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Messages - Pa3ym2

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31

You're free to make suggestions on this forum, but keep in mind that it is mostly "dead."

The forum is "dead" because the gameplay in terms of firefights with small arms since version 2.4 has slightly deteriorated due to the fact that you increased the recoil of submachine guns, removed the crosshairs from the screen, and made some other changes that made the shooting process worse than it was. I myself have been playing FH2 with bots since 2009 and I remember what the first versions 2.0, 2.1 were like. In these first versions, the shooting process with small arms was more enjoyable than it is now. I have some guesses why, starting with version 2.4, you did this and how to fix it so that it would be better.

32
We don't currently believe that our "gameplay is burdened with a number of unpleasant things that make it much worse than it could be" with regards to our multiplayer gameplay. There's certainly some things we'd like to improve, but they are not related to the singleplayer at this time.

You may have mistakenly thought that I was suggesting gameplay improvements in bot mode, but I didn't mean it. I also meant the multiplayer mode of play with other players. Here I can advise what it would be better to change for the better to make the gameplay more enjoyable. One such example is the overestimated recoil of the first shot in the line of submachine guns http://fhpubforum.warumdarum.de/index.php?topic=22319.0
Because of it, it is impossible to shoot from submachine guns in short bursts of 2-3 rounds at distances of 100 meters. I think you will not argue that in addition to the game mode with bots, this disadvantage also worsens the network mode with live players.
There are several other similar disadvantages.
I can help in the sense that to draw your attention to them, perhaps suggest how it would be better to change it, and put it to the vote of the fans so that it would be clear whether the fans want it or not. I have experience in such things. I wrote similar changes for the games The Long Dark, Commulative pack 2.1, Stalker Misery falk mod 2.3 and some of them were implemented by the developers in these games.

Tell me on your forum in the topic "Suggestions" is there a limit on the number of topics and votes?

33
I think you are not understanding me: This phenomenon is not related to weapon recoil settings, but the game tickrate and how recoil frames are rendered. It is not something we can easily fix.

I got it. The fact that you said that sometime in the future this can be corrected is already good. It makes me happy. But I think you will have to divert the time of the developers of the mod for this from something else. What else are you doing now? What's your other priority? Is the creation of new maps a priority? I think most fans of the game would like to prioritize improving the gameplay over creating new maps. I think when choosing between these two priorities, most fans would vote to improve the gameplay instead of creating new maps. If necessary, I can write such a vote.

People will play little on new maps if the gameplay is burdened with a number of unpleasant things that make it much worse than it could be. For the same reason, you have a fairly small influx of new audiences. I can tell you what exactly would be worth changing to improve the gameplay.

34
MP38 and MP40 are coded with identical recoil, but due to the quicker rate of fire the game doesn't render all the recoil frames on the MP40. This makes it fire smoother. We might fix that in the future, but it is non-trivial and also not part of weapon coding. It would require high level changes to the exe which only few people know how to do.

I did not mean that you need to make the MP-40 recoil as high as that of the MP-38. On the contrary, it would be better to make the recoil of the MP-38 as smooth as that of the MP-40, that is, to reduce it. This is an element of improving the gameplay. I think that many would vote for this if there was such a vote. If necessary, I can write it.

What is your priority now in terms of game development? Creating new maps?
I know that resources in game development are always limited. If your priority is to create new maps, then I could write a vote on what is more important for FH2 fans - creating new maps, or improving the gameplay. It seems to me that the majority would vote for the priority to improve the gameplay.

35
No one ever denied that.

Only I didn't mean that after that it was necessary to make the recoil of the MP-40 as high as that of the MP-38, rather the opposite. Probably on the contrary, It would be better, on the contrary, to reduce the MP-38 recoil to the MP-40 level, as well as remove the overestimated recoil of the first shot in each turn. And maybe then it will be more pleasant to shoot with submachine guns. Although this is still not enough.

36
For those who did not believe me and said that this could not be:
https://drive.google.com/file/d/1KKjEcqPWAb6B-HgVyJCj1ycWs9yGDc4O/view?usp=sharing
I post a video in which on the El Alamein 16 map I play with bots. I am the first to go to the road with a fence near the second German flag. I take a position near the fence and kill with a machine gun some of the British infantry who emerged from the hill. In the last seconds of the video, you can see that as soon as I shoot the last bullets from the machine gun, 3 rifle grenades fly into me at once along a mortar trajectory, although none of the opponents saw me from behind the hill. At the last second before my death, I also managed to turn around on the road that leads to the rise to my right and see that there was still none of the English there. This suggests that there is no shot with these grenades on the right at me. These three grenades came at me exactly along the mortar trajectory from the front.

Half a year ago, in the spring of 2021, this was not the case in version 2.57. The bots used rifle grenades, but they never fired them at me like a bottom-up mortar trajectory.

If this is a bug, then this bug is good for the game with bots. Previously, it was possible for a long time to sit with a machine gun in a closed position and shoot enemy infantry for a long time until the cartridges run out, but now this is impossible. I often have to change positions, otherwise a rifle grenade immediately flies at me. Although I doubt that this is a bug, because besides machine gunners, bots began to use rifle grenades on light tanks as well. They didn't do it before.

37
So I uploaded a video to a google drive with a demonstration that my MP-38 recoil is more than that of the MP-40. Try it yourself and see.
https://drive.google.com/file/d/1hZo3rSjNG86y4FOhMsYcIQtq6lfzyCH7/view?usp=sharing

38
Not true. As I already told you. Bots use riflegrenades since FH 2.0.

What is not true? That bots don't use rifle grenades against light tanks? Or that they bots do not shoot them on a mortar ballistic trajectory at the machine gunner even if they cannot see him?

I can throw a video and show examples of this

39
Is it possible that one of your developers, without your knowledge, improved something in the behavior of bots?


That is impossible, the only change made to 2.58 was to the launcher and the bren carrier crash fix on Port en Bessin. All other beta changes were held back. Also, nobody is working on AI and any change is shown in our automatic changelog. We also didn't change the MP40 recoil. It is all in your head, I'm afraid.

I say for sure that there were no such changes before, and then I got them. Maybe the fact is that I also added a pack of new cards weighing several gigabytes to the standard version of FH2 2.58? It seems that this pack is from some fans of the game. Is it possible that in this package there were some other script files for bot behavior that changed and improved them?

Another improvement about half a year ago was that in the version up to 2.57, bots did not shoot at light tanks from rifle grenade launchers, and in version 2.57, they began to shoot from rifle grenade launchers at light tanks and destroy them. Because of this, playing light tanks with bots has become much more difficult. Isn't it the same with you? Do you have bots shooting rifle grenade launchers at light tanks? If you do not believe me, I can record a video of how, driving a light tank Stuart on Omaha Beach, I see how German bots shoot at me from rifle grenade launchers, and quite often get into my tank.

Regarding the MP-40 and MP-38: Should the recoil of these two submachine guns be the same? I now have the recoil of the MP-40 in version 2.58 slightly lower than that of the MP-38, despite the high rate of fire of the MP-40. So I did one more experiment on screenshots
https://drive.google.com/file/d/1zgLiG_Emrwn1eKPi-rG04n7p6KmhZnSQ/view?usp=sharing
https://drive.google.com/file/d/1udwn43h0bj2ZQrk-tv0u_KSRMTFHXYB5/view?usp=sharing
https://drive.google.com/file/d/1QeADsMBN9VJt4UnYUCrGIm6bOf3pSll6/view?usp=sharing

Standing in the same position, I aimed at the level of the beginning of the flagpole in the ground and fired 17 shots in a continuous burst from both submachine guns. On the second and third screenshots, you can see that the barrel of the MP-40 stopped slightly lower than that of the MP-38. In the MP-38, the front sight of the barrel entered the flag in the background, while in the MP-40 it did not reach the flag. I checked this several times, all several times the barrel of the MP-40 against the background of the flagpole stopped slightly lower than that of the MP-38. In skirmishes with bots, this is manifested in the fact that controlling the queues from the MP-40 has become a little easier than from the MP-38, despite the high rate of fire of the MP-40. Because of this, in shootings on Al Alamein 16, I often threw my MP-38 and picked up the MP-40 from the officer's corpse, because the recoil from the MP-40 is easier to control.

If this is different with your submachine guns, then either I have some bugs with the game, or it is one of your programmers who makes some changes, but you do not know about them. In our VKontakte group, they also told me that they had not made any such changes, but I have them.


40
But after all, in the last update, you made the bots fire a rifle grenade launcher at machine gunners. This was not the case in the penultimate version. Is it possible to do so that, for example, prohibit bots from taking out a knife / bayonet and fighting hand-to-hand?
We never did that, nothing was changed in that regard in the latest patch. Bots use rifle grenades since their introduction in the 2.0 version.

In this latest version 2.58, if I occupy somewhere a closed and invisible position with a machine gun, then after several killed enemy infantrymen, several rifle grenades immediately fly to the position where I am now and kill me almost always. They started firing rifle grenades like from a mortar - vertically up and down at me. They often shoot like this through a house or over a hill if they don't see me but hear that I am firing from a machine gun. Check it out for yourself. I say for sure that this has not happened before. This only appeared in the latest version 2.58. This is a clear improvement in bot behavior. Now you will not be able to sit in the same place with a machine gun and destroy enemy infantry in dozens as before. Is it possible that one of your developers, without your knowledge, improved something in the behavior of bots?

Previously, bots used rifle grenades, but they did not have a guaranteed script for using rifle grenades against machine gunners. That is, before they could not use them in combat against machine gunners, but now they use them in all 100% of cases, and they often use them so that when I play as a machine gunner I die from the explosion of these grenades, so in most cases I do not see the shooter because it shoots with these grants along the mortar trajectory of ballistics.

41
In version 2.57, you could go to the path of the Battlefield 2 / mods / fh2 / objects_weapons_server / weapons / Handheld files to select the desired weapon, and then over the line ObjectTemplate.weaponHud.altGuiIndex 52 write the line ObjectTemplate.weaponHud.guiIndex 4
Save changes, and after that the crosshair on the screen for this weapon returned.
In this version 2.58, this method of returning the crosshairs to the screen stopped working.
One of the Russian-speaking assistants in the development of the mod told me that the anti-cheat on the server noticed this change in files and did not let the player into a network game with other players. But I also didn’t play a multiplayer game with other players. I played with bots.
Tell me how to return the crosshair to the screen for playing with bots now?

42
This is the standard BF2 bots behavior, it is not possible to fix without major game reworks, and that is not going to happen, since it would also affect the main focus of the game: multiplayer.

Sadly, SP is not being devleloped anymore (FH2 team does not have any active SP developer) so we suggest joining the online servers for far better experience, and much more content than SP/COOP.

Can you say something specific about my proposal to introduce an option to turn on / off the crosshairs on the screen?
http://fhpubforum.warumdarum.de/index.php?topic=22327.0

43
SP mode in the refractor 2 engine is a dead end, as most of the issues playing with bots have is caused by the hardcoded stuff of the BF2 we cannot change. Do not expect any updates in the SP / COOP department.

But after all, in the last update, you made the bots fire a rifle grenade launcher at machine gunners. This was not the case in the penultimate version. Is it possible to do so that, for example, prohibit bots from taking out a knife / bayonet and fighting hand-to-hand?

44
The biggest disadvantage when playing with bots is that they can see and shoot through foliage and bushes. Because of this, it is either very difficult or impossible with bots to play normally on maps with large vegetation. Is it possible to fix this somehow and make it so that the bots do not see through the foliage? Or they saw but did not shoot. Or he shot but less accurately. In the latter case, it is better than nothing. I heard that in the modification Battlefield 2: Project Reality, the developers made it so that bots do not see through the smoke of smoke grenades. Is it possible to do the same with foliage in FH2?

True, if you do this, then you need to make sure that the bots do not see through the foliage only if you play as an infantryman. With tanks and other armored vehicles, this is unlikely to be done. If you make a script of the worst accuracy of bots, if the enemy at which they shoot touches a bush or tree, this will give great opportunities to cheat with bots. You can get into the tank, touch a bush or tree with the stern of the tank, and then the script will work that the bots will shoot worse at you.

To make sure that the magical visibility of bots through the foliage is the biggest drawback when playing with bots of all, I attach a corresponding survey to the topic

45
Tell me on this forum is there any limit on the creation of topics and votes? I could create quite a few of them for the most pressing problems in the game

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