Supermauz_R

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About Supermauz_R

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  1. Supermauz_R

    Goodbye

    Auch ich möchte diese finale Gelegenheit noch einmal nutzen, um mich von unserem Forum zu verabschieden. Discord ist einfach keine geeignete Alternative für ein richtiges Forum. Darum macht's gut, vielleicht sieht man sich ja noch einmal auf dem Schlachtfeld oder auf Steam. Auf Wiedersehen, euer Supermauz_R
  2. A very detailed argument, you point out the exact same reasons I have. The factions were never intended to be equal, there was always an asymmetrical balance, each side had it's pros and cons and to get the best possible experience in H&G you had to play them all. And now? Gun fights will be a red vs blue, this was never the goal. What difference will there be, when everybody can get the exact same equipment? What's the point of joining another faction? What's the point of factions at all then? Such a powerful counter-argument. Now every point mambooman has made has been invalidated. Sorry, but if this is your typical behavior in a debate don't expect to be taken seriously. I do see a lot of people who put their personal preference and their own profit ("I will have fun with this", "I will kill lots of GE mains with fully modded StG xDDDDDD") over the game as a whole. You have to take a look at the greater picture, expand you horizon. This is a game with thousands of players, a game where factions were designed to be different, with variable playstyles and equipment and you have to take this into account. Do you want to ruin the point of having factions for your own profit? Do you want a core element of the game becoming useless, just to have more "fun"? In August/September 2020 LtFalcon made a poll on the Steam forums asking if Reto should allow captured weapons to be modded. The poll was taken by only 30 people, but 21 of them disagreed and 3 wanted captured weapons to be removed completly. I know, these small numbers do not represent the entire community (which is impossible), but many good arguments were made why modded captured weapons are a very, very bad idea. 5 users voted with "yes" and 1 user wanted captured weapons to be only upgradable with different kinds of ammo but no other modifications. If you are interested, the poll can still be found here: https://steamcommunity.com/app/227940/discussions/0/4336358006706206457/ So what does this tell us? The idea received mostly negative feedback in a public discussion/survey but unlike captured vehicles Reto is not willing to drop it. One of the reasons, why they think about adding mods to captured weapons was stated by Reto.Hades on the H&G Discord server: players buy captured weapons, then find out that they can't be modified and call them useless, asking for refunds. Also, once more the way H&G has been programmed is making the whole system with captured weapons complicated, because the game has to be "told" by coding that modifications are not available for captured guns for each modification individualy. A better, simplyfied solution would be to show players a tooltip once they unlock a captured weapon: "Congratulations for unlocking your captured weapon! This gun is normally used by another faction, but after many hours in battle you are now able to buy this piece of equipment too and use it to your likings. However, due to the weapon being captured, you have no access to the enemys exclusive modifications. To get the best possible experience and full modability, we recommend purchasing and playing the gun with the original faction." Wow, a much easier way to deal with this situation that does not upset the community. But well, I'm not responsible for this game, so go ahead and you might fail again.
  3. My god, what happened here? I though the topic was the discussion if captured weapon should be modifiable or not. Not this... something... Nice to see what guns have been captured over the last 15 months, though.
  4. Supermauz_R

    Sturm 3Fraktionen

    Ein "Drei-Fraktionen-Gefecht" ist relativ selten und kommt nur im Spielmodus Sturm oder Krieg vor. Dabei heißt es jeder gegen jeden, also auch USA gegen Sowjets. Diese Gefechte sind wahre Goldgruben, perfekt für viele Abschüsse und Eroberungen und dauern meist über eine Stunde, wenn alle Seiten aktiv und hartnäckig auf den Sieg hin arbeiten.
  5. No. Please don't do this. There will be really no point in factions after this. Don't take it this far. No fully modded captured weapons please. No!
  6. Supermauz_R

    Fragen und Antworten Thread

    Freut mich, dass die Schwierigkeiten diesbezüglich erstmal gelöst wurden. Zu den einzelnen Waffen ist es schwer allgemeingültige Angaben zu machen, da Skill und Spielstil als massive Variablen dabei auftreten, aber folgendes kann dir vielleicht weiterhelfen: Das M1 Garand funktioniert auf allen Entfernungen sehr gut und kann sowohl aggressiv als auch defensiv gespielt werden. Die Carbines sind dank ihres wenigen Inventarplatzes gut für Support-Load-outs, sind selbst aber eher defensive Waffen. Johnson und Thompson sind aggressive Waffen, bei welchen das Johnson einen deutlichen Reichweitenvorteil besitzt, aber auch etwas schwerer zu handhaben ist, als die Thompson. Wie immer gilt deshalb: mehrere verschiedene Soldaten mit unterschiedlichen Load-outs erstellen!
  7. Supermauz_R

    Fragen und Antworten Thread

    Merke! Es gibt 3 verschiedene US-Carbines im Spiel: den M1 (exklusiv für FschJg), den M1A1 (für FschJg und Panzerfahrer) und den M1/M2 (für die Infanterie). Weder der M1 Carbine, noch der M1A1 Carbine verfügen über einen vollautomatischen Feuermodus. Beide Waffen sind ausschließlich im Einzelfeuer verwendbar, dies kann nicht modifiziert oder in sonst einer Form geändert werden. Mit einem trainierten Triggerfinger und ein paar Upgrades an der Feuerrate kann man diesen Nachteil m.M.n. aber sehr gut kompensieren. Lediglich der ausschließlich der Infanterie zugängliche M1/M2 Carbine ist mit einer Wechselfunktion ausgestattet und erlaubt halb- und vollautomatisches Feuer. Wozu M1 oder M1A1? Das M1 kann mit einem Zielfernrohr ausgerüstet werden, das M1A1 nicht. Dafür braucht letzteres einen Punkt weniger Inventarplatz und sorgt so für mehr Variabilität in den Load-outs, zum Beispiel können Handgranaten, Medipäckchen oder eine Zweitwaffe mitgeführt werden.
  8. Supermauz_R

    Sanitäter

    Auf folgende Hinweise und Symbole solltest Du achten, wenn Du als Sanitäter spielen möchtest: Das grüne Plus bedeutet, dieser Soldat trägt zwei oder mehr Erste-Hilfe-Päckchen bei sich und kann sich oder andere mehrfach heilen. Der weiße Balken zeigt die Gesundheit des Soldaten. Je voller der Balken, desto gesünder der Soldat. Ein kurzer, roter Balken bedeutet schwere Verletzungen und dringend notwendige ärztliche Versorgung mit Deinen Medi-Päckchen. Der "Gesundheitsbalken" ist nur sichtbar, wenn Du ein Medi-Päckchen in deiner Ausrüstung hast und der Soldat nicht weiter als 15m von Dir entfernt ist. Das sollte nun die gewünschte Aufklärung gebracht haben.
  9. A good approach, but not the optimal solution to the problem. Most of the frustration with the headshots comes from the fact that in many cases they seem very random and are incomprehensible or illogical. Mostly due to bad hit reg, ping, servers and hit boxes. But most annoying are those headshots which appear seemingly out of nowhere, with your gun pointed at your enemy's feet or raised up to your own body. I vote with "Yes", just to see if there can be change in the future. But it has to be something more in-depth, targeting the actual sources of random headshots stated above and many times before. Taking a car wreckage and giving it a new paint job doesn't make it drive.
  10. Supermauz_R

    Flamethrowers (09 SEP 2020)

    The following information were gathered using the Flammenwerfer 41 on the prototype server: - Repair costs vary. Fire short bursts and it's cheap or just pull and hold the trigger to pay 100 Credits for a single charge Note: You pay for the amount of fuel used (not shown in-game), not the amount of charges! - Hoarder CB doesn't affect flamethrowers, but Scavenger CB does - The FmW41 charge can provide fire for a total of 3 seconds - It kills within a second, so it's extremely deadly - even to yourself! At least you can't hurt your team mates with it, so no accidental or intended teamkills - Does no noticeable damage to vehicles, not even the tires - Zero damage beyond 20 meters - It takes 7 to 9 equipment points, based on amount of ignition charges you want to carry - You can stop reloading at any time, similar to scoped bolt action rifles and the Nagant revolver You can find a more detailed post in the official prototype server feedback discussion.
  11. Supermauz_R

    Prototype test: Flamethrowers!

    The following information were gathered using the Flammenwerfer 41 on the prototype server: Things to improve/fix: - Every second you fire it you can hear a single MP40 shot being fired. This might be intended as a countdown, until the charge runs out, but it's a little bit distracting - When somebody uses a flamethrower next to you, you can hear a strange ticking sound made by the weapon, like multiple SMG rounds being fired at once - Showing the rate of fire in the menu is unnecessary and not needed. This data does not provide any useful or usable information to the player Gameplay and stats: - Repair costs vary. Fire short bursts and it's cheap or just pull and hold the trigger to pay 100 Credits for a single charge Note: You pay for the amount of fuel used (not shown in-game), not the amount of charges! - Hoarder CB doesn't affect flamethrowers, but Scavenger CB does - The FmW41 charge can provide fire for a total of 3 seconds - It kills within a second, so it's extremely deadly - even to yourself! At least you can't hurt your team mates with it, so no accidental or intended teamkills - Does no noticeable damage to vehicles, not even the tires - Zero damage beyond 20 meters - It takes 7 to 9 equipment points, based on amount of ignition charges you want to carry - You can stop reloading at any time, similar to scoped bolt action rifles and the Nagant revolver
  12. Supermauz_R

    Flamethrowers (09 SEP 2020)

    Thanks! I was unable to watch the entire stream and unfortunately there is no recording of it except a few clips. To be honest, it could be an advantage to be able to reload single charges into the FmW41, so you decide how much time you want to spend on reloading before rushing into combat again. I'm looking forward for the chance to test them on the prototype server and collect more data to share with you. Stay tuned!
  13. Supermauz_R

    Flamethrowers (09 SEP 2020)

    After watching (a part) of the stream and the presentation of the current state of flamethrowers, these are my discoveries and opinions: - Igniting the flamethrower consumes one charge, the weapon then will remain active for 4 to 5 seconds and can be fired multiple times until the charge is fully consumed - The US flamethrower contains 5 charges, the German and SU flamethrower have 10 charges each - Range is very short, around 20m - The price to purchase a flamethrower is 324,000 Credits or 3,800 Gold - It unlocks at Infantry Assault Rank 8 - It takes 8 equipment points, like AT rifles - They have very low amounts of ammo - You can't modify them and there are no skins - Currently, they are labeled as "Assault Rifles" - No significant changes to the FPS counter were spotted during the test ✔️ - Hitting somebody with a flamethrower plays a - no offense - totally weird and annoying screaming sound US Flamethrower M2 in action against bots: https://clips.twitch.tv/BlitheShortCormorantJKanStyle
  14. Supermauz_R

    Flamethrowers (09 SEP 2020)

    Thank you. Hades also posted screenshots from the re-organized Infantry Assault ribbon and you can see a new unlockable weapon at rank 8 which has not been there before. It's pretty safe to assume that this will be the flamethrower: I'm not sure about the price, but we can definitly say flamethrowers will be at least as expensive as the bolt-action AT rifles (PTRD, PzB).
  15. Supermauz_R

    Flamethrowers (09 SEP 2020)

    So here are the latest information about the upcoming flamethrowers, including weapon model, ammo and description: Flamethrowers can't be modified and don't have a separate ribbon. How to unlock them and their price and equipment points are currently unknown. Also a new folder called "DailyReward" made an appereance in the game files, but only contains pictures of a blue curtain. Maybe we will receive more information in the future. Stay tuned for more "leaks"!