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Messages - Kuupperi

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1
General Discussion / Re: FH 2.5 First Impressions
« on: 15-02-2016, 16:02:41 »
But you can still check on the map, where your spot appeared?

True and I always check where the spot is landing on the map. When I didn't know how spotting works in this current version my spots weren't even close to my target (I spotted the same way I used to do in 2.48) and in the worst cases it landed only half way from the target. After I found out the new way it works I've managed to make very accurate spots again.

2
General Discussion / Re: FH 2.5 First Impressions
« on: 14-02-2016, 21:02:58 »
I've been playing this new version since its release and I'm quite happy for the most part. However there's one thing that is quite disappointing and that's spotting for artillery. I don't know if it's intentional but spotting has become less accurate. Your spot doesn't always go where you point it and I can remember 2.48 didn't have this problem. Now it's about spamming the spot until you get it right (if you're lucky enough).

Overall it's a good release and I haven't seen that many radical drawbacks.

EDIT: I noticed the binoculars have "bullet drop" and you need to aim higher at longer ranges which is different compared to old "point & spot" way. So maybe there's no problem after all it's just behaving differently?

Yes, I'm looking into this immediately!

I wouldn't say this is a problem but it took me some time to realize how spotting works now. I was used to the old "point & spot" but when we had this there wasn't the "breathing" aspect (like when you watch through the binoculars you see the scale moving up and down even if standing still). Because the scale is moving (and not steady as it used to be in 2.48), "point & spot" might not work anyway.

This new method has made spotting just a little more challenging but not impossible. Maybe it wasn't meant to work this way but after finding out the way it works I haven't had a problem with it.


3
General Discussion / Re: FH 2.5 First Impressions
« on: 14-02-2016, 18:02:07 »
I've been playing this new version since its release and I'm quite happy for the most part. However there's one thing that is quite disappointing and that's spotting for artillery. I don't know if it's intentional but spotting has become less accurate. Your spot doesn't always go where you point it and I can remember 2.48 didn't have this problem. Now it's about spamming the spot until you get it right (if you're lucky enough).

Overall it's a good release and I haven't seen that many radical drawbacks.

EDIT: I noticed the binoculars have "bullet drop" and you need to aim higher at longer ranges which is different compared to old "point & spot" way. So maybe there's no problem after all it's just behaving differently?

4
Announcements / Re: The Road to Forgotten Hope 2.5
« on: 06-02-2016, 22:02:24 »
I've been waiting for this update for so long I'll have to give it a try. I hope the Eastern front maps will be played at least a week straight after the release.

5
I'm totally cool with the Finnish playermodel but is the pot helmet the only helmet the Finns get? After all the Finns had this another helmet that looked like the German helmet but was slightly different and was in more common use. Maybe it's there but wasn't shown during the stream?

And maybe the Finnish forces will have Lahti L-35 and Sotka (captured T-34) in the upcoming patches if there will be more maps featuring the Finns with armor?

6
Thanks for the overview of the Eastern front that was great to watch.

And a quick question to the dev team: I know there isn't announced release date but what are the possibilities that the release would happen before 2016? Any estimations based on what you have ready, what needs to be fixed and what you plan to add before you think the Eastern front is ready to be released.

I know that was a tricky question and there isn't clear answers but the goal of this question was to figure out the time range of possible release date.



7
Inb4:

Vast Variety of Violence - Part 3: Suomi KP without the muzzle brake

8
Suggestions / Re: The Minor Suggestions Thread
« on: 20-07-2015, 22:07:49 »
You have great points there that made me think this through once more and now I see how problematic it is really. What I meant to accomplish with this idea I wanted to increase defending on the attacking side because as we know you have to control a certain flag to attack the next one. When you are defending a flag on the attacking team you are playing less active role because the real fighting happens on the frontline. The higher "defend flag" score would give a huge benefit to the defending team and this is where my idea backfired.

So I'm ready to abandon this bad idea.

9
Suggestions / Re: The Minor Suggestions Thread
« on: 19-07-2015, 21:07:35 »
A minor suggestion about the score system; can you make flag defending more rewarding than it is now? The "Defended flag" score could be something like 5 or possibly even more points (whatever you find fair) by each kill in the flag zone.

Just to encourage players to defend more as it is important in the push mode for each map.

10
It will be very challenging to the Germans to defeat the Russians since they have so much equipment that is faster and has more firepower than the German ones. Sure there are some true gems for the Germans too but it seems there's more for the Russians what comes to artillery, small arms, armor and vehicles. Just compare the calibres, firing ranges and speed.

Speaking of the topic I was comparing the German and the Russian mortars and the Russian one beats the German one without a doubt by its higher calibre and also firing range (5700m). Unless there's going to GrW 42 to make it more balanced for the German team.

11
Should have logged in and thrown a guess. Regrets I didn't.

12
Suggestions / Re: ''Building it UP!'' builing system
« on: 20-08-2013, 11:08:38 »
I remember this from PR and it's definitely one of the best features in the mod as it changed the gameplay. Especially building up a defensive position; razor wire, bunkers, HMG positions etc.

But anyhow I'm quite happy what FH2 is nowadays. Maybe it's not as versatile as PR but there are movable MG tripods, movable AT guns and movable mortar. Placing them right may do a lot of destruction and bring some little changes to each match played.

13
No! It's not like that! I hope we could wait 2-3 more years for the next release actually!  ;D

14
A living dead describes it well.

15
I wouldn't mix up the game and reality together as I was speaking of the game all along. Try that on FH2 and get surprised by the result. No one surrenders in game.

That's a good real life story though but doesn't work that way in FH2. At least I would keep flying and grining while seeing my plane being shot at with a lousy pistol.  ;D

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