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Suggestions / 15 ideas for improving FX2 after patch 2.64
« on: 26-01-2024, 16:01:21 »
Hello dear FX2 developers. I downloaded update 2.64 for FH2. I will write my impressions about the update, and I will write how it would be best to develop and improve the mod for the influx of players.
In some places the translation may not be completely accurate because I translate through Google translator.
 
1) The update introduced the “peek around the corner” function and the ability to shoot without stopping aiming from the front sight. These two improvements strengthened rifles more than submachine guns, because in order to kill an infantryman with a rifle at a distance of 50-70m, you need to look out from behind cover for 0.3-0.5 seconds and shoot. And in order to kill with a submachine gun, you need to look out and shoot with a submachine gun for 3-4 seconds, this exposes the fighter to return fire for much longer. When a fighter with a rifle collides with a fighter with a submachine gun in urban combat, there is a greater chance that the fighter with a rifle will kill the fighter with a submachine gun from around the corner because he needs less time to shoot. Although in real life it's the other way around.
Rifles have been strengthened, and submachine guns still have the same high recoil as before. The conclusion naturally suggests itself that in order to equalize their capabilities, submachine guns need to greatly reduce recoil.
In addition, one of the serious reasons why there is no significant influx of new players in the fashion is that all automatic weapons are unpleasant and ineffective to shoot due to high recoil. This is confirmed by a survey among the Russian-speaking audience of the game https://vk.com/forgottenhope?w=poll-14079341_919808361
Even in other games like PUBG, players complain that due to the high recoil of submachine guns like the Thompson, shooting from them is very unpleasant and ineffective 4:59 https://www.youtube.com/watch?v=mPsECMi5T8c
I remember how in 2009, in version FH2 2.0, the recoil of submachine guns was extremely low. I think in order for an influx of new players to join the mod, it is necessary to reduce the recoil of all submachine guns, if not to the level of version 2.0, then at least close to this level.
Reduce the recoil to the level until the submachine guns become simply pleasant to shoot.
If you do not want to reduce the recoil of submachine guns, then at least remove the bug with excessive recoil of the first bullet in each burst of submachine guns. This bug greatly interferes with shooting short targeted bursts of 2-3 rounds at “long” distances for submachine guns.
As a balancing minus for submachine guns, it could be done so that every third shot of all submachine guns would be a tracer. This will warn that they are shooting from a submachine gun ahead and unmask the shooter’s position if he is sitting on the defensive with it.
If you are afraid that after a large reduction in recoil, submachine guns with a large magazine like the Soviet PPSh, Finnish Suomi, and American 50-round Thompson will become too powerful weapons, then you can add overheating mechanics to these submachine guns like the MG-42 and MG- machine guns. 34.

Until you significantly reduce the recoil of all automatic weapons, you will not have a significant influx of new players. If for another 10 years you add various balance changes, but leave the recoil of submachine guns as it is now, then for another 10 years you will have the same small influx of new players as there has been for the last 10 years.

2) The defense of a section of terrain in the Second World War from an attack by attacking infantry without armored vehicles largely depended on the presence of a machine gun on the part of the defenders. Russian writer and weapons expert Andrei Ulanov gave an example of how Soviet soldiers in 1941 converted their Tokarev self-loading rifles into automatic versions of these rifles. They did this because firing bursts of automatic rifles at the advancing Germans had a lot of moral and psychological impact on them: seeing that the machine guns were not suppressed, the attack of the German infantry systematically rolled back 9:13 https://www.youtube.com/watch?v= 3hWhuYjWErY&t

In FH2, relying on machine guns for defense is largely impossible due to the fact that machine guns cannot be fired while standing, or from a window, from the edge of a trench, behind a large stone, or behind a bag of sand. It would be possible to make it so that all machine guns could be fired while standing and give the shooting mode in this mode normal accuracy. This will lead to the fact that the defense will largely begin to rely on machine guns. In real combat, the countermeasure against a machine gunner in World War II was a sniper or mortar. If we introduced the ability for machine guns to shoot while standing with normal accuracy, then we could introduce a sniper into the weapon selection menu as a countermeasure against increased machine gunners.
Of course, the reinforcement of the machine gunner must be balanced by the disadvantages corresponding to reality:

a) A fighter with a machine gun should move 20-25% slower because he has the heaviest equipment. The same could be done to a fighter with an anti-tank weapon.
b) I saw how the Russian blogger Taganay tried to shoot with a Degtyarev machine gun in a standing position and aiming from the front sight. He succeeded, but he said that his hands get tired very quickly 6:38 https://www.youtube.com/watch?v=CPy9iGwnvXA It would be possible to return the stamina bar that was in the early versions of FX2, and make it so that when When aiming from the front sight in a standing position, machine gunners with a lighter machine gun began to run out of stamina.
C) You made it so that the MG42 and MG34 machine guns now have tracer cartridges, the same can be done with all machine guns in the game. This will warn that they are firing from a machine gun ahead and unmask the shooter’s position if he is sitting on the defensive with him. Measures to introduce tracer cartridges may not look realistic and do not correspond to reality. But here you have to sacrifice a little realism in exchange for balance.

D) For a fighter with a machine gun, introduce a slower speed of turning the camera left and right than everyone else. This would make him turn slower in urban combat and would receive a bullet from the enemy sooner than he would have time to shoot at an enemy who, for example, ran into a house from behind.

If all this is not enough to prevent the machine guns from being too strong, then you can make thinner aiming bars in the sighting reticles of all sniper rifles so that they can be used to shoot more accurately at machine gunners, and add more zoom magnification in the optics of sniper rifles. If this is not enough, then you can slightly increase the zoom ratio for conventional rifles when shooting from the front sight.

3) Airplanes still haven’t introduced a bomb consumption button from 2 to 1 per use. Although the survey shows that such a button is very necessary https://vk.com/forgottenhope?w=wall-14079341_18041%2Fall If it is impossible to make such a button, then you can make bombs drop 1 bomb at a time and not 2 at a time, as for example with Junkers -87 or Beatfighter. This would further enhance the use of aircraft against tanks. If this strengthens the aircraft too much, then on maps where aviation has become too strong against tanks, you can add more anti-aircraft machine guns to the tanks on the roof of the tank turret.

4) In 2021-2022, on this forum, the developers wrote to me that it was impossible to introduce the function to peek around the corner, and it was impossible to introduce continuous shooting from the front sight of a rifle. Now in version 2.64 you have introduced this.
Is it possible to make it so that you can shoot from a rifle and hit from its bayonet in the same mode? If this is done, then in urban combat conditions rifles will be much more effective than submachine guns. In contrast, it will be possible to make the recoil of submachine guns even lower.
I’ll also note that it looks unrealistic that you can reload weapons while sprinting. If we removed the ability to reload weapons while sprinting and added the ability to bayonet while sprinting, this would make rifles with bayonets stronger in relation to submachine guns and all other weapons. Imagine that a fighter with a submachine gun and a rifle, which are located at a distance of 3-4 meters, simultaneously runs out of cartridges in the magazine, they simultaneously begin reloading, but cannot sprint because it is impossible to reload the weapon during a sprint. In this case, the fighter with the rifle, instead of reloading, could sprint and hit the enemy with a bayonet.

5) It seems to me that the grenade throw range is a little insufficient. If you are looking for a way to increase the effectiveness of grenades, then in addition to increasing the low throw range of a grenade, you can add more effective mechanics for using them: when you hold down the fire button, the grenade starts counting down 5 seconds until the explosion, but if the player does not release the mouse button, the grenade is not thrown, but The countdown of its explosion is still being carried out. That is, the player continues to hold the cocked grenade in his hands as long as he needs, after which he releases the mouse button when he needs, and the grenade lands on the ground at the moment of the explosion. Thus, he can hold a grenade in his hands for 2 seconds, after which the grenade flies for 3 seconds in flight, and explodes at the moment of landing. If the player does not throw a grenade after 5 seconds, then either it explodes in his hands, or it explodes when he decides to throw it. This way you can make grenades more effective, not only anti-personnel, but also anti-tank. If you do this, then a “kamikaze” element will appear in firefights when players who have run out of ammo will often use the last grenade to blow up as many enemies as possible in close proximity.
Also, in some cases, it would be possible to damage planes, like in the movie “The Long Engagement” 2:46 https://www.youtube.com/watch?v=AuF1AN-ugM0

6) If you peek around the corner and start reloading your weapon, the peeking mode is interrupted. Because of this, you often have to turn it on again after recharging. In conditions where to turn it on you need to hold down the button left or right, this sometimes leads to the player accidentally going out of the corner a little and exposing himself to bullets. It would be correct if reloading the weapon did not interrupt the mode of peeking around the corner.

7) On maps El Alamein 16 and 64, when playing with bots, a bug appeared: when most of the flags of one of the sides are captured, points (tickets) begin to run out at a speed 10 times faster than before, and they run out for both sides, including the one who captured more flags. After I downloaded some second update on January 26, this bug did not disappear.

8) There is a pack of levels for playing with SMP-gaming bots. On the Battle of Britain maps 16 and 32, the maximum visibility range is 900 meters. Because of this, it has become much more convenient to use bombs and machine guns on airplanes. It became much easier for me to shoot from large-caliber aircraft machine guns at ground targets because with an increased visibility range, targets on the ground can be seen for a longer time. It became possible to use the anti-aircraft maneuver of the Junkers-87, like here (0:51) https://www.youtube.com/watch?v=xzNRqqjU8OM
On the El Almein 64 map the visibility range is only 600 meters. I propose to make the visibility range on all maps where there are planes 900 meters. Or do this on most maps where there are planes. This will strengthen aviation and increase the pleasure and efficiency of its use. Will give aviation new maneuvers in the air. This will also increase the range of firefights on tanks and all armored vehicles in the game. I suggested this before, but I was told that this leads to players with weak computers starting to complain about falling FPS. Improve your computers. In order to play FX2 with a higher FPS, I myself bought a more powerful processor and motherboard in January 2023. It seems to me that the improvement and development of the game should not suffer due to the fact that some players have weak computers. And developers should not adapt to players with weak computers, who are in the minority.

9) Constantly pressing the crouch key and holding it is uncomfortable. It should be done so that for the crouch mode the key needs to be pressed once and not held down constantly.

10) Perhaps it would be correct to do so that the destroyed tank does not explode after 20 seconds, clearing the road, but remains for about 50-60 seconds, preventing other tanks from passing. This would make it possible, for example, to knock out a tank on a bridge and delay the enemy’s advance.

11) I heard the opinion that tanks in the game are too strong against infantry. If you are looking for a way to make armored vehicles more vulnerable, then when they receive damage, you can make it so that one of the crew members inside it dies. But this must be done only if the armor was broken and if damage was caused to at least 50% or 60% of the strength of the armored vehicle. So, after being hit by bullets from anti-tank rifles, armored vehicles will become more vulnerable, and the same will happen after being hit by shells.
If you are looking for a way to make armored vehicles even more vulnerable, then you can make it so that if the track is hit, it will break and the tank will not be able to move until the engineer repairs the track exactly in the place where it is torn. To do this, the engineer will have to get out of the tank and expose himself to fire.
I also heard that the Germans used tear gas cartridges when using their anti-tank rifles. Andrei Ulanov, who studied the reports of Soviet tank crews, says that after a couple of such hits it became impossible to stay inside the Soviet tank and the crew left it 6:46 https://www.youtube.com/watch?v=CxwE4SgAb8g I heard that they seemed to try to do similar mechanics in FH2.

12) When you shoot from airplanes at the ground or at another airplane, you need maximum fire density. Some aircraft have two machine guns, a heavy and a small caliber, such as the spitfire. It is impossible to shoot from two machine guns at once.
I tried assigning the same button to both machine guns, but they conflict. It would be necessary to introduce some kind of separate button for firing from both machine guns in the control, or make it so that assigning two machine guns to the same button would work and not conflict.

13) In a network game, you can also play with bots, but the number of bots per German team can only be set to a maximum of 48. If you bet 200 bots, then 48 bots per German team may not be enough. It would be right if they increased the maximum number of bots in this menu for Germans to 100.

14) It seems to me that the mention in the “death chat” should be removed about what weapon is used to kill someone, or what armored vehicle is used because this largely deprives the team of the tactical advantage of surprise. For example, if I’m playing on a tank and in front of me at an enemy position in the city an allied tank drove by and was destroyed around the corner with a bazooka. Then, having read in the “death chat” that he was killed with a bazooka, I understand that there is an ambush of an infantryman with a bazooka around the corner, and I immediately prepare a fragmentation shell for him. This takes away the element of surprise from an ambush. Here are a few examples of how information from the “death chat” spoils tactical elements in the game:

Situation 2: our infantry team attacks an almost empty area of ​​the enemy’s defense, we move with a group of infantry, after which one of ours is killed by a bullet from a rifle. In reality, the infantrymen would not know that it was a sniper, and might think that it was just an infantryman somewhere in a trench. And we know because we read in the chat that he was killed by a sniper, so we immediately begin to inspect the most secluded surroundings of the enemy positions in search of a sniper.

Situation 3: Two infantry groups of 3 infantrymen move one after the other at a distance of approximately 100 meters. Suddenly the first group in front is killed. Based on what she was killed from, it becomes clear to us what to expect ahead. If it was a fighter not with a submachine gun, but with a machine gun, then we immediately understand that the machine gunner is sitting in front, and he is lying somewhere because he cannot stand. Then we prepare the grenades in advance.

Situation 4: weapons with silencers become practically useless in tactical terms because the sound suppression element is useless because you can read about the kill with it in the chat.

Situation 5: On large maps with the number 64, you can understand where the enemy’s artillery or aviation is located if you look at the map and see where allies are being killed from aviation or artillery.

To prevent such things from happening, it is necessary to make sure that in the “death chat” they write only information about who was killed and by whom, but do not write from what exactly and what weapons. Although it may be that, for example, you play with the same team and you know that the player under the nickname “tankman” on the opposite team always drives a tank because he does it better than anyone else on their team. Even from the fact that an ally was killed by a player with the nickname “tanker”, one can understand that there is a tank in this square of the map. Therefore, perhaps in the death chat it would be worth writing that only a certain player was killed, but without mentioning who killed him. It would also be interesting if they added registration of head hits in the death chat and wrote that the player was killed in the head, like in the shooter “Counter-Strike”.

15) There is no significant influx of players into the online game because, for example, I don’t know how to join it. In all shooters, you simply go into the online game settings, the list of servers is loaded, after which you select one from the list to join without registering user accounts or other additional manipulations. I can't create a user account in FH2. Every time I select different Emails or different names, the account is not created and it says that “such an account already exists” even if I specify a non-existent mailbox or a random set of numbers in the name.
For this reason, I don’t know how to join a network game and therefore I play more with bots. Judging by surveys among Russian speakers, most players also play with bots https://vk.com/forgottenhope?w=wall-14079341_18967%2Fall perhaps they only play with bots for the same reason.
If in order to play some game online with other players you need to do something more than just go to the game’s network settings and select the server you want to join (like in the old Battlefield 1942), then many new players will not play this game. Perhaps this is another reason why there is no influx of new players into FX2.

I ask the developers to write which of these points the developers are interested in, and which ones they can or will implement. Thanks in advance.

2
I am Russian but I am against a special military operation in Ukraine. I went to an anti-war rally until they were banned and they began to be imprisoned for rallies for 5-7 years.

There are some conventions in FH2 that spoil the fun of the shooting process and the game in general. Apparently they were made based on the developers' considerations of the right balance, but they could be made better if the measures for which they were introduced had adequate counter-measures that the developers have not yet introduced.

Below I will list these conventions and offer what I think is the best way to change them:

1) The recoil of almost all submachine guns in version 2.6 of the mod is still quite high. It needs to be lowered even further. It feels like the normal return of the smg should be about 30-35% lower than the current return of the Degtyarev submachine gun. And this is provided that all submachine guns will fix a bug with an overestimated return of the first shot. The recoil of submachine guns that is now in version 2.6 is not pleasant. The barrel jumps so hard that it is impossible to control the burst. This is one of the biggest reasons for the game's lack of significant audience growth. Those who come to FH2 for the first time see too strong and unpleasant recoil of submachine guns, they do not enjoy such shooting, and they go to other shooters. Until you reduce the recoil of machine guns, submachine guns and assault rifles to the point that they are pleasant to shoot, you will not have a significant influx of audience. I remember in 2009, in version 2.0, the return of smg was normal, but in the next versions it was greatly raised, and because of this, for the next 10 years, while other shooters quickly gained an audience, FH2 gained it very little and slowly.

2) The recoil of pistols is also quite high. It also needs to be reduced by about 30-35%.

3) The accuracy of all machine guns except the Italian when firing from the hip and standing from the front sight (without bipods) is extremely disgusting and unrealistic. The same problem with the recoil of machine guns from the hip. If strong recoil is at least somehow justified in the case of shooting from the hip, then there is no longer a front sight without a bipod. The accuracy and recoil of machine guns while standing and sitting should be put in order and improved by at least 50%. It would also be worth adding the ability to shoot while standing with all machine guns including MG-34, MG-42, etc. This will lead to the fact that the machine guns will become much more powerful.

In reality, the counter-measure against machine gunners in World War II was a sniper or mortar. It is unlikely that a mortar can be added. But it would be right to add a sniper. It would be necessary to introduce the ability to shoot from all machine guns while standing with normal accuracy and recoil. In contrast, it would be necessary to make the movement speed of the machine gunner, for example, 20% slower because he is heavily armed. In addition, it would be necessary to make the speed of turning the camera with a machine gun in the hands slower than with the smg in order for the fighter with the smg to have an advantage, and so that the players would not choose machine guns alone in urban battles. In version 2.6 you introduced tracers to bullets of stationary machine guns, the same tracers could be introduced to all conventional machine guns to make them easier to spot.

If you enter the sniper as a separate class in the weapon selection menu on most maps and give him a climbing hook, then the game will have a good counter-measure on the machine gunners strengthened by the options suggested above. Due to the slowed movement speed, the Heavy will run into position later than the Sniper, so Snipers will often have time to get into position before the Heavy. Due to the tracers, shooters with a machine gun will become clearly visible on the battlefield and you can see where they are shooting from, so they will become a good target not only for snipers, but also for everyone else. In addition, there will be more snipers than now because they will become regular classes in the weapon selection menu, and due to the climbing hook, they will be able to take better positions for shooting. As a result, although you will strengthen the machine gunners with the ability to shoot from the hip and give them normal accuracy, the game will have good counter-measures against machine gunners in the form of snipers, and this will balance the sides and add interest to the game.

If you do not want to introduce the ability to shoot with normal accuracy while standing without bipods, then make it possible to lay out bipods on the embrasure of bunkers, on windows, sandbags, logs, large stones, inverted palm trees.

Keeping snipers in the weapon selection menu and the ability to shoot from the hip with machine guns will improve the variety in the game and help inflow of its audience.

4) You can not shoot from anti-tank rifles while standing and sitting. Although in reality it is possible
https://www.youtube.com/watch?v=JpUX7hbOn98
https://www.youtube.com/watch?v=P86wiutWQt8
It should have been corrected.

5) No crosshairs on the screen. I have a feeling that the developers removed the crosshairs in order to give the game a touch of realism. It seems to me that the developers saw that in other realism shooters there are no crosshairs on the screen, and they also decided to remove it just so that we could say that our game is not an arcade game, but a realism shooter because there is no crosshairs on the screen. If I'm right, then there is more of a desire to stand out from other shooters than a desire to improve the game. It worsened the game more than improved it.

In reality, the accuracy of shooting from the hip is much better, because in reality, the hands of the shooter have a much better sense of where the muzzle of the weapon is pointing than the player at the computer in a computer game feels. There is no such thing in the game, so the center of the weapon feels worse here. It's not comfortable to play without a crosshair. It is necessary to make it possible for the admin or the creator of the map to write something in the console so that the crosshairs are returned to everyone. Decide for yourself what exactly you want: to improve the game, or to stand out? If you improve the game, then the ability to return the sight on the screen must be returned either to all weapons, or to everything except sniper rifles and machine guns.

Not everyone likes to play without crosshairs. There are some people who do not like to play without a scope. And by the fact that you removed it for everyone, you pushed away a part of the audience that wants to play with the crosshairs on the screen. It is necessary to return the ability to return the crosshair of the sight to the admin or the creator of the map so that he can register it with a special command in the console. Here you have nothing to lose, but only gain. Those who do not want to play with a scope will still play without it, and those who want to play with a scope will vote for the return of the scope and ask the admin to return it with a special command in the console. The ability of the admin or map creator to return the scope with a command in the console will cause players to vote before the game to play this map with or without the scope, and the admin will return or not return the scopes to everyone, depending on the results of the vote.

We conducted surveys among Russian-speaking fans and found out that among Russian-speaking fans, more than half of the audience plays with bots. A player who notices a bot in battle needs about 1-1.5 seconds to aim at a bot from the front sight to hit. And the bots do not have a sight on the screen, but they shoot from the hip instantly without aiming. As a result, bots tend to shoot first and gain an unfair advantage over the live player. In the game, this causes resentment and reduces the pleasure of the game.

I'm not suggesting that crosshairs be returned to everyone on the screen. I propose to introduce an option so that the admin or map creator can return the crosshair to everyone at will, depending on the results of the pre-game vote. Then the old audience of the mod will still play without a scope, but it will also be joined by an audience of beginners who like to play with a scope. I've seen a lot of people complain that fx-2 has a low audience and low server saturation. Here's a good way to increase the mod's audience.

6) Perhaps these enhancements to pistols, machine guns, submachine guns, and the introduction of a sniper in the weapon selection menu will lead to the fact that rifles will not be the most popular weapon. If this happens, then it would be possible to improve the rifles in order to add to them the magnification of the approximation when firing from the front sight. The front sight magnification that is now a little inconvenient because targets at long and medium distances from the front sight are very hard to see, and you have to aim at a pixel target that is quite difficult to aim at. In turn, such an increase in magnification may require making the front sight of the rifle sight thinner and more pointed than it is now.

It would also be right to add the ability to peek around the corner, which would strengthen rifles the most. If this is not possible, then it could be done so that behind every sandbag, window, log, stone and other shelters one could take cover (sit down like in armored vehicles) and raise one’s head with a weapon a little bit as you can raise it at Mg- 42 on a gun carriage at omaha beach.

In one of the latest versions, there was a bug with a German anti-tank rifle, which made it reload faster than usual. If such a bug can be introduced to rifles, then it would be possible to strengthen the rifles so that they would reload faster.

The biggest thing that would balance rifles with submachine guns in urban battles would be the ability to simultaneously shoot from a rifle and hit it from a bayonet in one mode, but I was told that this was impossible.

It seems to me that the main reason why the FH2 mod has been consistently winning moddb votes for many years is that the voters are constantly waiting for the game developers to finally improve the mod so that it would be more pleasant to play. I suggested just such measures that could improve the game, and add interest and audience to it.

3
Judging by the vote, the majority of the Russian-speaking audience of the mod shares my opinion that an increase in the sniping element would seriously increase the interest and popularity of the game
https://vk.com/forgottenhope?w=wall-14079341_19935/all
I will offer 3 options for how exactly it would be possible to increase the sniping element in the game, and you vote which option would be the best for the game:

1) First option: add a sniper rifle to the weapon selection menu on all or most maps. For example, a scout. Or make some snipers as the second limited weapon for an infantryman with a regular rifle, as they did for example with the second weapon of an officer. In total, there will be, for example, from 1 to 4 snipers for the entire team, depending on the map. This measure seems to me the most successful, because, in contrast to this, machine guns could be changed for the better. One of the developers told me that the machine guns became an embarrassment in camper positions. If you add more snipers, then machine guns would have a counter-measure in the form of snipers. Then machine guns would not be such an imboy. I read the memoirs of World War II veterans on both sides of the war. In reality, on the battlefield, the main danger for a machine gunner was a sniper or mortar. True, if you introduce a sniper as a separate class, then this can lead to the weakening of machine guns, and you will have to improve machine guns in turn. But the possibilities for improving machine guns are already very large. Machine guns can be strengthened by giving all machine guns the ability to fire while standing, giving them greater accuracy from the hip. Give less recoil, greater zoom ratio, thinner and more comfortable aiming flies. Not the fact that machine guns will have to be improved, but this first option is just for introducing the sniper as a separate class in the weapon selection menu.

2) The second option: you can not make the sniper a separate class in the weapon selection menu, but add more sniper maps like Motovskaya Bay 32, on which sniper rifles are located at different points on the map near the main shooting areas.

3) The third option: you can not add a sniper as a separate class in the weapon selection menu, and do not make more sniper cards, but make it so that on those maps that have more snipers as separate kit lying at certain points. Here you may have to poll the audience of the mod and determine by majority vote on which maps you need to add snipers, in what places and in what quantity.

If someone has a better way to increase the sniping element in the game, then write in the comments. If you offer a better option, then I can erase this vote and file a new one with your additional option. 

4
Suggestions / 13 small sentences
« on: 18-11-2021, 12:11:56 »
I wrote a list of 13 more small sentences. Maybe some of this will interest the developers of the mod:

1) When firing from a shotgun, you can reload several cartridges into it, and the entire clip does not disappear when reloading. And when firing from a revolver, when reloading, all cartridges that were still in the revolver disappear. It would be more correct to do that when reloading the revolver, the entire clip disappeared, and he simply reloaded several cartridges. It is not necessary to create a new reload animation. It is enough that he would take the revolver down by the edge of the screen and reload it so that it would not be visible during reloading.

2) It is difficult to shoot from tanks and guns at long distances if the reticle in their optics is too thick or rounded. For example, it is much easier and more accurate to shoot from the Shermans from the Americans than from the Shermans from the British. This is because the British Shermans have an inconvenient sight in the form of a thick circle, while the Americans have a convenient crosshair. As a result, with the Shermans of the Americans at long distances, I can aim at separate areas on enemy tanks. And from the British Shermans, I have to aim approximately at the figure of the tank without aiming at certain areas on it. It would be necessary to correct the tank sights or the "thick" reticle in their optics. Infantry machine guns have the same problem, if the tip of the front sight of a machine gun is too thick or rounded, then its accuracy is worse than that of someone with a sharp tip.

3) Constantly pinching the squat button and holding it uncomfortable. It should have been done so that for the squatting mode, the key had to be pressed 1 time and not kept constantly.

4) Usually, when you hit a vehicle, the sight shows marks of whether you have caused damage to it or not. It is convenient to understand whether your shell penetrates the tank's armor in the forehead / side or not. When firing from a bazooka, there are no such marks. I do not understand whether my shell pierced the frontal armor of the tank or not, and whether I caused damage or not. It would be correct to put these marks that appear near the scope in case of damage to the bazooka and panzershrek.

5) Is it possible to make it so that if he pulled the pin out of the grenade and then was killed, but did not have time to throw it out, the grenade would fall to the ground and explode. It's the same with anti-tank grenades and other explosives. As an additional idea, it would be possible to place the character's grenades on the belt, and make it so that when it hits a grenade or explosive in the hands and on the belt of the enemy, it explodes. This would motivate the sniper and other shooters to try to hit the explosives on the enemy's belt. This was done in the Sniper Elite series.
https://www.youtube.com/watch?v=Av1cNpV0Lzs
https://www.youtube.com/watch?v=HH1T0So44OQ
In BF2, at the airfields, I saw a red barrel. If you shoot it, it explodes. Can't you use the script explosion from it for the grenades on the player's belt?

6) In the first versions of fh2, 10 years ago in the game, each infantryman had a stamina scale. It would be right to bring her back. Moreover, it should be done so that when sprinting for heavily armed infantry with grenade launchers, machine guns, mortars, and anti-tank guns, this endurance scale was spent 25-40% faster than infantrymen with conventional weapons. In contrast, all machine guns can be added to the ability to shoot while standing from the hip.

7) It would be correct to enter the option of choosing a day or night before starting the map. Previously, the infantry map Mersa Matruh 16 delivered me a lot, but starting from version 2.4 it was made at night. It would be correct if the players themselves chose to play them on any map during the day or at night.

8) What's the point in bicycles if their speed is lower than sprint running? They should increase their speed and make it higher than the speed of movement by sprinting. It is even possible to add to him the ability to shoot a pistol with one hand while sitting behind him, and throw grenades. If bicycles were introduced, then it should be done on maps where there is not enough transport for the infantry, and you need to run on foot for a very long time.

9) Make a rupture of the track of the tank from being hit by a shell.

10) On new maps, it is sometimes not clear where to look for a box with cartridges on the map. This is especially difficult for beginners who have just got acquainted with the mod and do not know where the boxes with cartridges are located on the maps. If a player on a vehicle through the command menu asks the "engineers" to repair, then all the engineers that are on the map are immediately displayed. Can't you also make the boxes with cartridges appear on the map if the player shouts "cartridges" ?. This would help players find bullets faster. The same can be done with individual weapon whales lying in specific locations.

11) Bulletproof vests were developed and used in the Second World War by many parties. For example, the Soviet steel bib CH-42 has proven itself well in street battles. It protected from being hit by a bayonet, shrapnel, 9mm bullets from the MP-40. And in some cases, also from a bullet from a G-41/43 if it flew tangentially. Could you add them as a separate kit at the base?

12) When using a hand mortar or a light machine gun that you can carry and install, after all the ammunition has been fired, if you install the mortar / machine gun on the ground again, then all the ammunition will appear again. For example, on the Omaha Beach map, the ammunition load is updated with each new installation at the mortar. On the map "Motovsky Bay 16", when the MG-34 machine gun is mounted on the carriage of the machine guns, the ammunition is updated every time. It would be right that the ammunition load is not updated and the player has to always run to the ammunition box to replenish it.

13) The M1919 Browning machine gun has a disgusting recoil somewhere up and to the side, which makes it difficult and unpleasant to shoot from it. It would be correct to make it smaller, and not sideways, but only upward. Also, the machine gun has a very low front sight, which makes it aim for a very long time.

5
Is it possible to introduce an option to change not all weapons, but only the main small arms? For example, I play as Germans with a KAR98 rifle and a faustpatron on Vossenac 64. I killed an American soldier. Is it possible to make it so that, when I approach his weapon, I press a separate button on the keyboard, and my Kar 98 rifle changes to a Thompson submachine gun from a corpse, but at the same time the faustpatron and everything else remains?

So the game will have more variety in terms of small arms. In a city setting, players with rifles will drop their rifles and pick up submachineguns from corpses. But at the same time, you should not replace the rifle with a machine gun, for example, it should not work on machine guns. Should work only on rifles / carbines / submachine guns / automatic STG-44.

If this looks like too much reinforcement of the infantry, then, in contrast, you can make it so that the cartridges for the enemy weapon can be replenished only from the box with cartridges on the enemy flag. Then, as soon as the cartridges run out, then the players will throw out the main weapon.

6
Suggestions / 5 suggestions for upgrading submachine guns
« on: 11-11-2021, 13:11:34 »
The beta tester wrote to me that now the most powerful weapon is rifles, and that in the game it would be desirable to strengthen submachine guns. To enhance submachine guns, you could do the following:

1) Dramatically reduce the recoil of all submachine guns to the level of version 2.0, or almost to that level. In general, it is necessary to make the recoil such that at a distance of 90-100 meters it would be possible to shoot quite accurately from submachine guns with 3 rounds and in more than half of the cases hit the human figure with at least two rounds.

2) Increase the power of submachine guns. Most SMGs now take three body hits to kill. You can enhance their power and make it take two hits to kill. Now two hits to kill are enough only for Thompson. Thompson can be made to cause bleeding from one hit in the body.

3) Reduce spread when shooting from the hip while standing to sitting / lying. And in the sitting / lying position for the same amount. Then the accuracy of the fire from the hip will increase even more.

4) When shooting from a front sight, bring the weapon a little closer to the player. The bottom line is to enlarge the view of this "window" which I marked on the screenshot of the screen in red at the Thompson. In order to see more space ahead in this red window, for this you need to sort of push the submachine gun closer to the player. Then the time spent on aiming from the front sight will be reduced.

5) When a player gets up from a prone position in a standing position, about 1.5-2 seconds from the moment of lifting, the spread when shooting from the hip increases several times, but after 1.5-2 seconds it returns to normal. In skirmishes, this leads to the fact that the player is not immediately able to shoot, but only after these 1.5-2 seconds. Is it possible to do so that either there would be no such gigantic increase in the spread, or to reduce its time to 0.3-0.4 fractions of a second? If this is done, then it will be possible to shoot immediately after changing the position of the body without waiting 1.5-2 seconds. Often in shootouts, this delay of 1.5-2 seconds cost me my life.

If you make all these changes, then it can lead to the fact that submachine guns become more powerful weapons than rifles and most will play only with them. I have an assumption that in version 2.3 the developers for this very reason sharply increased the recoil of submachine guns, although before that in version 2.0 it was very low.

7
Suggestions / 9 suggestions for improving rifles
« on: 11-11-2021, 10:11:42 »
Strong recoil interferes with firing from submachine guns 2-3 rounds per 100 meters. Perhaps it should be lowered so that such a firing mode was possible, but some circumstances prevent this.

In 2011, the developers of FH2 released version 2.3 of the game, which dramatically increased the recoil of all submachine guns. I think this is due to the fact that when the recoil of submachine guns was low, then most players played with submachine guns, and rifles and machine guns were chosen very rarely. Therefore, in order to equalize rifles and submachine guns in efficiency, the developers have greatly increased the recoil of all submachine guns in the game. But this "equalization" is not the best, as a result it became unpleasant to shoot from submachine guns and because of this the gameplay with them worsened. I propose to slightly lower the recoil of most submachine guns in the game, but in contrast, you can strengthen the rifles with some ideas that I will write below:

1) Introduce the ability to simultaneously shoot from a rifle and beat it with a bayonet. You can also hit with a bayonet while sprinting. In urban combat at close range, if you miss with a rifle at a distance of 4-6 meters, then this will give you the opportunity not to wait for the rifle to reload, but to run a few meters by sprint and hit a soldier with a submachine gun before he kills you. Or hit him with a bayonet in the doorway before a fighter with a submachine gun can fire enough shots to kill you. Additionally, it would be possible to significantly increase the range of a bayonet strike, and make sure that there is not such a long delay time in hitting a bayonet strike that is now. All this will slightly strengthen rifles in relation to submachine guns.

2) In the mode of shooting from the front sight of the rifle, after each shot, the shooter takes the rifle to the hip, after which you need to press the button of aiming with the front sight again and again aim from the front sight. Because of this, the shooter loses 1-1.5 seconds after each shot. In Call of Duty 1, this is done differently. After firing from the front sight, the shooter does not move the rifle to the hip, but reloads the next cartridge and automatically returns to the front sight mode without pressing the front sight button (6:05) https://www.youtube.com/watch?v=OIAG6Gn8eOw
If you enter the same thing in FH2, then the player will not lose 1-1.5 seconds after each shot, and the rate of fire of the rifle will increase significantly. This will further strengthen the rifles in relation to the submachine guns.

3) Make it so that while jogging (in normal mode) it would not be possible to reload the weapon. It is necessary that the player can reload the weapon only while standing still, or in walking mode. If the player starts to run during the reload animation, it is interrupted. This will lead to the fact that a fighter who has shot the entire horn of cartridges from a submachine gun will have to stand still in order to reload it, and a fighter with a rifle and a bayonet may not wait for reloading, but run a sprint and hit a fighter with a submachine gun with a bayonet before he will recharge it. This is a slight boost to bayonets and knives in the game. If this seems too radical to you, then you can make it so that it would be possible to reload the weapon while jogging, but not while sprinting. Then at least a fighter with a submachine gun will move slowly while reloading a weapon, and a fighter with a rifle and a bayonet can sprint and he has a better chance of killing his opponent with a bayonet during close-range gunfights in cities.

4) Introduce rifle and machine gun cartridges more penetration of materials and objects than submachine guns. That is, to make it so that the rifle cartridge would pierce wooden boxes, wooden carts, window frames, carcasses of dead animals, doors, thin trees, some towers, two layers of a tent. And submachine guns cannot penetrate all this. The greater penetration of the rifle cartridge will slightly strengthen the rifle in relation to the submachine gun.

5) Introduce overheating of submachine guns the same as for MG-34 machine guns.

6) In ARMA 3 there are 5 different body positions: standing, slightly bent over, standing on one knee, sitting on the butt, and lying down (2:14) https://www.youtube.com/watch?v=9zzAjx7ejxI
I saw that the MG-42 machine guns on the carriage on the Omaha beach have the function of adjusting the position of the machine gun in height up and down. Couldn't we take the same function and add it to the regular infantry?
There is also peeping around the corner (2:25).
Is it possible to do something similar in FH2? The usefulness of such options is that you do not need to stick out the entire body with the weapon from behind the cover at once, but just stick out the head with the weapon, and then the player is much less likely to hit. In conditions of combat at medium and further distances, this gives more advantages to a soldier with a rifle than with a submachine gun. In order to hit a fighter at a distance of 100m who stuck out only his head and a weapon, high accuracy of the weapon is needed, so at such a distance it is really possible to do it only from a rifle. In addition, to kill with a rifle, you only need to lean out of the corner for half a second to shoot, then hide back and reload the next cartridge. And a soldier with a submachine gun needs to stick out for a few seconds to lead a queue. Because of this, a fighter with a submachine gun is exposed to fire more time and more chances to kill him.

7) If you implement functions with different body positions from point 6 and peeping out of the corner, you will need more precision rifles. I saw you do a lot of magnification when shooting from the front of the Bren machine gun. Perhaps all rifles will have to do this in order to have a large aiming rate and greater accuracy to hit the head of the enemy leaning out from behind the obstacle. This will further increase the utility of rifles in relation to submachine guns.

8) If the developers decide to return the crosshair of the sight to the screen, then it is possible to reduce the "narrowness" (accuracy) of this crosshair at the rifle in a standing position to the level of a sitting / lying position. And in the lying / sitting position, reduce the "narrowness" by the same amount. This will increase hip fire accuracy and give rifles much more efficiency in hip fire with crosshairs than with submachine guns.

9) A SMG fighter needs a lot more ammo than a rifle fighter. According to the logic of the higher consumption of cartridges for a fighter with a submachine gun, he is forced to carry a greater weight of these cartridges than a fighter with a rifle. Is it possible then to make fighters with submachine guns a slightly lower movement speed than fighters with rifles? This will further strengthen the rifle fighters.

If all this is done, then the usefulness of the rifle will increase dramatically. In contrast, it will be possible to significantly reduce the recoil of submachine guns almost to the level of version 2.0. Shooting submachine guns and rifles will become more enjoyable, and this will increase the growth of new players. And the more new players, the more donations the developers could receive.

I ask the developers to write which of these proposals is possible to implement.

8
The German PzB 38 anti-tank rifle is the least powerful and ineffective in the game. I propose a way to strengthen it. In reality, German anti-tank guns were supplied with tear gas cartridges

>Firearms using this round
>Panzerbüchse 38 Anti-tank rifle
>Panzerbüchse 39 Anti-tank rifle
>(Rs) stands for "Reizstoff", which means tear gas, because the projectile contains a small capsule of tear gas
https://en.wikipedia.org/wiki/7.92%C3%9794mm_Patronen

Weapons specialist, writer, and researcher of Soviet archives Andrei Ulanov testifies that the Germans used such cartridges against Soviet tanks. There are repeated reports from Soviet tank crews that after such gas cartridges hit the tank, it became impossible to be inside the tanks, and the crews left them (6:44) https://www.youtube.com/watch?v=OGHVim9kTBc
Similar cartridges for Soviet anti-tank rifles were also developed in the USSR, but they did not go into production.

I would like such cartridges to be implemented in the game as a separate firing mode for an anti-tank rifle, similar to the bipod firing mode of a machine gun. It is not necessary to make all the cartridges of the anti-tank rifle gas, it is enough that, for example, 20 cartridges were ordinary, and another 5 were gas with a separate firing mode. You can take the animation of the dimming and reddening of the screen when the player is injured, repaint it from red to green, and add it to the crew inside the tank when after such a gas cartridge enters the tank.

9
Most aircraft in FH2 drop bombs 2 at a time. But for experienced pilots, with skillful handling against a medium tank, one bomb is often enough. This has been verified by me many times. Is it possible to add a button to switch the consumption of bombs from two to one per drop in the options for all aircraft?

It may also be necessary to improve the view from the cockpit in order to better see the target on the ground, and to more accurately drop low-power bombs on heavy tanks.

Perhaps this will significantly strengthen aviation. Aircraft like Junkers can now drop bombs 3 times and destroy 3-4 tanks on average. If you introduce this function, then experienced pilots will be able to destroy 4-5 tanks. This potential aviation enhancement may require a counterweight. Now, in order to replenish the full supply of bombs, the pilot on Junkers 87 simply needs to fly over his airfield at a low altitude. You can make it so that, flying over the airfield, the plane would not replenish the full supply of bombs, but only half. Or even he was forced to land on the airfield in order to replenish the ammunition load with at least one bomb.

If this is not enough, then you can add more machine guns to the tanks near the hatch so that they have at least some means of fighting aircraft. In the 2000s, I played a lot in the old Battlefield 1942. When I moved from the old BF 1942 to FH2 in 2009, I was surprised to find that in FH2 it is much easier to destroy tanks with bombs than in BF 1942 because the bombs are more powerful here. In order to destroy a medium tank in FH2, it is not necessary to hit the body of the tank with a bomb. In the case of, for example, the Junkers 87 aircraft, it is enough that a low-power bomb would fall 1-2 meters next to a medium tank. In the old BF 1942, it was imperative to hit the tank with a bomb, otherwise after the bomb was dropped, the tank was not destroyed, and the machine gunner on the tank either shot down the plane or inflicted great damage on it. In BF 1942, near the hatch of all medium tanks, there was a machine gun from which bots and live players fired very accurately at planes. Because of this, before dropping a bomb on the tank, it was necessary to destroy the machine gunner behind the machine gun in the tank hatch from an aircraft machine gun https://drive.google.com/file/d/1PZ4DCXl_vMLwUN_PCpcx9jrSPWE5ixxt/view?usp=sharing or very carefully choose a position to dive onto the tank. It was necessary to make the most of the mountains, hills, buildings and other terrain features in order to minimize the time a machine gunner could fire on a tank at an aircraft. I had to dive at tanks at an angle of 70-80 degrees in order not to give the machine gunner the opportunity to shoot at the plane for a long time. This added interest to the game on a measure-countermeasure basis. It seems to me that FH2 really needs such an improvement.

Among the Russian-speaking audience, the majority voted in favor of adding such an option
https://vk.com/forgottenhope?w=wall-14079341_18041%2Fall

10
I suggest the developers add a poll form to this forum in which one voter can choose not one, but several options at once for 1 vote.

I wanted to create a poll on which submachine guns need to reduce recoil, but I was faced with the fact that you do not have such a poll form in which you can choose several options for votes. The Russian social network VKontakte has such a survey form. There she showed that most of the votes were for reducing the recoil of STG-44, Thompsons, PPSh and MP-40 https://vk.com/forgottenhope?w=poll-14079341_635185850

If I create the same poll on this forum with one vote option, then it is obvious that the majority will vote for the STG-44, but it will not be clear what other submachine guns the players would like to reduce the recoil.

In addition to the survey on submachine guns, this survey form would be useful for some other edits and surveys on their introduction. For example, it is useful in that you do not need to create a separate vote each time for each proposed change. Instead, you can put in the vote 3 options for the most important edits, 3 secondary, and 3 most insignificant. Then a vote would confirm that the 3 most important changes are indeed the most important because they were voted on by the majority. This would be useful when deciding which edits should be given priority in development in an environment where resources are limited.

11
In FH2, in my opinion, the maximum visibility range is slightly insufficient. I suggest increasing it a little. Due to the insufficient visibility range, it is difficult to use some of the capabilities of the technique. For example, the pilots of Junkers-87 bombers in World War II used a technique for bombing that significantly reduced the time of shelling enemy anti-aircraft guns at them. The essence of this technique is that the Junkers rose to a great height above the target, turned over in the air on their belly and swooped down on the target like here (0:51) https://www.youtube.com/watch?v=xzNRqqjU8OM after dropping the bomb, they immediately began to move away from the target. In a normal situation, if you do not flip the plane in the air, then after dropping the bomb, you have to fly over the target, substituting its tail for fire and wasting time to turn around and fly back. And if they immediately turn over in the air on their belly, then there is no need to turn around in the air, because after dropping the bomb, you immediately begin to move away from the target. In the video, the complexity of the bots was 100%, you can see how the German plane that flew in front of me was quickly shot down because it flew over the target and was in enemy territory for a long time, exposing its tail under anti-aircraft fire. He had to unfold over enemy territory for a long time and more time than I was under anti-aircraft fire, so he was shot down https://drive.google.com/file/d/1bJrma0Ok5HU6kX9ZM7P_6H8phgf_D8oU/view?usp=sharing This significantly reduces the time spent under anti-aircraft fire. This technique could be effectively used in the game mode with live players if the developers slightly increased the maximum visibility range. This technique is often used in conventional flight simulators. In FH2, I tried to use this bombardment technique, but due to insufficient visibility, it was not possible to immediately see the ground and take the correct dive angle to the ground. Because of the "fog" you see the ground late, so you have to align the dive angle during the dive. Alignment takes the time that I could spend aiming at a target on the ground. As a result, accuracy suffers greatly and in most cases I missed the target. I literally lacked an additional 2-3 seconds, because of which I had to aim hastily. It seems to me that 15-20% of the maximum visual range should be added.
In addition to Junkers, insufficient visibility range prevents the maximum use of the capabilities of some other aircraft in the game.

Due to the limited visibility range in FH2, it is difficult to use artillery. If you increase the visibility range, then the effectiveness of artillery will also increase. It may even be possible in some cases to conduct an artillery duel.

In addition, tank duels will be fought at greater distances than now. In such conditions, tanks with the longest cannon and self-propelled guns will receive the most advantages.

If you make this change, then perhaps most of all it will increase the effectiveness of aviation in the game. Perhaps, to counterbalance the increased efficiency of aviation, it will be necessary to improve anti-aircraft guns on some maps, or to increase their number. Or, add more machine guns near the hatch of tanks to combat aircraft, and increase their firing angle for more effective firing at planes.

I heard that the developers seemed to be trying to increase the maximum visibility range, but some players with weak computers began to complain about the drop in FPS due to the increased load. Here I can say that I have the weakest computer I bought in 2008, but I'm not complaining. Set a shorter visibility range, or buy more powerful processors and video cards. All over the world, developers of everything are guided by progress and growth, not stagnation and marking time.

I ask everyone to vote how much, in your opinion, would it be worth increasing the maximum visibility range in FH2?

12
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

13
It seems to me that it was wrong to remove the crosshair from the screen. When playing with bots without a crosshair, it is impossible to effectively shoot from the hip. Previously, when there was a crosshair, the player in many cases could quickly shoot from the hip, but now, in the same cases, in shootouts with bots, the player is forced to aim from the front sight and spend additional precious fractions of seconds on this aiming. In turn, the bots do not waste time on this aiming with a front sight at close distances and shoot from the hip immediately. Because of this, the bots began to shoot faster than the player, and in most cases they are the first to kill the player, even in cases where the live player and the bot noticed each other at the same time in one split second. This gives bots a rather dishonest and annoying advantage in combat over a live player. Most of all, this affects those situations in which shootouts with bots take place at such small distances at which earlier it was possible to quickly shoot from the hip with a crosshair and not waste time aiming from the front sight. These are mainly urban short-range skirmishes, or small locations with the number 16.

Perhaps the developers removed the crosshair for realism, but as a result, the interestingness of the game suffered. You have alienated a significant part of the newbies, and the audience of players who play FH2 with bots.

I am not suggesting turning on the crosshair for everyone. I suggest something else: it is necessary to make it so that only one creator of the map (or server) can turn crosshairs on and off for everyone. Or that he could write some command in the console, and then the crosshair of the sight turned on and off for all players. The players themselves will not be able to turn on their sight if on this map (or on this server) the creator of the map has set so that everyone plays without a sight. This will cause the players to split into two audiences. Players who love realism will continue to play their cards without crosshairs on the screen. Newbies, players playing with bots, and more arcade-loving players will play with scopes on the screen. For the convenience of separating the two audiences, it may still be worthwhile to enter some kind of mark for the players so that, before entering the map, they see on which servers or maps everyone is playing with a crosshair, and on which without it.

If it is impossible to do this, then make it so that when playing with live players, it would still be impossible to turn on the crosshair for anyone, but you can turn on the crosshair if you play only with bots without live players.

As a result, the audience of the game will grow, and in the future it will grow faster than now. The larger the audience of the game, the more money will be donated to developers.

I ask everyone to vote on adding the option to turn crosshairs on and off.

14
I would like the developers to pay more attention to improving the game mode with bots. The voting among the Russian-speaking fans of FH2 showed that most of them play more with bots than with live players
https://vk.com/forgottenhope?w=wall-14079341_18967%2Fall

It seems to me that a similar survey should be conducted among the foreign and English-speaking audience of the game. If the percentage of players playing with bots will be more than with live players, then perhaps this will encourage developers to pay more attention to the game mode with bots.

15
Hello. I am Russian. I am writing via google translator, so the translation may be distorted. In FH2 there is a serious problem with firing short bursts of submachine guns of 2-3 rounds at "long" distances for them of 90-100 meters. Perhaps this is some kind of bug, but in FH2 the first cartridge in each queue has a much higher return than all the others in the same queue. Because of this, it is impossible to shoot in short bursts of 3 rounds aiming at a distance of 100m. In other ballistic shooters, all shots in a short burst have the same recoil. Because of this, when firing a burst of 3 rounds, the first bullet almost always hits the target, in more than half of the cases the second one hits, and the third is already flying past. But hitting even the first two of these three bullets is enough for the aimed mode of firing 3 rounds to be actively used.

In FH2, due to the fact that the first cartridge has a greater recoil than the second and third, only the first cartridge hits the target, after which the muzzle of the PP bulges up too much, and the next two fly above the target. Because of this, effective fire with short sighting bursts of 3 rounds per 100m from PP is impossible. For the same reason, it is difficult to normally shoot single shots, single ones need to aim too long after each shot.

If you don't believe me then check it out for yourself. Here on the screenshots, I conducted an experiment. I found a drainpipe near the corner of the building. In the first screenshot, I aimed at the wall at the level of the very beginning of the pipe and fired 17 shots at the wall in a continuous burst. As a result of the continuous queue, the PP front sight stopped at about the level of the tops of the trees in the background (second screen). Then I reloaded and fired the same 17 shots from the beginning of the tube, but only with single shots. In the second case, it is clear that due to the fact that the first shot had an overestimated recoil and all these shots were single, the front sight of the PP was lifted about a third higher.

It would be correct if the developers fixed this bug and made it so that the first shot in the queue from all PPs would NOT have an overestimated recoil relative to the rest of the shots. The most productive female sniper in the history of mankind Lyudmila Pavlichenko recalls that she often masked the sound of her sniper rifle firing under 3 and 5 shots of German submachine guns (12:51) https://www.youtube.com/watch?v=tm2yraNQWqM This suggests that this mode of firing from PPs of 3-5 rounds was actively used by the Germans.

Voting among the Russian-speaking audience showed that it would be better to remove the overestimated recoil of the first shot in each burst https://vk.com/forgottenhope?w=wall-14079341_18951%2Fall

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