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Messages - matthewfarenheit

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1
Can't wait to play with the U.S. concussion grenades! I'm assuming they'll be the U.S. "special" grenade available in pick up kits? Similar to the British impact grenade in the Tommy gun kits?
I would expect them to be much like the German egg grenade ingame: a weaker, lower range of throw and range of explosion kind of grenade to balance out CQ kits like SMGs, only useful as a room clearer and not that much in the open. So, I wouldn't call it "special" :D

But it's a good update nonetheless! It will be useful for the Devs to balance kits, and it adds to detail, which this mod has shown lots of love :D

2
Suggestions / Re: Tank combat & bailers
« on: 29-02-2012, 12:02:09 »
Oh please not, we had this in FH2.0 and it was a pain, you never knew when the wreck your hiding behind was going to kill you...
tl;dr? I mentioned this as something I would not like to be changed. Specifically:
  • Tank becoming wreck >> Splash could be increased
  • Wreck becoming nothing >> Splash should not be increased

3
Suggestions / Re: Tank combat & bailers
« on: 29-02-2012, 03:02:58 »
I'm not talking about all bailing in general, but the ones that bail just as their tank explodes under their own feet. When that happens, it just feels totally wrong: their tank just exploded 2 feet or less distance from them, becoming a pile of warped & burned steel reminiscing its past self under their feet: why are they alive? If all tanks on FH2 have to explode to be disabled, we might as well recreate the rest of the effects that come from the explosion.

But if this still doesn't feel wrong to you too, maybe I'm barking up the wrong tree after all...

4
Suggestions / Tank combat & bailers
« on: 28-02-2012, 08:02:30 »
I spent a lot of time using tanks in FH2, and I have found an annoyance that would be great to solve. It goes like this: you take a shot at an enemy tank, severely damaging (but not killing it) and the tanker becomes aware of you. He does whatever he can to turn the tables but, if he knows you outsmarted him, he bails just as you make his tank explode, saving his life by appearing as infantry over an exploding wreck.

Experienced enemies can time more or less the ammount of time it would take you to load the next shot and fire it. Thus, they try to exit the tank a bit before you shot in order to maximize their possibilities to hit you while saving their own lives. I have seen this the most in maps like Op. Aberdeen, where allies have the Valentine that can't be oneshot under normal circumstances even from behind, but the same has happened to me on some Normandy map against some German behemot, robbing me of a well deserved kill against a superior opponent. Sometimes you don't even have a MG on your vehicle available to kill off the bailing tanker, so you just feel cheated.

So, I suggest any (or all) of the following alternatives:

1- A meaningful delay on exiting a tank.
2- Exploding tanks creating more splash damage around them.
3- Flames over the wreck of a tank causing instakill.

The first one I just don't know as I haven't ever seen anything like a delay for entering or exiting vehicles on BF2.
The second one I realize it might be a trade-off. I suppose that splash damage on exploding wrecks was lessened in order to avoid the "staying close to a flaming wreck that randomly decides to explode death" effect, and I dunno if you can change the ammount of splash damage a tank makes when becoming a wreck, while leaving alone the damage a wreck does when becoming nothing. But, if it isn't possible, maybe increasing the splash a little bit wouldn't hurt.
And the third one, I couldn't possibly know if the wrecks could carry a "damaging fire" parameter attached to them.

Of all the choices, only the first one will discourage bailing the tank while preserving the possibility to attain full score for the guy with the upper hand (as he will kill a tank, not an infantry). But all of them have a factor of discouragement of the "insta-bail" reflex that will eventually make it dissappear.

5
tbh I was toying with the idea to create billboards or propaganda / information posters around bases with these kinds of instructions... as in real military bases, there is always tons of information signs everywhere :) We even had a thread about this some time ago, there should especially be a sign placed at the exits of mainbases saying "Did you forget to join up in a squad soldier? Do so now, the enemy sure does!" or something, so anyone driving past it will read it and go "oh darn, Im not in a squad"
The one thing I hate about the possibility of a billboard telling you exactly that is that it refers to an ingame mechanic that doesn't translate well IRL. When ingame, getting on character, a billboard telling me something along the lines "Press R to reload" or "Numbers on the minimap are your own team's SLs" (something you would most certainly NOT find in the actual battlefield) would totally ruin immersion.

6
Suggestions / Re: Trench Binoculars
« on: 21-01-2012, 19:01:10 »
The idea is sound if the trench binoculars are implemented as a static. Not so much if the kit is a deployable one, because the artillerymen using them will:
  • Not be able to use a deployable mortar + deployable binocs at the same time
  • Have to redeploy trench binocs every time he tries a target on a not-deployable artillery emplacement

The other deployable kits make sense because people stay using them for a while. If there are deployable binocs that you deploy, use, and immediately get out (because it has no offensive capabilities whatsoever and players want to frag) then their constant appearance and disappearance shaves a bunch of realism to the game. Plus, using normal binocs would be faster most of the time, no matter what advantage you give to the trench binocs.

But, if they're placed as a static at some strategic points on some maps, like on the hill's trench system at the southwest flag on Port en Bessin 64... Realism + usefullness = Win

7
Suggestions / Re: Double kit system
« on: 18-01-2012, 00:01:55 »
I would like a technical clarification on this issue: Adding a "double kit" entry on any map would mean that every map will have it? You can't add double kit entries on a map-by-map basis, right?

8
I think the FHGNs are a good reason to flex the FH2 muscles for everyone (including myself) that is kind of a seasonal FH2 player, when it's off-season (meaning, the latest patch has lost its novelty and numbers dwindle). Other servers may hold their own events but only the FHGN has that "official" aftertaste that attracts people far and wide (I'm from Argentina, my ping sucks, yet I join anyways ;D).

The only criticism I would make is that, if you're gonna advertise the FHGN as a Grizzly Hunt again, the objective (meaning the Warbear) should switch teams more often. The server we played in automatically switched everyone to the opposite team every map, but the teams weren't randomized so they stayed pretty much the same. As teamswitching was limited by the server (and is generally frowned upon), in order to give everyone a fair chance to hunt you, rather than expecting everyone to switch teams, you should have switched teams yourself. I know it's more of a sidequest to the GN, as I was always on your side and saw how you goofed around, but at the same time "I was always on your side", meaning I didnt't even get chances to hunt you.

9
I'm interested in joining the campaign with a friend, but it wouldn't be possible to do so this year. Is there any info (even vague data) on when the current campaign ends? And/or when does the next one start?

10
Great update!

I find amusing how many people is worried that the Bishop will be some kind of OP tank ingame. As a SPG, and fulfilling the role of Artillery ingame, it will probably have 2 seats: 1 for the driver and another for the gunner. Anyone that has ever tried to drive around a Wespe as a tank killer would agree with me that:

1- Requiring switching positions and reloading every time you make an aiming adjustment is a pain.
2- Not having a proper sight while trying to manage huge bulletdrops is even more of a pain.

So, worry not. It would suck as a tank, moreso at the typical range of engagement in NA. You just cannot estimate bulletdrop on distances that high. And, if there's any of these around Europe, whenever you drive to the front you'll will get drilled before even aiming it, because of the prevalesence of 75mm guns there.

11
Suggestions / Re: Return the APDS shells to the churchill
« on: 14-10-2011, 13:10:04 »
As a guy who has invested the grand total of 8 hours playing the game since 2.4 (link) you sure rant too much about it's balance Theta:

And the balance is now completly shifted to the german tanks anyway.  Yet you 2 still complain about it.

I agree with you, balance shouldn't be based on baseless statements like "german tanks should be better, american tanks should be more", because they are baseless. But neither does the other extreme that you preach hold true: shermans shouldn't be made to survive 88mm AP neither should 6 pounders with any kind of ammo be able to oneshot tigers frontally.

You should actually play the game more, you'd see that the situation isn't as unbalanced as you routinely want the forumgoers to believe.

12
General Discussion / Re: 10,000 Ranked players!
« on: 10-09-2011, 21:09:25 »
Not intended to burst your bubble, but the number 10,000 means that approx. 10,000 people have tried FH2 for at least one time. Your nick gets added to the list when you have logged in and joined a server once, and you don't even have to play one entire round. Also, there are people who have more than one nickname for FH2. And the hardcore players who play everyday still are only some 200.

But: 10,000 looks nice indeed, and with some well placed propaganda we can use it to let FH2 grow even larger.
There's no bubble to burst, you're just stating the obvious fact me and everyone knew before this thread was made. Yet, 10,000 is a nice landmark don't you think? Even if there's not actually 10,000 flesh & bone dedicated players :D

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General Discussion / 10,000 Ranked players!
« on: 10-09-2011, 19:09:11 »
Just today the ammount of oficially ranked players hit ten thousands. We might not be the most numerous community, but we certainly can pack a punch. Congratulations to the dev team!

14
Suggestions / Re: Modify the Willys MB-2 (Rockets)
« on: 07-09-2011, 07:09:52 »
I think the MB-2 is ok. The usage it gets in game is not very reallistic, but is very fun to drive.

So, while I do think that realism is a great thing to have, so it's fun. And the MB-2 is very fun while not reallistically used. Let's say that it falls just inside the tolerance levels of unrealistic portrayals.

Yet, I must add that its inclusion ingame is a learning experience for the dev team: small & fast vehicles with powerful weapons can and will be used in ways that they were never used or meant to be used IRL, so maybe keeping those kind of vehicles to a minimum in order to keep the battlefield more faithful to the real thing would be wise.

15
Suggestions / Re: Show round time limit for everyone
« on: 04-09-2011, 23:09:06 »
Ideally the time limit shouldn't even kick in on a full server.
It does. At least I have seen it on several Africa maps and some stalemated Normandy ones, like Ramelle (cant remember if it was before or after the serverside patch).

The issue will be somewhat eased with the new "35 min for every round" target that the dev team has, but then again, if the target isn't always reached and some server actually sets time limit close to 35 min, we will have the time limit kick in again.

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