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Messages - dead_man1876

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16
Bug Reporting / Immune biker
« on: 07-08-2012, 23:08:36 »
It is not possible to kill a biker with rifle, mg or knife. No matter where you hit him. Tested only in Coop.

Also there is another thread about no killing when shooting at the back. I can't find it right now. I also seen this at least when enemy is prone or in AA or AT-Gun and one shoots at his back.

17
General Discussion / Re: FH2 v2.45 Changelog discussion!
« on: 06-08-2012, 07:08:16 »
What about doing a race and see who wins?

18
RL-Joke:
It's hard to convince a PS3 gamer to play a mod.

19
General Discussion / Re: FH2 v2.45 Changelog discussion!
« on: 05-08-2012, 21:08:10 »
Btw, I´ve experienced quite a good amount of dolphin divers today (running, jumping on the ground and instantly getting iron sights up and shooting enemies). Wasn´t there a penalty in older versions? Has it been removed or is my brain just playing tricks with me?

I tried it myself. It is possible to dive and shoot. That's annoying indoors. You have to show me the soldier first who is able to dive, shoot and hit a target IRL.

As I love dolphins I'll go out now and kill some bunnies. (bring stamina back!)

20
General Discussion / Re: Axis bias, huh?
« on: 05-08-2012, 21:08:14 »
Can't you do any statistics on the fhawards server to collect map outcome. Every player has his own map stats but can't you collect some general ones. Surely there must be sth..

21
Community Polls / Re: Most popular map thread, 2.45 edition
« on: 05-08-2012, 21:08:18 »
hyacinth - night map

and op aberdeen wasn't the worst.

22
General Discussion / Re: Farewell
« on: 05-08-2012, 20:08:56 »
my 2 cents:
Action-packed FPS require younger players (teen to twen)
More tactical FPS adress older (30+) players too but the potential player base is smaller

Some (mostly older) players have a special relation to the WW2 setting since they grew up with a lot of movies about WW2 or even had relatives, who where contemporary witnesses. These players will leave the player base one day.

Then the question is, what will attract more players to a WW2 setting then to different ones?
Being strong at these differences will make a game or mod more successfull than others. Copying new releases like BF3 and such, hoping to profit from their marketing, will get you nowhere as they'll always do it better.

What makes the WW2 setting special?
Fighting changed from the trench warfare of WW1 to more agile tactics with smaller units working together, because the small arms got more effective while still not having the high precision of today's weapons. Camping and sniping is easier with todays weapons. In WW2 you still had to go into the action. You get the feeling that you have to rely on your abilities and intuition and that tactics matter more than sheer numbers, especially on maps with fewer players.

If we get the 128 players server it depends on how we play (it always depends on that). If we use the numbers to operate more tactical (have dedicated tasks: arty, spotter, mg's for suppression, use of smoke, tanks and inf working together, close air support, defensive lines with AT and AA) or just have a WW1 style meat grinder.

Another cool thing about the WW2 setting is the great variety of theatres and landscapes. In all places fights can get intense if weapons range is limited.

And the last one I can think of atm is that most soldiers were not professionals. While games about modern warfare present professionals as being either keen on following orders and fighting or at least cool-blooded killers, the WW2 setting has a special atmosphere of pain and sadness. War is presented as a dreadful thing and most soldiers long for other things in life and hope for the war to end.

23
General / Re: AT-Gun
« on: 05-08-2012, 16:08:32 »
You cannot really hide an AT-Gun in FH2 without losing visibility and in order to be able to aim you need direct sight = being in front of the cover, not behind it, so imo moving outside cover to shoot is necessary.

There might be hidden corners, but these tend to get known quickly after usage. Being able to hide behind any hedge and pop up after the tank passed was much more of an andrenaline kick.

24
Eppeldorf / Re: Eppeldorf 64
« on: 05-08-2012, 16:08:18 »
Nebelwerfer can fire and does fire at allied forward western spawn and fixed arty/mortar pieces behind allied ABC line. Is it meant to be like that? Didn't check if cloud/tree aiming is possible, it could be.
Thank you.

Solution: place it behind German ABC line. Advantage for both sides.

Sorry, but this is not a solution for the Nebelwerfer being able to rape the allied spawn and arty near the barn behind ABC.

25
General / Re: AT-Gun
« on: 05-08-2012, 15:08:54 »
We should have a bubble protecting the AT-crew so they cant be killed.

Seriously, dont use them then if it upsets you so much that you die because someone flanks you.

I dont need a bubble to protect me, i have no problem with getting killed by flanking infantry, i can hear them. With all respect for your work and position in the community, either you didn't read my post carefully or you just want to mock me. I have a problem that the change made it easier for the bubble protected tanker to survive by having the at-gunner to show himself (direct line of sight/fire), then change seat, then wait for the shell to load, then die - instead of getting a chance to shoot at the tank.

It might shock you, but at guns are actually not supposed to move around while shooting, so no, they don't need two people.

It seems that my post was a bit long to be read carefully. My way was to hide in a concealed place and pop up in the side/rear of the tank and shoot. So no moving around, except to get the gun in the concealed position and sometimes change the spot.

26
General / Re: AT-Gun
« on: 05-08-2012, 14:08:54 »
Thank you for the information ajappat, I was not sure about the increased traverse, now I am.
Unfortunately I cannot see this as an improvement due to the following reasons:

The sliding: i could easily manage that
Gunner cover: can still be easily shot out of the gun (flanking inf/HE/AP, even frontal MG I think)
Gun traverse: The game is so fast paced and there is no "front line" and the enemy can come up as tank or inf from any side and I do have to change shells often, now i have to change seats too.

Even if the AT-Gun is not meant as a poor man's tank, WWII tanks usually needed 5 people to operate and they can be used by one player in FH2, the AT-Gun now needs 2, this is not fair.

The only effect all these changes bring is to make it easier for tankers to spot an AT-Gun before they get shot at. Why?

You cannot wait for a tank to come along, because he will see you if you have a direct line of sight. Camouflage is not working in FH2. Your only chance in FH2 is to hide in cover and to pop up and shoot as soon as you suppose the tank in a favorable position. This was my way, which was now redered useless due to seat hopping.

All in all for me the AT-Gun got less attractive if not useless. Not useless against noobs but against experienced players, some of which probably complained that they sometimes get damaged/shot in their valuable tank by so a low tech thing as an AT-Gun. Intolerable!
I wish a nice and unhindered tank ride!
I'm out of AT-Gunning too, after I quitted AA. If this trend is to go on, only plane and tank skills will soon count in FH2.

Edit: Unfortunately these assets are limited and it will decide a battle if noobs are using them or not, no matter how many good players a team has.

27
General / Re: Static AA-Bren Hit Indicator
« on: 05-08-2012, 13:08:22 »
Brens are already very weak against planes. The damage is minimal, so why removing the hit indicator only for the brens? Please remove it for all weapons or for none. I'm for the latter.

28
Suggestions / Re: Minor Nations
« on: 04-08-2012, 22:08:53 »
Many thanks to CptdeS35. I didn't really know all that. As it is stated even French people might be unaware of it, so thank you for that information. I assume that the invasion of Netherlands and Belgium broght a critical change to the assumptions on which the Allied defensive plans were build before the war.

Many thanks to vonMudra too, for the information about how the Polish defence worked. This makes the passive attitude of the allies even more regrettable.

Poland and Romania had signed several treaties ending in the "Treaty on Mutual Assistance against Aggression and on Military Aid". http://en.wikipedia.org/wiki/Polish-Romanian_Alliance
There were even ucrainian territories occupied mainly by Poland (before the war) to make up a border with Romania. There was a worst case plan: the Romanian Bridgehead, but after the russian Invasion it was no longer used. http://en.wikipedia.org/wiki/Polish-Romanian_Alliance#Outbreak_of_World_War_II Instead 120 000 Polish troops were evacuated from there to Western Europe. Romania also helped hide a big amount of the Polish treasury from the Reich and later the SU until it could be returned to Poland.
The passive stance of the allies made Romania choose to join Axis, which I regret, but while Poland lost 6 Mio. civilians, the loses in Romania were comparable with other nations so it was the "right" decision as well as the French one to avoid the war. Though as I said, France was not threatended on two fronts like the eastern european states.

29
General / AT-Gun
« on: 03-08-2012, 08:08:43 »
I cannot find a thread about a discussion preceding the introduction of two seats for the AT-Gun. I know that it is realistic, but many things aren't realistic here and the game is faster paced than real combat. If there is no thread about it, I'm for the 1 seater.

Why can one person drive and gun in a tank but an AT-Gunner not?

Why drawing 2 people from combat to use an AT-Gun?

Why having the AT-Gunner seat-hopping?

 It is a nuisance. The AT-Gun is already slow enough.

30
Suggestions / Re: Artillery 2012/2.45
« on: 02-08-2012, 23:08:48 »
What about the suggestion of "blind dials" to avoid cloud/tree-spotting?
It would also be nice if the sight indicating cone could be removed from arty minimap.

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