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Messages - Safe-Keeper

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61
Tactics & Tutorials / Re: minesweeping - how to?
« on: 25-04-2009, 21:04:31 »
Yup. The mine detector gives a warning tone whenever the "crosshairs" are on a buried mine. If you sweep slowly enough back and forth as you advance, you'll hear the beep.

It occurs to me that while the minesweeper is a useful tool, it may not fit the fast-paced action gameplay of FH2. At least not in its current lonewolf state. If Teamwork picks up, it may see more use.

62
Tactics & Tutorials / Re: Niebler's Tips and Tricks
« on: 25-04-2009, 21:04:31 »
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This might be considered OT, but I still haven't figured out how to use the metal detector properly.  Embarrassed Can anyone tell me?
In the likely event that you wanted a serious answer - if you point it at a mine it makes a high-pitched sound. So if you advance slowly, waving it back and forth as you go, you have a chance of picking up an enemy mine. Just listen for the beeping sound.

Try it on a local server by first laying a mine and then aiming your mine detector on it :).

63
General Discussion / Re: 1.50 beta out. DO Not Download!
« on: 24-04-2009, 22:04:22 »
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Not surprised with there being negative comments since its still BETA.
Not surprising, as way too many people don't get what "beta" means. "Beta" means "OK, the devs need a hand getting this finished as they don't have enough testers themselves or want to speed up the testing process, so let's download this and search it for bugs and glitches and give constructive feedback". It does not mean "woot we r get 2 play teh game early yay us :D!11".

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lol the funny thing about this is that all the guys at pr seem to be fine with whats in the patch
Now we know why all you FH2 people hate it. It's become a "PR feature".  :P ;D

64
Suggestions / Re: Skiis!
« on: 23-04-2009, 21:04:33 »
So just to make sure, we've all understood that no one, least of all the OP, intended for skis to be used on grass.

Right?

Good.

65
Suggestions / Re: Skiis!
« on: 22-04-2009, 17:04:49 »
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nother pointless thread solved! yay
Can you spell "uncalled for"?

66
General Discussion / Re: UMMM Realistic?
« on: 20-04-2009, 21:04:54 »
Right, the devs really believed colour wasn't invented in WWII. That is just so effing likely.

67
General Discussion / Re: bazooka
« on: 20-04-2009, 19:04:14 »
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I dunno, back-blast sounds like a nice idea, but it may hamper gameplay seriously (in case the engine limitations could be surpassed). Ingame people can't have the awareness you have in real life. So you can't really make sure nobody is running around behind you just in the moment you're firing the 'zook.
On the contrary, it's quite easy. Just turn around, or use the minimap. Not to mention that people will quickly learn not to stand in your way, the same way they learn not to drive jeeps across runways.

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There is no easy, natural way to warn people behind you.
Again I disagree. You could have a simple Commo-Rose command or a hotkey tied to the Bazooka that made you cry "Clear" or something to warn people you're about to fire. Not to mention that, again, people will realize they're supposed to stay clear when you're about to shoot :) .

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And additionally there are already enough posibilities for grieving, no need to create more.
Sure, idiots will deliberately stand behind the Bazooka when it fires for then to punish for a TK. Just like morons who ignore artillery warning markers in vanilla Battlefield 2 and 2142, and in World in Conflict. In fact, any weapon can lead to a TK if you stand in its way. Only way to stop that would be to turn FF off.

What? Since when was it hard to be a tanker? At least in FH1, Bazookas are hard to use without preparation, and one hit kills are hard to get. I cant see tanks becoming obsolete because Bazookas don't have a smoke trail.

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i am seriously not a grammar nazi but could some mod or admin plz correct the spelling of the topic
everytime i read bazukas i want to punch something
sry i ment zabooka.

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Hä? You already got your answer from Lobo and he said it so perfectly. ^^
But I'm not a believer.

68
Community Polls / Re: Kill messages: Your stance
« on: 15-04-2009, 17:04:10 »
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I agree the number of people posting just goes to show how many people would be pissed off if it was changed.
On the contrary, it actually doesn't mean anything, as people can quite easily hate an idea in theory and love it once it's implemented. When Empire Earth came out, I was astonished to find that all airplanes had limited fuel - they'd take off from airbases, fly as usual until out of fuel, and then automatically return to the airbase they'd been assigned. Once they'd landed, they'd instantly be fully refuelled and would then slowly repair their damage until fully repaired, in which case they'd be ready for take-off or just fly to their assigned rally point. I loved this feature, which was an eye-opener to me because I know that if this feature had been suggested to me before I saw it in action, I'd utterly hate it and fight it with all my might, as would very likely lots of other people. And just think back to the 1942 days - how would you feel if someone told you they wanted a system in which any player could, at will, declare himself a mobile spawn point? The first reply would be "OMG that idea sux youd have people enter the enemy base and have people spawn on them and theyd dominate the map!". Lots of ideas sound utterly horrible on paper and end up working great once implemented.

My take: if a feature is implemented and played for a good while, enough for users to understand it, and people still hate it, listen. But theoretical discussions? Sure, votes are still good for their purposes, but arguments count more, in my opinion.

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The commander on duty spam can't be fixed, it's a BF2 thing that can not be fixed/tuned.
Can't you even remove the string from the strings.csv file?

69
Suggestions / Re: Malta
« on: 12-04-2009, 22:04:02 »
Pardon my ignorance, but... how come AAA in this game is so powerful? I don't recall flak guns shooting down that many high-flying planes in 1942, yet I played Crete a few days ago and the German planes fell in droves. Even fighters seemed to move really slowly across the sky and the guns on the ground just easily picked them off.

70
Community Polls / Re: Kill messages: Your stance
« on: 12-04-2009, 06:04:54 »
A half-serious compromise I can think of for those fans of wacky kills...

A default, non-TK kill message is comprised of a string that roughly looks like this: "{person making kill} [{killmessage string of vehicle/weapon}] {person killed}". So for example, if the weapon is an MP-40 and Lobo kills Donutz, it reads "Lobo [MP-40] Donutz".

How about about changing the string so it reads "{killmessage string of vehicle/weapon}" only, then blank out the killmessage strings of the regular weapons and vehicles, while adding amusing ones for bicycles, smoke grenades and the like?

If the killmessage is all that's shown, and the killmessages say something like "Look to both sides before crossing the bicycle path!" or "Remember, kids: Smoking kills...", people will know when such funny kills have been made. You could, if you had to, also throw in player names, though I envision this'd make it harder to make diverse quotes.

This is only a half-serious suggestion, and I'm not sure if I want it in as it might encourage silly 'mocking about' too much, but I thought I'd throw it out there nonetheless.

71
Suggestions / Re: Malta
« on: 12-04-2009, 04:04:09 »
I could see this as a map with British AA and old Gladiator(?) triplanes and perhaps some new Hurricanes or whatever it was Malta eventually received, against German/Italian fighters and bombers. Objectives would include harbour assets, docked ships, the airfield and military installations such as barracks, hangars and whatnot.

72
Suggestions / Re: Dear PR players
« on: 12-04-2009, 01:04:05 »
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What's the point in killing 8 guys in a row if you can not prove it?
You need to prove it now? Funny, most of the times I see someone post a cool war story on the forums or something to the likes of "wow, I just killed three people with a grenade" ingame, I rarely if ever see people asking for proof, except from those who go "screens or it didn't happen", and that's just an expression anyhow.

73
Community Polls / Re: Kill messages: Your stance
« on: 11-04-2009, 20:04:41 »
Not knowing if you've killed a guy adds a lot of depth to game play as it forces you to either watch over the area/spot where you last saw him, or go check, whereas with kill messages on, it's just "target killed, moving on to next".

74
Community Polls / Re: Kill messages: Your stance
« on: 11-04-2009, 20:04:39 »
I agree with all of the Original Poster's points in this thread.
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Show general type of weapon (tank, airplane, handheld, ...) you were killed with.
Awesome idea. This is really the only info you need - are you under fire from infantry, an AT gun, a tank, or artillery?

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Fine as is, besides whats the point to killing infantry with the bayonet, the knife, Bare fists, the recon plane, the UVC, static objects, the ATR, the smoke grenade, etc etc. If you don't get confirmation of the kill, the guy you killed doesn't get confirmation of the kill, and the server doesn't get confirmation.
The point is that you get points for killing them, they die and have to wait to respawn, and you thereby help your team.

It's nonsensical in my eyes to not want a new feature because it'd mean that you wouldn't get glory when you make a strange kill. That's not what FH2 is all about at all.

75
Suggestions / Re: "mobile" arty.
« on: 11-04-2009, 06:04:08 »
I suppose it might be possible to do something like have flat areas on the map for artillery, for then to have some visual cue in the HUD when you're nice and steady. I'm not a coder, so I don't know.


To be frank, though, I don't really know if the artillery system is that necessary anyhow. I mean, sure, it's a good system, easy to use and everything, but surely it's not that important that we can't have artillery pieces if they can't utilize the system? I'd rather have a "stuka on foot" that fired rockets without the FH2 spotter system than to not have one at all. It really isn't harder than getting a forward observer to tell you where the shots are landing - you could even set up an Arty squad with the SL placing move markers where the shots impact, easily letting the person firing them know how he's aiming. And there's also the direct fire method - drive until you can see your target, then fire. Risky and not how it's supposed to be done, but still provides accurate fire.

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