Author Topic: Forgotten Hope News Update: 11th March 2010  (Read 20069 times)

Offline THeTA0123

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #165 on: 16-03-2010, 20:03:27 »
Yeah great another American tin can to shoot down (gotta love shooting them mooks out of their death traps).

Heh, we'll see about that. This little beast is more than impressive. Smaller than Cromwell (apart from the bigger dic... er, gun, which makes it longer), but with greater punch (using the latter, more advanced ammunition - HVAP) and fast as hell. My only fear is a very Angry Beaver, who likes to jump on the open-top concepts and furiously prick his bayonet in our heads. Dunno what made him so angry. Maybe those damn trees that were in the way of my little tank (and had to fall, obviously) - since dropping trees is his job.  ;D
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Offline matthewfarenheit

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #166 on: 17-03-2010, 02:03:20 »
I dunno if spawnwaves are all that great. Most people doesn't seem to remember, but I still play vBF1942 and FH and I can tell that the only times I noted the effects of spawnwaves was when a spawncamper made good use of it. 20 secs spawnwaves aren't going to make more people to work as a team than it makes people into dirty spawnrapers AND rewarding them for doing so. They get to kill more people together by setting explosives at set intervals and, by knowing the intervals, they are safer the rest of the time.

My 5 cents, keep the change :D
« Last Edit: 17-03-2010, 02:03:30 by matthewfarenheit »

Offline Thorondor123

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #167 on: 17-03-2010, 02:03:13 »
20 secs spawnwaves aren't going to make more people to work as a team than it makes people into dirty spawnrapers AND rewarding them for doing so. They get to kill more people together by setting explosives at set intervals and, by knowing the intervals, they are safer the rest of the time.


That's really not how it works.
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Offline matthewfarenheit

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #168 on: 17-03-2010, 02:03:31 »
The people won't all spawn in the same spot, you know.
Neither did they in vBF1942 or FH, but 2 or 3 guys always could cover all the spots, or take advantage of the more "profitable" ones.

EDIT: you edited your comment when I was replying. Yes, I dunno how it will work in FH2 and I'm assuming that is the same that in vBF1942. I can be wrong, but I'm basing my conclussions on the information I have.
« Last Edit: 17-03-2010, 02:03:06 by matthewfarenheit »

Offline Slayer

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #169 on: 17-03-2010, 18:03:58 »
It will be kind of difficult to spawnrape the SL. For the normal spawnpoints, you might have a point, but there are many, not just 2 or 3. So I think it will be OK.

Offline Mazz

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #170 on: 17-03-2010, 21:03:28 »
In the current system its just as campable, 1 guy with a Thompson or MG42 can ruin a spawn. All its going to to do now is group the spawns so maybe explosives are more useful but firearms are not (barring the MG42).

It will not be a negative change, in all honesty it seems like a drastic improvement to that old school feeling of tension where greying the flag before a spawn wave was that much better.
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He could hit targets at range even on the move.


Offline Thorondor123

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #171 on: 17-03-2010, 21:03:38 »
With the current system i's even easier to spawncamp, as you spawn usually alone. With the spawn waves you spawn with friends so it's easier to kill the camper.
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Offline djinn

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #172 on: 17-03-2010, 21:03:57 »
I can't get people who imagine people spawning enmasse at one location - When did that EVER happen?

You select your spawn, the timer goes, you appear in the next reinforcement wave. You could be appearing anywhere on the map, and at any of the random spawnpoints at that spawn point of the map so the chances of appearing right next to like 10 people is quite slim - But you do see them spread out and are more likely to jump into the same vehicle or coordinate as a group than were you to spawn alone or some seconds before/ after them


Offline THeTA0123

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #173 on: 17-03-2010, 22:03:06 »
Do i sense an update tomorow?
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline :| Hi

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #174 on: 18-03-2010, 05:03:50 »
Hopefully your prophecy comes true :|

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Offline DLFReporter

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #175 on: 18-03-2010, 08:03:34 »
I can't get people who imagine people spawning enmasse at one location - When did that EVER happen?

You select your spawn, the timer goes, you appear in the next reinforcement wave. You could be appearing anywhere on the map, and at any of the random spawnpoints at that spawn point of the map so the chances of appearing right next to like 10 people is quite slim - But you do see them spread out and are more likely to jump into the same vehicle or coordinate as a group than were you to spawn alone or some seconds before/ after them

Hmmm how do you come to that conclusion? Mostly people spawn where the action is, so now we will most likely get a good handful (i.e. an entire squad) to spawn at one time. I've played the new old system and it's great.
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Offline djinn

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #176 on: 18-03-2010, 17:03:04 »
but you are preaching to the converted

My point is,
Even if alot of people spawn at one location, there are several spawn areas for that same spawn point so you wont get everyone spawning at exactly the same location

Personally, I want the spawn system to have people only spawn in houses outside cap areas i.e where there are houses... So that you don't get people spawning in the streets in time to bust a cap in someone's ass or get killed themselves. Out of cap area, so that you don't have spawners preventing flag capture simply by spawning.

For desert maps, this should be in dunes, craters and foxholes so that they have some cover and take some time to see you too...






Offline Ionizer

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #177 on: 18-03-2010, 18:03:15 »
Personally, I want the spawn system to have people only spawn in houses outside cap areas i.e where there are houses... So that you don't get people spawning in the streets in time to bust a cap in someone's ass or get killed themselves. Out of cap area, so that you don't have spawners preventing flag capture simply by spawning.

For desert maps, this should be in dunes, craters and foxholes so that they have some cover and take some time to see you too...

Supposedly, that is already in the FH2 Bible for Creating MapsTM.  If it's not being followed, well, then something is wrong.

Quote from:  Lobo, http://fenring.bf1942.cl/tutorials/mappingstandards.php
1. Soldier spawns:
In my opinion EVERY soldier spawns must be inside buildings, structures or trenches. Reason: spawns in open air kill totally the atmosphere and immersion, and are the main cause of spawnraping. Spread also the spawns, so nobody can spawnrape them easily. This was a common fault of vanilla maps, in our custom maps we didn't fall so usually in this obvious mistake, but sometimes we were lazy. Please, take care with this, is very easy to make this right with small effort.

Our players also have requested frequently that those spawns are not inside the cap radius of the control point, and I agree totally with this request. This is what happens usually: a tank attack a flag, kill some guys, in the next spawn they appear as AT class right into the cap area around the tank and destroy it, or a riflemen attack the flag, the enemies spawn as smgers around him in the next spawn wave.

Perfect scenario: the spawns are placed inside buildings, at certain distance of the flag, the atmosphere is not ruined and the attackers have chances to effectively cap the flag they deserved.

« Last Edit: 18-03-2010, 18:03:14 by Ionizer »
 

Offline djinn

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Re: Forgotten Hope News Update: 11th March 2010
« Reply #178 on: 18-03-2010, 18:03:55 »
LOL! Just read through Lobo's notes... Yep, that sounds like em! Spanglish, No-Brainers said in a matter-of-fact way, humour and all..

Well, i guess that has SOME bends in that rule since not all spawns in all maps are exactly according to the standards set, which is sad.. But a bit offtopic

I think the new spawn wave system and team spawn will definitely help this - with allies spawning more on one side and Germans on the other to give a sense of the axis of advance