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Topics - Airshark79

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It looks to me that a change in direction in gunplay that rewards teamwork, squad tactics and suppression over the "traditional" 1hk zap-across-the-map is possible.

Maybe it should be also done in FH2?(or 3?)


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Modding / OG error
« on: 30-04-2017, 14:04:17 »
Trees have disappeared on the Edge portions of the map I'm working on. I have no idea what to do about this. Anyone experienced this?


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General / AP-mine Gameplay
« on: 14-04-2016, 10:04:33 »
Hi,

AP-mines(smines) are still clunky as hell, the maps are still full of chokes, and I havent seen a single s-mine being dismantled by engi in my last two+ years. It's always a brave soul going isis and blowing himself up on a mine for his comrades.

IMO, to solve this you should allow bullets and explosives to interact with s-mines. I don't know what it should take to blow them up, but that's something which should be on the table.

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General Discussion / How hard can making a standalone be?
« on: 20-10-2015, 10:10:08 »
Devs, are you completely out of manpower? How is it possible that you haven't made, even an announcement of a standalone?! In almost more than a year? Are you trying to kill the playerbase before releasing it so that nobody lives to witness it?

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General Discussion / ADS vs Hip Fire
« on: 04-07-2015, 11:07:00 »
Not with a paragraph of rant this time. Something feels a bit off.

Bren moving ADS



Bren moving hip



If you asked me I'd say there's a bit of a problem with the games logic. It's either ADS being too important or hipfire being too illogically worthless. I feel like this issue arises especially with pistols when they seem like they constantly fall short in their main role.

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EDIT by Gavrant: This discussion has been split from the [F|H] & [762] & [WaW] Community Map Pack thread because it has little to do with the mappack.

Also I'd like to note that the rest of the dev team DOES NOT approve the tone and points of some messages posted here by certain devs and betatesters (the "Official" vs "Tournament" map designs debate).




It is what classic battlefield is, not a matter of philosophy. Westwall works, and it works well.

Classic battlefield doesn't funnel players and value initiative. Sandbox is what it is.

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As the title states. Can you make sure that 250 bullets of a static mg, or a controlled deployed one not hit the exact same spot?

Same with flak. Lack of spread with them makes them look and act effectively weightless.

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Modding / Natural Bottlenecks of Refractor 2?
« on: 05-12-2014, 11:12:10 »
During the previous years I've read numerous speculations about Refractor supporting one CPU core and up to a certain value of RAM. Can we clarify this?

Is the game's performance is limited to software's capabilities rather than the hardware? If so, how far can/does FH2 go?

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Okay guys.

It's been two months since the thread I started regarding the TTK devolved into a flamewar and was no longer fit for productivity. I think it's cooled down and okay to bring up the topic.


The point I stand for, is %95 torso damage for med caliber weapons(K98, Bren, Mg42 etc.).


I stand by this point, for three reasons: To increase combat time and depth, to reward squadplay in combat and to give the newcomers a chance to observe the combat zone and help them not quit the game after a glance.


Simply put, I view FH1's influence on FH2 as mistakeful and overly simplistic, especially how Refractor 2's limitations are not taken into account. I view sudden death is not fit for realism FH2 emphasises on.


I believe in the possibility and I am willing to make compromises for building an elaborately designed FH2 with outstanding gameplay at any round.


Let's cooperate and share our honest views for a better FH2.

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Gaming / Which BF Titles Have You Played More Than 20 Hours?
« on: 15-08-2014, 17:08:52 »
I am a total BF nerd who loves anything about the titles before BC2, loved FH2 until I came to realise the people here actually doesn't care about Battlefield at all. Which is weird considering only thouse who bought BF2 can play this.

After the heated discussion of gameplay and playerbase I think we should run a poll for the sake of it, really. I think I know how this is gonna go.

Any other title you wish me to add, I will.

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Ok. I never was good at starting discussions, but this has to be done and it has to be me. Written in a day with experience from the start of 2.45, when I discovered the mod.

I believe there is an issue with TTK that diminishes the strategy, theme and the correlation between assets of the game. It is mainly and solely the TTK amongst everything(except for aircraft, no idea about those)

Lets start with some facts:

In this game anything that uses 7.62mm and beyond as ammunition and knives and 25 pdr fire, grenades, HE shells will 1hk you. Anything lower and *probably* tank MG's will 2-3hk you. Anything beyond 75 mm and infantry AT weapons, and mines will 1hk you from behind as a tanker and you are effectively doomed against side, except for churchill and and according to position, frontal shots as well, except for Tiger. And everything kills you in the Sdkfz 231(20mm), including the terrain.

It is ugly.

It is ugly, that the game is made just to brutally drop everyone around you. In none of the cases you can enjoy the firepower as a full squad sticking together. What you enter is never a firefight. In a tank,or as an infantry you only enter duels or back off to inconclusiveness. I mean, real kind of inconclusiveness because your next position doesn't matter. You can never get a coordination to kill an opponent. It mostly relies on you. Some random dude drops the squad leader out of nowhere and there is no need to focus fire, no need to tell direction, just stick to your rifle and keep 1hk'ing guys, or camp at a spot where no one sees you. From that moment the game turns into CS, or that 3v3 shooter game where everyone takes out guys in one hit, but on coke(Hence the movement). You are seen, you are dead. Map design sometimes compensates this a bit, like final zone in St.Vith, or 500m wide funnels as in Omaha, as the range is long and there is a lot to shoot at for a longer period than usual(High range).

Its a friendly tank, run!

Why are assault tanks are not available as a companion to infantry? There are a few answers. First answer, obviously is that when the tank blows up, everything that surrounds it dies. Second answer is that things die so fast that you barely ever see people around the tank. Third answer is that tank combat is exclusively for tanks and if there is a tank, there will be an enemy tank and one will blow up in two, if one is lucky, one shot. I cannot comment on the accompanying infantry's stance on this because I've never seen a situation like that. What I saw were either a tank camping at one end of the street or a hill, hoping the satchel runners are dead by now, or, a tank valiantly charging to the enemy front. Alone.

Map design

Is phenomenal. But when you imagine a round of Totalize, you never see an epic crossing battle in which you either fail or come out victorious onwards to the axis fortifications. Another example are the trench layouts. See how the designer put them up with care to be used against attackers, with maybe full of activity. They are great. What is not great is that the firefights last so short. The guy knows the trench will not bring him any safety once an enemy comes. Maps and compounds are designed for groups of people with divison of tasks but there never is or can be the group of people. Just individuals looking to kill enemy in the cap zone and get stuff dealt with. TTK diminishes the careful crafting within maps.

60-80 ping gives you too much less chances when dueling.

For me there is only one reason not to use K98k and go for MG42. It is my ping. At 75 ping you always have to aim ahead a lot and at one thousand rpm you never need to see how much ahead you need to shoot. There is also the problem that the weapon shoots directly to one point without any spread. And that is why MG42 is not a surpressive tool but is just another K98 with high RPM where you have to lie down.


Solutions:

Here are the solutions I am suggesting.

-Reduce dueling, and increase its longevity for an intervention by taking steps.

7.62 Damage
HS:1hk
Torso:%90
Arm/Leg:%70

-Small arms damage stays the same.

-Faster animation for pulling out knives.

-Add mobility kill to tanks at %25(They can no longer move)

-Beef up the tanks' armor and survivability generally. I am willing to go into detail and chart it out if you'd like.

-Make satchels, piats, rockets, PzFaust and Bomba a mano L do %90 damage to anything beyond  PZIIIL at best. Give sole infantry chances to surpress the incoming tank rather than killing it once it turns a corner, or some bushes in the bocage.

-Make sure the tanks don't explode when demolished.

-Add spread to MG's with high RPM, except for the first shot.

-Add a dedicated proper medic kit with 3 bandages and a health pack. Don't add any way to revive anything. Make bandages matter.

Here it is. I believe the changes I propose will not, in any way damage the historical accuracy. Feel free to discuss or rebuke if you'd like.

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