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Messages - CaproGreene

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1
Interestingly, we have no "pilot" headgear for the Germans. In all other maps, when the Germans pickup a pilot kit, they wear the same M43 hat that the squad leaders wear on Normandy maps.

That particular hat is anachronistic for 1940, and we didn't have time to model new headgear for the Germans. So we did a quick switch to all the kits with that hat to swap the hat for Stahlhelms. That way, all the squad leaders aren't wearing a hat from 1943 in 1940.

One side effect is now pilots have helmets ;D maybe in the future we could do real pilot headgear for the Germans, we'll see.

Thx for the reply Matt. (t)hat makes sense.

It gets more confusing. If you pick up a german pilot kit, then in a plane you have a slightly different fieldcap then a sql. But in a vehicle/tank you get the stahlhelm. Jumping out of a plane (chute) gives you the stahlhelm again. The american pilot kit is also visible in plane as in vehicles (at least on the Operation Cobra map / solo game).

2
Both pilots (Stuka & BF109) in the Forgotten Hope 2 - 2.6 Release Trailer started at Flavion (see 0:55 - 1:00) have a stahlhelm m42. Isnt there a luftwaffe Pilot/Helmet pick up kit?


https://www.youtube.com/watch?v=GmzNUkLMjtI&t=61s

3
Modding / Re: Berlin
« on: 05-06-2019, 13:06:54 »
http://www.wetterzentrale.de/reanalysis.php?jaar=1945&maand=4&dag=24&uur=000&var=301&map=6&model=obsde

Temperature Berlin (max./mean/min) Celsius:

april 25.: (14.7/9.4/0.7)
april 26.: (17.2/10.8/2.6)

It was cold.

4
Off-Topic / Re: Picture of the Day
« on: 31-05-2019, 09:05:23 »
The guy left is a certain american politician. The guy at the right is some weird rocket scientist, but his face looks very familiar.

5
I have an unofficial manual in pdf. its the old 0.1 version and has 70 pages. Its made by Konti.

I will check if there is still an active link for the download.

Here is the link:

ftp://ftp.bf-games.net/mods/bf2/fh2/fh2-manual.pdf



6
Works fine. Thx.

Method used: torrent client (utorrent), downloaded the torrent and then the file.

For the accounts I just copied the old profiles (0001 / 0002 etc) back to the new Profiles directory.

A BIG thumbs up!!

7
Operation Cobra / Re: Operation Cobra 64
« on: 18-01-2019, 10:01:38 »
Balance changes for next patch:

Operation Cobra balance changes
- Germans get Panzerfausts in their AT kits
- American tanks don't spawn at windmill or farm anymore if they control the town flags
- Replace 1 Marder with another mobile AA gun

I already did that in July 2017, will be in the next patch.

What is the use of the AT kits at watermill and Farmhouse when US caps both flags?

Even with both flags permanently crossed out, German troops can still mine the bridge at watermill,  the exit from Farmhouse and the spawning tanks at the mentioned flags. In my opinion these AT/mine kits were for defending the flags. Now you see more that the kits are used for disrupting gameplay.....

8
Operation Lüttich / Re: Operation Lüttich 16
« on: 19-12-2018, 12:12:39 »
If an US tank/sherman camps in F4 with a few players on, axis cant get out. Not the tank, not the jeep. Even with smoke grenades its impossible.

Reducing the redzone in G4 eg can create an other exit....

Axis only have the ladung (need to be close) no fausts to shoot from a distance to kill the tank.

9
Meuse River / Re: Meuse River 64
« on: 12-12-2018, 13:12:35 »
Is it possible to not give it unlimited ammo?
Or only ammo when the FW190 spawns? Or only ammo / spawn of Q50 when holding all flags by US?
Reduce (re)spawn time of Q50 at all....

Ehhh Im not sure If the Q50 spawn if US hold all 4 flags, or when US just have the Farm flag.

10
Siege of Giarabub / Re: Siege of Giarabub 32
« on: 12-12-2018, 13:12:51 »
How to change it then?

32 Layer: extra flag in the south, outside perimeter city. 2 sides attack possible.

Not only for mapping perspective, also for admins. 32 layers as it is: mucho shooting into main incl (commander) arty.

11
Siege of Giarabub / Re: Siege of Giarabub 32
« on: 20-09-2018, 10:09:10 »
The "album": http://imgur.com/a/n9u0P
Please fix the push code, it breaks the gameplay in this map.






The 32 layer really needs to be changed. Or get out of rotation. 16 and 64 are beautifull.

12
Meuse River / Re: Meuse River 64
« on: 20-09-2018, 10:09:10 »
The Quad 50 at Farm.

Remove (or reduce respawn time of) the Quad 50 at Farm flag or change spawnlocation of US army there.

US soldiers spawn right in front the Q50.

Seen so many times that axis use the Q50 as a rape platform when the Farm is in US hands. Leads to unnecessary discussion and player drops.


13
Seelow Heights / Re: Seelow Heights 32
« on: 20-09-2018, 10:09:04 »
Panther kills the game.

A good german Panther tanker can control the whole map. On the stone bridge between Seelow Height and Manor.

14
General / Re: Improvement idea
« on: 24-08-2018, 13:08:52 »
Is it possible to use more flags that can only be capped by 3 players?

of course i have seen a lot of 2 player cap flags, but to prevent precapping........

Like in The Battle for Sfakia where you have Harbour and Monastery where both flags need 3 players.


15
Operation Cobra / Re: Operation Cobra 64
« on: 24-08-2018, 13:08:48 »
1) Remove the ammo box from the church. It is only a platform to and for s mine droping out of the church.

1 or 2 perons in the church can disrupt the whole gameplay here. There are plenty of other ammo boxes in the town.

2) The flakvierling, west of Crossroads is in a strait line from US airfield. Its very easy to destroy it with a plane. And it hasnt a good angle to the east cause of the barn.
Maybe it can be removed to the fields east of Crossroads.

3) The tanks at Trainstation are so vulnerable to the P-51s and P-47s. Is it possible to give them a shelter. Or place that flak 4ling from Crossroads there /closer there.

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