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Messages - Safe-Keeper

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91
If a couple devs could sit down for a fireplace tale or two on the mod's history, that'd be really nice.

Grandpa, tell us a story!

92
General Discussion / Picking the mod up again
« on: 05-04-2009, 03:04:12 »
Righty, so I've returned to the mod and just wanted to say I'm having great fun. Played a couple maps, most of which I can't name (one had a CP named 150th Hole or something, another was Tobruk, another was Supercharge, then there was one with a huge walled fortress city, and one with a dry river separating Allies from Germans, and a spawn point at a burned-out tank), and mostly enjoyed them. Tanking, spotting for artillery, firing artillery, fighting on foot - it's all enjoyable and satisfying. Being more of a slow-paced player, I stuck with support roles like I usually do, so it was mostly minelaying, artillery spotting and such for me. Marking a target for then to watch it get blown apart by a mortar or howitzer is immensely satisfying, even though I find the artillery system of FH2 to be a little bit too easy for my liking - in my humble opinion the gun line should be more dependent on the forward observer to direct their shots, as opposed to now when they get a BF1942-style spy sat view of the target. Far from game-breaking, though.

Only downer was the two 25 pounder guys spamming non-stop for us to provide them targets, for then to ignore every target we gave them ;D .

[TEAM] [Person 1]: Artillery requesting a target.
{Safe-Keeper manages to get a marker onto an enemy tank}
[TEAM] [Safe-Keeper] Tank marked.
[TEAM] [Person 2]: Artillery requesting a target.
[TEAM] [Person 1]: Artillery requesting a target.

Try to imagine ten minutes straight of that. I managed to drown it out as it got really monotonous, but left the server when the lazy bums started pestering us to come all the way back to HQ to take down a German 109 for them, when one of them could've walked five meters to their Bofors and taken it down themselves. After all, it's not that they needed the 25 pounders for anything other than an excuse to fill the text chat with spam :D . What did they want, a limo to come over and drive them to the AA gun?

Overall, though, as said, it's a great mod. Deserts get a tad bit monotonous, but I can't complain - I love how the mod dares to make use of a new setting instead of just recycling overused settings (granted, they have to do that, too, and I'm looking forward to Omaha as it'll draw players, but you get my idea).

Good work, guys, keep it up!

I'll stop editing this post now, I swear ;) .

93
Suggestions / Re: Infantry; Squad roles
« on: 02-04-2009, 03:04:12 »
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PR has much more "special kits" and I guess they don't want to have them lying around everywhere. Also i think you can only get them while being in a squad, in FH everybody can pick up everything. (which is right in my opinion, no need for a sniper to be in a squad)

Yes, in PR there were special rules for when you could get different kits (a kit could only be requested so often by each player, who had to be in a squad of a certain size, etc. etc. etc.). Plus that PR utilized assets you could build, and Rally Points, both of which were spots where you could request kits.

The one shortcoming of pickup kits is you can't take the pickup kit spawns with you and get your hands on them without having to spawn all the way back at base. With PR's system, you could get the kits you needed where you needed it, when you needed it.

{/sort of off-topic?}

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Yeah, but when it comes to playing it boils down to sniper kits, special smg kits with bigger explosives and grapple hooks, tank hunter kits and the occasional machine gun. Most of these are complementary and placed in positions where they make sense gameplay wise. They are more gimmicks than the "serious" limited kits of PR, which offer weapons you can't spawn with.
Yup. While in PR to my knowledge you only have distinct kits like AT Rifleman, Grenadier, Stinger infantry, Combat Engineer, Pilot, etc., not variations of them. FH2 is more about attention to detail :) . I like it both ways, to be honest, PR has a great system which fits PR and the FH series has a great system that fits FH2.

94
Suggestions / Re: Chinese Civil War
« on: 02-04-2009, 03:04:32 »
China as a nation is something I've asked for before and still hope to see. I don't anticipate a scenario where the KMT fights the Communists, but a China vs. Japan map or two would be really nice to have. China is a 'forgotten front' amidst all the cliche maps like Omaha Beach, Stalingrad, Iwo Jima and whatnot, and I hope it's included when the time comes for the Pacific Theatre.

95
Suggestions / Re: Infantry; Squad roles
« on: 01-04-2009, 17:04:26 »
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here i got another idea - SL walks to supply crate. press T and in commorose there could be a 3 options - MG squad, AT squad - Mortar squad.
Someone has played Project Reality :P .

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I think you are better off playing ArmA or the such if you enjoy realism in that depth. ^^
+1 for creative thinking but - a zillion for impracticality.
I don't see how it's impractical. Just choosing something from a commo-rose when standing next to something is easy enough, people do it all the time when communicating. As for setting up positions, works well enough in the First Strike mod (officer places tripod laser, support has to place generator for it to keep firing), and that's not nearly as complicated and teamwork-oriented a mod as FH2.

Best way to do it in my eyes would be to be able to walk over to a certain spot in your main base, choose type of kit, for then to receive a new officer kit identical to your old one but with a mortar or MG which you can then place and have someone else provide ammo for.

96
Suggestions / Re: map grids
« on: 01-04-2009, 17:04:02 »
Doesn't really matter, does it? Just say B, Bravo, Baker, or whatever, what's important is that the message comes across. And that the code somehow involves the number 9, 'cause then you can say 'niner'. Hollywood loves that, it seems :P .

97
Suggestions / Re: map grids
« on: 01-04-2009, 00:04:20 »
If the only criticism is that "I don't want all those lines on my minimap", it seems to me to be an awesome idea so far. It aids teamwork, which is hugely important, and shouldn't reduce the functionality of the minimap either. It's a simple matter of functionality and teamwork over aesthetics.

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The problem I can see here is that there might be conflicting ideas of where the numbers are located (that already happened in this thread).
First of all, I strongly believe a consensus would develop, and secondly, nothing is keeping you from filling in the blocks with numbers in one of the grid spaces, preferably in an obscure part of the map, as shown below:



Pretty much every map has an 'obscure' area that could contain this 'legend box'.

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Maybe you could make the minimap type an option, with one with keypad lines, one with a normal grid, and one with just the numbers from the grid for you grid-haters out there.
Disagree. A teamwork/communication tool needs to be consistent, or it loses much of its usefulness. Imagine this conversation:

Commander: Squad 3 and 4, I'm rallying you to defend the West Outpost. I'm gonna need Squad 3 there and Squad 4 to set up an ambush position at Charlie 3-4. Watch for enemy tank interdiction flights in the area around Bravo 3.

Squad 3 SL: Roger.

Squad 4 SL: What?

Commander: I said, I need you to head over to... Charlie 3-4 to ambush an expected enemy thrust. You also need to watch for dive bomb--

Squad 4 SL: Where's Bravo 3, my map doesn't say?

Commander:Oh, damn. Eh... OK... {thinking pause} if you open your map, there's a ravine south of the West Outpost. To its right there's a road...

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Of course you can just implement the compass from PR (with 360 marked on it degrees), but I feel the grid system fits the mod better.
Better yet, implement both.

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