Author Topic: Road To Forgotten Hope 2.4: Part 2  (Read 18651 times)

Offline :| Hi

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #135 on: 13-07-2011, 08:07:22 »
And think about it, there are two maybe three more updates coming  ;)

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Offline Kev4000

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #136 on: 13-07-2011, 12:07:24 »
I don't like the lowered fov though. But anyway, can't wait to fight some helpless 2 pdr with my pzIV. ;)

The lowered FoV is more of a bugfix. Tanks had about 50% more viewing area then infantry!  Now it is the same.

Offline hitm4k3r

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #137 on: 13-07-2011, 12:07:17 »
Very nice update for today. It is nice to see, how Forgotten Hope 2 is growing over time, not only in the amount of items and maps for different theaters of WWII, also gameplaywise and how everything fits together. Btw: I am not a developer and had no problems with reading the changelog. You got interesting stuff right in there (TT33, Schoenauer 1903/14). Can't wait to see St. Mere Eglise in the future. Seems, that there is done a lot of work on this map.  ;D

Offline Butcher

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #138 on: 13-07-2011, 12:07:36 »
I don't like the lowered fov though. But anyway, can't wait to fight some helpless 2 pdr with my pzIV. ;)

The lowered FoV is more of a bugfix. Tanks had about 50% more viewing area then infantry!  Now it is the same.

so now all targets are bigger, because they are zoomed in?
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Offline fh_spitfire

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #139 on: 13-07-2011, 12:07:11 »
I don't like the lowered fov though. But anyway, can't wait to fight some helpless 2 pdr with my pzIV. ;)

The lowered FoV is more of a bugfix. Tanks had about 50% more viewing area then infantry!  Now it is the same.

so now all targets are bigger, because they are zoomed in?
Actually, now they are bigger because they are not zoomed-out.

Offline Moku

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #140 on: 13-07-2011, 12:07:30 »
Nice! Now FH2 is more or less like FH1 in when tanking and with all the FH2 additions! Only thing missing is the "mobility kill" that could happen when health was extremely low or did it happen after a critical hit.

DH also has Vossenack so its interesting to see FH's version of it. And if it plays anything like in DH its going to be awesome. :D

By the way is this last western front release or is this start of the long wait for Ostfront?

Offline Kev4000

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #141 on: 13-07-2011, 12:07:53 »
I don't like the lowered fov though. But anyway, can't wait to fight some helpless 2 pdr with my pzIV. ;)

The lowered FoV is more of a bugfix. Tanks had about 50% more viewing area then infantry!  Now it is the same.

so now all targets are bigger, because they are zoomed in?

Hard to put it in laymen's terms. Technically FoV was changed from 1.3 to 1.0 for driver. For gunner from 0.4 to 0.5 (so less zoom as well). But these values are not in angles, nor linear.
For all practical purposes it just feels more natural.

Offline Raziel

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #142 on: 13-07-2011, 13:07:35 »
Quote
Arrowkeys for freelook (kev4000)

Does this mean that, one can press the Ctrl key and use the arrows to freelook instead of moving your hands over onto the mouse and then back again on keyboard? (referring to aircraft controls here)

If yes, Excellent!!!

Offline Kev4000

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #143 on: 13-07-2011, 13:07:29 »
Quote
Arrowkeys for freelook (kev4000)

Does this mean that, one can press the Ctrl key and use the arrows to freelook instead of moving your hands over onto the mouse and then back again on keyboard? (referring to aircraft controls here)

If yes, Excellent!!!

Yes. Though it is not provided natively, doing so will be explained.

Offline Meadow

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #144 on: 13-07-2011, 13:07:39 »
I think I'll have to come back for a while once this is out. Will we see an update tonight or tomorrow on the infantry changes? The movement and looking and 'feeling more like BF1942' stuff that was talked about a while back. I'm very excited about that.
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Offline DLFReporter

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #145 on: 13-07-2011, 13:07:03 »
No. It's definitely not like BF42. 
It's much better!  ;D
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Offline Meadow

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #146 on: 13-07-2011, 13:07:41 »
No. It's definitely not like BF42. 
It's much better!  ;D

You know what I mean. FH2's infantry play has always felt quite clunky compared to even other BF2 mods. It's been advertised that 2.4 changes that. Looking forward to trying it out.
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Offline General_Henry

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #147 on: 13-07-2011, 13:07:45 »
Cant wait to fight a PzIV with my helpless 2 pdr.  8)

you'll scream, if the armour value is same as in 2.3: GERMAN BIAS!

frankly, if the angle system worked the 2 pounders would be completely useless against the panzers unless you could flank them - crusaders die too quickly, matildas and valentines are too slow to do the job.

Offline THeTA0123

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #148 on: 13-07-2011, 15:07:00 »
Cant wait to fight a PzIV with my helpless 2 pdr.  8)

you'll scream, if the armour value is same as in 2.3: GERMAN BIAS!

frankly, if the angle system worked the 2 pounders would be completely useless against the panzers unless you could flank them - crusaders die too quickly, matildas and valentines are too slow to do the job.
Its not as bad as 2.15 where you needed 8 shots on the sides of a PZIII or IV.....................

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Offline General_Henry

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Re: Road To Forgotten Hope 2.4: Part 2
« Reply #149 on: 13-07-2011, 15:07:33 »
Cant wait to fight a PzIV with my helpless 2 pdr.  8)

you'll scream, if the armour value is same as in 2.3: GERMAN BIAS!

frankly, if the angle system worked the 2 pounders would be completely useless against the panzers unless you could flank them - crusaders die too quickly, matildas and valentines are too slow to do the job.
Its not as bad as 2.15 where you needed 8 shots on the sides of a PZIII or IV.....................

and wrong gun for Grants... that was the most German biased patch ever.