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Topics - CHRISTIEFRONTDRIVE

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16
Suggestions / Sahariana variations
« on: 26-01-2013, 02:01:16 »
I have a suggestion that probably won't take much work and would be a lot of fun: could we add some new variations of that most gangster of Italian vehicles, the Sahariana?



Currently it has a few machine guns and the 20mm Solothurn. In real life it had several other variants:

w/ Breda 20mm:



w/ 47mm anti-tank gun:



It had a variety of weapons that we already have in the mod. Could we see them mounted to the AS 42 in the future?

17
Suggestions / Changing most static positions to mobile
« on: 03-01-2013, 19:01:55 »
Kind of a vague suggestion but I'm hoping in future patches we can see a greater importance put on mobile artillery (artillery here meaning AA guns, AT guns, etc).

Reasoning being the only real benefit of static anti-aircraft and anti-tank guns is no recoil, but beyond that they have a disadvantage to all mobile positions and it's a huge pain in the ass that most people who play as pilots every round know where all the enemy positions are. Most people who play as tankers know where all the enemy PaKs are, etc. So I'm hoping that in the future we can see a lot of static positions made mobile, some static positions replaced with portees or PaKs mounted on trucks, some static FlaK guns replaced by truck-mounted ones etc.

There's not really any point in finding a bunch of examples, I just think that with the advent of 128 play it's become more and more likely that half the enemy team knows exactly where your defenses are before they get there, and this is especially bad on maps like Cobra and whatnot. Added to the fact that often you only get 1-shot with a PaK anyway, being able to move them even a small distance would be a huge help. Obviously not to do away with them everywhere but for the most part, I'd like to see static guns replaced by mobile guns, and if possible introduce some half-track 88s and the like.

In other words, a flag with two Opel Blitz flak trucks and two mobile PaK 40s is more useful to a defending team than the same flag with double the guns if those guns are static.

Thoughts? What maps would this be a good trade on in your opinion?

18
Off-Topic / An Incomplete List of Awesome WW2 sites
« on: 28-12-2012, 01:12:50 »
Okay folks, I've nearly made this thread about a thousand times, but now we're going to get down to business.

This is real easy to understand: discover a great website that is WW2 related? Post a link in this thread. They can be any kind of site: forums, image sites, blogs, tumblrs, anything. The only criteria is that it is in some way related to World War 2. Once a week, I will take all the links you post in here, and edit them into this post here, and if everyone pitches in a few sites every now and then before long we'll have a big giant list of the best places for WW2 nerds to go on the web.

All you have to do is post a link, and please include a short little description of what the sites is. I'll go first:

Missing Lynx

Missing Lynx is a modelling database, but I use it because it has some of the most interesting forums regarding armored fighting vehicles I've ever found. Truly an awesome place to kill an hour and learn something new.

Your turn!

19
Suggestions / Sector Push tweaks
« on: 27-12-2012, 01:12:31 »
On the map Port-en-Bessin, Sector Push is set up perfectly: it focuses the action on 1/2/3 flags, but also allows counterattacks. The Germans can be pushed back to their final flag, and then with a determined attack, retake every single flag on the map. Sector Push also works great on Point du Hoc 32: the Americans can get pushed off right back off the cliffs, or they can soldier back on down the map and take Farm back if they're capable.

When I first read about Sector Push coming in 2.45, this was how I pictured it. But Port and PdH seem to be the only maps where this is even possible. Maps like Ramelle-Neuville and Falaise Pocket also have Sector Push, but it's set up in such a way that no retaking of more than 1 flag is possible. If the Canadians are backed up to Mortar Battery or the Americans backed up to their last flag, they just get raped for the rest of the round. The best maps of Ramelle I've ever played were the rare times the Americans actually pushed the Germans back over the bridge, but you can't do that anymore, and that's a shame.

So is there any chance we can look at Sector Push for the next patch? Nothing needs to be changed in the maps themselves but Sector Push is just No Counterattack Mode more often than not.

20
General Discussion / FH2 Player's Guide - Questionnaire
« on: 13-12-2012, 16:12:27 »
Alright folks, the time has come for me to make this little survey. I want this to reach as many players as I can so it's seperate from the main Player's Guide thread. Please take 2 or 3 minutes to let me and the rest of the people helping me write this guide know your thoughts on a few general issues. Take your time, no one's in a rush, I would just appreciate your feedback. Bold or change color or whatever you like, just make sure your answers are clear, please and thank you! Just be honest, you aren't gonna hurt anyone's feelings.

First, updates:

- the FH2 Player's Guide rough draft is approximately 50% complete.
- the release date for the PDF is, again roughly, 15 January 2013. Be warned, this is only a good guess!

Questionnaire:

01: Are you bothered by occasional mild language/swearing (fuck, shit, etc.) in humourous context?
A - FREAKIN' YES!
B - FUCKING NOPE!

02: If it can only be one or the other, which kind of guide would you rather have to read?
A - Short and sweet.
B - Thorough and deep.

03: If this guide was released as an audiobook (read by myself) would you be interested?
A - Roger that!
B - Nein!

04: Currently, this guide covers ONLY online multiplayer, not Single Player. Is this a problem for you?
A - Jawohl!
B - Negative!

05: The humour in this guide so far is written much like the way I write Tactics threads, like Effective Grenadin'. Is this a good or a bad thing, in your opinion?
A - Good!
B - Bad!

06: As I say in the Introduction to the Guide, I refrained from using swastikas for comedic purposes, but they do appear in some historical photos. Is this a problem for you?
A - Yes it is.
B - No it isn't.

07: Would you prefer a consistent color scheme/livery with regards to font colors, like blue & red or green & black or some other combo throughout the guide, or would you prefer the whole thing be as colorful as possible?
A - Pick a nice combo and stick to it!
B - I want to see rainbows!

08: Please rank the following four things in order of importance to you, from MOST important to LEAST:
A - Thoroughness (how deep do the tactics and info reach?)
B - Humor (is it all funny and entertaining to read?)
C - Ease of reading (even a monkey could read this book!)
D - Presentability (even if it's boring, it sure as hell looks nice!)

09: This guide makes use of roughly 110-120 historical photos. Currently, I plan to upload a .rar of all of these photos to accompany the guide in their original resolution and view, for anyone who might be interested looking at them. Are YOU interested in that?
A - Yes!
B - No!

10: Last question isn't multiple choice, so I'm afraid we've all got to think for 30 seconds. What are the THREE most important things you want from this guide?
Eg. "funny, looks good, lots of pics" or "short, plain English, not too image heavy", and so on. You can answer this with 3 words or 3 paragraphs if you like, but the more elaborate your answers the better!

Just copypasta that into a reply and bold your answers or write in color. Thanks very much!

21
Bonjour, y'all: I'm having trouble finding me some photos of Winchester shotguns or the M3 Grease Gun being used in WW2. All I have of either weapon is a photo of some handsome Greeks with the Grease Gun, and nowt for the Winch. I'd very much like to have a few of photos of both, and undoubtedly in the next few weeks I'll stumble across a few, but if any of you have some saved, I would appreciate if you can link me to a few.

Cheers,

Andrew

22
Suggestions / Disable most recent spot first
« on: 06-12-2012, 06:12:36 »
Dunno if this would be possible to code, but if it is, I absolutely hope it is changed.

Currently, when doing artillery, the latest spot is what you see the first. Presumably because this will last the longest. However, is it possible to change this so that it stops switching to the most recent spot? It's a huge pain in the ass to keep trying to have to navigate the laggy commo rose to try and get back to the spot you wanted.

A few days ago I was in the 25-pounder on Mareth line. I had a spotter near the Mareth flag, who was doing an excellent job. He gave me a spot of the Tiger, with 2 Panzer IIIs next to it. But I couldn't do anything: three other guys were spotting the PaK on the hill. Every time I zeroed the dials and got a shot off at the tanks, before another round had loaded I had to cycle threw three slightly-different spots and re-zero the dials just to try and hit the tanks again. Artillery is difficult enough as it is.

Presumably, if this could be changed it already would have, but it can't hurt to make this suggestion. Alternatively, is there any way to code the ability to cancel a spot, to get rid of the glitched ones? Thoughts?

23
Suggestions / Up and Down arrow uses in vehicles
« on: 28-11-2012, 19:11:03 »
We all know, or should know, that in certain vehicles pressing the Up and Down arrows has some functions: in some cars and jeeps you can raise/lower the windshield/roof, in some trucks you can lower the tailgate for tailgate parties, etc. Most notably in half-tracks you can use these arrows to lower the windshield, which does have some use in protecting you, as well as in some flak trucks, you can lower the firing platform for better visibility.

What are some other functions we could use the Up and Down arrows for? I was thinking for starters if it was possible to code, we could use those arrows to open and close the grenade cage on the Sdkfz 222, so you could sacrifice some visibility for protection against grenades and snipers if you wanted. Can it be coded to use these keys to turn engines on and off, to save you the hassle of switching to secondary positions and risking someone nicking your tank?

Sadly, apart from that I can't think of any more real uses, just Easter Egg uses, like an ejector seat for chatty passengers, or we could use the arrow keys for hydraulics on random, pimped-out Kubelwagens.

Can anyone think of other uses for these keys we could implement?

24
General Discussion / Panzerfaust 100
« on: 26-11-2012, 17:11:02 »
What maps are these on? I used to have it memorized by my brain has turned to mush. I know there are 3 on Bastogne and at least one in the German main on Meuse River, but apart from that I can't remember if they are on any other maps.

(When they should be on all maps :D).

25
FH2 Help / Support / Minimap icons as pictures
« on: 24-11-2012, 19:11:29 »
I need to acquire icon-sized pictures of various icons in FH2 for the guide I'm writing, the icons you see on your minimap (truck, heavy tank, light tank, etc.). How can I see a .dds file as a picture? Is there another way for me to get icon-sized pictures of this kind of thing? Worst comes to worst I can print-screen and cut them out, but if there's a faster way then that's what I'd like to do.

Cheers,

Andrew

26
Gaming / What to keep in mind for a new ISP?
« on: 17-11-2012, 09:11:09 »
Evening,

I'm looking to finally make the move from shared wireless at my house to my own personal internet and I could use just a little bit of help:

I live in Toronto, Canada, and play mainly on European servers. My ping is 170ish on servers in Germany, sometimes better, sometimes worse but 170 is a fair average. I know that when considering and ISP and package predominantly for gaming, upload speed is massively important, but can any of you give me some tips regarding specific parts of an internet plan I should look for? I don't mind paying $70-80/month for a few of the different plans I've seen, but I don't know a whole lot about this kind of thing and I'd like to make sure I know beyond a shadow of a doubt I get internet that will drop my ping significantly, improve endless connection problems, etc.

So if any of you with experience can give me some quick things to make sure I include,  I'd appreciate any help. Life has taught me if it seems too good to be true it probably is, so it seems too simple to me just getting internet with 5mpbs upload speed (10x what I have now) and everything working out great ;D. Is there anything else I should make sure of? I don't give a shit about torrents or downloading movies, I just want to hunt down some good internet for gaming halfway across the world and when I read the technical jazz and specifications, I want to know if there's anything I should keep an eye out for, other than upload speed. Throttling? Caps? etc.

Cheers,

Andrew

27
Suggestions / Remove ability of passenger's repairing tanks
« on: 14-11-2012, 21:11:06 »
Interested to get the community's thoughts on this: after giving it some thought the past couple months of 64+ play I think we need to consider removing the ability for tanks to be repaired by passengers riding along the tank.

To be clear right off the bat: I don't want any changes made to how tanks are repaired. A soldier standing next to it with a wrench should be just as effective as they are now. I have no problem with this.

But, we need to keep in mind 128 play is only going to get more popular, and the following aspects of tanking must be remembered:

  • Any player in a tank potentially has the ability to endlessly shit out nine engineers off the back of the tank, and no grease monkey will ever have to wait more than 20 seconds to get right back at it. It is simply overwhelming, especially since it happens nearly ever round of Ramelle, Sidi Bou Zid etc.
  • Players can glitch by teleporting between passenger seats, making them nearly impossible to kill.
  • Not all tanks have this ability (spare seats for mounted infantry), when most should.
  • The tanks that do have this ability (Tiger, King Tiger, Jagdpanther, etc.) are the last tanks that need it, whereas other tanks that we can find countless pictures of with inf riding on them don't have this ability.
  • Hitboxes are unreliable at the best of times, and it shouldn't take five shots to kill a guy sitting on a tank, but it usually does.
  • It will always be impossible with the BF2 engine to simulate damaged tracks, disabled gearboxes etc. but you can go some small way to simulating that when a tank must stay stationary/crawl slowly to be repaired by infantry on foot. Somehow, it seems a bit unfair that a Tiger with a giant cloud of fire pouring from the engine deck can blast off down the road at full speed with 5 guys sitting on it repairing it as if they were polishing the paint.

So if you disagree it's all well and good, I'd like to hear your reasons. I think tanks generally should be harder to knock out than they are, but this isn't really the way I want to go about it. I want more teamwork, but having 9 grease monkeys in your uber Tiger squad doing nothing all round but keeping you alive is difficult to warm up to. Again, all I'm asking for is that people repairing tanks have to be standing next to it like anyone else, and if a guy can have 9 engineers spawning on him then, it's fine with me. They'll be the same as regular infantry, no bullshit with hitboxes and switching seats and teleporting across tanks and grenades not killing them and HE shells magically not hurting them and all the rest of it.

But as ever, happy to be proved wrong. Opinions?

28
Suggestions / Hawkins mines?
« on: 10-11-2012, 18:11:42 »
Half suggestion, half questions.

The Hawkins mine is a new weapon in 2.45 so presumably a bit of thought went in to how it works, but is there any particular reason why they seem to evaporate after a minute or two when you place them on the ground? Could they stay as long as normal AT mines? Today on Ramelle I had the bright idea of throwing four of them on our (Allied) side of the bridge, but apparently they evaporated since a Marder and both Tigers made it across with no damage.

So, questions:

How long will a Hawkins mine stay on the ground before disappearing?
How many Hawkins mines can you place before the first one disappears? (Presumably 5, but who knows?)

Note that I did die twice after deploying the mines, but both times I was fortunate enough to pick up my kit before it disappeared, so the mines *should* stay.

29
General / Favorite Heavy Tank in 2.45
« on: 10-11-2012, 06:11:20 »
Easy enough. What's your favorite to use? Why?

As a friendly reminder, here are all of the heavy tanks we currently enjoy in FH2:

Quote
PzKpfw VI Ausf. E "Tiger" (early) (Mareth Line, Sidi Bou Zid)
PzKpfw VI Ausf. E "Tiger" (late) (Lebisey, Ramelle-Neuville, Villers Bocage, Operation Totalize)
PzKpfw VI Ausf. B "Tiger II" (Bastogne, Eppeldorf, Operation Goodwood, Meuse River)

M4A3E2 Sherman Jumbo (75mm) (Bastogne)
M4A3E2 Sherman Jumbo (76mm) (Meuse River)

Matilda Mk II (Battle of Keren, Mount Olympus, Sidi Rezegh, Siege of Tobruk, Bardia)
Valentine Mk II (Sidi Rezegh, Mersa Matruh)
Churchill Mk III (El Alamein, Mareth Line, Operation Supercharge)
Churchill Mk IV (Operation Totalize)
Churchill Mk IV (75mm) (Operation Totalize, Anctoville)

Personally, although I am a great fan of the 75mm Jumbo on Bastogne (I will proudly tell you all now that I not once, but twice, outflanked Unique-mck in his Panther to kill him with it in a single round), I have to say my favorite heavy tank in the mod at the moment is the Valentine. Don't get to use it very often, but something about it I adore. Perhaps it's the sound of useless German rounds banging off the front of my tank all day, or my own laughter echoing inside the hull afterwards.

On the other side of the coin, and perhaps I just suck (this seems likely), I've never felt any more invincible in a Churchill than I would in say, a Cromwell. I seem to get fausted, Panther-sniped and panzerschrek'd just as easily in all three of the variants. Perhaps I'll have more luck with the AVRE.

So what's your favorite heavy tank right now? What ones don't you like? What maps need more or less of them? What new ones do we need to find a way to get into the mod?

(In other words, please please please we need a Crocodile :D).

30
General Discussion / Pick-up kits (2.45 edition)
« on: 10-11-2012, 00:11:55 »
You know the drill, we've all had a few months to explore, so anyone find any goodies? New favorite pick-up kits you always run to when you spawn?

Favorite for me at the moment is the commando Beretta kit on Giarabub, that thing is awesome :D.

Still dying for an M1 Carbine with grenades kit as well..

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