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Messages - Safe-Keeper

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46
Suggestions / Re: homes, houses, and windows
« on: 06-08-2009, 16:08:00 »
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having Climable trees is easier ^^ Smiley
Then can we have climbable doors?

47
Suggestions / Re: homes, houses, and windows
« on: 01-08-2009, 23:08:19 »
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When playing a game, you need to adapt to the environment. BF2 is a static environment, period.
Right, so no deployable barricades or minefields, then. Not to mention being able to destroy bridges or blowing up gas barrels or anything - imagine how few people would play BF2 if it implemented something like that :o . Or, gasp, blowing up the environment by destroying trees and blow craters into the landscape! Remember how everyone hated Crysis and World in Conflict!

Come on, what's wrong (from a gameplay, not technical standpoint) with raising/lowering bridges, opening/closing doors and shutters, et cetera.?

Even if network lag is a problem, I'd love to see a few things like a bunker door here and a bridge there. The Ryloth map of the First Strike mod has a Rebel base with huge hangar doors that can be opened and closed strategically from inside the base, and blown up by heavy weapons.

I see many uses for doors in FH2. Take a naval map, for example. The Germans could have a sub pen that in turn has heavy blast doors that the Germans can choose to close to protect the u-boat inside when Allied bombers are on the prowl.

And what's up with the "it's a game" argument? Lots of games have frickin'... doors ??? .

48
General / Re: Ammo in FH2!
« on: 25-07-2009, 02:07:37 »
When used the way it's supposed to be used, the Commander can be quite hectic. People stating how it's "boring" can't be using it right. The Commander is there to do more than spam artillery, supplies and UAV. His primary job is to command, not be some poor omni-benevolent Judea-Christian deity in the sky whose lot in life is listening to your prayers and giving you today your daily barrage. If he were, he'd probably have a whole lot more toys on his disposal and get a name like "Support", "Off-Map Tactic Aid" or "Yahweh, King of the Israelites". Heck, strike that, if that was his only purpose there's no way he'd be controlled by a human player in the first place, when a "If arty called, then arty" background script would've done a better job, like in World in Conflict.

Maybe desert maps are too slow-paced to really need a Commander, but Normandy is around the corner and I personally think the CO will become more useful when the new maps arrive. Having someone sit back with a bird's eye view of the action, with the peace and quiet to scheme and set up, organize and direct squads, can be invaluable to the team. Squad Leaders, being in the thick of battle, very often get tunnel vision, and it can be incredibly nice for someone with big yellow letters to go "Squad 2, it'd be jolly nice if you could move to support the eastern CP, which is, if you haven't noticed, facing heavy attack", or "Squad 1, we've got enemy tanks becoming a little too ferocious. We need you to go Anti-Tank and move to support (insert Control Point name here)".

It's a tired cliché, but if you're bored playing Commander, you're either not playing it right or it's not for you.

But yes, I say remove the supply crate and relegate it to a plane. Maybe make it so that when you call in a supply crate, a plane appears and drops it, and if you shoot down the plane, the crate doesn't get dropped? More than doable, but would probably need to be map-specific as not every area had supply planes handy.

As a side note, more player-controlled logistics can open for deep gameplay. Personally, I'd love to fly a "Tante Ju" or Allied counterpart, repelling enemy fighters as we neared the drop zone and prepared to drop our valuable supply of cargo, for then to enjoy a trickle of Resupply Points as the ground forces ate through the supply crate.

49
Suggestions / Re: Hellcat tank
« on: 25-07-2009, 02:07:52 »
This thing?

http://upload.wikimedia.org/wikipedia/commons/thumb/4/43/M18_hellcat_side.jpg/800px-M18_hellcat_side.jpg

I think it looks cool, looks more like a modern-day tank than a WWII model. In fact, when I opened the page I thought, "what the heck, that's not even a World War II tank!". Looks like something you'd get by letting an Abrams and a similar tank mate.

50
Siege of Tobruk / Re: Siege of Tobruk 64
« on: 23-07-2009, 01:07:44 »
That's one hell of a first post from emi'.

51
Suggestions / Re: Suggestion Objective map
« on: 22-07-2009, 22:07:21 »
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Overdone
I agree, we don't need another Objective map, I can almost count on one hand the number of them I've played in BF series games and mod. Let's stick to this brand-new, all-original 'Conquest' gamemode no one's ever done before. ;D

Come on, give us a bombing mission. I miss Battle of Britain and Bombing the Reich  :).

52
Depends on whether or not you could make a flutter animation for the carried flag. Silent Heroes for BF1942 had a scout class that carried, among other things, a flag. If you planted the flag in the ground, it acted as a spawn point for paratroopers. Awesome gimmick, and allowed the player to lead infantry charges waving a flag ;D.

In FH2? Would be nice, but I don't know what possible gameplay use it'd have, as BF2 doesn't use a morale system.

53
Suggestions / Re: Climb-able trees
« on: 21-07-2009, 23:07:43 »
I've toyed with the idea of making trees climbable and see nothing wrong with it, except maybe technical limitations or historical accuracy. Having a tree type or two that can be climbed like a ladder and then used as an observation post or sniping roost sounds reasonable to me.

You could of course also position these trees next to high walls, buildings, cliff sides, etc. for players to use to scale these obstructions.

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The Germans used this way more often than the Americans or British. Also having a lot of vehicles on the map increased the probability of a crash and decreases performance. (not saying that climbable trees would be nice) but then you would need all trees to be climbable, haystacks to be 'enterable', ground to be digable etc. etc.
Removing the infantry collision meshes of haystacks so that you could hide inside them would indeed be pretty interesting, if (if I may go out on a limb and make a guess) highly unlikely to be implemented ;D.

54
Fall of Tobruk / Re: Fall of Tobruk 64
« on: 21-07-2009, 22:07:02 »
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Ehm yes but if your with 2 persons holding a flag, how are the other flags getting in your control then?
Unless it's a very slow day, there will be more than three people on your team :P . Organize your team so that some players defend, while others attack. Or, if you have enough flags to make the enemy bleed, don't launch further attacks. Dig in as hard as you can and hold the Control Points until you win through ticket attrition.

55
Suggestions / Re: Third person view for all vehicles
« on: 30-06-2009, 23:06:45 »
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Personally, I don't want 3rd person veiws on any vehicles.
Dunno if you've ever heard of this BF2 mod called Project Reality? They implemented this and it works just great-- :ducks:

 :P

56
Suggestions / Re: MOBILE ARTLLERY
« on: 27-06-2009, 21:06:11 »
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If you notice when you place a mortar, it is always perfectly level, even it means parts of the mortar need to be sunk into the ground a bit because of uneven terrain.  The very nature of truly mobile arty (Wespes, Priests, Sextons, etc) mean that they cannot always be level, which means the current arty system can't work with them (the dials and such would be inaccurate because the gun isn't perfectly level).  Another problem would be constantly updating the dials every time the the vehicle moves the slightest bit (perhaps because of the recoil of the gun, or just the normal sliding down hills that BF2 vehicles suffer from).
Aren't you making this more difficult than it needs to be? Surely if terrain needs to be perfectly level for artillery, you can just make parts of the map perfectly level  :) ? These level parts of the map could even be labelled somehow on the minimap or in some other way. Dunno about BF2's coding, but maybe you could have some HUD feature like a little icon going "LEVEL" or "READY TO FIRE" when the vehicle is level  :-\ ?

I'm sure the devs have some reason for not including mobile arty, though. Lobo and others are very good at arguing their side.

57
General Discussion / Re: Whats the first thing you gonna do?
« on: 21-06-2009, 18:06:37 »
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Omaha wont be in 2.2
Crud. Oh well, I can wait.

58
General Discussion / Re: Whats the first thing you gonna do?
« on: 20-06-2009, 19:06:24 »
Since everyone is so wound up about storming the cliché Omaha beach, I'll inevitably go German and machine gun them as they land ;D.

59
Suggestions / Re: Suggestion "Squad Ablities"
« on: 07-05-2009, 18:05:28 »
I'd like this - it'd be akin to World in Conflict, where you can command either infantry, tanks, support units or helicopters. Each of these has its collection of unique units, as well as some units shared with the other classes. For example, the Transport Helicopter is only available (to my knowledge) to Air and Support.

Probably not possible engine-wise, though, and I have to admit it does sort of conflict with the mod's direction.

ohhh boy a PR player  ::) ???
I think its fine how it is because all the confusion will just mess lots of people up ::) ??? ??? ??? ??? 
1. He never mentioned PR in his post.

2. PR doesn't have this feature in the first place ::).

3. As someone else pointed out, he frequently plays FH2.

Look, it's not my place to backseat moderate, but could people stop labelling any idea you don't like a "PR idea" to get people to dislike it? It's gotten really transparent lately.

60
Tactics & Tutorials / Re: minesweeping - how to?
« on: 26-04-2009, 00:04:03 »
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If you don't want to be a team member then you don't get chances to experience teamwork. The accusation that everyone else is a lonewolf certainly points to your own level of team play along with them.
Wrong. I'm a team player and it's not my fault that the majority of FH2 people seem to be running around doing their own thing. Communication seems to be at a minimum as well, except from persistent artillery crewmen spamming for targets.

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