoke canisters to the Stug III?
LLv34_Temuri Posted February 27, 2023 Author Posted February 27, 2023 14 hours ago, moustache said: hello @LLv34_Temuri, is it planned to add smoke canisters to the Stug III? If they're not there, then the modification numbers are (again) something funny. Let's see.
moustache Posted February 27, 2023 Posted February 27, 2023 8 minutes ago, LLv34_Temuri said: If they're not there, then the modification numbers are (again) something funny. Let's see. Mmmmh, maybe a translation problem, I'm not sure I understand...
LLv34_Temuri Posted February 27, 2023 Author Posted February 27, 2023 Just now, moustache said: Mmmmh, maybe a translation problem, I'm not sure I understand... Looking at the StuG, it has six modifications. I had set the available modifications to 1..6. I now set it to 1..7 to see if the smokes are there. Effective after mission rotation. 1
RossMarBow Posted July 8, 2023 Posted July 8, 2023 (edited) Have changes been made to how CP works? Really needs a bit of tweaking to make tank combat actually interesting Fighting over CPs used to be way more popular and it was a lot of fun Random ideas: Add more CPs Force players to check CP status manually by looking at flag Focus all tank spawns around CP Make CP worth a lot more Make tank combat focused on lane *==*==* *are flags Have some tank spawns with only 1 tank that are close Have rearward tank spawns protected by AI in god mode Have AI insta gib tanks that are way out side of the tank zone Spawn a lot more camo net positions in the tank combat zone Spawn a variety of emplacements and fortifications in the tank combat zone for the purposes of hiding from planes and to make tank combat more interesting as the maps in general completely lack any interesting features for tank combat Spawn some giant hangers for tanks to fight and move under Spawn some tall sandbags along roads so tanks can move fast I don't think this is possible but spawn roads? or something that has movement bonus For example in this map: Totally separate the static front line that are designed as air targets From the tank combat All tank combat takes place somewhere "designed" for tank combat close or near the front line Maybe let people vote on which town Something like this Each team gets one heavily AI defended main base And 3 fortified but AI free forward bases each has one spawn and can be reinforced by air * = flags brown line = fortifications maybe sprinkle a whole bunch of random stuff in to make it more interesting other option would be to make the mini bases flags give the whole tank area a radius - if tanks get too far away they go boom Let the tank combat zone spawn quite far away from the front line so theirs always a couple of decent towns or interesting things to fight over Large AF would also be nice to fighter over if a whole bunch of clutter was also spawned Edited July 8, 2023 by RossMarBow 2
ShampooX Posted July 11, 2023 Posted July 11, 2023 This^ Ross is right, the older version of FVP with multiple spawns per sector was the best.
Robli Posted August 7, 2023 Posted August 7, 2023 Is there any descent tank action on this (or any other) server these days?
LLv34_Temuri Posted August 10, 2023 Author Posted August 10, 2023 On 7/8/2023 at 7:50 AM, RossMarBow said: Have changes been made to how CP works? No On 7/8/2023 at 7:50 AM, RossMarBow said: Add more CPs I think this would have the effect of distributing the tank players across the different CPs. It's my understanding that tank players want PvP action, so adding more CPs would not be a good thing. Please correct me if I'm wrong. On 7/8/2023 at 7:50 AM, RossMarBow said: Focus all tank spawns around CP Could you elaborate a bit what you mean? Place all tank spawns within a short distance of the CP? On 7/8/2023 at 7:50 AM, RossMarBow said: Make CP worth a lot more CP currently adds a percentage to the advance. Percentage can of course be adjusted, or changed to be certain amount of km. On 7/8/2023 at 7:50 AM, RossMarBow said: Make tank combat focused on lane *==*==* *are flags So you mean that on a sector there would be multiple CPs? This might be nice. Cap consecutive CPs on the same sector, get more advance (bonus)... On 7/8/2023 at 7:50 AM, RossMarBow said: Have some tank spawns with only 1 tank that are close Have rearward tank spawns protected by AI in god mode I guess the forward/rear logic could easily be applied to tanks too. We'll consider this. On 7/8/2023 at 7:50 AM, RossMarBow said: Have AI insta gib tanks that are way out side of the tank zone I don't think we have the means for this. On 7/8/2023 at 7:50 AM, RossMarBow said: Spawn a lot more camo net positions in the tank combat zone Spawn a variety of emplacements and fortifications in the tank combat zone for the purposes of hiding from planes and to make tank combat more interesting as the maps in general completely lack any interesting features for tank combat Spawn some giant hangers for tanks to fight and move under Spawn some tall sandbags along roads so tanks can move fast Nice suggestions. Let's see which ones are doable and how easily. On 7/8/2023 at 7:50 AM, RossMarBow said: I don't think this is possible but spawn roads? or something that has movement bonus Not possible.
JV44HeinzBar Posted August 11, 2023 Posted August 11, 2023 (edited) S!, It's been awhile since I've commented, but I agree that there needs to be some tweaks to tank combat. @RossMarBow has made some good suggestions. I would like to add some suggestions, too. I agree that some changes could be made to how the CP can be used. 1. Make the CP more valuable to players. Give the capturing tank (player) an award of 50 points or something similar. This will add to the idea that the CP has immediate value to the player(s) in addition to giving the side a capture bonus once the map rotates. Perhaps, the addition of a main CP that would add a greater bonus at the end of the mission, while other CPs give the normal bonus. Maybe this could also include a cumulative effect? 2. Make the CP more valuable to the overall battle. Some CPs could be added that enable/disable available equipment to each side. Example, If CP X is captured, then the capturing side may get the use of MW50 or 150 octane gas, or some other option like specific bomb load outs, or perhaps, limited aircraft outside the current planeset. 3. Create a CP that allow for new spawn points to appear. This is similar to the temporary bases that pilots have enjoyed using from day one. However, these bases need to have the ability to change sides once they are captured. I would also limit these bases to base tanks, no Tigers/Panthers, Su152, etc. 4. Create a CP that would enable high altitude AI bomber flights. This would provide pilots the opportunity engage bombers not available to players as the bombers track towards rear depots, ships, etc. I would include AI tanks, but I've seen on other servers that the AI tank spawn points create an invisible object that can destroy the player tank if that player crashes into the invisible AI object. This is very much like the dreaded invisible tree problem we had so many years ago. 5. Create a CP that activates random AT gun positions. Most of the time, driving a tank is a long, sometimes boring, task. If a specific CP is captured, it would allow for an AI AT gun to become active. This will make tanking a little more dangerous and exciting instead of blindly racing down a road to get to an objective. 6. Add additional or random repair trucks/areas beyond enemy lines. I couldn't tell you how many times I've been deep into enemy territory only to run out of ammunition. This leaves me driving an hour or more back to the spawn point to rearm. Honestly, the only time I do something like this is if I'm in a limited tank, e.g. Tiger/Panther. If I'm in a lesser tank, it's easier to finish mission and start over. These sites could be neutral allowing all tankers to rearm/refuel? @LLv34_Temuri "I think this would have the effect of distributing the tank players across the different CPs. It's my understanding that tank players want PvP action, so adding more CPs would not be a good thing. Please correct me if I'm wrong." It's great to run into other player tanks, however, AI can be more deadly than a lot of tank players in some situations. There are some tankers that focus completely on destroying front lines and not seeking out PvP action. Adding additional CPs may have this effect, but I wouldn't be surprised if it had no effect at all. These are some things off the top of head for the admins to consider. I don't know how these options can be incorporated, but I feel that these additions might add a new wrinkle to the overall strategy of winning a map. My last request is to incorporate the latest maps from the Normandy module in the mission rotation. HB Edited August 11, 2023 by JV44HeinzBar added bold text 1
LLv34_Temuri Posted August 14, 2023 Author Posted August 14, 2023 On 8/11/2023 at 5:36 PM, JV44HeinzBar said: Give the capturing tank (player) an award of 50 points or something similar. We have no way of detecting which player does the capture. On 8/11/2023 at 5:36 PM, JV44HeinzBar said: Some CPs could be added that enable/disable available equipment to each side. Example, If CP X is captured, then the capturing side may get the use of MW50 or 150 octane gas, or some other option like specific bomb load outs, or perhaps, limited aircraft outside the current planeset. To me it seems illogical that something done at the frontline would have an effect on further back. Would be more logical to tie this into depot destruction. However, starting to limit player options can easily backfire. On 8/11/2023 at 5:36 PM, JV44HeinzBar said: This is similar to the temporary bases that pilots have enjoyed using from day one. However, these bases need to have the ability to change sides once they are captured. I would also limit these bases to base tanks, no Tigers/Panthers, Su152, etc. I think this would be doable. This would likely be done so that the temp base is placed in close proximity to the CP, not at the same location due to space issues. On 8/11/2023 at 5:36 PM, JV44HeinzBar said: Create a CP that would enable high altitude AI bomber flights. This would provide pilots the opportunity engage bombers not available to players as the bombers track towards rear depots, ships, etc. I would include AI tanks, but I've seen on other servers that the AI tank spawn points create an invisible object that can destroy the player tank if that player crashes into the invisible AI object. This is very much like the dreaded invisible tree problem we had so many years ago. I think the current load on the server wouldn't allow us adding AI bombers. On 8/11/2023 at 5:36 PM, JV44HeinzBar said: Create a CP that activates random AT gun positions. Most of the time, driving a tank is a long, sometimes boring, task. If a specific CP is captured, it would allow for an AI AT gun to become active. This will make tanking a little more dangerous and exciting instead of blindly racing down a road to get to an objective. This would be doable. This also gave me an idea that the captured CP could act as a forward observation point for AI artillery that shells the enemy positions. On 8/11/2023 at 5:36 PM, JV44HeinzBar said: Add additional or random repair trucks/areas beyond enemy lines. Doable. These should likely be unmarked for both sides and also destroyable. On 8/11/2023 at 5:36 PM, JV44HeinzBar said: My last request is to incorporate the latest maps from the Normandy module in the mission rotation. Working on it. Two weeks... 1 1
LLv34_Temuri Posted August 23, 2023 Author Posted August 23, 2023 On 7/8/2023 at 7:50 AM, RossMarBow said: Spawn a lot more camo net positions in the tank combat zone Spawn a variety of emplacements and fortifications in the tank combat zone for the purposes of hiding from planes and to make tank combat more interesting as the maps in general completely lack any interesting features for tank combat Spawn some giant hangers for tanks to fight and move under Spawn some tall sandbags along roads so tanks can move fast Would it also make sense to add those detailed blocks (from the NE section on Prokhorovka map) here and there between the tank spawns and CP? 1
Fritz_Faber Posted August 23, 2023 Posted August 23, 2023 I followed part of the discussion here, but not all. It is possible that my suggestions have already been discussed, sorry then. In my opinion, to make tank vs. tank combat more attractive, the following should be changed: 1. Capturing the CP should be rewarded with bonus points 2. One CP instead of 2 CP would actually be better to bundle the few tanks - (but is bad if CP cannot be reached because of destroyed bridges or impassable rivers) 3. There should be a repair and arming facility near the CP to avoid the sometimes endless journeys to frontline 4. AI generated enemy convoys of vehicles (tanks) could be moving near or on the way to the CP as additional worthwhile enemy targets Overall, it is a pity that some tankers prioritize getting points from destroying any artillery positions for a top placement rather than engaging in the actual tank duel player vs. player. But of course this behavioral cannot be changed by game changes. When i get a tanker displayed on the map destroying AI targets somewhere, i quickly spawn nearby to force a player vs player battle... due to boring time defending lonely CP's... ? 3
LLv34_Temuri Posted September 8, 2023 Author Posted September 8, 2023 10 hours ago, Shampooo said: C'mon Man. Uhhh. Need to add some distance logic between spawns and the CP... 2
GasTeddy Posted September 13, 2024 Posted September 13, 2024 Has something been made random with bridges and AI guns? 63 HEs from Panther not able to knock down basic wooden road bridge. Jus few minutes ago emptied Tigers HEs again at bridge with same results. Sometimes few shots needed, another time indestructible. Russian AI guns at tank spawns and dugouts have learned to shoot through thick forest without visual and hitting almost every time. Shooting back is useless, as no direct sight and ammo explodes at trees and branches, which their ammo does not. Also often their ammo skids and ricochets several times from ground without exploding and hitting tank hard. IMHO these things not exactly realistic. Aimcat is very angry and frustrated, as she is teaching Black Panther Purri to be her holiday substitute.
JV44HeinzBar Posted September 16, 2024 Posted September 16, 2024 On 9/13/2024 at 10:38 AM, GasTeddy said: Has something been made random with bridges and AI guns? 63 HEs from Panther not able to knock down basic wooden road bridge. Jus few minutes ago emptied Tigers HEs again at bridge with same results. Sometimes few shots needed, another time indestructible. S!, This sim is based on aerial targeting. The parts of many static object, such as bridges, take damage when the object is bombed from the top. This is also true when using direct HE fire on the object. To destroy a bridge or bunker, one must target the highest point in the case of attacking a bunker. The same is true when attacking bridges. The areas that vulnerable to attack on a bridge is the span and not the supports, e.g. shoot the road portion of the bridge from the top side. I haven't played in awhile, but this is what we tankers used to do from a year ago. It would typically take me 5 to 6 shots from the 75mm, while the 88mm would take 3 or 4 shots. HB 1
GasTeddy Posted October 23, 2024 Posted October 23, 2024 Will there ever be any realism with these Russian miracle cannons? Just few moments ago, my Panzer was once again knocked down twice by AI gun shooting w/o visual, over a dugout, through a camo netting and thick forest, with a shell bouncing from the ground, naturally not exploding then but hitting my tank. Before the break I just finished, I went to a dugout, where I knew the exact location of the gun. I kept mauled dugout and some camo nettings between me and it. I drove behind a thick group of trees, to a small depression behind a small hill. So, there is thick tree group, some camo nets and mauled dugout between me and the gun. I'm in a depression, behind hill, so much lower that commander cannot see over it when out from hatch. And in a moment, come some shots, bouncing from ground, hopping over and through obstacles and disable my Panzer in few seconds. So realistic and inspiring that I consider making again some break, longer than this 9 days which I just finished. 1
GasTeddy Posted October 25, 2024 Posted October 25, 2024 (edited) Not that I want to complain, but todays (25/10/2024) noon and afternoon CPs were "slightly' lopsided. 1h 15 mins drive via shortest/fastest route w/ PzIV from closest spawn to CP. Both CPs direct drive from red spawns. Blue ones behind river. Bridge blown up, no alternative road. Edited October 25, 2024 by GasTeddy
GasTeddy Posted November 12, 2024 Posted November 12, 2024 GasTeddy continues complaining; Lately I have spawned several times with readily damaged tank and/or injured crew member, even w/ dead one. Happened in Belgium map and happens in this current one. In some cases it helped to drive a bit and then stop for repairs, not always.
GasTeddy Posted November 25, 2024 Posted November 25, 2024 On 11/21/2024 at 3:48 PM, GasTeddy said: Something pretty interesting is going on. Will these APHEs be new norm or are they going to be fixed?
LLv34_Temuri Posted November 25, 2024 Author Posted November 25, 2024 18 minutes ago, GasTeddy said: Will these APHEs be new norm or are they going to be fixed? The trouble has been, that any AP round just goes through the static models without making any damage, regardless of the durability value. We made an adjustment on this last weekend, and you should now be able to destroy the static tanks and vehicles with AP.
GasTeddy Posted November 25, 2024 Posted November 25, 2024 (edited) 2 hours ago, LLv34_Temuri said: The trouble has been, that any AP round just goes through the static models without making any damage, regardless of the durability value. We made an adjustment on this last weekend, and you should now be able to destroy the static tanks and vehicles with AP. APHEs just explode and leave black cloud when hitting for example a truck, no effect. At least few hours ago, when I tried it. Only HEs work on static objects. Haven't tried APCRs yet. That's because enemies have been seriously disturbing my tests. Can I have blue UN Peacekeeper skin for panzers..? Just managed to test all ammo against static objects. APHE and HEAT are useless, HE and APCR work. Edited November 25, 2024 by GasTeddy Update
pfeuerteufel Posted November 26, 2024 Posted November 26, 2024 I have to agree with GasTeddy. Since last week's update, APHE are useless against static objects. It's like throwing snowballs at a glass house. The projectiles burst into black smoke and do no damage. The HE projectiles work as usual. It didn't work last night either. Can you please take another look at this? Thanks in advance.
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