Phoenixflieger

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About Phoenixflieger

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  1. Second this. Or instead do a full dual gun system where I can shoot with 2 SMG/rifles/Bazookas/... in each hand at the same time ... ;-)
  2. Best 'discussion' so far in a forum filled with only best stuff like : nerf them not me, buff me not them, whine cry insult, defend unbalancing as long as I benefit of it etc. ...
  3. Plane issues homemade - returning players impressions

    After some more matches against planes when your own side refuses to start any planes beacuse they get raped in the air by coordinated teams (while the own team is just 'randomly' grouped pilots), my suggestion for the time is: Reduce planes in the air to 2. RETO will find a hard time to balance the pilot skills of teams vs random pilots but something has to be done here. (and while RETO don't get enough credits for their tweaking efforts once a game mechanic is established, they are not known for real balancing work)
  4. Spawn camping enforced - thoughts of a returning player

    There is no formal error in this ... but wait ... I remember your account name from back then (2014/2015)! Still on the campaign to get reputation by populistic non-conformity remarks? Bad game/map design still is bad game/map design, no matter if some find it entertaining to exploit it of the expense of the majority. Anyway it is hardly the fault of players, we tend to do the most out of what a developer offers (like designing kill boxes at spawn exits...).
  5. Plane issues homemade - returning players impressions

    Glad to see someone is with me in this matter. By the lack of feedback I was pondering if I had overwhelmed the reader...
  6. Spawn camping enforced - thoughts of a returning player

    While it makes some sense to not just 'pop out of nowhere' when spawning, but to have a reasonable location, I agree it just leads to spawncamping no matter what RETO tried. On top of that these few exits from spawnboxes that can be so easily farmed cannot be a good design decision. If Reto wants to stick to the current concept why not adding an alternative second spawnarea per cap? If there is an additional spawnarea opposite to the current one, it would make spawncamping a lot harder. you cannot efficiently cover two different areas per cap point.
  7. Dynamite Lover ( Mines + H3 )

    That is strange... a few days after my post it is not possible anymore (for me) to get the increased number of S-Mines as described above (which worked fine for days). I am not a follower of conspiracy theories, but I find that odd. Maybe it is somewhat bugged (like many of the ribbons previews btw) or RETO simply >bugged< this feature out of the game. Anyway very disappointing that we have to undergo such Voodoo in the first place to get the ribbon working! (or not in my case again)
  8. Ask questions for Q&A & Why #9

    4K Graphics: How about a HUD scale multiplier?! It is possible to select 4K render and screen resolution. BUT the HUD can not for reasons unknown be increased! Means it is only 1/4 the size of the regular full HD on the screen. Very hard to read any notifications or health bar etc.. Would be also nice to be able to reduce or increase generally to one's liking! Thank you for reading!
  9. So, I am back after a year and played 2 weeks now. Many things were adjusted and feel better, some are still a mess (not only strategy). There are a lot of issues with flying in this game and most of them homemade by RETO. Here my impressions: - no energy conversion and real speed difference. How is it possible that if I attack from above the clouds, bomb, turn up again every enemy low flying plane is able to follow me out of their turnfight (they shouldn't have no speed/energy and hardly be able to get a quick shot at me)?? - poor choice of planes on (yes, again, I don't know why) German side. I have over 1.000 hours in Warthunder, but I wouldn't ever touch a BF 109 E-4 because it defies what the usual German plane design was all about: nose mounted cannons. I consider the D-1 more capable. US and British planes usually focussed on wing mounted guns and the German planes were known for center armament. But in this game having 2 wing cannons is (now) useless and almost everybody ELSE has center cannons... The E-4 was meant as a fighterbomber in this game as a counterpart to the P38 (when there were only 1 plane group not 3 like now) but the E-4 is completly inappropriate now. Not to mention that the E-4 is a 1939 design, while the Yak 9B is from 1942 and the P40N from 1943! I mean that would be like pitting a 1940 light tank against a 1944 light tank. Oh wait.... there is a pattern (Chaffee!). Every year in war brings huge steps in design for tanks and planes and outdates last years' designs. I suggest to reconsider to a 1942/43 version which is a G-3 or G-4 version. Basically instead of introducing a D-1 version a G-4 version would have been more appropriate! Poor decision. Nevertheless the Yak 9B is the better plane in many regards. - Visibility of planes. Planes close to the ground are nearly invisble from other planes. While planes up high can be seen from all corners of the map. No matter if out of the sun etc. This makes aircombat (together with the missing energy conversion/speed difference issue) mismatch everything known about it (no matter if H&G is just an arcade game not a simulator). - Flak. I think Flak could be more potent if the visibility of high flying (meaning not at strafing heights) planes would be reduced. - And last but not least: Squadrons. If players form an experienced team there is hardly any chance for just 4 random grouped pilots anymore. This is not RETO homemade but a real issue, since unlike on the ground where 10 other players are around there is max. a 4 vs 4 in the air (or maybe a 4 vs 4 vs 4).
  10. Today

    There are a lot of issues with flying in this game and most of them homemade by RETO. - no energy conversion and speed difference. How is it possible that if I attack from above the clouds, bomb, turn up again every enemy low flying plane is able to follow me out of their turnfight (they shouldn't have no speed/energy and be able to get a quick shot at you)?? - poor choice of planes on (yes, again, I don't know why) German side. I have over 1.000 hours in Warthunder, but I wouldn't ever touch a BF 109 E-4 because it defies what the usual German plane design was all about: nose mounted cannons. The D-1 is more capable. US and British planes usually focussed on wing mounted guns and the German planes were known for center armament. But in this game having 2 wing cannons is (now) useless. The E-4 was meant as a fighterbomber in this game as a counterpart to the P38 (when there were only 1 plane group not 3 like now) but the E-4 is completly inappropriate now. Not to mention that the E-4 is a 1939 design, while the Yak 9B is from 1942 and the P40N from 1943! I mean that would be like pitting a 1940 light tank against a 1944 light tank. Oh wait.... there is a pattern (Chaffee!). Every year in war brings huge steps in design for tanks and planes and outdates last years' designs. I suggest to reconsider to a 1942/43 version which is a G-3 or G-4 version. Basically instead of introducing a D-1 version a G-4 version would have been more appropriate. Nevertheless the Yak 9B is the better plane in many regards. - Visibility of planes. Planes close to the ground are nearly invisble from other planes. While planes up high can be seen from all corners of the map. No matter if out of the sun etc. This makes aircombat (together with the missing energy conversion/speed difference issue) mismatch everything known about it (no matter if H&G is an arcade game). - Flak. I think Flak could be more potent if the visibility of high flying (meaning not at strafing heights) planes would be reduced. - And last but not least: Squadrons. If players form an experienced team there is hardly any chance for just 4 random grouped pilots anymore. This is not homemade but a real issue, since unlike on the ground where 10 other players are around there is max. a 4 vs 4 in the air (or maybe a 4 vs 4 vs 4).
  11. Hi there, I am back after almost a year. Now after 2 weeks I think: A lot is better since then, some things are still broken (strategy part for at least 2 years now) and the maps seem to be worse in some aspect: The spawn zones in many maps can only be left via 2 exits. These are regularly spawncamped. Factory and Mountain Map come to my mind as the worst examples. The routes in Factory for the defenders are long, you have no alternative routes and usually are a deathtrap. Not to talk about tankers who start there... Also in Mountain Map (at the lower cap point - not the train station), you leave the spawn zone through the exits, a soldier up the street farms a whole platoon. Or from the hills behind that spawn zone snipe any visible player. And as last: in H&G the spawning of planes can be camped as well, the time being invisible is much too short. And it is the only game I know where flying low gives a much better advantage than flying high or even to come out of the sun. Planes in the air are much too visible, planes near ground are almost invisble from up. Some friends of mine are already considering to drop out of the game again, just because it seems to us that these killboxes are enforced by the designers. Can hardly be an oversight. Is it just our oberservation?
  12. Dynamite Lover ( Mines + H3 )

    More than 2 S-Mines work as guncolony.com pointed out: I bought the Russian Tank Mine and now I can have 5 S-Mines... (as said it doesn't work with my 'homegrew' German Tank Mine). Maybe I do switch the minelayer soldier to Recon to get to the Russian AP mine. The lesser blast radius is no real disadvantage in my opinion compared to the undetectable 'puck'. THX for the tip.
  13. Dynamite Lover ( Mines + H3 )

    Hmm ... that would be strange if it works with Soviets and not Germans, but hey ... you never know with RETO ... Edit: Yes, you are right, it works ...
  14. Dynamite Lover ( Mines + H3 )

    Believe me, if I could get the Soviet mini mine (which is almost invisible, like an icehokey puk) I would use that instead! It's so much better! Currently it seems to work when unequipping the tank mine and only carry the S-Mine, but I want to have both equipped with D Lover on S-Mines.
  15. Dynamite Lover ( Mines + H3 )

    While we are on it a similiar question from me. I used to play this game a year ago, now I am back for a short intermezzo. I have one spezialized soldier equipped with anti tank mines and anti personal mines. Dynamite Lover used to add 3 to ALL equipped mines/grenades. I take from the threat that it looks like only 1 equipment is increased. But no matter how I arrange it, I am not able to increase the S-Mine (anti personal mine) carried. I put them in slot 1 even and above the tank mines but it doesn't work. What happened with this badge? And how do I get the increased S-Mines?