"Sets up an MG"? in FH2?.... You mean throw himself to the ground on the right spot, right?
As our maps are designed and as our combat pace flows, you don't really "set up an MG" (in public servers), you run around with the rest of the bunch, and throw yourself to the ground and spray with the MG when you see bogey's to shoot.
"Throwing yourself on the
right spot" is what you can mostly call "setting up a machine gun", atleast a medium machine gun.
According to you logic Lafette MGs are useless and not needed in FH2 because all a machine gunner needs to do in FH2 is run and gun.
If you don't get hit/kill indicators, you won't know if there are enemy's there. And it was you who said that with the indicator, players just "stop shooting instead of keeping the enemy supressed", so I guess you want them to keep firing, even if there might not be any enemies there. (he won't know, since he gets no feedback if he hit or not, right?)
I actually HAVE a feedback that tells me IF there is an enemy in the position I´m assaulting: Once you see him (visual) or once you get shot at (audio/visual). If there is no enemy showing himself at the top of a trench then I don´t need to fire. But once I see him returning fire on my team mates I have the "go!" to make sure he keeps his head down.
My main concern is to remove all those "little articifical" helpers. A game becomes much more immersive when the screen isn´t clustered with game messages (yeah, I know that I captured a flag, because I see my teams flag flying up on that pole. No need to tell me I earned "x-amount" of points for that.). I don´t need to have a hit indicator. In a firefight I can´t always see that I´ve hit an enemy but I know from certain things I can observe that I
could have killed him. For example when I see that he stopped fireing or when I can actually see him getting hit. These are all "real-life indicators" that work well in-game, too. And if I really do have a 500m firefight, having a feedback such as the hit indicator is plain ridicolous. All of the above "indicators" are more than enough.
If you make the game more "cleaner" and let the player concentrate on his surroundings, instead of clustering him with "hints" the game will feel more like "the real thing", you try to portray and each player tries to feel.
And this is the root of our little disagreement party here... FH2 is not PR, and never will be. It is also not a tournament, Because we don't want that Smiley As Ciuputa wrote... Players simply aren't keeping their heads down in this mod. If you have an MG set up, you're an easy target for rifle-men, not a threat. Now this is a whole other problem ofcourse, but removing the poor MG gunners hit/kill indicator would only render his already poor weapon totally useless. Undecided
And the day I see "Once friendlies are close enough they can attack with grenades etc. and the MG player can relocate or cover the flanks etc." on a public server, will be the day I change my name to "omfg:-X IWasWrongAllTheTime Lips sealed".. you don't "relocate and cover flanks" in FH2... it simply doesn't happen in normal public play. when it does happen, it's a squad of dudes who are VoIP or TS:ing with eachother, and as we said before, they are probably communicating with eachother anyway ("They're down, go for the flag I cover you") and can just ignore the hit/kill feedback ... or? Smiley
But why are you content then, that your average Pubby player can´t follow tactics? I just can´t understand why you´re happy that FH2 is basically a "BF Vanilla light", which has
some "realistic" gameplay features, such as bleeding out, more realistic weapon handling etc., but at the same time when it comes to tactics you just shrug and say "I know, machine gunners are basically useless, but we are not PR, so why change anything?!". A good game doesn´t just create a "realistic" athmosphere with visuals (which FH2 does. Your graphics and effects are stunning!) but also from gameplay.
And I´m really feeling bad for saying this, but FH2s gameplay doesn´t really convince me. Especially "slaughterhouse" maps like Tunis are plain boring. Most of your bigger maps DO HAVE the potential to be good gameplay-wise, but turn into "frag-fests" none-the-less. IMO it´s mostly the speed of the whole mod. If I can rush from one flag to another in no-time it´s no wonder that there will never be an authentic WW2-feeling.
And if players don´t play in squads and behave competely "un WW2-like", why do you accept it just like that?
Like you said, there is a small bunch of VOIPers, who follow tactics and behave authentic and do what I have described, but what about the rest? Maybe you DEVs really need to take deceisive steps and enforce a certain tactical behaviour...
Edit: just read you havent played since prior 2.2... ok then, Cool
and no one calls anyone pr fag here.. we like PR and the pace they have fit rights for that kind of warfare.. not for ww2. *piuh* Tongue
That´s not what I have said. I´ve downloaded and played the latest release. It seems, though that I have mixed some things up with PR, which I play a bit ATM, because I´m at home.
I still don´t understand why you beat the old "WW2 was different than modern combat"-horse dead, all the time. We only have max. 64 players on a server. There only is a certain scale you can represent on each map. Sure you can create 32 vs 32 tank duels, but especially the number of infantry combatants in FH2 will never represent the number of soldiers involved in a day-long battle stretching over quite a wide area.
/walloftext
EDIT: FatJoes idea of a server-side immersive effect sounds good. This way you can even see for yourself if you´re ideas or my lunatic suggestions are more accepted in the community