Forgotten Hope Public Forum

Forgotten Hope 2 => Suggestions => Topic started by: Turkish007 on 20-03-2013, 18:03:38

Title: The Minor Suggestions Thread
Post by: Turkish007 on 20-03-2013, 18:03:38
I tought I would pop up a thread for all your suggestions and the discussions that you wouldnt want to create a whole new thread about. Also minor stuff are more considered by the devs. You got something in your mind that you dont think you should start a huge discussion about? Why not post it here then? ;D

Let me do the first one:

Add more seats to the Fiat truck. If all the other trucks have a lot, this one needs too.
(http://img5.imageshack.us/img5/7834/screen228w.jpg)

Post yours! Lets see the stuff which was stuck in the corner of your brain.  :D
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 20-03-2013, 21:03:36
The ability to duck for "tank commanders"...

And the vehicle sliding issue... I know Kev was doing some stuff with it for the last few patches and it has improved... But seems PR has brought it to perfection:

http://www.youtube.com/watch?feature=player_detailpage&v=PhAJo0pZ6i8#t=189s
Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 20-03-2013, 21:03:16
The ability to duck for "tank commanders"...

You mean the seat in the commander cupola of the tank right? I mthougt the exact same thing tody would be really great.
Title: Re: The Minor Suggestions Thread
Post by: DocHawkeye on 22-03-2013, 02:03:47
Increase the number and presence of light vehicles, like trucks and jeeps, and pickup kits at almost every flag.

Additionally the locations of ammo crates should be shown on the map.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 26-03-2013, 19:03:05
Add vehicle drop option for German commander only in the map Crete.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 26-03-2013, 19:03:19
I would like to see more open buildings in the flagzones....
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 26-03-2013, 22:03:36
What I think is sorely needed are more violent death sounds (no Hollywood BS, though) and incapacitated sound effects similar to what EOD had.
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 26-03-2013, 22:03:43
Normally I am all for realism and immersion but I always disliked the death screams in games. Sometimes they are utter rubbish and sometimes they are done too well.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 27-03-2013, 20:03:26
Flares should stay longer on the air and have a longer tracer. Like this:

(http://img28.imageshack.us/img28/8901/screen108j.jpg)
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 28-03-2013, 22:03:44
Normally I am all for realism and immersion but I always disliked the death screams in games. Sometimes they are utter rubbish and sometimes they are done too well.

I see what you mean. It would therefore be marvelous if someone could integrate such sound effects into a sound mod. In my opinion, that is what is still really missing in FH2. The absence of these sounds make FH2 feel arcadish and unfinished, in my opinion. Another point is, that the implication of such changes would also positively affect the gamepay: If a section moves into one of the numerous backyards in Anctoville and the first lad who is unfortunate enough to enter it first and is bayonetted by a German, the survivors will (most likely) turn and run. It's similar to the suppression shaders, since it makes players more careful and less COD-like.
I would also like to note that all boots with hobnails and/or heelplates/toe caps are way too silent on hard surfaces right now. My ammo boots are even rather noisy on gravel, so that should also be looked into.
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 30-03-2013, 22:03:18
Bayonet charges need to be improved alot. The soldier should point the bayonet point low and tilted upwards slightly while charging. It would be great if we could also get an animation for using the butt of the rifle as a weapon when the enemy is too close to thrust the bayonet into him. A perfect description of how a charge should be conducted can be found in W.E. Fairbairn's book "All-in Fighting", together with two drawings that illustrate it further. I have the book, but I am unshure if I may scan the page, being afraid to breach a copyright. Also, the soldiers in FH2 seem to be all relaxed and langorous when handling the bayonet. This ought to be changed. The implementation of that groan one makes after thrusting the bayonet are already a step into the right direction, but a real charge is usually accompanied by loud screaming and yelling. This could be realised in FH2 by making the player yell for about ten seconds additionally to thrusting the rifle after hitting the left mouse button. Of course it would be better to reserve yelling to the right mouse button, but as far as I know, this is not possible due to engine limitations. Unfortunately, there are close to no realistic videos on this topic and surprisingly few pictures.
However, I found an older training video of the British Army on bayonet training with the L1A1 and a WWII. photograph: http://www.youtube.com/watch?v=3pzxb2sxbDU , http://cache2.asset-cache.net/gc/3315106-bayonet-charge-by-marines-during-training-gettyimages.jpg?v=1&c=IWSAsset&k=2&d=1LnYR%2FJa0wwC3xrOkmx%2Bf4F0L5%2FxYfeLWVk9o0yjzaVEehxWRkdFfXrXYwq8SSG3A7kMeiUwWEaflEcGqA9Azg%3D%3D
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 30-03-2013, 23:03:02
I definately like the idea of hitting with the rifle stock.

The yelling might be good if implemented properly.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 30-03-2013, 23:03:09
The last thing I want to have when using a bayonet is a loud scream... In FH2 they are supposed to be silent weapons, used when you are sneaking upon an unsuspecting enemy, alone at an enemy flag, commando style...

Besides, if you want screaming while stabbing there's always the "CHARGE" button on the commo-rose...

The fact is that a bayonet charge could never actually work in FH 2... There are a few reasons...

1. A charge is not made of one lonely man
2. If you are charging, you run at the enemy, the soldiers in FH 2 don't actually have a running speed anymore, it's just a bit faster jog
3. You can't shoot with your bayonet on, making you extremely weak in medium range...

Now, the only way a bayonet charge could work would have to have these issues resolved...

The first one is easy, all it needs is a willing squad (but nobody is willing to do it if he knows it's bloody pointless).

The second one is a bit harder to solve, ideally there would be a way to run faster while having the bayonet attached... Don't think that's possible in the engine (maybe make rifleman class run faster?).

The third one... Well we all know it's an engine issue...
The only way I could see that work would be if you could somehow keep your bayonet attached and simply switch to it, without the animation (sort of like how it works in Mount and Blade, you press X to switch to melee mode). But that would be ridiculous if everyone had their bayonets on all the time...

So ideally in close quarter maps, and maps where it's historically plausible there should be some kits with bayonets permanently attached... (those that come to mind are Tunis, Giarabub, Ramelle etc.) So you don't lose time on the animation and can stab right away.
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 30-03-2013, 23:03:21
@ Commando I totally agree on that. I can already imagine quite alot of individuals (the same kind of guys who use wallhacks, do bunny-hopping, dolphin-dive, etc.) hit their left mouse button just to sound like a bloody badass and thereby ruining the entire atmosphere. It may be worth considering to implement the attack with the stock as a second melee weapon for all soldiers who are issued an Enfield. This would also help to remove the FS knife-bias in this game. You know, I love FS knives, also having bought one and Fairbairns books to learn how to use it. I just simply adore that weapon. Alas, it was not as popular with regular troops as FH2 suggests. Some soldiers did have one as a private purchase, but they were a minority. The P1907 bayonet could also be used as a tool, hence making it very well liked, so many soldiers did not even want another edged weapon. Regular soldiers usually only used the bayonet (P1907 or Mk. I.) or the intrenching tool for close combat. So, basically I would suggest inproving the bayonet charges plus making bayonets more numerous in FH2.
@ Luckyone The bayonet is basically the exact opposite of a silent weapon. I do understand what you want to say, though. On top of that, avoiding to scream during a charge is very difficult because of all the adrenaline that floods your body and because of fear/ rage and other emotions that echo through your head. Apart from that, I have used bayonet attacks to great effect in FH2, but I have to admit that the engine limitations are making it very difficult indeed. I'd like to rspond in more detail, but I am very tired. I shall continue writing tomorrow.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 30-03-2013, 23:03:06
Alright, maybe the yell can be added to the RMB? I mean, there's a trigger for the iron-sights probably, so maybe it can be made to play a sound?

Also seems that WW II bayonet fighting had much more to it than I thought... Here's some interesting videos:

http://www.youtube.com/watch?NR=1&v=1tTSSEFBmZs&feature=endscreen
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 31-03-2013, 10:03:30
Maybe this could have worked in NML, but you know... :(
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 31-03-2013, 12:03:47
Well, assigning it to the RMB was my favourite choice, but I am not shure if it can be implemented because of engine restrictions. I will have a look into it, but I can't really promise any results because I have very little experience with this type of modding. You are right in what regards the role of bayonet fighting in WWII., especially the British Army made great use of them.
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 31-03-2013, 14:03:38
I have just replaced the bayonet stab sound with the British parachute fall sound, and well, the results are already amazing  :D . However, assigning it to RMB would be favorable. Also, the soldier could shout "En Garde!" after attaching the bayonet to his rifle. All that would need to be done is to attach this utterance to the bayonet attaching sound.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 31-03-2013, 15:03:32
I have just replaced the bayonet stab sound with the British parachute fall sound, and well, the results are already amazing  :D . However, assigning it to RMB would be favorable. Also, the soldier could shout "En Garde!" after attaching the bayonet to his rifle. All that would need to be done is to attach this utterance to the bayonet attaching sound.
I was thinking about it before, that shouts are great for bayonet rush but assigning them to RMB sucks when we can have weapon related commorose. What we need is to disable regular Q-rose when you have your bayonet attached and give only one command to it which will play parachute fall sounds.

Also: whole bayonet system could be redesign IMHO. I was thinking about it for some time and my idea is to code bayonets as grenades. Question is: is it possible to make "grenade projectile" kill only the person it will hit and make it being thrown on "regular bayonet distance" (if you know what I mean). When you're throwing a grenade with LMB you're doing it with "full power" immediately and that would not really be much different from current bayonet stab but when you're pressing RMB soldier takes a swing and hold grenade in his hand as long as you're holding the button. It would make it possible to run with your bayonet raised and be ready to stab everybody in front of you - banzai charge style. Of course it would need completely new animations and there shouldn't be any explosion effects (audio and visual) as whole grenade thingy would be fake. Dunno is it really possible but it would give bayonets an advantage over knifes and in this way we could give players choice between bayonets attached (first weapon slot) which would have advantage of longer stab range and faster attack when RMB is hold before the actual hit but longer deploy time on the other hand and bayonet used as a knife (on second weapon slot which is usually empty in most kits) to be used in "accidental" close range melee fights when there is no time to "deploy" your bayonet.

 8)
Title: Re: The Minor Suggestions Thread
Post by: DocHawkeye on 01-04-2013, 02:04:58
The entire Q menu should be redesigned actually. Imagine if you could "paint" buildings or locations with something like the attack/defense/move icons indicating the positions of enemies. It's one thing to have their position announced on the minimap, but what if squadies like riflemen could "say" to shoot/look at a general area by putting an icon on it?

Anyone could put these markers down, but they'd only be visible to other squad members just like the move/attack icons. So it's not like recon guys putting spots on the minimap, it's an actual way to direct the fire of squaddies so we can actually do things like suppressing fire and such.
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 02-04-2013, 11:04:17
I have just replaced the bayonet stab sound with the British parachute fall sound, and well, the results are already amazing  :D . However, assigning it to RMB would be favorable. Also, the soldier could shout "En Garde!" after attaching the bayonet to his rifle. All that would need to be done is to attach this utterance to the bayonet attaching sound.
I was thinking about it before, that shouts are great for bayonet rush but assigning them to RMB sucks when we can have weapon related commorose. What we need is to disable regular Q-rose when you have your bayonet attached and give only one command to it which will play parachute fall sounds.

Also: whole bayonet system could be redesign IMHO. I was thinking about it for some time and my idea is to code bayonets as grenades. Question is: is it possible to make "grenade projectile" kill only the person it will hit and make it being thrown on "regular bayonet distance" (if you know what I mean). When you're throwing a grenade with LMB you're doing it with "full power" immediately and that would not really be much different from current bayonet stab but when you're pressing RMB soldier takes a swing and hold grenade in his hand as long as you're holding the button. It would make it possible to run with your bayonet raised and be ready to stab everybody in front of you - banzai charge style. Of course it would need completely new animations and there shouldn't be any explosion effects (audio and visual) as whole grenade thingy would be fake. Dunno is it really possible but it would give bayonets an advantage over knifes and in this way we could give players choice between bayonets attached (first weapon slot) which would have advantage of longer stab range and faster attack when RMB is hold before the actual hit but longer deploy time on the other hand and bayonet used as a knife (on second weapon slot which is usually empty in most kits) to be used in "accidental" close range melee fights when there is no time to "deploy" your bayonet.

 8)

That idea is pure gold, mate! It provides work-arounds for all engine limitations that we face when it comes to bayonet fighting. I shall contact one of our coders and ask him if we can realise this.  :D
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 05-04-2013, 22:04:17
I´d like to see some difference in the gun flash of tank-guns and anti-tank-guns. Some nice light effects would be cool. Also there was a difference between the low-flash gun powder most German tanks used and the normal one Shermans for example used etc. used. The low-flash gun powder used by the Germans made it harder to spot the tank when it was shooting. It would be cool if this could be implemented.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 07-04-2013, 00:04:34
Relatively small suggestion: I think it would be worth the time to have mappers go back and place tanker kits next to tank spawnpoints in-game, or at least in a tent or somewhere close like the pilot kits. (tbh there doesn't even need to be enough for each tank, but ideally there would be)
Just a few tanker kits for the people who enjoy FH for its immersion. They're not as important as the pilot kit (because of the parachute) but I think they would be liked and used by a lot of people like me :P

Aside from just the immersive factor, there are plenty of times I spawn at main not expecting any tanks to be left behind; so I spawn riflemen and see a tank still sitting there waiting for me to take :D I end up taking the beast out and fighting for a while, ending up damaged and needing a repair. Unfortunately I have the riflemen kit and now have to drive around the battlefield shouting to my team looking for repairs. Inevitably someone is kind enough to stop and repair me but this suggestion is mainly for convenience and immersion.
afaik it's easy enough to implement, tanker kits are already made, (for the british and germans at least) and new ones wouldn't require any new models, just putting the correct weapons in a kit for each team. The only real problem would be however time consuming it is for someone to place each pickup kit on a map next to the tank spawns. (Unless there's something I'm missing :P)
It'd serve the same purpose as the pilot and ammo kits next to each stationary weapon, fun for the people who enjoy it.

Would anyone else use these tanker kits if they were put in?   
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 07-04-2013, 08:04:24
Yeah, I'd pick up one.

Also, what we need is tanker helmets/berets so when appearing out of the cupola it'll look like the dude is actually a tank commander.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 07-04-2013, 09:04:36
The only real problem would be however time consuming it is for someone to place each pickup kit on a map next to the tank spawns. (Unless there's something I'm missing :P)

You are missing something, and that's the maximum number of networkables that a map can have in BF 2 engine... Unfortunately some maps are really already so chocked full of stuff that they are somewhat unstable (like Alam Halfa for example) and adding more pick-up kits will only make that worse...

But I'm all for it, wherever it's possible... Doesn't even have to be a kit for each tank, just put a few of them for the people who enjoy tanking immersion...
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 11-04-2013, 16:04:35
Better interior for the Sdkfz7:

(http://img833.imageshack.us/img833/6504/screen243i.jpg)
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 14-04-2013, 12:04:53
Sets standard squad size to 8 people on the 128 player base. And dont forget to add more seats (up to 8) on most transport vehicles.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 16-04-2013, 14:04:54
What about smoke effect leaving tanks barrel after making a shot? Would it be possible? I wish tank shooting effect looked like this one in Blitzkrieg mod!
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 16-04-2013, 15:04:08
There is allready some mole coming out, but not sure if it looks like the one in Blitzkrieg ;)
Title: Re: The Minor Suggestions Thread
Post by: shahram on 16-04-2013, 21:04:32
after almost one month that I have played I realize that this game is not balance and fair somehow. I mean Allied have better weapons than Axis. americans can choose bazooka in any moment and any respawn point that they want and hunt a panzer from 100m distance without any anxiety or british have own weapons that despite it's like panzerfaust but it has 4 ammu and in other side germans just have panzerfaust and it is just one and it is thrown just 30m.
I know germans have panzershrek kit, but it should be like bazooka or panzerfaust must be more than one like british anti tank weapons and it should be 4 for a soldier.
( sorry for bad english )
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 16-04-2013, 21:04:11
In real life it was like that. But you're one of the first ones tat say the Germans are the less poweefull ones.  :o
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 16-04-2013, 22:04:31
Panzerfaust and Panzerschreck in 2.4 were superior to the Bazooka, let alone the PIAT. The new tanking system nerfed the Panzerschreck (Bazooka with horrible sights imo) and reduced the power on the Panzerfaust for some reason. The problem is, you really only have one Panzerfaust and most of time, it is not a one shot kill, even from behind. Maybe I am doing something heavily wrong with it but I use it like in 2.4 and it is "meh" now. Geballte Ladung 3kg is the only reliable AT weapon in game atm.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 17-04-2013, 00:04:21
The problem is that Panzerfausts 30 are really bugged in game now. I also always wondered why theres no spawnable Panzershreck while it was also quite common on the battlefield...
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 17-04-2013, 04:04:51
The problem is that Panzerfausts 30 are really bugged in game now. I also always wondered why theres no spawnable Panzershreck while it was also quite common on the battlefield...
How is it bugged?  I kill tanks all the time with it.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 17-04-2013, 17:04:49
The problem is that Panzerfausts 30 are really bugged in game now. I also always wondered why theres no spawnable Panzershreck while it was also quite common on the battlefield...
How is it bugged?  I kill tanks all the time with it.
Usually you cant destoy Sherman from the back or side with 1 panzerfaust... That's how it is bugged....
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 17-04-2013, 17:04:39
I can kill a Shermy with a Pz faust easily from the back or sides.
The Panzerschreck is the one thats bugged :P
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 17-04-2013, 17:04:11
I can kill a Shermy with a Pz faust easily from the back or sides.
The Panzerschreck is the one thats bugged :P

Yeah, since last patch (or myabe 2.4) panzershreck is also sometimes buggy...
Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 17-04-2013, 17:04:47
Still one of the things that makes me wonder in this forum. No one seems to distiguish between the Panzerfaust 30, 60 and 100.
With the Panzerfaust 30 its quite a mess, its armor penetration which iirc was the same as the other Panzerfausts should enable it to kill a Sherman to the front. But it cant.

The Panzerfaust 100 and 60 on the other hand kill shermans to the front with ease.

I know the Panzerfaust 30 has problems killing Shermans to the side quite often. Though I dont know if its just because
1.) of the added tracks I might hit on normandy Shermans or the reinforced armor plates where the ammo is stored.
2.) The M4A1 shermans (with its rounded casted hull) are buggy sometimes, its seems to me like that for quite a while now. Hitboxes might be odd becouse of the rounded shape.
3.) or because the Panzerfaust 30 just deals not enough damage.

I have to say since the Panzerfaust 60 has been added it NEVER had any problems. If you dont oneshot Shermans with it. I d say check the usual things: Angel you shot the tank. If shoting from behind did you hit the turret? -> Not one shot.
Or  was it maybe a Jumbo and you didnt hit the tracks?
From further distances when you hit the top of the turret or the enigine deck of a Sherman they sometimes arent knocked out, no major flaws.

An other thing with all Fausts are the enigen decks of M10, M36 and Achilles. It appears to me that when hit on this spot they often dont explode.


Panzerschreck.......... well . a BIG mess, really big mess since 2.45.
I still think it should be able to one shot a Sherman to the front, but it couldnt in 2.4
But know with 2.45 killing a Sherman from behind with it is not possible. 

I can kill a Shermy with a Pz faust easily from the back or sides.
The Panzerschreck is the one thats bugged :P

Yeah, since last patch (or myabe 2.4) panzershreck is also sometimes buggy...
its that bad since 2.45 and I wouldnt call this a bug some stats must have been changed for those results.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 17-04-2013, 18:04:57
Yeah, I was also wondering if there was in reality any difference between panzerfaust 60, 100 and 30 if we are talking about penetration efficiency...
   
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 17-04-2013, 18:04:08
Can we have a pilot cap for the German pilots?
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 17-04-2013, 18:04:49
Can we have a pilot cap for the German pilots?

First of all we need a wrench in the pilot kits, otherwise they are simply useless...
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 17-04-2013, 18:04:38
Can we have a pilot cap for the German pilots?

First of all we need a wrench in the pilot kits, otherwise they are simply useless...

Yes, yes please.
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 17-04-2013, 18:04:39
Still one of the things that makes me wonder in this forum. No one seems to distiguish between the Panzerfaust 30, 60 and 100.
Lool i know those variants very well.. ;)
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 17-04-2013, 19:04:42
Well, handheld AT has always been dumbed down: Normandy Bazookas shouldn´t even damage Panzer IVs and StuGs frontally and from the sides if they have skirts. The only thing a Bazooka could penetrate there was the Panzer IVs turret front and of course the back armor.

Panzerfaust on the other side don´t deliver a kill frontally to a Sherman - althought they could - and if you hit the turret or added tracks, which is esentially not a buff like the Bazooka has, but a nerf.

Panzerschreck isn´t a worthwhile solution any longer since 2.45. The Panzerfaust is better and you have a rifle. The Panzerschreck is big and blocks your view. Usually the Sherman will kill you instantly after you fired the first rocket - despite being hit.

My solution: Take away the ability from the Bazooka to damage Stugs/ Panzer IVs frontally - except for the turret of the Panzer IV. On contrast give them a bigger punch towards the Panthers side. Panzerschreck should come back to its former power which is esentially as the Panzerfaust performs atm.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 17-04-2013, 20:04:19
I must just have good luck sometimes, because I know i've killed shermans from the front with the faust 30.
Title: Re: The Minor Suggestions Thread
Post by: Jimi Hendrix on 18-04-2013, 01:04:23
 A canteen of water for health increase? Maybe on Desert maps

 Suppose im out of bandages.....


just tossed that out there
 :P



 
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 19-04-2013, 19:04:58
I must just have good luck sometimes, because I know i've killed shermans from the front with the faust 30.
Sure that it wasn´t damaged already? I´ve made the experience that in about 90% of the cases a frontal hit from the Panzerfaust won´t finish a Sherman. M4A3, M4A4, M4A1 with the 76mm gun have even more frontal protection than the regular M4A1 and I´m almost certain it´s impossible to oneshot them frontally with a Faust. Could be that the standard M4A1 can be killed in some instances with one frontal hit by the Panzerfaust - but if so, it doesn´t happen very often.

M4A3s on the other hand are annoying as hell as nearly nothing can take care of them with one shot frontally.
Title: Re: The Minor Suggestions Thread
Post by: CHRISTIEFRONTDRIVE on 19-04-2013, 19:04:59
One thing I really want to see changed about bazooka/schrek (and maybe even anti-tank rifles), regardless of damage or whatever, is that I think if you hold your aim perfectly still for a set amount of time, your shot should go lazer-straight. What this time should be, I don't care: 3-5 seconds is my idea.

Right now the system for zooks/schreks is basically:

Aim for 0-1 second: shot could go anywhere, but you occasionally hit the target
Aim for 1-2 seconds: shot is slightly more accurate, but still could go anywhere.
etc etc.

The problem is that there is no upper limit where you are assured accuracy. There is no line in the sand drawn where you can think "Right, I've counted 5 Mississippis, now prepare to die". You can lie prone aiming perfectly at a stationary tank for 10 seconds if you want, even longer, and you still might shoot the zook round directly into the ground in front of you for no reason, or send a schrek round sailing useless miles overhead. Right now, it's honestly a better tactic (and I use the schrek at every opportunity) to fire immediately, because you can get all 3 rounds off aimed just as well as if you took the time to aim the 1st round, which is probably going be a daisy cutter anyway, so why bother being patient and aiming at all?

So what I think would be a better system is to make them slightly more innacurate if you're only aiming for 0-2 secs, but once you have aimed (and kept still, not moved) for 4 or 5 seconds, you should be benefitted by knowing your rocket will go where you aimed it. And if you aimed well, good, if you aimed badly, better luck next time. I think if you are a good enough player that you can nail a moving tank from 200 yards with a panzerschrek by aiming where it was going to be FIVE FUCKING SECONDS before it got there, you should at least know your round is going to go where you aimed it, and hopefully once again it will do the damage it's supposed to as well.
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 19-04-2013, 20:04:01
I really hate it when your shoot the PZ Faust/Bazooka/Panzerschreck/PIAT, or even infantry weapons, then when you try to shoot they go "ssssssttttt" before you die suddenly (i.e. Bazooka/PZ Faust/Panzerschreck).
 As Christie said ;)
Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 20-04-2013, 00:04:26
Okay again do you have the experience that the Faust 60 cant kill Shermans to the front? That would be very strange to me.
Or just with Panzerfaust 30.
Again big difference.
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 20-04-2013, 12:04:51
Okay again do you have the experience that the Faust 60 cant kill Shermans to the front? That would be very strange to me.
Or just with Panzerfaust 30.
Again big difference.
Considering I wrote that M4A3s are annoying and can´t be killed with one shot to the frontal armour and on all maps with them there is a Panzerfaust 60 (Cobra doesn´t have a Panzerfaust to my knowledge), it´s save to say that the Panzerfaust 60 has those problems too.

They already had this retarded frontal armour before 2.45 though.
Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 20-04-2013, 12:04:52
Your right could have knows this, wasnt thinking.

Hm hoenstly I have to say that I dont have problems killing M4A3 with the Panzerfaust 60 to the front. In my experience the Faust 60 get those M4A3 Shermans even at non perfect angels.

Faust 30 is a completly different thing oof course

Might ask Gloeckner what he says...
Title: Re: The Minor Suggestions Thread
Post by: CHRISTIEFRONTDRIVE on 20-04-2013, 13:04:52
Here is one small thing that could be easily fixed and makes me rage: make all the entering radiuses for static positions bigger. My fuck is it a piss-off when your airfield is getting raped, and you are wasting precious seconds hammering the space bar trying to jump over rubble on the ground and wheels and stands and whatnot around Bofors, flak etc. trying to enter it. You're literally standing on the AA gun, but can't enter it.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 24-04-2013, 19:04:37
I've noticed that there were released Custom mappacks for FH1. So, my question is - why we don't have such mappacks for FH2? I've noticed that we have plenty of beautiful custom maps for FH2 and I wonder why we don't have them in game...
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 24-04-2013, 19:04:21
"Because they don't meet FH2 standards."
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 24-04-2013, 19:04:07
"Because they don't meet FH2 standards."

That's why they are called "custom"...  ::)
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 24-04-2013, 19:04:51
I'm quoting. No need to convince me.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 24-04-2013, 19:04:28
Darn, Warsaw Uprising 1944 and Battle for Stonne would be really cool if made official.  8)
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 24-04-2013, 19:04:53
No wonder why people quit after 2-4 weeks after releasing new patch - because they are simply getting bored by playing the same maps all the time... Of course it's partially server's maplist fault, but anyway FH2 needs more maps! Custom mappack is the solution!
Title: Re: The Minor Suggestions Thread
Post by: CHRISTIEFRONTDRIVE on 25-04-2013, 00:04:26
You know why a lot of players play the same maps all the time? Because they're cunts who refuse to play with less than 60 people on the server, so they never play 16/32-size maps at all, which is 2/3rds of the entire map base of FH2. Even worse is the same routine every day:

762 #1 (64) has a completely random rotation every day
762 #4 (128) has the exact same thing.

Every day, people join the 64 and wait for it to be full, which it is for 5-6 maps, before people start asking "Is the 128 server up yet?" or "Should we go to 128"? For some ridiculous reason a good chunk of the player base believes the 128 server isn't open until the 64 fills up, even though it's literally 2 spots below it in the server list when you update it. So after 64 people have played 5-6-7-8-9-10 or even more maps, everyone finally gives in and goes to the 128 server, which is running a different random rotation but of the exact same maps, so people wind up doing the same maps they did on the 64 server. And then they bitch about how "we always do the same maps".
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 25-04-2013, 00:04:31
[...] running a different random rotation but of the exact same maps, so people wind up doing the same maps they did on the 64 server. And then they bitch about how "we always do the same maps".
Exactly...  8)
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 25-04-2013, 04:04:37
I wish there were more custom maps because everyone has to start somewhere.  It would give new comers a great feeling to see their maps on servers, and then they could continue to improve them.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 25-04-2013, 04:04:12
... And then they bitch about how "we always do the same maps".

Seconded. FH has SO many maps that have almost infinite play-ability as long as they're not played 15 times in 2 hours. I'd also like to see the objective modes be played more, they really are fun.

As a minor suggestion on this topic. I would like to see ALL maps have a 16 and 32 layer, and you can even map a seperate KotH layer on top of all those (ik on some maps KotH is kind of fun even tho I hated it when it first came out). afaik maps aren't restricted to just 16-32-64 layers.

This gives us a TON more maps especially for the times when the servers aren't full, like WAW thursdays. (and let's face it these servers won't stay full forever)

Also, I believe this has been suggested before, but if all maps were to have various smaller layers then maybe it's possible for someone to write a code where the map list changes as people get on and off the server. e.g. once the server numbers drop below 35 a 32 layer map size is loaded for the next round. and if it jumps back up then the next round a 64 is played. (I believe this is possible, I feel I saw someone trying to write a code for it before)

But this would make it so that after the servers die down, on days when WAW isn't having an event, map sizes would automatically change to something more fun for the appropriate amount of players. aka I wouldn't be sitting there playing Totalize with 12 total people on the 128 server and no other servers full. :P This of course could only happen if we had 16 and 32 sizes for ALL maps 8)
 
Title: Re: The Minor Suggestions Thread
Post by: Korsakov829 on 25-04-2013, 04:04:33
Also, I believe this has been suggested before, but if all maps were to have various smaller layers then maybe it's possible for someone to write a code where the map list changes as people get on and off the server. e.g. once the server numbers drop below 35 a 32 layer map size is loaded for the next round. and if it jumps back up then the next round a 64 is played. (I believe this is possible, I feel I saw someone trying to write a code for it before)

But this would make it so that after the servers die down, on days when WAW isn't having an event, map sizes would automatically change to something more fun for the appropriate amount of players. aka I wouldn't be sitting there playing Totalize with 12 total people on the 128 server and no other servers full. :P This of course could only happen if we had 16 and 32 sizes for ALL maps 8)

Hasn't this been done already? I can't really remember.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 25-04-2013, 05:04:36
I feel like I saw somewhere on these forums someone trying to do it. It would work alot better tho if we had small layers for all maps
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 25-04-2013, 10:04:42
I feel like I saw somewhere on these forums someone trying to do it. It would work alot better tho if we had small layers for all maps

Yeah I think the VBIOS admin tried to do sth like that, but it didn't work in the end... Not sure what the problem was though...
Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 25-04-2013, 11:04:39
Doesnt 762 has a complete server sunning those small maps?

Also objective mode is buggy, thus not played.
And I think 762 has all playable maps in the rotation.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 25-04-2013, 12:04:18
Yep, a few attempts were made to host a custom map server.

And 762 has a custom map server, but it only hosts 3 maps.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 25-04-2013, 13:04:51
Yep, a few attempts were made to host a custom map server.

And 762 has a custom map server, but it only hosts 3 maps.

Well, it's because most of the players don't know where they can download them or don't even dare to download it...
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 25-04-2013, 14:04:09
Yep, a few attempts were made to host a custom map server.

And 762 has a custom map server, but it only hosts 3 maps.

Well, it's because most of the players don't know where they can download them or don't even dare to download it...
and your point is? will you convince them to download any maps? If no, I see no reason why to discuss this again.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 25-04-2013, 14:04:31
Yep, a few attempts were made to host a custom map server.

And 762 has a custom map server, but it only hosts 3 maps.

Well, it's because most of the players don't know where they can download them or don't even dare to download it...
and your point is? will you convince them to download any maps? If no, I see no reason why to discuss this again.

The key is to make the next patch release with these maps! So people will have to download anyway! Simple? Simple!
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 25-04-2013, 14:04:50
Won't happen. It was discussed to death.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 25-04-2013, 15:04:23
Improbably gonna get shot at because of saying this, but....

How about making a custom map pack, and include it as a bonus near the official release? Like people who want to play the maps will download them and people who dont care/dont know how to will just dismiss it, but will be aware of the fact that there is an entity of a custom map pack.
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 25-04-2013, 15:04:16
Why not, says I
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 25-04-2013, 15:04:49
Why not, says I

Because then nobody would play them.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 25-04-2013, 15:04:36
So as a result, this mod will die quicker than you think!
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 25-04-2013, 15:04:44
Well, nobody is playing them NOW, what is there to lose?
Title: Re: The Minor Suggestions Thread
Post by: Kuupperi on 25-04-2013, 15:04:22
I've been playing FH2 from the very beginning and I have no plans to go anywhere until the servers get almost empty. I don't think some random custom map would save the mod.

Speaking of FH2 content; nothing else but the official FH2 content is welcomed in my computer. I like the way the maps have some historical background, they're well made and tested. I feel something that isn't in the release I don't also need. So far I've been quite happy of the quality and amount of the official maps even though I totally like few maps from the current release. I'm trying to avoid anything unofficial to the very end.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 25-04-2013, 16:04:48
So you never asked yourself why most of the players quit after first 2-4 weeks after each patch release?
Title: Re: The Minor Suggestions Thread
Post by: Lightning on 25-04-2013, 17:04:18
FH2 is made by the FH2 developers, not by anyone who can open the BF2 editor. It's not some open source project where everyone can just add what they like. If you're a good mapper - apply to join the FH2 team, it always needs more skilled developers. Then you can work on your map and improve it with the help and support of the other developers.

As for official developer-assisted mappacks, as we did for FH1, the dev team currently isn't big enough to support such a project. As for promoting unofficial mappacks, that would just split the playerbase into two groups. With the limited size of the FH player base that would be an equally bad idea.

Short answer: NO.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 25-04-2013, 17:04:44
So improving existing map takes more time than making a map from scratch?  ::)
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 25-04-2013, 17:04:13
So improving existing map takes more time than making a map from scratch?  ::)

Yes, it does, if it's a badly designed map...
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 25-04-2013, 17:04:19
No, but making your own map is a lot more fun, and the devs are in this for the fun.

edit: And that is only if the map is decent to begin with, which is not the case for 90% of the custom maps I have seen.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 25-04-2013, 17:04:55
So you haven't seen many custom maps...
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 25-04-2013, 17:04:27
Of course there are some kickass custom maps, such as Salerno, Warsaw, and Stonne. But most of them are not good.
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 25-04-2013, 17:04:45
Oh I have seen a lot. The grand majority of them have two main problem areas, one from the early stage of development and one from the final stage.

For one thing, many custom maps were not planned right or not planned at all. Flags all over the place, no clear routes into combat areas (if they have designed combat areas at all). Some of these mappers seem to use the PR method of mapping, which results in maps that look very natural, but like they were created with a random map generator. Tournament maps tend to suffer from this, although there are some really nice ones and they often have clear routes.

There are also often scalability issues, meaning varying levels of scale and detail that maps look disjointed. To understand what I mean, compare the terrain and city layout of Meuse River and Operation Goodwood. These maps have completely different scales, but they are internally consistent. That is something most community maps (and some early official maps) fail at.

And that is not even counting people who clearly are just learning the basics of the technical side to mapping, where you get hand painted textures and vBF2 objects that fuck up texture loads.

The second big area is actually finishing the map: Creating final lightmaps, trench skirt textures, color correction, envmaps, ambient sounds, minimap, loadmap, music, map description in English and German, strings for game modes, deletion of trenchskirt shadows... show me one custom map with all these things in order.
Many people assume that "FH2 standards" means highly detailed maps with as many objects as possible, but that is wrong. Often inexperienced mapper place objects everywhere, lying in your way or right in your fucking face, but that is not a sign of quality. Every monkey with enough time can do that. Getting a map up to FH2 standards means the stuff I named above and more. None of it is especially hard to do, but it is boring, time consuming and many people don't know how it works. And no dev has the time or energy to explain it to some ding dong who might just give up and vanish the next day or do it on a custom map he didn't make himself.
Title: Re: The Minor Suggestions Thread
Post by: [QPS]_Sex_Bomb on 25-04-2013, 18:04:51
Short answer: NO.

Right, the mod team has the final decision to not include custom maps in releases.  On the other hand, the 762 admins can decide that custom maps will be played by the FH2 community on a regular basis.  They own the only populated 64+ server and if they impose a mappack and put the download url in the server name, i'm positive that we will all download it and play new maps.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 25-04-2013, 18:04:23
Sorry, but Op. Goodwood is a big map design fail to me. It always ends with allied tankers and piats camping at Axis main base exit... The new version of Meuse River the same... These maps look really nice but they are unplayable... Like most of FH2 maps... Last patch maps are also a good example...
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 25-04-2013, 18:04:02
So...most of FH2 maps are unplayable, you say.

Are we even playing the same game?
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 25-04-2013, 19:04:47
Sorry, but Op. Goodwood is a big map design fail to me. It always ends with allied tankers and piats camping at Axis main base exit... The new version of Meuse River the same... These maps look really nice but they are unplayable... Like most of FH2 maps... Last patch maps are also a good example...

 :-\ Um no, most (hell all) FH2 maps play and look very well imo. If you have any problems with them you can go to the feedback section and discuss them there.

Back to minor suggestions... I still believe it worthy to make alternate 'smaller' layers for every map in FH2
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 25-04-2013, 20:04:41
Yeah I think that too. I'm working on a Russian front map atm that will have 32 and 16p layers, imo there is no reason not  to include them.
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 25-04-2013, 21:04:04
I believe Operation Cobra should have the 16 player version. So i have been thinking would this be cool if this was the scene:
United States coming down the hill (from the flag Trainstation), then the Hebrecrevon Church was the "king of the hill flag.
Then Germans spawn north of Hebrecrevon Church or the airfield flag. :D

I have mentioned this in another thread though...
Title: Re: The Minor Suggestions Thread
Post by: TASSER on 25-04-2013, 23:04:23
Hebecrevon in Operation Cobra is a very well designed town, I love playing there and feel its rarely fully appreciated. I'd love to see 16 and 32 layers there.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 26-04-2013, 01:04:39
Another idea off of the smaller layers idea: A gamemode for some maps that's strictly tanking. Kind of like the project reality 'vehicle warfare' that it has for some of its larger maps. I think maps like Totalize, El Al, Villers, Cobra and some larger maps could have this game mode. Engineer kits or tanker kits are the only spawnable classes (maybe put some tank hunter kits as pickups?) and just a bunch of tanks at the main bases for everyone to use. Change the flag layouts to just 2-3 flags and so that their radiuses (radius plural :P) are very large and so that infantry can't cap them only tanks can. Just all out tank warfare to hone your tanking skills. Just gives the servers another option to chose from to add variability. And also with just a few flags it could play well with alot or a little amount of ppl. (Also no planes on this gamemode)

Sorry for the stream of consciousness post, hope you understand what I'm proposing :P
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 26-04-2013, 12:04:55
So...most of FH2 maps are unplayable, you say.

Are we even playing the same game?

Ok, so I'll sum up each map shortly:

1. Bardia - this map is quite too small, spawnraping in allied main is really annoying, however this map isn't so bad as one of the first maps.
2. Battle of Keren - cool map, mountain landscape with all these trenches looks really nice, however this push mode needs to be improved (this possibility of capping last italian flags when Italians have still 2 in 2nd line - shouldn't be like that), also I would like to see more open building at these two flags at the first line...
3. Siege of Giarabub - Counter Strike map...
4. Siege of Tobruk - well playing as Axis is fun, but when you play as Allies you are simply getting raped by everything....
5. Invasion of Crete - cool idea, but number of Bofors still needs to be reduced...
6. Battle for Sfakia - I think it's the best infantry map for me - a lot of possibilities of attack each flag, no bottlenecks, etc.
7. Sidi Rezegh - the gameplay needs to be changed to classing CQ without any modes with capping all flags by 1 team in order to win... Also Axis needs more tanks for the Counter Attack
8. Gazala - it's ok, for me favourite Africa map
9. Fall of Tobruk - the map is so so, maybe remove command arty...
10. Mersa Matruh - haven't got many opportunities to play on it, however I think it's to dark now, anyway I don't see any point for night maps in this game...
11. Alam Halfa - cool map for Axis, Allies are getting spawnraped
12. Operation Hyacinth - night map and bottleneck in the town...
13. El Alamein - ok
14. Supercharge - bottleneck map
15. Sidi Bou Zid - impossible to win for Americans - Axis only need to defend 1 flag with plenty of flaks and paks...
16. Mareth Line - really nice map, also one of my favourites for Africa
17. Tunis - Counter Strike map, really liked to be played by 762 admins on 128 player server (especially when it's full)
18.  Mount Olympus - great map for tanking, playing as infantry is so so - everybody are running like headless chickens in the town, also Castle is really hard to get...
19. Point Du Hoc - bottleneck and pro camping map, also these guns dont work since ages!
20. Port en Bessin - map is ok, but too easy to win for Brits - they only need to cap fast and hold 2 flags...
21. Purple Heart Line - bottleneck map, impossible to win for Axis
22. Anctoville (non objective mode) - it's ok
23. Villers Bocage - ok, with the best Normandy tanking
24. Ramelle - Neuville - no commnent...
25. Lebisey - ok, but it's really difficult to make a successful counter attack for Axis...
26. St. Lo - ok, however I don't like the way how this push mode works - 1 flag blocks 3...
27. Op. Goodwood - always ends with camping on Axis main
28. Op. Cobra - ok, but new push mode only makes things more difficult for Axis than before...
29. Op. Luttich -ok
30. Op. Totalize  -ok, but I think that it's quite in favor of Allied team now...
31. Falaise Pocket - bottleneck map
32. Battle of Brest - bottleneck map
33. Hurtgen Forest - bottlenck map
34. Vossenack -ok
35. Eppeldorf - ok
36. St. Vith - too much difficult for Axis, no wrench kit, seriously?
37. Bastogne - ok, but I think Mont should be possible to cap only if Wardin and Margeret is capped, anyway I've noticed that push mode doesnt work at all now on this map, making it unplayable
38. Meuse River - I prefered previous version...
Title: Re: The Minor Suggestions Thread
Post by: titsmcgee852 on 26-04-2013, 12:04:43
Bloody hell, didn't realise how many maps there were in fh2...
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 26-04-2013, 13:04:51
Pity that most of them are unplayable...
Title: Re: The Minor Suggestions Thread
Post by: Gotkai on 26-04-2013, 14:04:52
Most of them are playable. What you consider "unplayable" is a matter of taste. Nothing else.
Objective mode is broken, these maps are really unplayable, some are really perfect and some needs some tweaks.
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 26-04-2013, 14:04:32
Meuse River old was fine. Everyone love it until it was played too much. The new version is ok but much worse in my opinion. Pejsaty got some points on those maps although I would not agree on some points.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 26-04-2013, 15:04:26
Meuse needs more open buildings, right now its just running arount in open streets, in a town thats at the bottom of a valley.  Tanks, MGs and snipers just sit on the hills and cut infrantry down.  I think some open buildings would make moving around on this map much easier.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 26-04-2013, 15:04:45

Ok, so I'll sum up each map shortly:

1. Bardia - this map is quite too small, spawnraping in allied main is really annoying, however this map isn't so bad as one of the first maps.
It's only small for more than 64 players, otherwise quite enjoyable
2. Battle of Keren - cool map, mountain landscape with all these trenches looks really nice, however this push mode needs to be improved (this possibility of capping last italian flags when Italians have still 2 in 2nd line - shouldn't be like that), also I would like to see more open building at these two flags at the first line...
I think this is fairly balanced. The possiblilty of capping last flags is not that annoying... and it rarely happens
3. Siege of Giarabub - Counter Strike map...
not really, it's quite big... Of course still to small for more than 64 players as it gets spammy
4. Siege of Tobruk - well playing as Axis is fun, but when you play as Allies you are simply getting raped by everything....
It's just that kind of a map, there's not a lot that it can be done to fix it... I think the past versions were far worse...
5. Invasion of Crete - cool idea, but number of Bofors still needs to be reduced...
Needs a wider Axis airfield for more than 64 players. Otherwise it's good, you only need a decent pilot that knows how to fly high and some lucky squadleaders to make the jump...
6. Battle for Sfakia - I think it's the best infantry map for me - a lot of possibilities of attack each flag, no bottlenecks, etc.
7. Sidi Rezegh - the gameplay needs to be changed to classing CQ without any modes with capping all flags by 1 team in order to win... Also Axis needs more tanks for the Counter Attack
Haven't played this for a while but I believe it was much more broken in the past... Now it's mostly fixed, but it's "reputation" remains...
8. Gazala - it's ok, for me favourite Africa map

9. Fall of Tobruk - the map is so so, maybe remove command arty...
Good map, but requires teamwork and coordination from the attackers, as do most maps where one team needs to gain a foothold and push to the end.
10. Mersa Matruh - haven't got many opportunities to play on it, however I think it's to dark now, anyway I don't see any point for night maps in this game...
Underplayed, and underestimated... It used to be a nice map for me when it was not a night map, now I rarely see it...
11. Alam Halfa - cool map for Axis, Allies are getting spawnraped
Problem here is that most Allies don't know what mines are... Or they think they are useless.
12. Operation Hyacinth - night map and bottleneck in the town...
I rarely see this, mostly because of broken objectives
13. El Alamein - ok
14. Supercharge - bottleneck map
Again, as with most push maps, it can be very hard if the defenders are smart, and very easy if they suck. The problem is the later stage, where Axis don't quite have the strength or means to push back, and Allies have major problems getting into El Daba... Leading to a boring stalemate where Axis slowly bleed out...
15. Sidi Bou Zid - impossible to win for Americans - Axis only need to defend 1 flag with plenty of flaks and paks...
Agreed, this map seems like it hasn't been properly tested...
16. Mareth Line - really nice map, also one of my favourites for Africa
Still quite hard for the Allies to push Axis, but way better since the addition of P-40s
17. Tunis - Counter Strike map, really liked to be played by 762 admins on 128 player server (especially when it's full)
Not designed for more than 64p
18.  Mount Olympus - great map for tanking, playing as infantry is so so - everybody are running like headless chickens in the town, also Castle is really hard to get...
Was not that liked before, now it seems it has improved.
19. Point Du Hoc - bottleneck and pro camping map, also these guns dont work since ages!
Bottleneck can be broken... You just need a smart commander... Also not designed with more than 64p in mind...
20. Port en Bessin - map is ok, but too easy to win for Brits - they only need to cap fast and hold 2 flags...
It used to be too hard to win, now it's mostly balanced... If the Axis suck in holding church it's their problem
21. Purple Heart Line - bottleneck map, impossible to win for Axis
It's possible, but it takes a very sucky Allied team
22. Anctoville (non objective mode) - it's ok
23. Villers Bocage - ok, with the best Normandy tanking
24. Ramelle - Neuville - no commnent...
It's mostly luck in with Allied tankers and not capping Right Flank to grant the Axis another Tiger
25. Lebisey - ok, but it's really difficult to make a successful counter attack for Axis...
26. St. Lo - ok, however I don't like the way how this push mode works - 1 flag blocks 3...
Very easy (and boring) for Axis if the Allies don't attack Hill.
27. Op. Goodwood - always ends with camping on Axis main
28. Op. Cobra - ok, but new push mode only makes things more difficult for Axis than before...
29. Op. Luttich -ok
30. Op. Totalize  -ok, but I think that it's quite in favor of Allied team now...
31. Falaise Pocket - bottleneck map
Quite hard for Axis, even with the addition of push...
32. Battle of Brest - bottleneck map
Too spammy with more than 64p, otherwise ok.
33. Hurtgen Forest - bottlenck map
Used to be overplayed now I never see it...
34. Vossenack -ok
35. Eppeldorf - ok
36. St. Vith - too much difficult for Axis, no wrench kit, seriously?
37. Bastogne - ok, but I think Mont should be possible to cap only if Wardin and Margeret is capped, anyway I've noticed that push mode doesnt work at all now on this map, making it unplayable
Currently broken, otherwise was quite good...
38. Meuse River - I prefered previous version...
I liked the previous version too.
Title: Re: The Minor Suggestions Thread
Post by: Gotkai on 26-04-2013, 17:04:51
Seriously? From which version are you talking?
Purple Heart Lane allied biased? Most of the rounds win axis teams.

Supercharge. Horrible imbalanced through full on attack and sector mode. Most of the time it´s massacre, but germans win. Not really enjoyable if you ask me.

Port en Bessin closely balanced? Seriously, no. Far from that. Allies can manage to win this map, although they bleed the whole time.

Operation Goodwood usually ends in camping in front of axis main? And why was the majority won by axis?

Operation is a hard piece of work for allies. Don´t know where the need was to give them Hawkins mines instead of Bazookas.

To complain about maps  which weren´t designed for 64+ players is a bit strange. Some maps (town maps) are really not designed (btw. atm is not one single map designed for that) for that amount of players. Why still wondering about the issues on them?
Title: Re: The Minor Suggestions Thread
Post by: [QPS]_Sex_Bomb on 26-04-2013, 18:04:40
Seriously? From which version are you talking?

Completely agree with your corrections Gotkai.
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 26-04-2013, 20:04:00
He´s right though about the lack of wrenches on St. Vith. The map has a lot of potential and would be under my personal top 10 if it had an engineer kit. Without it, it´s just not enjoyable.
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 26-04-2013, 20:04:53
Yes that was a colossal mistake. The wrench was sacrificed to get more slots for weapons you could have as pickup kits anyway.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 26-04-2013, 20:04:59
To complain about maps  which weren´t designed for 64+ players is a bit strange. Some maps (town maps) are really not designed (btw. atm is not one single map designed for that) for that amount of players. Why still wondering about the issues on them?

This, most maps weren't designed for over 64 and since 762 almost exclusively plays 128 server lately its hard to judge any map.

Iirc the Devs made a statement on the front page at one point that hinted that they we're taking the new 128 player size into account in the future. I haven't heard anything on the issue since then tho
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 27-04-2013, 01:04:33
Seriously? From which version are you talking?
Purple Heart Lane allied biased? Most of the rounds win axis teams.

Yeah, my mistake, I meant it's impossible to win for the attacking team, so Americans!
Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 27-04-2013, 11:04:19
Yes that was a colossal mistake. The wrench was sacrificed to get more slots for weapons you could have as pickup kits anyway.
Does that mean we will get wrenches in the next patch?
Title: Re: The Minor Suggestions Thread
Post by: CHRISTIEFRONTDRIVE on 27-04-2013, 20:04:55
With the addition of the Carro Armato M11/39 the past patch, we finally have an Italian gun with real sights, rather than the generic V. Can these sights be added to the other Italian guns with generic sights (i.e. 47mm anti-tank gun + Carro Armato M13/40)?
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 28-04-2013, 19:04:22
How about vehicle headlights like in Georgian Conflict mod?

Video:

http://www.xfire.com/video/2c6926

Looks pretty cool and is really innovative IMO.  8)
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 28-04-2013, 20:04:33
How about vehicle headlights like in Georgian Conflict mod?

Video:

http://www.xfire.com/video/2c6926

Looks pretty cool and is really innovative IMO.  8)

Cool, but pretty pointless... It's like telling everyone "SHOOT HERE PLOX!"

The only way I see this working is if there were REALLY dark maps, and even then people would rather up their brightness than turn them on... Or if you could blind people by turning them on, but that would be just annoying...

And let's not forget the searchlights on Hyacinth... We all know how much lag dynamic lights cause...
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 28-04-2013, 21:04:52
The idea is good, but I can see some noobs turning them on then letting the enemy know that they are coming. :-\
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 29-04-2013, 00:04:04
I'll bring back this one:

Give SMGs at least some suppression power (even if it's just a small half a metre radius)... It's ridiculous that I shoot at a guy hiding behind a wall 25 m in front of me, and he just pops out with his rifle and places a bullet between my ears without a twitch. Has he no fear of death?  >:(
Title: Re: The Minor Suggestions Thread
Post by: [QPS]_Sex_Bomb on 29-04-2013, 18:04:06
I'll bring back this one:

Give SMGs at least some suppression power (even if it's just a small half a metre radius)... It's ridiculous that I shoot at a guy hiding behind a wall 25 m in front of me, and he just pops out with his rifle and places a bullet between my ears without a twitch. Has he no fear of death?  >:(

+1
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 30-04-2013, 03:04:52
How about actually making AT guns look like the crew was trying to hid them, instead of placing them out in the open for tanks to easily pick off.  Something more like this.
(http://i53.photobucket.com/albums/g64/PoorOldSpike/Photos%20Two/Pak40-Nth-Afrika41.jpg:original)
(http://www.ww2incolor.com/d/206977-6/pi__ce+de+pak+40+division+Totenkopf+en+Russie)
Title: Re: The Minor Suggestions Thread
Post by: hitm4k3r on 30-04-2013, 13:04:05
I'll bring back this one:

Give SMGs at least some suppression power (even if it's just a small half a metre radius)... It's ridiculous that I shoot at a guy hiding behind a wall 25 m in front of me, and he just pops out with his rifle and places a bullet between my ears without a twitch. Has he no fear of death?  >:(

I support this too. I would also like to see a little suppression when the bullet of a rifle whizzes near your position. A well optimized suppression system would be a dream and make suppression fire actually useful wich is almost not existend in this mod - unfortunately.

But let me see, suppression system isn't working for me at all because of broken shaders, so lets move on  :(
Title: Re: The Minor Suggestions Thread
Post by: sheikyerbouti on 01-05-2013, 17:05:01
 i like the idea of camouflage for AT guns,

 something as simple as using the arrow keys to deploy a pop-up generic camo netting, ie: desert cam for Africa maps and foliage pattern for all other maps. (not entirely realistic I know but certainly within the realm of possibility)

edit: sp.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 01-05-2013, 18:05:17
i like the idea of camouflage for AT guns,

 something as simple as using the arrow keys to deploy a pop-up generic camo netting, ie: desert cam for Africa maps and foliage pattern for all other maps. (not entirely realistic I know but certainly within the realm of possibility)

edit: sp.
The guns also need to be "dug in" Right now the sand bags and other items barely cover anything.  It should be high enough so that the barrel just clears them.  Atleast make it a challenge for tankers.
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 01-05-2013, 19:05:14
Some of the AT-guns on North Africa maps are dug in already. Examples for this are the 88s on that desert airfield map and the Pak38 on El Alamein at Kidney ridge.

The problem I see with AT-guns being dug in behind sandbags though is the unnatural power of said sandbags. HE rounds explode at the sandbag causing no damabe behind them at all. In FH2 this would mean an impenetrable shield for the AT-guns.
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 01-05-2013, 19:05:28
(http://www.e-novine.com/files.php?file=fotogalerija/region/jugoslavija_rat/Jugoslavija_Rat_23_g_509983389.jpg)

and they weren't always that concealed
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 02-05-2013, 01:05:52
So you guys like maps like operation cobra where tanks just roll up and pick off the AT guns? I sure don't some might as well be removed.
Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 02-05-2013, 09:05:10
So you guys like maps like operation cobra where tanks just roll up and pick off the AT guns? I sure don't some might as well be removed.

I have to say that its of course cooler when the Paks are hidden and make more sence. But I am afraid that it wouldnt change anything on Cobra. If you know exactly where the guns is you destroy it immediatly be it hidden or not.
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 02-05-2013, 09:05:40
It does not change anything if they are hidden. Just look at the FlaK 18s on Cobra: They even have sandbags but everybody knows where they are. Your chances to win a head on fight as a gunner of a FlaK18 vs a Sherman are on a all time low when he knows your position, no matter whether there are some sandbags and a shield on the FlaK.

BF2 engine and veteran players don't allow camouflage to be used effectively.
Title: Re: The Minor Suggestions Thread
Post by: hitm4k3r on 02-05-2013, 13:05:03
FH2 maps are too small to effectively use camouflage. The camouflage of the tanks is working in certain conditions and the uniforms of the players ofcourse, but we will never see something like this:

http://www.youtube.com/watch?v=5XHeGIJqNQI

Most times I know approximetly where the enemy could bring his mobile PaK's so I just need to blind spot them and it works with great success. This should be removed from tanks and static weapons anyway. For effective camouflage we would need longer distances and more less chokepointish maps if you ask me. You loose your surprise advatage in FH2 just too fast as the space is very limited and the wierd LODing of the engine isn't helping either.
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 02-05-2013, 14:05:37
Some AT-guns are indeed almost useless in FH2. Think about the 57mm on the main road to german base on Operation Lüttich. The first thing an experienced player will do in his Panther/Panzer/Stug is to load an HE shell and fire it onto the building 2 metres behind that 57mm through the fog of war. It´s always fun to kill some poor devil there - most of the time a newcomer. The experienced players won´t use it at the very beginning. Nobody wants to be a sitting duck.

Cool would be a system where there are 2 or 3 points at which the AT-guns can spawn. Or getting totally rid of static AT-guns and replacing them with movable guns (of course not possible with 88s).
Title: Re: The Minor Suggestions Thread
Post by: Potilas on 02-05-2013, 15:05:35

Cool would be a system where there are 2 or 3 points at which the AT-guns can spawn. Or getting totally rid of static AT-guns and replacing them with movable guns (of course not possible with 88s).

Why not just let players build the guns like they do in one rival mod ???
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 03-05-2013, 02:05:03
...wait...what?  :-\
Title: Re: The Minor Suggestions Thread
Post by: djinn on 03-05-2013, 09:05:31
I think AT guns is fine. Would have helped if they could all be pushed. Bu the traversal of push-guns is also not cool - Nor is the fact that they spawn rather than get fixed.

So the combination of movable & static guns works. I just wish Cobra got the combination too.
So some guns were trickier to kill.
Title: Re: The Minor Suggestions Thread
Post by: CHRISTIEFRONTDRIVE on 06-05-2013, 17:05:23
How about we stop beefing up the Tiger on "Tiger maps" and treat it like we treat any other tank in the mod?

Shot to the side or ass of Tiger with 75mm on the Sherman:

IRL = dead Tiger
FH2 = do this a thousand times and good luck causing any damage at all.
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 06-05-2013, 18:05:44
How about we stop beefing up the Tiger on "Tiger maps" and treat it like we treat any other tank in the mod?
What are you smoking? You want it to be treated like any other tank in the mod? Okay! Let´s treat it like the fucking Sherman lighter that stands fucking Panther hits. An adequate solution would be for the Tiger to stand about 3 hits from the 17 pounder then. *facepalm

Shot to the side or ass of Tiger with 75mm on the Sherman:

IRL = dead Tiger
FH2 = do this a thousand times and good luck causing any damage at all.
FH2 penetration tables are set on 500 metres.

Here from Wikipedias Tiger-article:

"From a 30 degree angle of attack, the M4 Sherman's 75 mm gun could not penetrate the Tiger frontally at any range, and needed to be within 100 m to achieve a side penetration against the 80 mm upper hull superstructure."

In FH2 and reality this means: Nope
Title: Re: The Minor Suggestions Thread
Post by: Strat_84 on 06-05-2013, 18:05:33
Piercing the Tiger's 80mm armor with a 75mm M3 gun IRL ? Yes sure, but only below 100m and with a good angle shot.

That makes him suddenly much less dead.  ;D
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 06-05-2013, 18:05:55
Tiger should have some damage from a shot in the rear.  FH2 is a first person shooter game, and there is a point when realism ruins game play...this being one of them.  :-\
Title: Re: The Minor Suggestions Thread
Post by: CHRISTIEFRONTDRIVE on 06-05-2013, 18:05:07
Okay.. so the argument is that the current no-damage done by 75mm gun system is correct, and that is backed up by providing cites that the gun does indeed damage a Tiger from under 100m? Makes sense.

And by the way, why does every discussion like this have to turn into an America vs. Germany thing? I'm pretty sure we all played on both sides when we fire up FH2. Most tanks have been kinda fucked since this patch for every army so let's not get all precious over what country we were born in. I don't think a Sherman should survive a direct hit from an 88, but I also don't think that if you outfox the Tiger in your Sherman on Ramelle and get behind him, you should have to fire four or five times directly into his rear hull to achieve any damage when you are literally 5m away, and when the Tiger is a squad leader with engineers pouring off him every 10 seconds, it's not hard to see which is the bigger problem.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 06-05-2013, 18:05:28
I wish the Tiger damage system will be back from 2.4... Now Cromwell or Sherman can shoot him from side with 2 shots which is ridiculous! And Sherman or Cromwell (!) can stand at least 2 shots from Tiger at short range which is simply pathethic!
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 06-05-2013, 19:05:39
Okay.. so the argument is that the current no-damage done by 75mm gun system is correct, and that is backed up by providing cites that the gun does indeed damage a Tiger from under 100m? Makes sense.
Yeah, it makes sense! Since the penetration tables are set on 500m for FH2. The alternative would be to apply the 100m penetration which then on contrary would fuck up the combat on 500m. I have little hopes in the range modifier. This was only good for destroying the tank system which was nice before.

Then a 37mm should defeat Shermans, it could do this on 100 metres, yet you don´t think this would feel stupid if it would cause harm on any range?

And by the way, why does every discussion like this have to turn into an America vs. Germany thing?
It´s not about nationality. It´s about getting a realisitc experience of how those battles were fought. And Tigers were heavier than M4s. In FH2 a Sherman can actually damage a Tiger in the side (the area around the tracks) and in the rear.
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 06-05-2013, 19:05:12

Shot to the side or ass of Tiger with 75mm on the Sherman:

IRL = dead Tiger
FH2 = do this a thousand times and good luck causing any damage at all.
FH2 penetration tables are set on 500 metres.

Here from Wikipedias Tiger-article:

"From a 30 degree angle of attack, the M4 Sherman's 75 mm gun could not penetrate the Tiger frontally at any range, and needed to be within 100 m to achieve a side penetration against the 80 mm upper hull superstructure."

In FH2 and reality this means: Nope
Butch is correct, and incorrect

When the allies captured there first tiger tanks and did penetration tests, they came to the conclusion that some tiger tanks were manufactured with faulty armour plate sections and they did not stopped a 75mm gun when it should have had.


I cannot find any of this in normandy tough. German tanks had fauly armour plates mainly on panther tanks and PZIV, but vital alloy elements wich were in extreme short supply were primarly directed for use on heavy tanks so its possible that late war, tiger tanks were not affected by it anymore
(King tigers were however, as proven post war)

Wheter its a M4A1,Tiger, PZIV or Panther tank, all of these tanks were gigantic bombs of gasoline. All of these tanks had very high chance of fire upon penetration (80-85%)

Only british gasoline tanks were safer then the above (With the churchill tank being the safest at 60%)

The T34 had only 30-40% chance of fire upon impact BUT this tank had a FAR higher chance of ammo explosions

The M4A3 however, was one of the safest allied tanks latewar, thanks to improved ammo storage, fuel storage and wet ammo racks and was as safe as a churchill tank


Long story short

Should a Sherman 75 penetrate a tiger from the sides? No, not via FH2 range
Should a 6PDR penetrate a tiger tank? Yes as the first tiger tank was knocked out by a churchill and the first tiger tank Destroyed was also done by a churchill tank (Wich penetrated the Tiger tank at 400meters using the newly developed APC round wich penetrated 94mm of armour at 500 meters)

Same way a 17PDR, should NOT penetrate the front hull of a panther tank. The angle had to be perfect for it to penetrate at 500 meters. Only the turret could be reliably pierced
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 06-05-2013, 20:05:02
I still say that this is an issue where game play trumps realism.  In real life a tigers track could be blown off (not possible in FH2), in the game damage can be repaired in a manner of seconds and its like nothing happened (not possible in real life).  With limitations and possiblilities of the game, not being able to inflict heavy or any damage, simply makes a good tanker in a tiger invincible.  This is most noticable in sidi bou zid, all the USA has are 37 and 75mm guns, so if they have no impact how are they supose to stop it?  Im not saying these guns should destroy the tank in one shot, but they should have some sort of impact.
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 06-05-2013, 20:05:21
Many early FH2 Desert maps were like this

we can all remeber operation aberdeen.....

Or mersa matruh

Title: Re: The Minor Suggestions Thread
Post by: kingtiger1891 on 06-05-2013, 22:05:26
Can someone stop lying? Churchill knock out the first tiger because it shot into tiger's turret ring, not due to some "uber newly developed ap ammo" :-X

Your beloved churchill can already survive point blank panther side shot in game now, cheers.

But of course that's not the only exicting feature of 2.45 tanking, the more I play the more I realize the tank system is totally f**ked up, it requires more than "minor" suggestion to fix.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 06-05-2013, 22:05:49
Now Chrchill can win 1vs1 against Tiger frontally at close range...  ::)
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 06-05-2013, 22:05:20
Yup, the shell got stuck in the Tigers´ turret ring, blocking the turret... not destroying the vehicle. That´s why you can see that Tiger nowadays at the Bovington tank museum in driving condiditon.

I don´t know why Tao is so horny on the Churchill. The Tiger was a bad design - I agree on that. It was essentialy a big box with a big gun. The Churchill however was also a bad design - if not worse. It had the same conventional armor layout without any angles. Further the concept of an infantry support tank armed with a 6 pounder is bad. Later it got the 75mm, but still that dinosaur was slower than Tigers, less maneuverable and both guns weren´t a potent/the best option to fight enemy armour or infantry (Sherman was better in that regard).

I know a dozen Tiger aces yet no Churchill-ace.

Why is the Churchill such a great design in your eyes, while the Tiger is crap?  ???
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 06-05-2013, 22:05:20
The churchill tank could go anywhere  ;) Anywhere


It could climb hills even tiger tanks could not (The tiger tank actually had better offroad performance then a sherman and a PZIV ;) )

The Churchill had excellent crew survivability. It could also be adapted to dozens of tasks wich extended its service life
AND the churchill tank did great service in the italy campaign, outperforming any allied tank in the field because it could reach any destination. Not to mention that in 1943, heavy german anti-tank weaponary was still rather scarce. And it had no problems with the PZIV then deployed.

Is the tiger tank a bad design?

I think there is a reason why it is famous today. It had many impressive features and the only real disadvantage of this tank was its manufactering cost and Maintance cost. From 1942-1943 the Tiger tank costed over 800 000 reichsmarks in materials and manhours, when the desperate needed Panzer IV costed 120 000 reichmarks or so. Only by 1944 did the tiger tank construction costs dropped drasticly, but by that time it was to late.

And welll, if the tiger tank was well maintained, it was actually quite reliable. Same as the churchill tank.
But yeah, in germanies situation, maintance was difficult.
Title: Re: The Minor Suggestions Thread
Post by: Steel_Lion_FIN on 06-05-2013, 22:05:23
less maneuverable

Churchills had amazing cross-country capabilities and were able to climb hills most other tanks couldn't. A major advantage in the Italian campaign and I read somewhere about the Churchills in Normandy Campaign and how significant their ability to surprise the germans by climbing hills thought unaccessible to tanks. IIRC it was in a documentary about Churchills.

And then there  are the "Special" Churchills, the AVRE, Crocodile and ARV.

E: Damn it, theta beat me to it.
Title: Re: The Minor Suggestions Thread
Post by: Strat_84 on 06-05-2013, 22:05:37
I know a dozen Tiger aces yet no Churchill-ace.

Easy, that's a matter of propaganda.

The IIIrd Reich kept making up heroes fighting in units that symbolized their early success (tanks, bombers).

The British tankers were there as well, but they didn't have their name written in newspapers for every new kill they got.
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 06-05-2013, 23:05:10
Exactly

Completly diffrent way of propaganda, might even be that many kills where "made up"  ;) ;) ;)

Same way the allied propaganda showed photos and said:LOOK HOW OUR EPIC FIGHTER BOMBERS RAPED THIS ENTIRE GERMAN ARMOURED COLUMN

When in reality they abandoned there vehicles because they ran out of fuel

People still believe fighter bombers destroyed panzers with ease when in normandy, they only accounted for 0.6% of the german panzers killed.
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 07-05-2013, 14:05:17
The British tankers were there as well, but they didn't have their name written in newspapers for every new kill they got.
So there were actually british tankers with 100+ confirmed kills? Knispel, Carius, Bölter, Wittmann, Körner. Now it´s your turn...

many kills where "made up"  ;) ;) ;)
The kills mentioned in sources are the confirmed kills... they might as well be higher. Now even the confirmed numbers are made up?

We should get this on topic again: I think Christies proposal is out of place. Try hitting the Tigers´ lower hull on the height of the tracks and you can damage it from the side. That worked at least in 2.4 for me.
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 07-05-2013, 17:05:16
I read they are confirmed kills, but i never actually saw the papers wich says so they are confirmed

i would love to those, tbh, to see how the germans mapped there kills.

Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 08-05-2013, 03:05:20
Can we have half tracks spawn AT guns?  I know we have the trucks that "fart" them out now, but there not on that many maps, plus they have no armour.
Title: Re: The Minor Suggestions Thread
Post by: CHRISTIEFRONTDRIVE on 08-05-2013, 16:05:35
Can we have half tracks spawn AT guns?  I know we have the trucks that "fart" them out now, but there not on that many maps, plus they have no armour.

+1, sorely needed imo. Static guns are almost useless on maps where enemy tankers memorize their positions (PaK 40s near Farmhouse on Cobra, American 6-pounder at Mortain on Luttich, etc.).


Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 08-05-2013, 16:05:37
Will we be getting the katyusha rocket launcher (and the zis-5 :3)?

This one is made by Koricus for BGF:

(http://wasper.comule.com/bgf/20071015_katy1.jpg)

Couldnt find it in the game files unfortunately.
Title: Re: The Minor Suggestions Thread
Post by: McCloskey on 08-05-2013, 17:05:36
I doubt we would see EF without as famous vehicle as the Kat... but why are you posting a pic of a model from another mod? ???
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 08-05-2013, 17:05:01
Because it looks cool in BF2 engine.
Title: Re: The Minor Suggestions Thread
Post by: titsmcgee852 on 08-05-2013, 18:05:15
Hah! Nothing looks cool in the BF2 engine

 :P
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 08-05-2013, 18:05:58
Erm, but looks better than one in BF1942, no?
Title: Re: The Minor Suggestions Thread
Post by: titsmcgee852 on 11-05-2013, 01:05:50
http://en.wikipedia.org/wiki/Joke
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 11-05-2013, 03:05:34
http://en.wikipedia.org/wiki/Joke
Was that spam that slipped in? :o ;D
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 13-05-2013, 16:05:17
With the new russian BM-13 being released theres alot of buzz about mobile artillery and how its hard to use in game.  I would like to suggest making the gunner and driver the same person.  Lets face it unless your in a tourney or just get really lucky, ur not gonna find someone to just drive you around while you have all the fun.  This would be better since you wouldn't have to swith between seats trying to get lined up.  Most of the time I miss a target time period cuz I can't get moved in time  :(.  What do you guys think?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 13-05-2013, 17:05:44
With the new russian BM-13 being released theres alot of buzz about mobile artillery and how its hard to use in game.  I would like to suggest making the gunner and driver the same person.  Lets face it unless your in a tourney or just get really lucky, ur not gonna find someone to just drive you around while you have all the fun.  This would be better since you wouldn't have to swith between seats trying to get lined up.  Most of the time I miss a target time period cuz I can't get moved in time  :(.  What do you guys think?
no.
Title: Re: The Minor Suggestions Thread
Post by: [QPS]_Sex_Bomb on 13-05-2013, 18:05:31
With the new russian BM-13 being released theres alot of buzz about mobile artillery and how its hard to use in game.  I would like to suggest making the gunner and driver the same person.  Lets face it unless your in a tourney or just get really lucky, ur not gonna find someone to just drive you around while you have all the fun.  This would be better since you wouldn't have to swith between seats trying to get lined up.  Most of the time I miss a target time period cuz I can't get moved in time  :(.  What do you guys think?

+1

The perfect example is the Wespe vs Hanomag Stuka Zu Fuss gameplay.  Former where driver act also as gunner, is way more natural than the later with separated seats.
Title: Re: The Minor Suggestions Thread
Post by: BaskaBommi on 13-05-2013, 18:05:18
Has anybody suggested for Flare flight time improvements? Or perhaps Flare-mortars?
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 13-05-2013, 19:05:42
I did once or twice. Yes, again it would be great for the flares to fly higher and stay more in the air. Just like the x-WW2 flare gun.
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 13-05-2013, 20:05:07
With the new russian BM-13 being released theres alot of buzz about mobile artillery and how its hard to use in game.  I would like to suggest making the gunner and driver the same person.  Lets face it unless your in a tourney or just get really lucky, ur not gonna find someone to just drive you around while you have all the fun.  This would be better since you wouldn't have to swith between seats trying to get lined up.  Most of the time I miss a target time period cuz I can't get moved in time  :(.  What do you guys think?
no.
Also no. It would lead to Sdkfz. 251, Jeep Calliope and Katyuscha being used as a hit and run vehicle, propably even becoming an efficient anti-tank weapon. Retarded raids with vehicles driving full speed at their targets, firing their rockets would become common place. This isn´t a signiicant issue with the Wespe having a long reload time and only 1 shell loaded opposed to 6 stuka rockets etc.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 13-05-2013, 22:05:57
And the ones you mentioned have no or weak armour and once rockets are fired they too have a long reload time.  Charging a tank is sucide as they can easily pick you off.  I feel your argument is weak.
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 13-05-2013, 22:05:53
Jeep Calliope already is a brilliant AT gun. Stuka zu Fuss just sucks alltogether.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 13-05-2013, 23:05:54
And the ones you mentioned have no or weak armour and once rockets are fired they too have a long reload time.  Charging a tank is sucide as they can easily pick you off.  I feel your argument is weak.
This is also some devs argument afaik so I rather feel your idea weak.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 14-05-2013, 02:05:35
Then I guess their beautiful models can just sit there or be used as taxi's while no one uses them for their real purpose.
Title: Re: The Minor Suggestions Thread
Post by: sheikyerbouti on 14-05-2013, 02:05:32
 i must say that the argument that certain behaviours become exploitative has fallen upon deaf ears.

 With only a couple of servers that are all adminned, we can count upon the server staff to take care of people that step out of line and this way the Devs can just focus on making things and letting us figure out whether they work or not.

 (p.s. the whole testing argument is hollow anyways as there isn't a large enough testing team to actually figure out most problems)
Title: Re: The Minor Suggestions Thread
Post by: titsmcgee852 on 14-05-2013, 10:05:12
Has anybody suggested for Flare flight time improvements? Or perhaps Flare-mortars?
The thing about that is that the flares in their current form (and well any type of dynamic lighting in bf2 engine) are huge resource hogs. My FPS drops by 15-20 everytime I launch a flare. You can say blah blah upgrade your computer but it just puts more demand on the server if you're playing online and is more likely to make the map crash.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 14-05-2013, 21:05:48
Not sure how much they were used on the western front, but how about fire bombs for aircraft?
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 14-05-2013, 21:05:20
Napalm?
Title: Re: The Minor Suggestions Thread
Post by: Alakazou on 14-05-2013, 23:05:26
Not sure how much they were used on the western front, but how about fire bombs for aircraft?

Cobra could have some napalm bomb :)
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 15-05-2013, 00:05:44
(http://i0.kym-cdn.com/photos/images/masonry/000/331/816/e56.jpg)
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 15-05-2013, 10:05:01
No, just no. Cobra is already a mayhem for the US without it ;D
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 15-05-2013, 18:05:05
No, just no. Cobra is already a mayhem for the US without it ;D
Well if the germans would actually attempt to defend  ;D

But no for napalmz

Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 15-05-2013, 18:05:29
Last time I played, it was impossible to hold farmhouse (just one example). I won't start that Cobra story again as it only repeats itself.
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 15-05-2013, 18:05:42
one more about how FW190 is overpowered, I start swinging the banhammer. always wanted to say that
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 16-05-2013, 01:05:56
Cobra works just fine, but only on 64 servers, its just not designed for anymore than that.  Played it just the other day on the normal 762 server, germans did a fine job defending for awhile, but thats another story.
Title: Re: The Minor Suggestions Thread
Post by: CHRISTIEFRONTDRIVE on 16-05-2013, 02:05:16
Cobra would benefit greatly from tweaks to the push code, since it's actually quite ridiculous that the closest flag to the German main is a flag they aren't allowed to attack and cannot recap. I've long thought Cobra would be ten times more fun if the south American main was turned into a German outpost, and was paired with Watermill as the 2 flags that are lost once, lost forever, while Farmhouse can be recapped as many times as needed.

Another minor suggestion: I would really love to see the ambiguity regarding resupplying AT/AA guns removed. My own ideas:


Title: Re: The Minor Suggestions Thread
Post by: TASSER on 16-05-2013, 02:05:15
Christie preaching. SING IT BROTHER! SING!

Total agree.

Minor suggestion for this post in the "Minor Suggestions" thread: Make it a major suggestion, put it in its own thread.  You make some excellent points, it would be good to get the added visibility of a new topic.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 16-05-2013, 12:05:19
  • Consistency between reloading your hand weapons from an ammo box versus an APC or truck. Currently for some reason it takes twice as long at a truck or APC, when it should be the same.

This is done on purpose, to prevent nade, zook, Faust spam. But I really don't think it has any effect at all because I have almost never seen a squad using the APC/Truck for ammo, it's almost exclusively used as a taxi to the nearest flag.
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 16-05-2013, 12:05:32
Completely agree with Christie.Front.Drive and LuckyOne.
Thanks for that detailed descritption. I always was thinking the same when replenishing ammo on the FlaK 18.
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 16-05-2013, 20:05:27
Minor suggestion for this post in the "Minor Suggestions" thread: Make it a major suggestion, put it in its own thread.  You make some excellent points, it would be good to get the added visibility of a new topic.
When this thread was opened, I alrfeady thought it would come to this ;)

This thread is full  of minor suggestions, but the list has grown HUGE already, making it quite impossible for a dev to search for the right post about a certain suggestion. That's why there were separate threads until now.

I also agree with CFD's suggestions, btw.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 16-05-2013, 20:05:57
Minor suggestion for this post in the "Minor Suggestions" thread: Make it a major suggestion, put it in its own thread.  You make some excellent points, it would be good to get the added visibility of a new topic.
When this thread was opened, I alrfeady thought it would come to this ;)

This thread is full  of minor suggestions, but the list has grown HUGE already, making it quite impossible for a dev to search for the right post about a certain suggestion. That's why there were separate threads until now.

I also agree with CFD's suggestions, btw.

But devs follow this forum up to date, aren't they?
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 16-05-2013, 21:05:41
Im sure they do, but when did you see devs taking suggestions seriously, except what Kraetzer did recently?
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 16-05-2013, 21:05:22
Some devs read posts here from time to time, but if they would follow this forum 24/7, there woudn't be any development at all.

@ Turkish: I saw them do it quite often, they simply don't go and post "Oh, and btw: thanks for this great suggestion, we implemented this on March the 31st 2011" as that would also be a fulltime job and take away too much precious developing time.
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 16-05-2013, 22:05:27
Im sure they do, but when did you see devs taking suggestions seriously, except what Kraetzer did recently?
Actually they do - at least they gave a statement about the tanks and they were also fixing the pushmaps after some discussion started about Falaise and Cobra being hard to play. Suggesting well known stuff like the Zis-5 - several times - is retarded, do you expect a reply on this? And then acting offended...

Hey devs, I want a JS-2 for the mod, have you heard about it?!!11! Oh and IL-2!!!! Will you make IL-2? Please tell me you make IL-2! I want to fly IL-2, because IL-2s are cool.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 16-05-2013, 22:05:36
Any one think we will see the 1895 mosin revolver?  It was quite popular in the war, im sure the devs know this.  My not be as popular in game due to its slow reloading time, but non the less it would get you out of a pinch.
(http://www.imfdb.org/images/thumb/e/ea/Nagant-1895.jpg/400px-Nagant-1895.jpg)
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 16-05-2013, 22:05:09
Many of my suggestions, made it in the mod. I suggested various vehicles in the past wich everybody laughed at me for. Yet a long time later suddently BAM


When i asked for the churchill MKIII in 2.15, alot of people said, including beta testers, that i would "never" see this vehicle on el alamein or any desert map.


Look what we have now, Bitches.

Or when they removed APDS rounds from the 6PDR guns in Normandy
I made a suggestion thread in wich i brought forward facts that the 6PDR should have APCBC shells with increased penetration (wich they implented), I asked for the return of the APDS shells but limited to 6 shots instead of 12 (Providing info on how many APDS rounds were avaible for 6PDR guns in normandy) and were i suggested to decrease penetration on APDS vs Panther tank frontal hull armour (wich i think they did)


Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 16-05-2013, 23:05:27
When i asked for the churchill MKIII in 2.15, alot of people said, including beta testers, that i would "never" see this vehicle on el alamein or any desert map.
Well, I among those ppl was I who kept talking that you will never see churchill even after I had tons of fun with it on the test server - never trust beta testers when it comes to new content ;)
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 16-05-2013, 23:05:32
When i asked for the churchill MKIII in 2.15, alot of people said, including beta testers, that i would "never" see this vehicle on el alamein or any desert map.
Well, I among those ppl was I who kept talking that you will never see churchill even after I had tons of fun with it on the test server - never trust beta testers when it comes to new content ;)
(http://i4.ytimg.com/vi/3N935FVqRD8/mqdefault.jpg)

you lied to me
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 17-05-2013, 00:05:36
We all know that without TheTA this mod would totally suck, of course.  :P  :-*
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 17-05-2013, 00:05:59
And what your Churchill brings to El Alamein map? Just big piece of meat for the Stuka...
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 17-05-2013, 02:05:57
This is more directed towards the players, not so much the devs....


Can the players be more sensible to the air defense part of the game?


Like today on Siege of Tobruk, I had a brilliant idea if many players could use everything they had and throw it on the Stukas. The Breda AA, Brens, Lewis MG placements, Rifles, Tommy guns, Vickers...

Or at least have a dedicated AA squad in the team, organized about shooting down planes and stuff.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 17-05-2013, 10:05:49
On pubby game? Forget about it...  ::)
Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 17-05-2013, 13:05:31
Anti Air a whole round on a Vikers? I think this is terribly boring, you would get less kills and spawnrape, but still boring. ALso you would end up with like 3 points a round (Uhh hyper you are such a statwhore blah blah)
AA with a regular Flak gets boring quite fast already.

And those italian Flaks are absolutly useless.

Making planes less OP, having to land to get bombs etc. would be a solution I think.
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 17-05-2013, 17:05:40
Making planes less OP, having to land to get bombs etc. would be a solution I think.
Nein.
Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 17-05-2013, 18:05:19
Nice arguing, is the argument "no I dont want my plane to be less op"?
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 17-05-2013, 18:05:30
I think it is a bit off to reload all bombs while hovering above the airfield. Why did they change it anyway? Not ranting, just asking.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 17-05-2013, 19:05:31
I think it is a bit off to reload all bombs while hovering above the airfield. Why did they change it anyway? Not ranting, just asking.

To keep the gameplay flow going I guess... and because some planes are really hard to land after the last patch :P
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 17-05-2013, 19:05:41
It´s simply no fun. Imagine you would spend more time landing than staying in combat with your aircraft. Because that´s pretty much the case.
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 17-05-2013, 19:05:46
Yes, on some maps it is indeed hard to land the aircraft, I give you that, but the airborne repair should not function at all; I know it is slow but if you fly rather slowly, you can get very much health. As the 20mm-shelled FlaKs have a really hard time to shoot down in planes most of time (I say most of time because sometimes it's like you down them in less than a second somehow), they should repair a bit longer. It always frustrates me when hitting a plane with FlaKs only to receive the ultimate revenge if I don't realocate asap. Even more frustration when hitting one with the time fuses (red marker) and doing nearly zero damage...
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 18-05-2013, 11:05:18
What about adding some sound effect to tank- and anti tank gun-shells that are passing by or impacting close to you, similar to the sound artillery-shells make before impact? Or is it already in and I didn´t notice? "Swooooosh." :)
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 18-05-2013, 11:05:06
I believe that was not possible to do Butch :(
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 18-05-2013, 12:05:56
I played with custom soundpack addon where there were such sound effects using hand weapons, so maybe it is possible...
Title: Re: The Minor Suggestions Thread
Post by: Gotkai on 18-05-2013, 12:05:20
Was it Watchtowers Soundpatch?
Title: Re: The Minor Suggestions Thread
Post by: DaWorg! on 18-05-2013, 19:05:45
I think it is a bit off to reload all bombs while hovering above the airfield. Why did they change it anyway? Not ranting, just asking.

I think that on some maps it's supposed to represent high number of aircraft that participated in battle, without adding more planes that would take people out of ground combat. There are still maps where you need to land in order to reload and repair
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 18-05-2013, 20:05:24
Was it Watchtowers Soundpatch?

No, it was made by Hungarian player - Hydra, or something like that...
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 20-05-2013, 20:05:51
On some maps the infantry should have bayonets attached at all times.

Many of the siege/close combat maps the soldiers would have been ordered to fix bayonets long before the attack began.

I think it is an iconic view of WW2 combat of bayonets still being used. Yet in FH2 we never see them other than those VERY few times that you run out of ammo at close range and decide to try and stab your opponent.

Giarabub/Fall of Tobruk/Bardia/Tunis/Port En Bessin/etc.

And the argument that bayonets affect accuracy can be swayed on siege maps and smaller maps because the combat distances are shorter.

It would make a lot of sense on the maps where you have multiple weapon/class choices for the same kit (such as Ramelle) to have one with bayonet at the ready.

It looks AWESOME on Red Orchestra 2. FH2 can easily do the same!
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 20-05-2013, 20:05:21
yeah this was suggested before if i remember correctly. I think this should be on 16 maps.
Title: Re: The Minor Suggestions Thread
Post by: Butcher on 20-05-2013, 22:05:18
Often discussed and not possible. RMB is for zooming your rifle when weaponslot 3 is choosen. It´s also used for stabbing with your bayonett on number 1. How are you going to zoom if you have a bayonett on your rifle? Also shooting-weapons and meele weapons are different somewhere in the BF engine - I don´t know just type it in the search-function. Thing is they don´t fit in the same slot.
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 20-05-2013, 22:05:32
That's not what I'm suggesting.

I mean in these battles that the troops have their bayonets at the ready, all you have to do is press no.1 on your keyboard to switch to bayonet.
There is no need to attach the bayonet when you press no.1 because the bayonet is already on the end of your rifle. You still attack with your bayonet like you do currently except you don't wait for an animation to load.

FH2 needs this on maps just to make certain maps look/play more realistic. Just google search 'Tobruk WW2' for instance and a huge amount of the pictures are British soldiers with bayonets on their rifles.

In FH2 you NEVER see bayonets.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 20-05-2013, 22:05:21
He says when the soldier spawns, the bayonet is allready attached. There is no deploy animation for the bayonet, so you can stab people quicker.
Title: Re: The Minor Suggestions Thread
Post by: Steel_Lion_FIN on 21-05-2013, 00:05:47
In a Coles-Charge-map or a mad-red-dash-across-a-plaza-in-Stalingrad-map, or in Pacific, I see this as a good solution/suggestion. Other than that, no.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 21-05-2013, 02:05:41
I'd like to see it, the russians had their bayonets on most of the time anyways.
Title: Re: The Minor Suggestions Thread
Post by: Korsakov829 on 21-05-2013, 02:05:57
(http://img194.imageshack.us/img194/1172/screen018n.jpg)
I request an immediate nerfing of AI artillery in the next patch, and that O. Carlen be stricken from the bot name list! This British bastard just nailed my Stuka with a mortar while I was 20m off the ground and at full speed. No, it wasn't splash damage from the ground, he hit the bloody plane directly with a shell!
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 21-05-2013, 11:05:54
I'd like to see it, the russians had their bayonets on most of the time anyways.

That's because Mosins were sighted in with bayonets attached IIRC, so they were actually more accurate with bayonets on. Anyway I suggested the same thing before. There are 2 exactly identical rifleman kits on Tunis and Ramelle I think, so why not give one of them a permanently attached bayonet...
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 21-05-2013, 16:05:11
Saying Cole's Charge and Stalingrad I don't think you realise how often British soldiers went into battle with bayonets attached before they even saw the enemy.

Christ they still do it now sometimes.

It's not just for practical reasons either (stabbing people) it also increases the moral of the troops who are wielding them. No doubt it's also more scary to be fighting against.


There really are so many maps where it should be standard. I don't know why anyone would be against the idea.
Title: Re: The Minor Suggestions Thread
Post by: McCloskey on 21-05-2013, 17:05:28
I don't know why anyone would be against the idea.

Tbh it just looks silly as fck when everyone has bayonets attached.. back in the day of Resistance'n'Liberation's alpha days, the bayonets were permanently fixed and it was among the things that really made me want to quit playing the mod, seeing all the 82nd guys with bayonet mounted Garands. Player should always be able to attach/detach bayonets at their own will IMO.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 21-05-2013, 17:05:00
Why not make them like the NCO kit? 2 different selections: one attached and one detached.
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 21-05-2013, 17:05:50
And why do you want it if you wouldn't be able to use it? If sb wants a bayonet charge he will simply attach it...
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 21-05-2013, 18:05:01
bayonet charges are left in WW1, man. and lets face it, in public servers you cannot organise a proper charge that easily. Aaand not forgetting the enemies that pop up from corners. The enemy is not stationary (for long time at least) in FH2 to have a massive bayonet charge.
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 21-05-2013, 19:05:13
...the fuck?

look, just have the bayonet on all the time, I can't count the times I've been killed while attaching it.

anyways, someone make the british uniforms more visible in the sand and it appears there is a hitbox bug on infantry, as some are apparently impervious to bullets.
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 21-05-2013, 20:05:12
I'd like to see it, the russians had their bayonets on most of the time anyways.

That's because Mosins were sighted in with bayonets attached IIRC, so they were actually more accurate with bayonets on. Anyway I suggested the same thing before. There are 2 exactly identical rifleman kits on Tunis and Ramelle I think, so why not give one of them a permanently attached bayonet...
Removing the bayonet from the rifle was forbidden unless the person in charge in the field gave the explicit order to do so.
 Mosin nagant rifles were balanced with there bayonets and were sighted in WITH the bayonets. Removal of the bayonet wont affect accuracy at close range, but 300-400 meters...thats were you will see the diffrence.

Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 21-05-2013, 22:05:22
Saying it looks 'silly as f**k' to see soldiers with bayonets is like saying it looks silly to see soldiers with ppsh41s in Stalingrad.

In many of the battles on FH2 it looks considerably more 'silly' that NOBODY has bayonets.

When you search 'Tobruk WW2' in the first 5 images I get TWO with soldiers with bayonets:
(http://i.imgur.com/qtwf9Gt.jpg)
(http://i.imgur.com/UgnmHeK.jpg)
Of the other 3, one is a map, one is of prisoners and the third is too small to really decipher.
There are dozens of similar images the further you scroll.

I agree most maps shouldn't have them at the ready but others NEED them!

In FH2 bayonets are like unicorns. People know the myth, but nobody can be sure they've actually seen one! :D
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 21-05-2013, 23:05:11
But whats the point of having them all the time attached if you will have to switch "the gun" in order to use it?
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 21-05-2013, 23:05:36
The 3 second delay of attaching the damn thing
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 22-05-2013, 00:05:32
But whats the point of having them all the time attached if you will have to switch "the gun" in order to use it?

Ask the developers of Napoleonic Wars for Mount and Blade (Warband). They did it in the same way...
Title: Re: The Minor Suggestions Thread
Post by: Pejsaty on 22-05-2013, 00:05:13
Yeah, but as you said it was Napoleonic Wars...
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 22-05-2013, 10:05:39
The 3 second delay of attaching the damn thing

EXACTLY


But also for making battles look more realistic :D
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 22-05-2013, 10:05:22
There will be no bayonet deploy anim so the moment you switch you can stab the opponent.
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 22-05-2013, 13:05:31
Faster respawn of tanks on Alam Halfa
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 22-05-2013, 16:05:16
How about a pick up kit for the russians with a flag?  Its just for fun, it could have a knife, side arm, flag and bandage.  You could also make it so when you click "fire" while holding the flag it makes your person yell.  I would make it though like a gun with maybe the ability to yell say 5 times in a row then it would "reload" for a while.   This way you wouldn't have some one just running around yelling all the time.  I think it would just look cool to see someone running into battle waving the flag or riding on a speeding t-34.
Title: Re: The Minor Suggestions Thread
Post by: Korsakov829 on 22-05-2013, 16:05:06
Sounds like a pain in the ass to animate...
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 22-05-2013, 17:05:40
and to make if follow the "wind"...I can already see flags waving sideways or even to the front of a speeding T34/truck/jeep
Title: Re: The Minor Suggestions Thread
Post by: Korsakov829 on 22-05-2013, 17:05:38
All I can think about is a red, painted, board-like flag that doesn't even move. Flags on vehicles and flag poles are one thing, but this...
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 23-05-2013, 04:05:48
I said it was just for fun, I don't care if they make it or not, it was just something different.
Title: Re: The Minor Suggestions Thread
Post by: CHRISTIEFRONTDRIVE on 23-05-2013, 07:05:19
What a bunch of negative cunts. That sounds more fun than some stupid gold bar and a Webley revolver.
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 23-05-2013, 10:05:06
Don't you know? The webley shoots gold bullets!
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 23-05-2013, 11:05:49
What a bunch of negative cunts. That sounds more fun than some stupid gold bar and a Webley revolver.

No it doesn't. You don't really know the actual story behind the gold bar and the Webley revolver kit (it also once used to have the grapple hook)?

It was actually made for a fun, albeit (quite) short lived Gold Rush game mode in the early days of FH 2. I never actually got to play it and I only know some details about it. Maybe some veterans around here will be able to share first-hand accounts of it.
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 23-05-2013, 21:05:04
Which i do not understand is this, why did the devs axe the Goldrush map?
Bring it back man. :D
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 23-05-2013, 22:05:10
AFAIK it crashed all the time
Title: Re: The Minor Suggestions Thread
Post by: Archimonday on 24-05-2013, 05:05:39
The bayonet thing comes down to how you take that quick deploy bayonet/rifle combination and employ it with other gear. Yes, you might have a split second switch between the two, but that split second switch is there for everything else too Grenade -> Rifle, Mine -> Rifle, Wrench -> Rifle, etc.

The only way I could do it in No Mans Land was to dedicate a special class which had strictly two things: A rifle, and a bayonet. Another, with a Rifle, other misc melee weapon, and hand grenades. And a third, with a rifle, misc hand weapon, and rifle grenades. Making three rifle classes, each with their own specific abilities. The latter two were limited, to 1 per squad.
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 24-05-2013, 12:05:52
A map like Tunis is a prime example where this isn't important as nobody has grenade launchers.

Also kits like recon/engineer could always have bayonets on in close quarter maps (over knife/spade etc that they normally have because they would still have been ordered to put bayonets on).
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 24-05-2013, 16:05:52
Well, mate we could lave everything as-is if we use the '1' key to select the bayonet. By the way, we need more kits with bayonets. The FS knife is way too common within FH2, since few regulars could get hold of one. The were only issued to Commandos and the wartime demand for these knives was tremendously high, making them too expensive as a private purchase item. Aside from that, this Gucci-kit obsession was a very rare ocurrence back then.
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 24-05-2013, 17:05:26
and british engineers also had bayonets


Also the fact that the british engineer kits get only half the ammo is also bullocks...The German engy kit does get his full share..
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 24-05-2013, 18:05:35
Good point as well. Certainly a few times I've run out of ammo as the engineer.
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 24-05-2013, 19:05:09
the NA german engie also has half ammo. But the normandy engie gets full share tough.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 27-05-2013, 22:05:09
Another minor suggestion:

Realized the DAK German faces and West Front German faces are different. And its always good to hae a vairety of faces, so why not mesh-hack them? So we can get a quantity of faces both in NA and Europe. And the NA faces look younger too. It would be good to have some young recruits in the Western Front and some expert veterans in North Africa, no?

Its kinda a bigger suggestion, maybe I'll make an independent thread about it.
Title: Re: The Minor Suggestions Thread
Post by: Erwin on 31-05-2013, 10:05:40
I'm not stopping in the middle of the fight to look at my enemy's face. It's a waste of time.
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 31-05-2013, 11:05:19
I would also like to see more faces, especially in the British and Commonwealth factions. These are only having three different faces. I do understand that this is a low priority at the moment, but it would be awesome to have different faces for the Australians, Canadians and maybe even for the New Zealandean soldiers. Different faces for the British Army in Normandy would also be amazing. I remmber a gentleman called Ronisayswoot who did faces and re-skins of FH2 soldiers when he had time. If I recall correct, he made Marines for use in the Pacific theatre! I will look for the thread in which he posted the screenshots of his work. At the time he did not want to concentrate fully on FH2 because he still was an NML developer at the time. However, NML has been put on hold as far as I know, so he would maybe consider having a look at our suggestions.
Title: Re: The Minor Suggestions Thread
Post by: Mattitatti on 31-05-2013, 12:05:05
Maybe eastern front germans look different too?
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 31-05-2013, 12:05:55
bearded and tired
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 31-05-2013, 13:05:27
Luckily I have managed to find the topic already! Here it is: http://fhpubforum.warumdarum.de/index.php?topic=13099.0
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 31-05-2013, 13:05:10
apparently Ronny has been gone since 2011... :(
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 04-06-2013, 00:06:41
Is it possible to change selectable kits between map sizes?  16p maps generally don't need an AT kit or an engineer kit.  It would be better if they were replaced with some regular fighting kits, different from those already there of course.  If the two kits mentioned are needed I would suggest just making a few pickup kits.
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 10-06-2013, 13:06:51
Sorry if I'm wrong (I don't get the chance to play PR much) on WW2 maps on PR don't soldiers have backpacks/satchels/water bottles/gear/kit on their backs?

As in, don't they have way more stuff than the soldiers in FH2 carry?


Is there a reason we don't have the same?
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 10-06-2013, 13:06:25
Soldiers having bags would be good. I just love the early German backpack.
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 10-06-2013, 14:06:12
Backpacks are ditched before combat.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 10-06-2013, 14:06:27
I see. But isnt there any map where the troops run into combat before they can ditch their bags?
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 10-06-2013, 14:06:35
Possibly, but why would anyone make new kitmeshes for that?
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 10-06-2013, 14:06:10
Surely PR and FH2 can trade?

We're so far down the line working/playing on mods for an outdated game, surely we have to work together.


Some kit though was not thrown was it? I thought Axis often carried their gas mask tin, water bottle, knife, zeltbahn (spelling!?), bread bag etc. into battle.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 10-06-2013, 14:06:08
The gas mask is already equipped on the German soldier AFAIK.
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 10-06-2013, 16:06:48
Just to further back up how absurd it is that bayonets are NEVER seen on FH2, this is 5 mins searching 'tobruk' & 'el alamein' (http://i.imgur.com/1DMEBKb.jpg)

I realize about propoganda but come on = please give us men constantly equipped with the almighty spear rifle :(
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 10-06-2013, 16:06:54
Yeah I hope the devs put this in the next patch, on some maps. It shouldnt be that hard for experienced developers like ours.
Title: Re: The Minor Suggestions Thread
Post by: CHRISTIEFRONTDRIVE on 10-06-2013, 19:06:06
Bayonettes are very useful in some situations, the trouble like everything else is bad hit boxes. Sometimes you stab someone 3 times and they don't die.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 11-06-2013, 12:06:28
Bayonettes are very useful in some situations, the trouble like everything else is bad hit boxes. Sometimes you stab someone 3 times and they don't die.

They are, but the problem is the long deploy animation and the fact that you can't shoot while having them equipped coupled with the slow running speed make them only useful when killing targets that can't see you and can't move (like camping snipers and artillerymen).
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 11-06-2013, 14:06:10
I don't care about how useful they are, lets just see them on the battlefield more!

We'll all look more BADASS!  ;D

(and historically accurate)
Title: Re: The Minor Suggestions Thread
Post by: Gunnerz on 21-07-2013, 19:07:24
Talking about bayonets.
Actually i think that a knife should be a one kill weapon if you cut someones throat from behind.
 ;)
Title: Re: The Minor Suggestions Thread
Post by: Korsakov829 on 21-07-2013, 19:07:20
Agreed, I'm tired of having to do a ten second dance with someone every single time. The first stab in the back does next to nothing, aside from alerting them.
Title: Re: The Minor Suggestions Thread
Post by: Markuss_X1 on 23-07-2013, 10:07:41
In close combat, bayonet very effektivnoek weapons because they can be used more than once reloading rifle

http://youtu.be/zVjCrcm2Xw8
Title: Re: The Minor Suggestions Thread
Post by: Markuss_X1 on 23-07-2013, 10:07:50
Unlike BF2 in FH2.45 knife, bayonet and gun more effective weapons as often the enemy has a rifle in close combat if you do not hit with a rifle need some time to recharge it.
During this time, there is a good chance to shoot the enemy with a gun or a knife or bayonet stab.
Title: Re: The Minor Suggestions Thread
Post by: BaskaBommi on 23-07-2013, 13:07:29
Unlike BF2 in FH2.45 knife, bayonet and gun more effective weapons as often the enemy has a rifle in close combat if you do not hit with a rifle need some time to recharge it.
During this time, there is a good chance to shoot the enemy with a gun or a knife or bayonet stab.

I am unable to digest this information... whatever it is about.
Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 29-07-2013, 14:07:16
Is there any hope to get the invincible driver/gunner bug fixed? As it sometimes occours on the M10 or Brenn Carrier for example.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 17-09-2013, 02:09:13
I know this has been suggest before, but bazooka sights really need to be fixed.  The spread is way to wide, I just killed myself three times because the round hit the ground.  This was even after i had laid down 4 a few seconds and the sights were clear.
Title: Re: The Minor Suggestions Thread
Post by: hitm4k3r on 17-09-2013, 21:09:57
Strange, I never kill myself with the Bazooka. It has a alot of spread, but it is not that I hit the ground infront of me. Did you try to fire it out of a window? Because this will not gonna work. And sights don't need to be adjusted. What might need adjustment is the accuracy.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 18-09-2013, 04:09:55
Ok I mean accuracy, basically the projectile does not go where i aim.  And nope wasn't in a building was laying down out side, and twice it hit the ground and once it hit the end of a wall which I know was not in the cross hairs.
Title: Re: The Minor Suggestions Thread
Post by: hitm4k3r on 18-09-2013, 21:09:13
I don't know whether they fired the bazooka while being prone, I would guess not. Normally you fire it while crouching or standing and the barrel over your shoulder. Firing it prone would be suicide in RL as the backfire would burn your legs, so don't expect it to work ingame either. Lesson learned.

And the accuracy ... well that's a different topic. Could be a bit more accuracte from POV, but those handheld AT weapons weren't that accurate, so a bit of spread is ok. I wouldn't fire it from further than 50 metre anyway.
Title: Re: The Minor Suggestions Thread
Post by: Lightning on 18-09-2013, 21:09:43
I don't know whether they fired the bazooka while being prone, I would guess not. Normally you fire it while crouching or standing and the barrel over your shoulder. Firing it prone would be suicide in RL as the backfire would burn your legs, so don't expect it to work ingame either. Lesson learned.
http://www.youtube.com/watch?feature=player_detailpage&v=IVmL62rsZfI#t=99

(That's the first hit searching youtube for "M1 Bazooka" by the way...)
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 18-09-2013, 21:09:34
I don't know whether they fired the bazooka while being prone, I would guess not. Normally you fire it while crouching or standing and the barrel over your shoulder. Firing it prone would be suicide in RL as the backfire would burn your legs, so don't expect it to work ingame either. Lesson learned.
http://www.youtube.com/watch?feature=player_detailpage&v=IVmL62rsZfI#t=99

(That's the first hit searching youtube for "M1 Bazooka" by the way...)

1:42 He's firing prone, but you need to lie sideways...

Btw I'm sure I mentioned this before... But is there any progress on multiple mounts for deployable MGs? It would really help their effectiveness if they could be deployed over more obstacles...
Title: Re: The Minor Suggestions Thread
Post by: shahram on 26-09-2013, 18:09:10
Hi guys. after a long break I am posting again.
I think it's time for new blood. it is felt repetitive although it is still enough good to play. players count are being decreased  slowly.
I want to offer a idea; I know this site's founders ( / F.Hope 2 creators ) have a good relation with ForgottenHonor founders ( maybe some are same ). They are currently running 14th campaign. I had chance to take part in campaign 13, I wanted to play camp 14 but I can't in some reasons. camp. 13 have more than 10 unique maps. so my point is that if F.Hope 2 can bring all those maps from all previous 13 campaigns it will be a really new fresh blood and players come back from PR or join and players count will be increased.
Title: Re: The Minor Suggestions Thread
Post by: Korsakov829 on 26-09-2013, 18:09:21
moddate ziadi ast ke shoma ra nadideh am
The developers have been known to add new maps made by the community, and even in those cases it was years before they were released. I agree, more maps would attract new players, but standards are very high and some maps don't meet those and if they do they need to changed and tested, these take a long time to do. I think a temporary solution would be to encourage more players and servers to download and use these maps much more often, this way they would also get noticed more.
Title: Re: The Minor Suggestions Thread
Post by: shahram on 26-09-2013, 19:09:12
dar meydan nabard hastam amma kamtar be anjoman sar mizanam. be har hal sepaas doste man. :D
yeah, you are absolutely right but I should say that maps in camp. 13 were really awesome I am sure in other previous campaigns, maps are as good as 13 and I am sure they will satisfy FH2 developers and will conform with their standards. of course forgotten honor devs have said that you can't use our maps, so I think they give maps to just FH2 devs and not severs or maybe they give, I dont know. ;D
( your persian language skill is good ;) )
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 05-10-2013, 23:10:58
Couldn't find anything in the topic... But currently on Ramelle we have a kit geo with the 2nd Ranger symbol on the back of the helmet. Was wondering if it would be easy to use this kit geo (or at least the helmet skin) on Point Du Hoc for the 2nd Rangers.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 22-10-2013, 01:10:11
Going along with Ramelle could we have a kit with mortar rounds that could be tossed at enemy tanks and infrantry?
Title: Re: The Minor Suggestions Thread
Post by: Battlefieldfan45 (CroPanzer) on 22-10-2013, 13:10:34
Going along with Ramelle could we have a kit with mortar rounds that could be tossed at enemy tanks and infrantry?

And tosssable helmet!
Title: Re: The Minor Suggestions Thread
Post by: Kalkalash on 22-10-2013, 15:10:11
Going along with Ramelle could we have a kit with mortar rounds that could be tossed at enemy tanks and infrantry?
I don't think we should drift away that much from reality.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 22-10-2013, 17:10:23
^ FH never has been about reality when it comes to things like those...

Besides, that would actually make more sense (if we go by the movie) than not having mortar ammo resupply for Allied (despite the reference in the movie that they got a bunch of mortar ammo but no mortars to use them or sth like that). It's not like the mortars would be that different from the molotovs (except maybe being able to damage the Tiger slightly).

(At least a reskin of the us Compo-B into a sticky sock would be in order :P)
Title: Re: The Minor Suggestions Thread
Post by: Wyrdstone on 22-10-2013, 18:10:23
Suggestion that recon vehicles such as the daimler, dingo, greyhound, puma, 222 etc. be given the ability to spot for artillery targets.

Seem to remember the stug once had this ability. Does it still?

Anyway, idea would make sense to me. Often artillery is spamming for people to give good arty spots.
Title: Re: The Minor Suggestions Thread
Post by: Kalkalash on 22-10-2013, 18:10:27
It's not like the mortars would be that different from the molotovs (except maybe being able to damage the Tiger slightly).
You do realise that smashing a mortar shell against a hard surface will trigger the propellant and make the damn thing just fly out of your hand, possibly very painfully?

It's like trying to fire bullets by holding the cartridge between your fingers and hitting the primer with a hammer. It's silly.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 22-10-2013, 18:10:13
But wouldn't the gas just disperse?  Its not confind like it is in the mortar tube.
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 22-10-2013, 20:10:08
Any possibility of seeing this in game:

(http://www.wwiivehicles.com/germany/half-tracks/sdkfz-8-half-track/sdkfz-8-mounting-88mm-flak18-01.png)

The model of the truck and flak is already in game - they only need to be connected as 1 object and coded, would it be possible?
Title: Re: The Minor Suggestions Thread
Post by: Khaine on 23-10-2013, 00:10:26
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 23-10-2013, 10:10:36
  • last but not least, you can easily be killed by small caliber weapons when driving an open turret tank and yet you don't benefit of the advantage of the great visibilty offered by these turrets, thanks to the fact that all the closed turret tanks have the same great 360 view

I though the open ones have wider FOV... Not sure though...

One more question, could we get something like an observer position on the open ones? Something like this (the dude on the right):
(http://i642.photobucket.com/albums/uu144/completearmourmodelling/MarderIIIa.jpg)

Could help with the visibility...
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 23-10-2013, 15:10:04
Would be nice if the second dude could crouch and stand.

Might be coded with the tank gunner thingy in vBF2.
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 23-10-2013, 17:10:02
Marder has better FOV than Panzer IV. I remember hating the Panzer IV for having that giant commanders cupola blocking your view when you look behind you ;D
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 23-10-2013, 18:10:03
Marder has better FOV than Panzer IV. I remember hating the Panzer IV for having that giant commanders cupola blocking your view when you look behind you ;D
+1 on the panzer IV
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 23-10-2013, 19:10:33
Also winter camouflage for Stug and Flak88 would be cool to see!  :)
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 01-11-2013, 14:11:46
Could we have some dynamite sticks?  Maybe a fuzed or variable timer version like in BFV.  I figured being so generic it could be used my any army by simply changing the wording on it to english, German, Finnish whatever is needed.  Would just be another way to take out tanks or large groups of infrantry.  Maybe even make another 'angry farmer' type kit with it.  ;D
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 09-11-2013, 15:11:16
PakWagen anybody?
(http://www.puttyandpaint.com/images/uploads/artistworks/835/48sdkfz251-22065__sized.jpg)
Or a SdKfz 251/17 Schützenpanzerwagen (2cm) (Flakpanzerwagen 38)
(http://www.tanks-encyclopedia.com/ww2/nazi_germany/SdKfz-251-17_Ausf-C_FLAK38_HD.jpg)
This ones just cool.
(http://www.tanks-encyclopedia.com/ww2/nazi_germany/SdKfz-251-16_Flammpanzerwagen_Ausf-D_HD.jpg)
Website link------>http://www.tanks-encyclopedia.com/ww2/nazi_germany/SdKfz-251_Hanomag.php
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 09-11-2013, 15:11:48
...the heck is the last one? looks weird, I like it though.
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 09-11-2013, 16:11:41
...the heck is the last one? looks weird, I like it though.

Flamethrower. The Pak40 one wasnt used until 1945 though.
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 10-11-2013, 11:11:50
...the heck is the last one? looks weird, I like it though.
Flamethrower version
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 10-11-2013, 11:11:35
Flamethrower version
thanks for clearing that up, now look at the post above yours  ;D
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 10-11-2013, 21:11:24
Or the mortar version would be cool to see!
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 11-11-2013, 10:11:23
Flamethrower version
thanks for clearing that up, now look at the post above yours  ;D
oh Skoot  ;D ;D ;D Dint saw that
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 11-11-2013, 14:11:46
...the heck is the last one? looks weird, I like it though.

Flamethrower. The Pak40 one wasnt used until 1945 though.
The website says there was one at Caen in 1944?
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 11-11-2013, 16:11:13
...the heck is the last one? looks weird, I like it though.

Flamethrower. The Pak40 one wasnt used until 1945 though.
The website says there was one at Caen in 1944?

They are wrong.
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 11-11-2013, 17:11:08
I've read that they started to produce them at the beginning of December 1944, but didn't find when they were used first in action. For example, were they used in the Battle of the Bulge?
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 11-11-2013, 18:11:02
"The first Sd.Kfz 251/22 Pakwagens were delivered to four units in December 1944 – Grossdeutschland, 25th Panzer Division, 9th Panzer Division and 11th Panzer Division. WWII buffs will know that two of these units were on the Eastern Front with the others on the Western Front."
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 11-11-2013, 19:11:36
"The first Sd.Kfz 251/22 Pakwagens were delivered to four units in December 1944 – Grossdeutschland, 25th Panzer Division, 9th Panzer Division and 11th Panzer Division. WWII buffs will know that two of these units were on the Eastern Front with the others on the Western Front."
It doesn't prove they were used before 1945.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 11-11-2013, 19:11:10
No I know that was directed at the other question about them being at the battle of the bulge, just suggesting it was possible.
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 11-11-2013, 21:11:57
"The first Sd.Kfz 251/22 Pakwagens were delivered to four units in December 1944 – Grossdeutschland, 25th Panzer Division, 9th Panzer Division and 11th Panzer Division. WWII buffs will know that two of these units were on the Eastern Front with the others on the Western Front."

Source?
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 11-11-2013, 22:11:13
"The first Sd.Kfz 251/22 Pakwagens were delivered to four units in December 1944 – Grossdeutschland, 25th Panzer Division, 9th Panzer Division and 11th Panzer Division. WWII buffs will know that two of these units were on the Eastern Front with the others on the Western Front."

Source?
http://theminiaturespage.com/news/238377022/
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 14-11-2013, 16:11:31
(http://images1.wikia.nocookie.net/__cb20120422114306/fhsw/images/5/52/52-K.jpg)
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 14-11-2013, 16:11:47
First we need to see the Dshk.
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 14-11-2013, 19:11:33
Actually the Russians used their 52-K simular to how the germans used their Flak 88's...

So this one actually gets more priority In my honest opinion
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 05-01-2014, 16:01:42
I've noticed something on most of the Normandy maps.  They hedgerows aren't very usefull.  The only thing they seem to do is give infrantry someting to hide behind and something for tanks to have to drive around.  It would be nice if they were set at the correct heights so that one could fire from behind them either standing, kneeling, or prone.  This way one could defend a position more easily.  It would also be nice, if there were some static MGs place in the hedgerows in certain spots.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 05-01-2014, 20:01:39
^ They are at the correct heights? I don't quite get what you mean...

But I agree they sometimes do lack a few details... Some sandbangs around, strongpoints and a few more ditches for the infantry to hide in... Maybe a few more holes, since new ones can't be punched by tanks...
Title: Re: The Minor Suggestions Thread
Post by: Korsakov829 on 05-01-2014, 21:01:40
He means that you practically have to get in front of them to make use of them, if you fire from behind currently your view is obstructed.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 05-01-2014, 21:01:28
^ They are at the correct heights? I don't quite get what you mean...

But I agree they sometimes do lack a few details... Some sandbangs around, strongpoints and a few more ditches for the infantry to hide in... Maybe a few more holes, since new ones can't be punched by tanks...

I mean some are to tall to shoot over for infrantry, it would be nice to if there were some "thinner" spots or "holes" in the lower part to shoot out of.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 06-01-2014, 00:01:16
He means that you practically have to get in front of them to make use of them, if you fire from behind currently your view is obstructed.

Well I see nothing wrong with that... Some of those were over 4 meters tall, of which 2 m was usually wall! The soldiers hated them... That's why it was called the Hell of Bocage...  :-\

I don't think they would have spent so much time trying to solve the problem with the hedgrerows (the famous Culin hedgerow cutter) if those had been some wussy garden hedges. :P
Title: Re: The Minor Suggestions Thread
Post by: F.E.Glöckner on 06-01-2014, 16:01:07
I dont like these "Walls" in the Hegdes. IMO it should possible for Inf to go through the hegde everywhere, not only in some always Smined gaps. On Villers there are some nice Hedges, is it possible to set them on all Maps or is this a Shitload of work?
Title: Re: The Minor Suggestions Thread
Post by: Stubbfan on 06-01-2014, 16:01:48
Let's just say it's not going to happen :)
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 06-01-2014, 18:01:24
IMO it should possible for Inf to go through the hegde everywhere
Real bocage is not passable, it is an organic wall: the hedges in bocage are really that thick.
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 06-01-2014, 19:01:37
Not even the panther tank wich had very high torque, could get trough the bocage, they really needed specialized equipment to "cut " trough it.

Like the bocage cutters installed on sherman tanks. But really thick bocages were also very difficult to pass for these specialised units

Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 06-01-2014, 19:01:57
You mean the Sherman with the spikes right? That is used for running over bocage without any problems as I read. Was something like that ever installed on German tanks?
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 06-01-2014, 19:01:36
Like so:

(http://forgottenhope.warumdarum.de/imagesfh2/vehicles/Sherman%20VC%20Firefly/big.jpg)
Title: Re: The Minor Suggestions Thread
Post by: titsmcgee852 on 07-01-2014, 03:01:27
Like so:

pic
I think you're mistaken, that was merely a forklift for soldiers to ride on

 :P
Title: Re: The Minor Suggestions Thread
Post by: nysä on 25-02-2014, 17:02:29
Here are my minor suggestions, probably some have been presented before (I couldn't find any older posts on these, so...)

- Stronger recoil and muzzle blast for tanks armed with a high velocity gun (e.g. Sherman Firefly), OR "flashbang" effect when the turret (or turret face) is hit by HE round.

- Increase the damage of the 88mm KwK 36 - OR make the HE rounds effective against tanks. As a balance factor, the Tiger shouldn't be able to fire with any accurancy while on the move. I am also hoping the 122mm will be a Tiger killer, but rather slow to reload.

- Smoother rides for tanks with good suspension.

I understand the developers are very busy and the engine has it's limits, and I highly appreciate that FH2 is still being developed (being a FH fan over 10 years). Thank you.
Title: Re: The Minor Suggestions Thread
Post by: DaWorg! on 27-02-2014, 18:02:49
You mean the Sherman with the spikes right? That is used for running over bocage without any problems as I read. Was something like that ever installed on German tanks?

I think those spikes were actually used to make holes in the thick parts to plant explosives in, as i don't see how bunch of spikes in front helps you drive through bocage.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 27-02-2014, 19:02:59
I think those spikes were actually used to make holes in the thick parts to plant explosives in, as i don't see how bunch of spikes in front helps you drive through bocage.

If you go fast enough you can just cut through the hedge, I guess...

This gave me an idea... Any chance we could see some destroyable hedges in the future? I guess it's probably impossible to make them only breachable by hedge cutters, but it would be more historically accurate if engineers had to use explosives... I think it could work nicely on maps like Operation Luttich, in opening new avenues of attack and making the map a bit more dynamic (but of course, some explosive kits would be needed back on Luttich first :P)
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 27-02-2014, 19:02:12
More destructible objects = More lag, so I guess that will be pretty much rejected. Sweet idea though, I would love to have destructible bocage on some maps!
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 27-02-2014, 19:02:04
It won't happen as map would need major changes to get this working, this would lead to another problem of having such solution on one map and not on another, and in the end we will need to rebuild whole game. Sorry for crushing your dreams, I like the idea too but it's simply to much work.

Just wait for next patch, there will be some destroyable obstacles on new maps ;)
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 27-02-2014, 19:02:51
I think those spikes were actually used to make holes in the thick parts to plant explosives in, as i don't see how bunch of spikes in front helps you drive through bocage.

If you go fast enough you can just cut through the hedge, I guess...

This gave me an idea... Any chance we could see some destroyable hedges in the future? I guess it's probably impossible to make them only breachable by hedge cutters, but it would be more historically accurate if engineers had to use explosives... I think it could work nicely on maps like Operation Luttich, in opening new avenues of attack and making the map a bit more dynamic (but of course, some explosive kits would be needed back on Luttich first :P)

I knew nothing good would come of the destructible wall on Gold Beach  ;D
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 27-02-2014, 21:02:50
...this would lead to another problem of having such solution on one map and not on another, and in the end we will need to rebuild whole game.

Doesn't need to be a problem at all, more like a feature. A larger map doesn't need those things, as there's plenty of options to choose from (and enough lag causing objects on them already :P). A smaller map (like Luttich I mentioned) could benefit from it much more...

The developers of Red Orchestra made destroyable parts of walls that can only be destroyed on some maps, yet I never heard of people nagging because of inconsistency.

Besides, we already have those silly planks on Giarabub, why not have something similar for tanks on other maps...

I understand the maps would need to be reworked to a degree, and further testing made to make sure it doesn't break any balance.  But still I wonder...
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 04-03-2014, 20:03:09
Some minor suggestion which I think doesn't need much work to be implemented - can wrench be assigned to pilot kit? So far I prefer choosing standard engineer kit with wrench, just in case repairing need...
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 15-03-2014, 04:03:17
I was watching a video on the Mosin PU sniper rifle when the guy made an interesting statement.  By the scope being mounted so high, one could still use the iron sights if needed.  Will this be implemented in FH2?  Could be very useful should one find themselves in a pinch with infrantry to close to use the scope on.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 15-03-2014, 10:03:39
I was watching a video on the Mosin PU sniper rifle when the guy made an interesting statement.  By the scope being mounted so high, one could still use the iron sights if needed.  Will this be implemented in FH2?  Could be very useful should one find themselves in a pinch with infrantry to close to use the scope on.

They already said they will consider it after PR implemented back-up sights....
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 15-03-2014, 11:03:49
It would be possible to use iron sights on all sniper rifles in game, except the springfield, maybe someday we will see it implemented  ;)
Title: Re: The Minor Suggestions Thread
Post by: Hjaldrgud on 16-03-2014, 03:03:01
The time of the animation between you switch to a Lee Enfield and are able to fire is very long, much longer than the K98, and I've lost my fair share of close quarters because of this. Is this intentional? It's bugging me a bit.
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 16-03-2014, 06:03:11
I guess that it is for balancing, just like the overly exaggerated recoil on the Thompson Sub-Machinegun ::) .
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 16-03-2014, 09:03:19
The time of the animation between you switch to a Lee Enfield and are able to fire is very long, much longer than the K98, and I've lost my fair share of close quarters because of this. Is this intentional? It's bugging me a bit.

See devs, this is why we need kits with fixed bayonets on close quarters maps! :P

It's probably for balancing, after all the K98 cycles slower and has only 5 rounds...
Title: Re: The Minor Suggestions Thread
Post by: THeTA0123 on 16-03-2014, 13:03:19
I guess that it is for balancing, just like the overly exaggerated recoil on the Thompson Sub-Machinegun ::) .
Indeed
The time of the animation between you switch to a Lee Enfield and are able to fire is very long, much longer than the K98, and I've lost my fair share of close quarters because of this. Is this intentional? It's bugging me a bit.

See devs, this is why we need kits with fixed bayonets on close quarters maps! :P

It's probably for balancing, after all the K98 cycles slower and has only 5 rounds...
But thats just bullcrap. Thats like bitching how the MG42 has 250 rounds and 1400 RPM compared to the Brengun.

Title: Re: The Minor Suggestions Thread
Post by: hyperanthropos on 16-03-2014, 13:03:47
And the Mg42 with its 50 rounds and 1400 RPM is also balanced compared to the Bren since you cant fire it standing up though you could. And this is okay.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 16-03-2014, 14:03:13
And the Mg42 with its 50 rounds and 1400 RPM is also balanced compared to the Bren since you cant fire it standing up though you could. And this is okay.

Personally, I wouldn't mind enabling the hipfire of MG42 (Project Reality style) if that means the Bren gun will be made a little bit more accurate while hipfiring... :P
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 16-03-2014, 14:03:07
I dont think this has anything to do with balance. If it is indeeed slower, then I think it is because it got new animations at some point and chads animations tend to be slower than killi vanillis.
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 17-03-2014, 17:03:00
It would make an interesting trench-broom, that's for sure!
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 31-03-2014, 13:03:32
If some 3D modeller find some spare time between creating Eastern Front models (I know it would be quite impossible), it would be great to create Bf109 Gustav version for later period of theatre. So far, Axis don't have proper figter to have even dogfights against Mustang or Spitfire IX...
Title: Re: The Minor Suggestions Thread
Post by: Stubbfan on 01-04-2014, 20:04:40
Wasn't the Gustav pretty similar in shape and form to the f4?
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 02-04-2014, 01:04:03
The main differences would be the different cockpit and the different machine-guns in the hub, the 13mm on the Gustav were bigger and the nose got a tad thicker. Anything else? Maybe propeller blades.
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 02-04-2014, 12:04:44
Every Gustav version had 13mm gun? I think G-2 didn't have... I think you can use the same model, "only" create proper texture, improve it via coding, change name. I don't know how current F-4 can fight against Mustang, but with Spit IX it will have no chance...
Title: Re: The Minor Suggestions Thread
Post by: PanzerKnacker on 02-04-2014, 13:04:57
I don't think we need the G2 for the current maps, the G-6 and G-10 would suit much better.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 08-04-2014, 05:04:20
Something like this would be nice for FH2.
(http://www.battlegroup42.de/media/images/bg42news/020414/autoblinda41_news.jpg)
Title: Re: The Minor Suggestions Thread
Post by: McCloskey on 08-04-2014, 18:04:33
M1A1 Carbine for NCOs on US Paratrooper maps, please (PHL & Bastogne)
Title: Re: The Minor Suggestions Thread
Post by: Raklödder on 09-04-2014, 07:04:47
Integrated Mumble for team, squad and commander communications, full resolution background image for the account selection screen, updated menu and launcher (similar to Project Reality), add an option to switch on/off V-Sync and remove the in-game speaker's advice.
Title: Re: The Minor Suggestions Thread
Post by: radiosmersh on 14-04-2014, 18:04:07
"Additional command line options"  option (sorry for tautology) in launcher (maybe create special Advanced tab for this?), e.q. to lauch standalone minimods, like FH2Zombies or just for developer options.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 20-04-2014, 00:04:17
(http://upload.wikimedia.org/wikipedia/commons/a/a0/2.8_cm_sPzB_41_Canadian_War_Museum_Ottawa_1.jpg)
(http://www.tanks-encyclopedia.com/ww2/nazi_germany/Sd-Kfz-221_Spz_B41_HD.jpg)
(http://www.1999.co.jp/itbig05/10058784.jpg)
http://en.wikipedia.org/wiki/2.8_cm_sPzB_41
Title: Re: The Minor Suggestions Thread
Post by: McCloskey on 20-04-2014, 02:04:53
Could you perhaps increase the culling distance of the kitmeshes? It's kinda awkward when I'm sniping or looking thru binocs to see soldiers running around without helmets/backpacks etc.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 20-04-2014, 11:04:15
Could you perhaps increase the culling distance of the kitmeshes? It's kinda awkward when I'm sniping or looking thru binocs to see soldiers running around without helmets/backpacks etc.
We did some tests of it in pre 2.45 times but this change was reverted, IIRC because of preformance drops.
Title: Re: The Minor Suggestions Thread
Post by: McCloskey on 20-04-2014, 12:04:17
Oh hell, well is it possible to change this client side? I was trying to do it through several files but it never yielded any results.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 28-04-2014, 16:04:07
This is awesome!
https://www.youtube.com/watch?v=Lg0DEb93bgc
Title: Re: The Minor Suggestions Thread
Post by: Battlefieldfan45 (CroPanzer) on 29-04-2014, 17:04:36
Why isn't the Bir Hakeim fort on Gazala accesible and a flag?  :P
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 29-04-2014, 18:04:26
I think its used on the 16p version.
Title: Re: The Minor Suggestions Thread
Post by: Battlefieldfan45 (CroPanzer) on 29-04-2014, 18:04:06
hmm, I must try that then
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 29-04-2014, 22:04:11
Why isn't the Bir Hakeim fort on Gazala accesible and a flag?  :P

It's still accessible. They just removed it as a cap point a while ago because it was almost useless iirc. No one fought over it and it spread the battle too much. I wonder if there's some nifty pickup kits there actually :D

EDIT: just checked and yea they don't allow you to even go in there. It's technically OOB even tho it doesn't show on the map. Kinda strange, I guess they didn't want to allow massive flanks? :P

But yea in 16 player it's a king of the hill map with one flag in the center. It's nice to see that it still got some use :) 
Title: Re: The Minor Suggestions Thread
Post by: SJonni on 10-05-2014, 17:05:23
As I saw suggested in another thread; would it be possible to add some more weight to the ragdolls, stopping them from jumping when killed? I know it can be funny at times, but it does sort of ruin the immersion.
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 10-05-2014, 17:05:28
It's funny you should ask that, cause the next patch will have new ragdoll physics based on PR's system.
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 10-05-2014, 17:05:35
I enjoy FH2 more and more by the day!
Title: Re: The Minor Suggestions Thread
Post by: SJonni on 10-05-2014, 18:05:11
It's funny you should ask that, cause the next patch will have new ragdoll physics based on PR's system.

Sweet!
Title: Re: The Minor Suggestions Thread
Post by: McCloskey on 10-05-2014, 18:05:27
Cool beans. Oh btw what's the status on the secondary sights on sniper rifles? I suggested that a long time ago and I remember someone said it was actually something that would make its way into the mod. So will it?
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 10-05-2014, 18:05:02
The what now?
Title: Re: The Minor Suggestions Thread
Post by: McCloskey on 10-05-2014, 18:05:36
Ah hell, the iron sights! Most sniper rifles (except the Springfield) have them but you can only look thru the scope. If, however, you find yourself in a CQ situation, you don't exactly want to use the scope and would opt for the iron sights instead. (you know what i mean, just see any video of RO2 sniping)
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 10-05-2014, 18:05:16
I see.
Title: Re: The Minor Suggestions Thread
Post by: Officer_Dufus on 13-05-2014, 23:05:57
Yes, Project Reality has the ability to switch to "back-up" secondary sights if the rifle is equipped.

That would be helpful but I suppose the code would have to be borrowed, if they were willing.

My question is:  Why does the German Kubelwagon accelerate so slowly from being stopped?  It seems that it has no power.

I do not think the American Jeep is quite a sluggish, but it is somewhat similar.  These vehicles could take off more briskly, realistically.

I seem to remember things being different in the past.  Right now, you jump in, and you can't just take off.  Perhaps that simulates starting the vehicle?  The only problem is, once it is started, you should not have this problem anymore with subsequent stops and starts.
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 14-05-2014, 05:05:17
The main problem I notice with vehicle acceleration is when stopping a halftrack or hanomag on a slope.  It takes several seconds to get moving again.  It's really un-realistic and detracts from gameplay.  It doesn't seem to happen with trucks and tanks.
Title: Re: The Minor Suggestions Thread
Post by: ksl94 on 14-05-2014, 07:05:16
Did you ever drive a real Universal Carrier or spoke to someone who did for that matter? They take ages to build torque and even a roundabout can pose a serious challenge for these otherwise magnificent vehicles.
Title: Re: The Minor Suggestions Thread
Post by: sheikyerbouti on 14-05-2014, 09:05:48
I have been for several rides in vintage tracked and wheeled vehicles and some of them can move like bats out of hell.

 In fact, I was at a parade some years ago and an older gentlemen got his artillery hauler moving so fast that the cops gave him a speeding ticket.

 I think the problem lies in the vehicle code as we never had this issue with older versions of Fh2.
Title: Re: The Minor Suggestions Thread
Post by: Officer_Dufus on 14-05-2014, 14:05:53
I have not noticed this with the half tracks, although I usually stay out of them.

At the core, the Kubelwagon and Jeep are extremely slow at accelerating.  They should be some of the most nimble and quick of all of the vehicles.

I know the Bren carrier doesn't accelerate immediately, but it seems to accelerate more quickly than the Jeep and Kubelwagon.  The Bren carrier has a bit of a delay but once it starts moving it really goes.
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 14-05-2014, 21:05:53
The problem with the Half-tracks and Hannomags stopped on an upward slope was definitely present in 2.45.  They just take too long to get traction.  It's embarrassing for drivers as the passengers tend to yell GO, GO, GO! and then jump out because they assume you are just being a 'tard.  A little delay is OK but it's like more than 5 seconds.
Title: Re: The Minor Suggestions Thread
Post by: Officer_Dufus on 14-05-2014, 22:05:50
Also, I almost forgot.  From the videos I have watched, I believe FH's cyclic speed for the Lewis machine gun is way too high.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 08-04-2015, 04:04:31
Would be interesting to see some Granatbüchse Modell 39 (GrB 39) anti tank guns made. 
(http://world.guns.ru/userfiles/images/atr/atr006/grb_39.jpg)
(http://www.warrelics.eu/forum/attachments/ordnance-ammo/28571d1235459674-german-rifle-grenades-launchers-grb39_foto_1.jpg)
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 08-04-2015, 19:04:18
it was suggested before IIRC, but it looks like nobody has ever found enough time to model it, dunno is it even worth it to be honest? how popular was this weapon and on which maps it could be used?
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 09-04-2015, 23:04:33
Well at the invasion of Russia I think the Germans had around 25,000 Panzerbüchse 39's and from what I've found a lot of those were converted to Grb 39's starting in 1942 and they were used until the end of the war, Im assuming mostly on the eastern front.
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 10-04-2015, 01:04:00
.
Well at the invasion of Russia I think the Germans had around 25,000 Panzerbüchse 39's and from what I've found a lot of those were converted to Grb 39's starting in 1942 and they were used until the end of the war, Im assuming mostly on the eastern front.
Yes but they are making late Eastern front not the beginning so there is no need for these.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 10-04-2015, 03:04:51
Yes but they are making late Eastern front not the beginning so there is no need for these.
I think you misread my post they STARTED in 1942 but were used until the END of the war, so these would be fine for late war eastern front maps.
Title: Re: The Minor Suggestions Thread
Post by: ULTRAKILL on 10-04-2015, 06:04:28
What about the hip firing/deployable mg 34 , mg 42

 i was more excited about this one than the whole new eastern front

and can someone tell me why is there a hs129 in the game files but not in the actual mod

Title: Re: The Minor Suggestions Thread
Post by: nysä on 10-04-2015, 15:04:15
What about the hip firing/deployable mg 34 , mg 42

 i was more excited about this one than the whole new eastern front

and can someone tell me why is there a hs129 in the game files but not in the actual mod

I hear ya. Just wondering, if the HS 129 is already playable? If so, how's it called?
Title: Re: The Minor Suggestions Thread
Post by: Stubbfan on 10-04-2015, 17:04:39
HS129 is far from finished.
Title: Re: The Minor Suggestions Thread
Post by: ULTRAKILL on 10-04-2015, 19:04:30
well

i managed to replace it with another aircraft

it looks half finished if you enter it it crashes

it would be a really fun plane and a real competitor to the beaufighter

then there is a he111 cant go in , only from the top gunner side but it crashes ( acctually bombers dont fit in fh2 )

but my top vehicles are the french ms.406 beautiful looking plane fully functional high level of detail
and the m26 patton - a bit unaccurate but looks absolutely sick

here some pics
Title: Re: The Minor Suggestions Thread
Post by: ULTRAKILL on 10-04-2015, 20:04:13
Here some more pics

Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 10-04-2015, 20:04:42
WOW! So devs,explain were you will use this ,especially that fighter ;D ;D ;D
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 10-04-2015, 21:04:29
WOW! So devs,explain were you will use this ,especially that fighter ;D ;D ;D
Nowhere.

When it comes to fighter it's a similiar situation like with SOMUA S35:
I bet this question will appear from time to time because of that render of the french tank with a french camo texture we've recenlty posted on our main page, but unfortunately, we are not getting french army. SOMUA S35 was originally made by one of our developers for the French Hope project which was scrapped...
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 10-04-2015, 21:04:46
Is that a Swiss aircraft skin? Where did you acquire these?
Title: Re: The Minor Suggestions Thread
Post by: ULTRAKILL on 11-04-2015, 00:04:28
BUT WAIT THERE IS MORE

for only 0.000 $/euro you get this plane too

Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 11-04-2015, 00:04:05
... and don't forget the fabulous kidplane!

(http://i41.tinypic.com/1dznn9.jpg)
Title: Re: The Minor Suggestions Thread
Post by: ULTRAKILL on 11-04-2015, 03:04:15
Yep the kid plane looks fun

but unfortunately it crashes for me
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 11-04-2015, 09:04:43
Nice ULTRAKILL ,can you say how to get to this(which folder)
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 11-04-2015, 14:04:16
In the objects\vehicles\air
Title: Re: The Minor Suggestions Thread
Post by: Michael Z Freeman on 29-04-2015, 14:04:31
Post comparison shots of FH then compared to FH now to show how exactly massively spoilt players have been by the FH team over the years  ;)
Title: Re: The Minor Suggestions Thread
Post by: Kuupperi on 19-07-2015, 21:07:35
A minor suggestion about the score system; can you make flag defending more rewarding than it is now? The "Defended flag" score could be something like 5 or possibly even more points (whatever you find fair) by each kill in the flag zone.

Just to encourage players to defend more as it is important in the push mode for each map.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 20-07-2015, 10:07:21
+1 to that. Everyone goes for the kills while capturing/holding a flag is strategically much more important for the team in general.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 20-07-2015, 20:07:22
Yeah, that would be great. I would even go further and doubled the suggested score:

- 10 points for neutralizing the flag (5 for assist)
- 10 points for capturing it (5 for assist)
- 10 points for each flag defend
- 10 points for destryoing objectives

Why? To reward strategically important actions more than simple shooting. We need to encourage people to do that, as their target is to capture flags/destroy objectives. Killing enemies is usually a just a way to achieve that.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 20-07-2015, 20:07:10
Yeah, that would be great. I would even go further and doubled the suggested score:

- 10 points for neutralizing the flag (5 for assist)
- 10 points for capturing it (5 for assist)
- 10 points for each flag defend
- 10 points for destryoing objectives

Why? To reward strategically important actions more than simple shooting. We need to encourage people to do that, as their target is to capture flags/destroy objectives. Killing enemies is usually a just a way to achieve that.

Now hold on, we would not want to turn FH2 into more mindless flag rushing than it currently is. A balance is needed, so that there's not too much rushing or camping.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 20-07-2015, 20:07:34
...A balance is needed, so that there's not too much rushing or camping.
"Camping" on flags is 100% justified, it is what this game is about (at least partially) and there is not enough of it ATM, if you ask me. It is WWII game after all, you know. People do rush too much instead of staying and defending flags on many occassions, even if they have all assets needed for efficient defense, so we need to encourage them to stay more often as lack of proper defense can quickly end as a disaster for one of the teams. The problem is that defending cannot be scored more than attacking, because technically, attacking is more difficult, hence score for that should be at least the same. Anyway, this would not affect gameplay much as many players wanna run 'n' gun and they will still do that, no matter the points they gonna get for doing something different, they probably don't like. Also, consider the fact, that flag defend points are given only for kills done in the flag zone, and flag capture points are given only to the one soldier per flag. On many maps, capturing doesn't happen very often too.
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 20-07-2015, 22:07:12
But you get capture assist points...
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 20-07-2015, 22:07:27
But you get capture assist points...
Yes, so? Assists can be rewarded with less points, I don't see a problem with that, it's just an idea  ;)
Title: Re: The Minor Suggestions Thread
Post by: Kuupperi on 20-07-2015, 22:07:49
You have great points there that made me think this through once more and now I see how problematic it is really. What I meant to accomplish with this idea I wanted to increase defending on the attacking side because as we know you have to control a certain flag to attack the next one. When you are defending a flag on the attacking team you are playing less active role because the real fighting happens on the frontline. The higher "defend flag" score would give a huge benefit to the defending team and this is where my idea backfired.

So I'm ready to abandon this bad idea.
Title: Re: The Minor Suggestions Thread
Post by: Berkolok on 26-07-2015, 16:07:04
could we change at mines sembol sometimes it really help to know type of the mine
my idea
at mine:yellow skull
ap mine:red skull
explosives:blue skull
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 26-07-2015, 17:07:25
Could you make wooden fences AP rounds penetrable?
Title: Re: The Minor Suggestions Thread
Post by: Oberst on 26-07-2015, 18:07:19
Could you make wooden fences AP rounds penetrable?

Aren't they? Haystacks are.
Title: Re: The Minor Suggestions Thread
Post by: Mudzin on 26-07-2015, 20:07:10
Could you make wooden fences AP rounds penetrable?

Aren't they? Haystacks are.

Haystacks are, but not wooden fences...
Title: Re: The Minor Suggestions Thread
Post by: nysä on 02-08-2015, 00:08:56
The StuG IV has TZF 5 f (Panzer IV) as gunner's optics. Any chance for Sfl.Zf1? Also, Jagdpanther's optics could be changed to Sfl Zf1 or WZF 1/4.

It would be nice to see "beefed up" late war StuGs and Panzer IVs, with some reinforced concrete and track links applied on the superstructure (seen this on quite few M4s).

And one more thing, why the "StuG 40 Ausf. G (early)" is armed with the 75mm StuK 40 L/43, instead of L/48? Or this is just an error on the vehicles page?
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 03-08-2015, 06:08:39
The StuG IV has TZF 5 f (Panzer IV) as gunner's optics. Any chance for Sfl.Zf1? Also, Jagdpanther's optics could be changed to Sfl Zf1 or WZF 1/4.

It would be nice to see "beefed up" late war StuGs and Panzer IVs, with some reinforced concrete and track links applied on the superstructure (seen this on quite few M4s).

And one more thing, why the "StuG 40 Ausf. G (early)" is armed with the 75mm StuK 40 L/43, instead of L/48? Or this is just an error on the vehicles page?
How do you find all this shit/stuff??
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 03-08-2015, 10:08:28
The Stug is coded to fire the L/48 projectile. As for which gun it uses in the 3d model: no idea.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 03-08-2015, 11:08:48
How do you find all this shit/stuff??
- Various books on the "Jagdpanzer" development. Basically anything by Münch, Spielberger, Müller, Zimmerman, Jenz & Doyle. Good titles!


The Stug is coded to fire the L/48 projectile. As for which gun it uses in the 3d model: no idea.
- Thank you, that answers my question.
Title: Re: The Minor Suggestions Thread
Post by: Michael Z Freeman on 28-08-2015, 19:08:22
Probably deemed to go on the "good idea but no one has any time to do it" pile, but here goes anyway, ya never know.

Publishing model and character previews in news releases using Sketchfab or some other WebGL (HTML5) system. Relic have some very good examples here - https://sketchfab.com/relic
Title: Re: The Minor Suggestions Thread
Post by: Siegi on 15-09-2015, 15:09:49
My minor sugest. Will be Flammenwerfer? :D
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 13-11-2015, 19:11:07
I searched forum but didnt find about this
Germans have in FH2  LeFH-big range and mortars-small range. What about Flak88 ans arty-medium range?? It will use same shells but now is with arty sistem. As you know flak was used alot,and this kind of arty can be used on vareity of maps,especially medium maps that you find LeFH too heavy.It was used like arty most in early war and Africa.It came to my mind while playing ElAlamein-LeFH is in baze and cant hit flag nearest British baze,now this arty Flak would be on that flag nearest German baze and could be able to hit that flag.Of course if Brits capture it they have it.Did you tought about it or its unnessesary for you now?
Title: Re: The Minor Suggestions Thread
Post by: PoliorcetE on 13-11-2015, 20:11:41
@ SiegiMy
minor sugest. Will be Flammenwerfer? :D

great idea , and what about a Flammpanzer III Ausf. M/Panzer III (Fl) (thx wikipedia )

A+
Title: Re: The Minor Suggestions Thread
Post by: nysä on 05-04-2016, 15:04:56
Just curious, how difficult it is to import and modify vehicles from the FH1? I once saw quite beautifully 'imported' Jagdtiger posted here... but I would just kill to see Nashorn and Hummel in FH2.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 05-04-2016, 20:04:09
Just curious, how difficult it is to import and modify vehicles from the FH1? I once saw quite beautifully 'imported' Jagdtiger posted here... but I would just kill to see Nashorn and Hummel in FH2.

AFAIK sometimes it can be more difficult than creating it from the scratch.
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 12-04-2016, 00:04:56
Did German Soldat sugested this here
https://m.youtube.com/watch?v=Fwt_zB6hYxw
I like it. But its better when periodically. One minute siren-5 minutes stop
Title: Re: The Minor Suggestions Thread
Post by: ajappat on 12-04-2016, 09:04:42
Did German Soldat sugested this here
https://m.youtube.com/watch?v=Fwt_zB6hYxw
I like it. But its better when periodically. One minute siren-5 minutes stop

Cobra already has overwhelming sound enviroment with all the planes  :-X
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 12-04-2016, 10:04:17
Did German Soldat sugested this here
https://m.youtube.com/watch?v=Fwt_zB6hYxw
I like it. But its better when periodically. One minute siren-5 minutes stop

Cobra already has overwhelming sound enviroment with all the planes  :-X
I know,but it is so cool! Maybe even that you need to enter that and hold left click to activate siren. And if you stop holding left click,it will stop. Then players cant abuse this as nobody is willing to hold left click 20 min
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 12-04-2016, 10:04:30
I know,but it is so cool! Maybe even that you need to enter that and hold left click to activate siren. And if you stop holding left click,it will stop. Then players cant abuse this as nobody is willing to hold left click 20 min

But what if I have a macro defined on my mouse to hold it for me? :P

Anyway cool suggestion, but it could turn annoying fast if put in-game. Maybe if it can be made to sound briefly only at the beginning of the round, or when first two flags are capped or something...
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 12-04-2016, 11:04:16
Did German Soldat sugested this here
https://m.youtube.com/watch?v=Fwt_zB6hYxw
I like it. But its better when periodically. One minute siren-5 minutes stop

Cobra already has overwhelming sound enviroment with all the planes  :-X

Funny you should mention it: plane sounds will be rebalanced next patch.
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 12-04-2016, 16:04:10
The siren thing would be a neat addition if it was on for a period of time, just like the Adhan in Siege of Giarabub. Would be unbearable the whole round.
Title: Re: The Minor Suggestions Thread
Post by: Alubat on 12-04-2016, 17:04:40
Cool.
Awesome idea. Would love to have these in guard towers : with an on/off button and as destroy able

I also miss church bell sound (st mere eglise) in other maps with churches also with destroy able bell :-)
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 12-04-2016, 19:04:45
The siren thing would be a neat addition if it was on for a period of time, just like the Adhan in Siege of Giarabub. Would be unbearable the whole round.
what for?
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 13-04-2016, 18:04:33
Immersion? Enrichment of the effects on the map that make you feel like as if you are really in a battlefield?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 13-04-2016, 19:04:39
Immersion? Enrichment of the effects on the map that make you feel like as if you are really in a battlefield?
Why do you think they used sirens in the middle of the battle?
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 13-04-2016, 20:04:39
Immersion? Enrichment of the effects on the map that make you feel like as if you are really in a battlefield?
Why do you think they used sirens in the middle of the battle?
Well,then on begining of round for 5 mins?
Title: Re: The Minor Suggestions Thread
Post by: Captain Pyjama Shark on 13-04-2016, 22:04:58
Immersion? Enrichment of the effects on the map that make you feel like as if you are really in a battlefield?
Making me want to put a bullet in the computer screen?
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 13-04-2016, 22:04:11
Okay, people. Let's move on.
Title: Re: The Minor Suggestions Thread
Post by: Not So Civil Engy on 14-04-2016, 00:04:44
I personally would like more happy bird sounds on Seelow.
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 14-04-2016, 10:04:29
Did German Soldat sugested this here
https://m.youtube.com/watch?v=Fwt_zB6hYxw
I like it. But its better when periodically. One minute siren-5 minutes stop

Cobra already has overwhelming sound enviroment with all the planes  :-X

Funny you should mention it: plane sounds will be rebalanced next patch.
Nobody didnt notice what Ts4Ever said?
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 15-04-2016, 02:04:07
Say bye bye to sounding like you're fighting on an active airfield on Operation Cobra ;D
Title: Re: The Minor Suggestions Thread
Post by: Michael Z Freeman on 23-05-2016, 20:05:48
Add option to turn on/off film grain in launcher.
Title: Re: The Minor Suggestions Thread
Post by: Jaak on 14-06-2016, 10:06:46
Take out the muezzin call. Why do I have to hear this while playing some FH2 maps ? We don't need religious propaganda.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 14-06-2016, 10:06:26
So, I was randomly listening to various soundtracks on YT when I stumbled upon this:

https://www.youtube.com/watch?v=fr--VSBv9lA

It appears the original guy who made the FH main theme we have been listening to all these years never got any official credit for it (or at least he thinks so) ...

So, maybe list his name somewhere on the site (or launcher - I noticed there's no mod credit list in the launcher!) to finally repair this slight oversight?  ;)
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 14-06-2016, 23:06:50
Wait who's chef_excellence?

I've always known that song as "Rantam-Entering Battle."

And the top comment is 'Rantam' linking to his sound cloud. Does he think he wasnt credited for it?

EDIT: sorry. On mobile I couldn't see the rest of the response :p
Title: Re: The Minor Suggestions Thread
Post by: Michael Z Freeman on 15-06-2016, 12:06:08
So, I was randomly listening to various soundtracks on YT when I stumbled upon this:

https://www.youtube.com/watch?v=fr--VSBv9lA

It appears the original guy who made the FH main theme we have been listening to all these years never got any official credit for it (or at least he thinks so) ...

So, maybe list his name somewhere on the site (or launcher - I noticed there's no mod credit list in the launcher!) to finally repair this slight oversight?  ;)

Cool. +1
Title: Re: The Minor Suggestions Thread
Post by: Dancho on 17-07-2016, 01:07:32
So, I was randomly listening to various soundtracks on YT when I stumbled upon this:

https://www.youtube.com/watch?v=fr--VSBv9lA

It appears the original guy who made the FH main theme we have been listening to all these years never got any official credit for it (or at least he thinks so) ...

So, maybe list his name somewhere on the site (or launcher - I noticed there's no mod credit list in the launcher!) to finally repair this slight oversight?  ;)

Cool. +1
You mind reader! I was thinking of asking who made the original FH2 music.
Title: Re: The Minor Suggestions Thread
Post by: Alubat on 17-07-2016, 13:07:02
Not a big fan of those other themes he made that never made it into game.
But that "Defeat theme - Germany - FH2" Could easily be used as a map load sound :-)

http://www.soundclick.com/bands/default.cfm?bandID=383690&content=music
Title: Re: The Minor Suggestions Thread
Post by: Michael Z Freeman on 06-10-2016, 17:10:42
I pretty sure use of enemy emplacements (MG's, AT guns, but not vehicles) was allowed at one point. How about a toggle in the launcher that toggles this on and off ?
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 07-10-2016, 05:10:37
I pretty sure use of enemy emplacements (MG's, AT guns, but not vehicles) was allowed at one point. How about a toggle in the launcher that toggles this on and off ?

what do you mean? afaik you can use enemy emplacements (MGs & such) are you talking Singleplayer?
Title: Re: The Minor Suggestions Thread
Post by: Michael Z Freeman on 07-10-2016, 22:10:17
What ?!  >:( Never thought to check the map in MP mode rather than SP/Coop. I'll check this and if this is the case I'll get onto the SP/Coop guys. Cheers !
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 07-10-2016, 22:10:44
Those emplacement were definitely locked on purpose, I bet it has something to do with bots being absolutely useless when those are open. It's probably a side effect of some fix, or it's because bots has to spawn in them, to force them to use those weapons more often.
Title: Re: The Minor Suggestions Thread
Post by: Michael Z Freeman on 08-10-2016, 20:10:48
Something like that. Hmmm, seem to be full of minor suggestions ATM.

Ability to turn off vehicle engine without getting out ? I know you can switch to another position but if the vehicle is full it's not going to turn off the engine. This would allow listening out for enemy movements, esp approaching tanks.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 08-10-2016, 20:10:17
not possible in this engine afaik
Title: Re: The Minor Suggestions Thread
Post by: Michael Z Freeman on 17-10-2016, 22:10:37
OK, how about this ? I started this sortable list of maps (http://forgottenhope.michaelzfreeman.org/) because I started getting lost in all the different game modes and possibilities. There's over 50 maps for FH now including Forgotten Honor. Probably a lot more for MP as I'm only covering Coop/SP maps at the moment. So this might be a nice way of presenting all these maps on the FH site for people trying to select an interesting map for their server.

(http://files.michaelzfreeman.org/fh_table_shot.png)
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 07-11-2016, 05:11:28
I don't know if this is technically "minor" but what about the idea of adding destroy able objects that affect the battlefield.  Something like destroying a fuel tank may reduce the number of tanks and/or vehicles one side gets.  Or another may be destroying a radio in a flag zone, eliminates the ability for the controlling team to spawn there.  It would just add another layer of depth to the battlefields.  The objects are not meant to be the main focus of the battle but could help determine its outcome.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 08-11-2016, 02:11:13
^I've thought about this a long time ago. :) On a map like El Alamein for example. there's a fuel pipe near each teams main base. If you destroy it, the other team's vehicle spawn timers are increased. It gives people a separate objective outside of normal gameplay (special forces so to speak) and give engineers something more to do.

It seemed like a good idea for huge maps like that where a battle was scaled down so much. And back in 2.0 the gameplay was more arcadey and it was a way of adding depth to a conquest game. But since then, I think FH2 has moved more towards 1:1 scale maps, more realistic fighting etc... this kind of approach just wouldn't mesh well with a map like Pegasus or Dukla etc.. Idk if it would fit in FH2 anymore.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 08-11-2016, 18:11:33
Just look how gameplay changes can end up when applied to maps it they don't belong. Good example is artificial sector push mode on Op. Cobra, or weird objective mode on Anctoville. IMO it can fit only a map which was designed with such feature in mind, I don't see a change to a tank balance or ability to spawn on a certain flag as a minor thing.
Title: Re: The Minor Suggestions Thread
Post by: Balloon with mustard on 20-11-2016, 10:11:41
Could devs make a TK messages shows like a regular note about earning points? Now it shows only in log in the left upper corner and its hard to control. I dont understand why useless message that you're punished are showing but about TK itself are not. I would like to see a clear note about my mistake, my TK instead of looking at log after every shot. If this is pointless then I tender my apology.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 20-11-2016, 10:11:17
Ability to turn off vehicle engine without getting out ? I know you can switch to another position but if the vehicle is full it's not going to turn off the engine. This would allow listening out for enemy movements, esp approaching tanks.

I have always thought of that. Depending on the map (Cobra, Goodwood) and when utilized properly, that would certainly make the advance more difficult for the offensive side.
But the idling and hiding under the trees works almost the same, especially with the low silhouette vehicles.
Title: Re: The Minor Suggestions Thread
Post by: Alubat on 29-11-2016, 23:11:44
Dual pistol or Knife pickup Kit

Weapon in both right & left hand
Title: Re: The Minor Suggestions Thread
Post by: FHMax3 on 07-01-2017, 11:01:50
Could you add a "Thank You" voice command?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 07-01-2017, 13:01:59
Could you add a "Thank You" voice command?
No. There is no such voice command available in the BF1942 voice messages set. A decent person writes things like "thank you" and "sorry" on the in game chat, wherenever he/she needs to and it works like for more than a decade now.
Title: Re: The Minor Suggestions Thread
Post by: FHMax3 on 08-01-2017, 10:01:34
And can we have an "Observe" order for fireteams, like in PR?
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 08-01-2017, 13:01:13
And can we have an "Observe" order for fireteams, like in PR?

Did you even bother to read what Jan just said about adding new voice commands?
Title: Re: The Minor Suggestions Thread
Post by: FHMax3 on 08-01-2017, 13:01:08
And can we have an "Observe" order for fireteams, like in PR?

Did you even bother to read what Jan just said about adding new voice commands?
But the "Demolish and Mine" orders are without voices.
Title: Re: The Minor Suggestions Thread
Post by: PoliorcetE on 10-03-2017, 14:03:03
Hi all
did you put in future for Finns a pickup kit "smg+pzfaust"  ?
(https://s-media-cache-ak0.pinimg.com/736x/d5/27/49/d52749758454ca8f25e2cf6d7ce2809f.jpg)
something like Brits have on Pegasus

A+
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 10-03-2017, 14:03:35
How about a panzerschreck and a suomi (http://www.ww2incolor.com/d/637600-3/Finnish_soldier_panzershreck_Ihantala_KarelianIsthmus_June-July_1944)?

It is doable, possible, but no guarantees that a faust/schreck + suomi combo would happen.
Title: Re: The Minor Suggestions Thread
Post by: PoliorcetE on 10-03-2017, 14:03:47
panzerschreck and a suomi , it's not OP ?
Title: Re: The Minor Suggestions Thread
Post by: Dancho on 16-03-2017, 01:03:48
Ad to the Panzerschrek+Suomi kit a scoped Mosin. And a few stick grenades, and maybe a grenade luncher and 2-3 AP mines.
Title: Re: The Minor Suggestions Thread
Post by: Oberst on 16-03-2017, 11:03:22
I totally support this suggestion!
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 14-04-2017, 19:04:29
What about disorientation effects for tanks and vehicles?  Right now as it is, I can be shot with a High explosive round and nothing happens to me in a tank.  I feel it would be more immersive if the screen would shake and maybe a ringing sound would happen.
Title: Re: The Minor Suggestions Thread
Post by: Dancho on 21-04-2017, 21:04:36
What about disorientation effects for tanks and vehicles?  Right now as it is, I can be shot with a High explosive round and nothing happens to me in a tank.  I feel it would be more immersive if the screen would shake and maybe a ringing sound would happen.

Yes, I always tought that these kind of sounds are a little off in-game. many times you have to be extremly careful to hear them.
Title: Re: The Minor Suggestions Thread
Post by: FHMax3 on 25-04-2017, 19:04:55
Maybe we could have searchlights on Hayanitch. Would give the Italians a chance of defending the objectives:

(https://2.bp.blogspot.com/-5PHMr7W_glQ/VvBMOlzeOkI/AAAAAAAADHg/qmRcJwUjHx8WEdYtDp83I2Ow8U80oLwVQ/s1600/BF1942%2B2016-03-21%2B16-43-47-62.jpg)
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 25-04-2017, 20:04:52
Maybe we could have searchlights on Hayanitch. Would give the Italians a chance of defending the objectives:

 ??? we have search lights on Hayacinth. Look in the guard towers and press 'E' to enter/ 'Left-click' to use it. It even has a nice little 'buzzing' light sound and Gavrant tweaked it to be more useful/ use less performance.

They don't necessarily give the Italians a huge advantage, but sometimes I've helped out teammates by Spotting NZ soldiers in the open desert.
Title: Re: The Minor Suggestions Thread
Post by: FHMax3 on 25-04-2017, 20:04:53
Maybe we could have searchlights on Hayanitch. Would give the Italians a chance of defending the objectives:

 ??? we have search lights on Hayacinth. Look in the guard towers and press 'E' to enter/ 'Left-click' to use it. It even has a nice little 'buzzing' light sound and Gavrant tweaked it to be more useful/ use less performance.

They don't necessarily give the Italians a huge advantage, but sometimes I've helped out teammates by Spotting NZ soldiers in the open desert.
Can't wait to use them!!!
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 25-04-2017, 21:04:03
You can use them now... although I wonder how much fun you would have considering the state of the map.
Title: Re: The Minor Suggestions Thread
Post by: Oberst_Kroenen on 26-04-2017, 00:04:55
You can use them now... although I wonder how much fun you would have considering the state of the map.

What state of the map?? I think its a rather nice map and enjoy playing it.
Title: Re: The Minor Suggestions Thread
Post by: Captain Pyjama Shark on 30-04-2017, 15:04:55
You can use them now... although I wonder how much fun you would have considering the state of the map.
I use them every time I play that map. Inevitably this leads to me being sniped. But it's fun. For what it's worth I think Hyacinth is pretty fun when it comes to attacking and defending the airfield. The city is where things get bogged down. For the New Zealanders it also depends how many people on your team are douchebags who take cars without letting anyone else get in them.
Title: Re: The Minor Suggestions Thread
Post by: Dancho on 03-05-2017, 21:05:19
Small hint: you won't notice any effect from the search lights if you are playing on low graphcs as me. You won't need them either because ausies look like the stars of the EU flag on this map. That's why (+ the FPS boost) I tend to have many kills playing this map and be one the best players of the round.
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 03-05-2017, 23:05:52
Small hint: you won't notice any effect from the search lights if you are playing on low graphcs as me. You won't need them either because ausies look like the stars of the EU flag on this map. That's why (+ the FPS boost) I tend to have many kills playing this map and be one the best players of the round.
Yet another reason to lock the graphics settings on high in the next release.  The shamelessness of some players  :'(
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 04-05-2017, 02:05:00
If you play on low graphics to gain an advantage in an almost 10 year old mod for a dead game, you need to get a life ::)
Title: Re: The Minor Suggestions Thread
Post by: Dancho on 04-05-2017, 19:05:19
Muahahaha I am such a terrible person. In fact, on maps like Arad I usually get around 22FPS. My PC is just the age of the game with Dual Core Celeron 2Ghz, 512MB cache. When someone throws smoke it drops to 15FPS. Oh and yeah maps are loading for decades... like at least 15% of the round time I am loading (around 3 mins). Recently the performance dropped even more. I tend to have max 28FPS on the desert maps (before that I could hit constant 40).

Soo.. I stopped playing. I just pop up for a few rounds to ruin your precious k/d ratio, or whatever it is called, with my insidious tricks. Anyways, I'll start again as soon as I build my new PC this summer.

P.S Even tho Hayanicth is a boring map it is the only one where I perform well... kind of. And you can't get any "benefits" from playing on ugly preset on any other map, especially if you lowered the visible range like me.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 04-05-2017, 21:05:06
You gotta get a new computer :P I don't mind if people are playing on old rigs, but you most certainly can gain an advantage by lowering graphics. Things like lightmaps, undergrowth etc... don't render and make it far easier to see people.

People who lower their graphics with computers that are just fine, are genuinely mind boggling to me.
Title: Re: The Minor Suggestions Thread
Post by: caeno on 05-05-2017, 11:05:56
You gotta get a new computer :P I don't mind if people are playing on old rigs, but you most certainly can gain an advantage by lowering graphics. Things like lightmaps, undergrowth etc... don't render and make it far easier to see people.

People who lower their graphics with computers that are just fine, are genuinely mind boggling to me.

When you grew up with computers like Amiga, Commodore64, Atari etc. you might not be so into graphics. ;) Personally I still play really old games, because the _gameplay_ is great. Nowadays we just have pretty crap on top of pretty crap with no real gameplay improvements.

Hence my reason to play with lower graphics - I do not care how pretty a game looks. I care about gameplay mechanics being good. :)
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 05-05-2017, 17:05:00
Hence my reason to play with lower graphics - I do not care how pretty a game looks. I care about gameplay mechanics being good. :)
OK, but why not both? FH2 has nice gameplay AND can look good :)
Title: Re: The Minor Suggestions Thread
Post by: Alubat on 05-05-2017, 19:05:25
Agree about gfx. Playing on old laptop should not be thee standard :-) But not all fps in-game are gfx card related  >:(

This was resently reposted on battlelog
BF2: Best Competition Video Settings
http://aphnetworks.com/forums/topic/1577-bf2-best-competition-video-settings/

Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 07-05-2017, 06:05:43
It would be nice it was possible to make UG and lightmaps render even in low graphics.  Low graphics should just look crappier(less detail).  They should not give a critical advantage.  The current situation makes using undergrowth as concealment, pointless and ruins night maps.
Title: Re: The Minor Suggestions Thread
Post by: Balloon with mustard on 19-05-2017, 09:05:59
I would like to see a clear note about my mistake, my TK

I changed default string HUD_HUD_KILLEDBY_TEAMKILLS in english_fh.utxt to §1#PLAYERNAME1#§C1001[§1TeamKills§0 §1#WEAPON#§0]§C1001#PLAYERNAME2#. Now I clearly see who I TKed or who TKed me.
Title: Re: The Minor Suggestions Thread
Post by: fighterpil on 17-08-2017, 05:08:40
I would LOVE for realistic climbing to be added to the mod so that you can climb or hoist yourself up steep hills. It gets so frustrating when I am 50m from my target, but there is a large hill in my way, and in order to climb it, I have to go to the side of it. Is it possible to add this to FH2?
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 11-11-2017, 00:11:19
Devs, can you please atleast make commander can place markers (enemy:inf,sniper,tank,AT,AA,Arty,MG)? Maybe it will not be very 100% used always, but just that commander has some thing to do and some value. I know whole commander thing is not good,but just to finaly make something from it and close the case.

EDIT
And now something cool I got. How about that commander had ARTY SPOTS(40sec reload) which he can use to give arty spots when he sees something spotted? Idea from PR commander laser,just here you dont have satelite.

This two things to finally somehow finish crapy commander and give value for whole team from him.
Title: Re: The Minor Suggestions Thread
Post by: SJonni on 11-11-2017, 01:11:17
This probably has been asked before, but would it be possible to code it so you get points for supplying ammo to teammates? Like with spotting and repairing vehicles?
Title: Re: The Minor Suggestions Thread
Post by: Alubat on 15-11-2017, 20:11:05
I really liked the dev streams. It kind of gave FH2 some new Hype.
It feels like ages ago. Please make a new dev stream :-)
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 15-11-2017, 20:11:51
I really liked the dev streams. It kind of gave FH2 some new Hype.
It feels like ages ago. Please make a new dev stream :-)

I believe that is the intention once we are closer to release.
Title: Re: The Minor Suggestions Thread
Post by: justasug on 06-01-2018, 09:01:24
Is there a server option which forces the "no HUD/minimap" option on everyone? If not, have there been talks about adding it? Obviously it would also depend on the server hosters themselves to turn it on.

What are the arguments against it being added and becoming the default? The only ones I can think of would be:

- makes teamkilling more prominent
- people will complain about it being "too hardcore"

Personally, I would appreciate if the game became a bit "slower" and challenging. Having to take the time to bring up the actual map and reference your position and keep a situational awareness adds more gameplay mechanisms to it. I understand that there are some limitations in the game itself and that adding overly realistic stuff feels out of place or gimmicky, but would the "no HUD" mode be one of those?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 06-01-2018, 13:01:27
People are used to playing FH2 the way it is for many years now, such change would be appreciated only by few players I'm afraid, and this community is way too small to populate another server with decent ammount of players. I wouldn't mind seeing a "hardcore" server though. If that will ever happen I suggest removing the hit indicator too to make this experience even more immersive  ;)
Title: Re: The Minor Suggestions Thread
Post by: ajappat on 06-01-2018, 14:01:37
Removing hit indicator would also hide some of the awful hit registration. On the other hand it would make this mod near impossible for new players.
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 07-01-2018, 03:01:01
I think removing the hit indicator is a great idea, especially since ping difference will always make it buggy.  I don't think it would make the game harder for new guys.  It might shift the focus a bit from K/D obsession to achieving objectives.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 07-01-2018, 17:01:50
On the other hand it would make this mod near impossible for new players.
How so? If it will make anything, it will for example make tanking less confusing, since hit indicator is the same when you do 1% or 99% damage. It's better too look for ricochets or smoke coming out of the enemy's engine rather to rely on a game mechanism out of 2003.
Title: Re: The Minor Suggestions Thread
Post by: Oberst on 07-01-2018, 18:01:41
What about infantry combat? People with good ping will be at even more advantage. Because the visual feedback (blood dust) and also the "ricochets" you talked about are calculated client side. The client estimates positions based on the last movements he recieved from the server. How to properly adjust your aim point? People will complain 24/7 about: "But I hit him in the face." "Cheater, cheater". I think the old forgotten honor public server had no hit indicator for some time. This was quite nice for the feeling, infantry fights lasted a little longer, but I dont think it worked for everybody.

But overall I think, Forgotten Hope 2 is still a game and not a simulator. And important for any game to feel fair is to provide reliable feedback. As the hit indicator is the only form of reliable feedback, the only option I see, is to stick with it.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 07-01-2018, 20:01:43
Oh yeah, you're right. FH2 Game Nights (Grizzly Hunts) used to have it turned off and I miss it.

I always find hit indicator only to be annoying and confusing, as it often pops up when you hit an already dead body or sometimes a vehicle wreck. It makes long range rifle combat too easy, those extreme ranges in most cases do not end up as 1s1k, but when you hit once, it's easy to make another accurate shot. Hit indicator almost tells you how to aim, it also gives an unfair advantage to ground vehicles, giving them the opportunity to adjust their aim when they spray their MGs into the air, shooting down / damaging enemy planes.

You want to shoot a running soldier 500 meters away? Fine. You wanna shoot down a plane with your tank's coaxial MG? Cool. But those are tricks that should depend only on a shooter skill, not an artificial hit indicator. Not having it is far more exciting.


Title: Re: The Minor Suggestions Thread
Post by: Dancho on 08-01-2018, 00:01:59
YES! YES!. Get rid of it already!
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 08-01-2018, 06:01:12
People already complain and yell cheater about hitting people in the face, etc.  They don't notice whether or not there is an indicated hit at close range.

As a high pinger, the only thing I use the hit indicator for is "reconnaissance by fire" i.e. shooting through the fog and undergrowth.  That too leads to charges of cheating.  "You can't see me!!". 

I would love to get rid of it and the dynamic spotting.  I know you don't want a combat simulator, but WWII shouldn't have that science fiction crap in it.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 08-01-2018, 13:01:02
I know you don't want a combat simulator, but WWII shouldn't have that science fiction crap in it.
Hit indicators can be easily switched off server side. Maybe one of the 762 servers can do it ;)
Title: Re: The Minor Suggestions Thread
Post by: ajappat on 08-01-2018, 13:01:00
On the other hand it would make this mod near impossible for new players.
How so? If it will make anything, it will for example make tanking less confusing, since hit indicator is the same when you do 1% or 99% damage. It's better too look for ricochets or smoke coming out of the enemy's engine rather to rely on a game mechanism out of 2003.
Most friends I managed to lure into FH2, that were unfamiliar with BF2 to begin with, were totally at loss at how to hit with weapons. Bullet drop and bullet speed in this mod arent very intuitive I guess. Another point I was going to make, was tank combat, but I guess looking for ricochets works. Try guessing if you are doing damage to a tank with any hand held AT weapon however.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 08-01-2018, 17:01:41
If you're using a hand held AT weapon and your first hit didn't kill / damage tank enough to make it burn you're doing it wrong and you're most likely gonna die (and probably deserved it). Hit indicator won't help you in any way. Everything else is actaully common sense and basic knowlegde about WWII era weapons. You're not going to play a 10 years old  game with this level of historical accuracy without being interested in it.
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 08-01-2018, 18:01:53
Hit indicator won't help you in any way.
I disagree there: on some spots teh AT rifles do damage on tanks and others they don't. The hit indicator helps you there. It's a bit shortsighted and/or elitist imo to assume that you "just have to understand how it worked irl" to be able to play FH2.
Title: Re: The Minor Suggestions Thread
Post by: MajorMajor on 08-01-2018, 19:01:30
You're not going to play a 10 years old  game with this level of historical accuracy without being interested in it.

I disagree with this as well, since FH2 got me interested in WW2 and not the other way around. When I started playing almost four years ago, I only had a passing interest in WW2. It was only until I started playing FH2, and realized that there was much more to it than the American liberation of France (as I had been taught by TV and games), that I started craving for more knowledge about it.

Different people, different motivations, I guess.
Title: Re: The Minor Suggestions Thread
Post by: 0utlaw on 08-01-2018, 20:01:51
Ive always agreed with no hit indicators and no dynamic spotting enemy positions/movements. Id rather have minimap markers for sqdleads/command or something similar to it.
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 08-01-2018, 22:01:23
I always wonder how much of the so-called FH2 learning curve is really just a sense of entitlement that is encouraged by the arcade gameplay.  People new to a game should be at the the bottom of the scoreboard, shouldn't they?  But some people think they got skilz and if it doesn't quickly transfer to a new game they think the game is broken.

When I was a noob(with high ping), I focused on sneaking around and causing maximum disruption.  For example, repairing the AT behind enemy lines, sneaking into flags of course, or just going on hand grenade missions.  It's way more satisfying than obsessing about score and rank, IMO.  However, some new guys want to win rifle duels with seasoned veterans or they get discouraged.

We all know that the other BF2 mod is way more difficult yet remains more popular.  It has figured out either deliberately or inadvertently how to keep a score-whore culture from developing.  Except for the asset drivers and maybe some snipers, no one is good at that game.  You are either competent or completely useless.  When the medic is usually at the top of scoreboard nobody even cares about it.  I kinda like that.  Anyway, making the game easier to obtain will get us more players than making it easier to play.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 08-01-2018, 23:01:50
Hit indicator won't help you in any way.
I disagree there: on some spots teh AT rifles do damage on tanks and others they don't. The hit indicator helps you there. It's a bit shortsighted and/or elitist imo to assume that you "just have to understand how it worked irl" to be able to play FH2.
On some spots AT rifles do damage tanks and on others they produce visual ricochet effect (the same big caliber AT cannons do) which can be easily seen from very far away and even with a bright light setting on maps like on El Alamein.

How many times have you seen new players moaning about BOYS rifle being useless against tanks on NA maps? I did see that many times. Yet it is called AT rifle and it's a primary weapon for the AT class on African maps. It's confusing and hit indicator won't help it. On the other hand having the knowledge that BOYS rifle was pretty much obsolete already when it was introduced, will. I'm not saying that you have to understand how it worked IRL to be able to play, but knowing a little bit about it will help you a big deal, otherwise you will have to learn that the hard way (you can also ask other players or watch a bloody tutorial video before you'll play the game but apparently that's too difficult for most of the new guys).

But let's agree on hit indicator being helpfull for AT rifles, it helps you to find the best spots to shoot at and what knot. The problem is, you still have to find those spots with the trial and error method, if you don't know then already (and in most cases it's just a basic knowledge about WW2 era armor, or a common sense, nothing elitist about it). The other problem is, damage done by AT rifles is very inconsisent, although the hit indicator always looks the same. You can take out some light tanks with 2-3 well placed shots, but if you're just trying your luck it can take you up to 10 shots for the same tanks, even if all your hits dealt some damage and gave you the hit indicator back as a result.

Bigger tanks are even worse, for example russian AT rifles can take out a panzer IV (with mutliple shots to the back or if you're lucky enough to find one without the side skirts) or even a panther, but I'm not sure if you can carry enough ammo on you, to destroy the latter without being forced to look for a ammo crate, and being lucky enough not to be spotted by the tanker during the time you'll need to put all those bullets between the hull and tracks (the only spot AT rifle can deal some damage to panther).
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 09-01-2018, 02:01:19
You guys realize that you are allowed to write "Project Reality" on this forum?
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 09-01-2018, 15:01:13
@Jan: OK, I don't use the rifle so often that I recall if I saw visual ricochets or not.

It's not that I'm hardcore in favour of keeping hit indicators, but I think they are part of the game, and not "something scifi", because if we want to remove anything close to being "something scifi", we have to remove the repair feature to begin with. Repairing cannons, or entire tanks, takes way longer than is represented ingame and you need an entIre crew for it, let alone that in certain cases you need other stuff too, like spare parts, or oil, or a maintenance station or whatnot.

So while I agree the hit indicator is not working as it could, at least it does something useful ingame, as it passes info to the player that he hit something and did some damage (exception here are dead bodies/vehicle wrecks, would be nice to have those reworked at least).
Title: Re: The Minor Suggestions Thread
Post by: justasug on 09-01-2018, 16:01:07
I've never really considered the hit indicators before reading this discussion. My main gripe was with the minimap, moving spotted units and 3D indicators (apart from mines).

But now that I've read it, it does seem unnecessary. Especially for the tanks as mentioned by jan_kurator. There are already ricochet effects that offer an "immersive" way to see if you've landed a hit. It takes a bit more effort to see it, especially if firing through smoke which happens quite often with tanks. Right now all you have to do is see the red indicator pop up and you know you've landed a hit, even if you don't see the tank.

I'm not so sure about rifle combat, but I've never played without them. I'm a "low ping player" though, so I can't say how much it helps those with higher pings. The best indicator whether you've hit someone or not is if he goes down, together with the kill feed to be honest.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 09-01-2018, 18:01:15
It's not that I'm hardcore in favour of keeping hit indicators, but I think they are part of the game, and not "something scifi", because if we want to remove anything close to being "something scifi", we have to remove the repair feature to begin with. Repairing cannons, or entire tanks, takes way longer than is represented ingame and you need an entIre crew for it, let alone that in certain cases you need other stuff too, like spare parts, or oil, or a maintenance station or whatnot.
Removing a HUD element is far from removing a game mechanism but I'm all for it when it comes to repairing tanks. Only static cannons should be reparaible if you ask me, and only because all the mobile assets can respawn. Let's not get too hardcore, but repairing tanks, especially on move, is super silly and brakes the gameplay on maps like Ramelle where certain people as a tactic take the Tiger with their squad of wrench guys, who will sit on the deck for a whole round, repairing it and getting kill assist score for 45 minutes in return. Mobile assets should use BF1942's style repair pads in the main base if anything to avoid the sillyness on the battlefield.

So while I agree the hit indicator is not working as it could, at least it does something useful ingame, as it passes info to the player that he hit something and did some damage.
Passes info that kills the immersion and take out a lot of excitement from the vehicle and infantry combat. If you ever tried to play without the hit indicator you would know the feeling of uncertainty when you see your enemy going prone after your shot without knowing if he's wounded, suppressed or about to return fire and possibly kill you in a second... ;)
Title: Re: The Minor Suggestions Thread
Post by: 0utlaw on 09-01-2018, 19:01:29
Mobile assets should use BF1942's style repair pads in the main base if anything to avoid the sillyness on the battlefield.

I actually like that idea! Instead of allowing mobile assets, especially the heavy armour, to continue to attack without too much consequence, it forces a different decision to be made. Retreat from battle to the main base for repairs or to continue the attack, possibly be destroyed, and wait for the respawn.
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 09-01-2018, 21:01:20
Mobile assets should use BF1942's style repair pads in the main base if anything to avoid the sillyness on the battlefield.
Although that's a neat idea, I think nobody will ever use the pads, because it will take the tank out of combat lnger than have it destroyed and respawn (and also less effort). Changing the spawntimes to counter that will change the game too much imo.

So while I agree the hit indicator is not working as it could, at least it does something useful ingame, as it passes info to the player that he hit something and did some damage.
Passes info that kills the immersion [/quote]Like I tried to show with my wrench example: the game is full of immersionkillers. If you want more immersion, you can play in immersion mode. If you think it's unfair, well: switch it off then.

Only solution to this I see is that the playerbase gets large enough to allow for a server with immersion mode enforced and a server without immersion mode enforced.

But while this is called the "Minor suggestion thread" we are now discussing fundamental changes to FH2, so maybe this should get it's own thread ;)
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 09-01-2018, 23:01:26
If you want more immersion, you can play in immersion mode. If you think it's unfair, well: switch it off then.
Ironically, immersion mode doesn't switch the hit indicator off if I recal corretly, yet it switches off some important parts of the HUD :P
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 10-01-2018, 02:01:07
I play with immersion mode and I don't have hit indicators. Only for vehicles I think
Title: Re: The Minor Suggestions Thread
Post by: fighterpil on 11-01-2018, 19:01:32
What is the command to get rid of the HUD?
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 11-01-2018, 20:01:29
What is the command to get rid of the HUD?
In the Launcher, go to Options and untick everything under "Miscellaneous".
Title: Re: The Minor Suggestions Thread
Post by: fighterpil on 11-01-2018, 20:01:04
I'm on a Mac, and I'm playing FH2 through the Revive BF2 client (the launcher doesn't work on Mac, even with wine), so that's not an option. Any other suggestions?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 11-01-2018, 20:01:08
What is the command to get rid of the HUD?
I don't think there is a working comamand for that, but you can enable the so called "Immersive mode" that hides most of the HUD by creating an empty txt file named "immersive-hud.txt" in your mods/fh2 directory. To turn it off, delete the file and restart your game.
Title: Re: The Minor Suggestions Thread
Post by: fighterpil on 11-01-2018, 21:01:58
Yeah, I've tried that, but it doesn't completely turn off the HUD.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 11-01-2018, 22:01:03
There's only chat and kill feed left, or is there anything else you need to hide?

[Tutorial] Hiding chat & kill messages in BF2/FH2 (http://fhpubforum.warumdarum.de/index.php?topic=21048.msg347694#msg347694)
Title: Re: The Minor Suggestions Thread
Post by: Hjaldrgud on 11-01-2018, 23:01:48
If you want to completely nuke the HUD, then open console and type "renderer.drawhud 0"
Title: Re: The Minor Suggestions Thread
Post by: fighterpil on 12-01-2018, 03:01:25
Oh, it's renderer.drawhud 0, not render.drawhud 0! That's what I was getting wrong, I was using the latter command. Thanks! :)
Title: Re: The Minor Suggestions Thread
Post by: blander on 12-01-2018, 09:01:42
Please don´t remove hit indicators! I have a steady ping of 280 and I wouldn´t be able to hit absolutely nothing without hit indicators. It´s pretty damn hard to hit anything already so please don´t completely kill the game for guys with high ping like me.
Title: Re: The Minor Suggestions Thread
Post by: fighterpil on 12-01-2018, 15:01:59
The command just hides the HUD on the client-side for the person who typed it in, not for the entire server.
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 14-01-2018, 17:01:15
Ive always agreed with no hit indicators and no dynamic spotting enemy positions/movements. Id rather have minimap markers for sqdleads/command or something similar to it.

Would be nice really. :)

Title: Re: The Minor Suggestions Thread
Post by: fighterpil on 16-01-2018, 14:01:54
Mobile assets should use BF1942's style repair pads in the main base if anything to avoid the sillyness on the battlefield.

I actually like that idea! Instead of allowing mobile assets, especially the heavy armour, to continue to attack without too much consequence, it forces a different decision to be made. Retreat from battle to the main base for repairs or to continue the attack, possibly be destroyed, and wait for the respawn.

I think so too, this would be nice to add to the game, although it might take away from the immersion of FH2.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 16-01-2018, 17:01:40
Mobile assets should use BF1942's style repair pads in the main base if anything to avoid the sillyness on the battlefield.

I actually like that idea! Instead of allowing mobile assets, especially the heavy armour, to continue to attack without too much consequence, it forces a different decision to be made. Retreat from battle to the main base for repairs or to continue the attack, possibly be destroyed, and wait for the respawn.

I think so too, this would be nice to add to the game, although it might take away from the immersion of FH2.
Yes, because running behind a tank with a wrench adds a ton of immersion  ;)
Title: Re: The Minor Suggestions Thread
Post by: fighterpil on 16-01-2018, 18:01:46
Mobile assets should use BF1942's style repair pads in the main base if anything to avoid the sillyness on the battlefield.

I actually like that idea! Instead of allowing mobile assets, especially the heavy armour, to continue to attack without too much consequence, it forces a different decision to be made. Retreat from battle to the main base for repairs or to continue the attack, possibly be destroyed, and wait for the respawn.

I think so too, this would be nice to add to the game, although it might take away from the immersion of FH2.
Yes, because running behind a tank with a wrench adds a ton of immersion  ;)

XD
Title: Re: The Minor Suggestions Thread
Post by: SadCamelion on 21-01-2018, 13:01:26
I wonder if the devs could add the Turan or Toldi tanks, they have been used on late eastern front.
even though they would be helpless against t34s, I would like to have them as a little gadget.

So would it be added even if it has such a big disadvantage? Or is the balancing too important for that?
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 21-01-2018, 15:01:04
Balancing of the tanks wouldn't matter, FH2 balances via map design.  The problem you'd face is that there is no Hungarian army in FH2, and no real resources to make it, much less the maps for it.
Title: Re: The Minor Suggestions Thread
Post by: SadCamelion on 21-01-2018, 16:01:17
Well, on the africa maps for example there are italian tanks or planes even if the italian army itself is not represented.

I don´t really know, but I think the hungarian army didn´t have equipment that would make them unique in fh2, or at least not enough to make a whole faction of.
If they had I would like to be proven otherwise
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 21-01-2018, 17:01:38
The Italian Army is represented and made.  The Hungarian is not.  Their uniforms, weapons, gear, etc, are all unique to the Hungarians.  The closest thing they have to anything FH2 has is their helmet, but even that would have to be modified as it was not exactly the same as the German helmets.  Plus you'd have to make Hungarian voices, which in of itself would be a challenge without any suitable voice actors.

There did, in fact, use to be work on a mini-mod by a few individuals for the Hungarian military, but that dried up and died.  I have no idea if the assets are even around anymore, and they never really moved far beyond tank models and a few weapons.  Point is, the FH2 dev team is small and only has a few active devs at any one point.  We cannot really create a brand new entire faction out of thin air- the dev team needs to work with the assets it has on hand.
Title: Re: The Minor Suggestions Thread
Post by: SadCamelion on 21-01-2018, 18:01:57
The Italian Army is represented and made.  The Hungarian is not.  Their uniforms, weapons, gear, etc, are all unique to the Hungarians.  The closest thing they have to anything FH2 has is their helmet, but even that would have to be modified as it was not exactly the same as the German helmets.  Plus you'd have to make Hungarian voices, which in of itself would be a challenge without any suitable voice actors.

There did, in fact, use to be work on a mini-mod by a few individuals for the Hungarian military, but that dried up and died.  I have no idea if the assets are even around anymore, and they never really moved far beyond tank models and a few weapons.  Point is, the FH2 dev team is small and only has a few active devs at any one point.  We cannot really create a brand new entire faction out of thin air- the dev team needs to work with the assets it has on hand.

I know that the hungarian army would have to be made by someone. I know that especially voices are impossible to make without fitting voice actors. And I know that the developpers don´t have much time.

I did not ask for the whole hungarian army because I knew the developpers dont have time to spare.
I just asked for 1 or 2 tanks, and if the balancing would be a problem. Nothing more.

If I thought the devs had loads of time I could suggest completely different things like early war things, but the devs are making the late eastern front and working on maps for that, and THERE a toldi or turan or something like that could fit.

And if I suggested to add the whole hungarian army, it would not be a minor suggestion;)
Title: Re: The Minor Suggestions Thread
Post by: Captain Pyjama Shark on 21-01-2018, 19:01:34
Without getting into whether it is worth the dev's time or not, I think it's rather a good idea. Put a Hungarian tank or two on a map, and you have at least some representation of the Hungarian presence without  actually having to make playermodels. The Italian tanks on Gazala is a good example.
Title: Re: The Minor Suggestions Thread
Post by: Alubat on 22-01-2018, 20:01:02
FHSW Hungarian voices

https://www.youtube.com/watch?v=B4GKLv6Rd4M&t=
Title: Re: The Minor Suggestions Thread
Post by: justasug on 27-01-2018, 19:01:27
Has there been a discussion about limiting squad leaders to the SL kit?

In the current state, on most maps, there is no reason to take the SL kit over the recon kit for example.
They both have an equal load-out for the most part, with the recon kit having an edge due to the AP-mines. The SL kit gets more bandages, but the average "time alive" is so low that the additional SL bandages are practically never used. Additional smoke grenades are the only other reason why the SL might be preferred, but is there a map where the SL kit has more smoke grenades than the recon kit? I think there's one map where the SL gets smoke grenades, but the recon class not (think it's Ramelle). Am I imagining this and if not can someone confirm which map that is? Edit: Yes, it's Ramelle; there are no recon kits on there.

I've also seen discussions (http://fhpubforum.warumdarum.de/index.php?topic=21640.0) about removing the SL spawn. Is it technically possible to enable SL spawning only on people that use the SL kit? That would give us a reason to actually use the SL kit. On top of that it would mitigate the "problem" where people rotate in a squad when the SL dies, to spawn on someone else.
Assuming that's technically possible and there aren't any side-effects, would it make sense? Or would such a change be too complicated and over-engineered compared to the current FH2 gameplay?
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 28-01-2018, 16:01:40
I mean, I'd argue that the SL kits almost always giving SMGs, and being one of the only ways to get SMGs, is a major factor.
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 28-01-2018, 20:01:15
Well yeah, but smgs imo are a pretty situational item.
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 29-01-2018, 02:01:56
Aye, but TBH, as SL you really should be focusing on leading/positioning/smoke nades, and only engaging the enemy in assualt or if they get close, so SMG is fine for them.
Title: Re: The Minor Suggestions Thread
Post by: justasug on 31-01-2018, 15:01:58
The SMG you can get as a SL is only an incentive on the few maps with urban fighting, where other people pick the assault kits with SMGs. Either way, I don't have a problem with the SL SMGs. I was just wondering whether the "limiting SLs to the SL kit" and "fixing SL roulette by being able to spawn on SL kits only" ideas made sense.

as SL you really should be focusing on leading/positioning/smoke nades
While it that makes sense and I agree with it, my in-game experience differs.
I've noticed that people either don't always spawn on you when you're too far away from the flag at a safe distance or they do, but proceed in a completely different direction (despite the attack marker being on the flag). The only way to get them to spawn on you and head for the flag is to be right next to it, in capping distance. I've had plenty of rounds where I just hid somewhere slightly away from the flag to serve as a mobile spawnpoint with a full squad and they failed to capture it.
That's when I started just recklessly attacking and getting into the flag-zones. While I do die all the time, that one time it succeeds, the squad captures the flag and moves on to the next. Of course there's the alternative of being a squad member and only starting a squad once in flag distance, but it's equally "not-teamworky and unrealistic".

tl;dr: being aggressive as a SL has paid off more for me than being careful and staying back
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 31-01-2018, 17:01:06
Oh I'm definitely a proponent of leading from the front as the SL- screw being just a mobile spawn- I toss smoke, charge in, and get the rest of the squad to follow my lead.  Their ability to spawn on me is just a side bonus, a way to keep momentum going.
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 01-02-2018, 15:02:55
One great idea for reviving medic kit:
So at moment medic kit is useless. And bf2 reviving thing is not an option as very not realistic or feasible.
But why not giving option for medic do place like little field hospital?
- It would look like two big bags and third bag opened on top of these two
-It would have restricted ammo of 'heal' :D
-Medic kit would have one of these but he would be able to rearm these(long rearm time ~45sec)
-Medic would still have pistol,knife and 6 bandages so he can work around the hospital.Only pistol because he needed to carry bags(realism right  :D)
-Medic would get points for healing people when people use it,as much as posible better
-Remove rearming bandages at ammo boxes or make it longer so people prefer medic field hospital where they will get bandages immideatly and also started being healed when near. This would basically served as flag hospital while aslo boosting defence capability of squad.
-When placed it would have red cross marker on HUD so people can see where can refil bandages and heal themselves

+Give medic ability(even vbf2 one) to see who is low health so he can run there and throw him bandage

Basically medic would become co-squadleader as people would bunch around it to get healed. And imagine good squads like Hezenauers or SteinerCross if had these medics around would really make good diference and dinamic at battles.

Would like if devs could look at idea and acept it as I think is really neat addon for medics and teamwork altogether. Well atleast give nowadays medics ability to see who is low on health so he can run to him and give bandages.
Cheers
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 02-02-2018, 17:02:50
Anyone else alive here? What do you think about this up I posted?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 02-02-2018, 18:02:14
We are alive, just nobody cares about the medic in the game where 9 of 10 shots are deadly, and being wounded is a weird rarity  ;)
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 02-02-2018, 21:02:19
Too bad people arent willing anymore to discuss etc. Maybe you are alive,but admit that forums are pretty dead exept Picture of the day thread. Real disscusions are unknow to this forum for 2 years, devs and moderators bearly answer newbies and even rest like suggestions etc. Even update get bearly over 2 pages in thread. Thats why lately I prefer PR forums as devs are more open toward comunity when almost every question bug suggestion get answer etc. Maybe here is not place to talk about it but that from me on this forum. Such I good mod.
(*not making drama because my suggestion is not acepted but one observation that is becoming frustrating after these years)
Title: Re: The Minor Suggestions Thread
Post by: Mayhemic.MAD on 02-02-2018, 22:02:16
Your suggestions are very welcome, but Jan also speaks the truth when he says that the importance of the medic is very limited, given how lethal hits usually are. Also the Dev team is currently consisting of just a few active people who put more interested in in keeping development going, than keeping the forums alive with merry tales and discussions about things that were already discussed in depth years ago. The age of the bf2 engine just makes fresh suggestions really unlikely by now.
Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 02-02-2018, 22:02:02
In all seriousness, this medic topic has been debated to death! There really isn't much more to discuss. Jan mentions that most of the times you get one-shotted... and that's it. I cannot remember the last time I actually bled to death.

http://fhpubforum.warumdarum.de/index.php?topic=18321.0
http://fhpubforum.warumdarum.de/index.php?topic=1969.0
http://fhpubforum.warumdarum.de/index.php?topic=17043.0
List goes on.


If you prefer the game of PR, that's your decision.
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 02-02-2018, 23:02:24
Well sorry guys for that,just somehow I always stick around FH2 and forums. I always want to see more,then some ideas come to my mind and post it here. Now I see that this sort of inactivity comes from actualy these topics discused to death. Cheers

Title: Re: The Minor Suggestions Thread
Post by: Roughbeak on 02-02-2018, 23:02:18
No worries.

Have to keep in mind that we have a lot of other stuff going on in the background you don't see being developed/worked (which more often than not has more priority).
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 02-02-2018, 23:02:28
Btw, for another potential avenue for discussions, consider joining the FH2 discord  (http://fhpubforum.warumdarum.de/index.php?topic=21506.0).
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 02-02-2018, 23:02:31
discord is the place to be  8)
Title: Re: The Minor Suggestions Thread
Post by: fighterpil on 04-02-2018, 14:02:44
Yeah, I agree. That would be amazing!
Title: Re: The Minor Suggestions Thread
Post by: Adûnâi on 04-03-2018, 17:03:08
I've just had a few ideas to make Seelow cooler! And no, neither has flying saucers!

1. Add hanging traitors' corpses to the streets of Seelow! You know, those with the signs "Ich bin ein Feigling" (could only find from the movie (https://propstoreauction.com/view-auctions/catalog/id/30/lot/4914/German-Execution-Shame-Sign#))?

2. Could you add a few bikes? There are quite a few on Sfakia, and I think, they would fit the atmosphere of Seelow!
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 04-03-2018, 19:03:06
Can we please talk about ducking in commander's cupolas of the tanks again? Since you guys are obviously focusing on the small visuals, as well as the big maps in the next patch...

I believe it's a small thing that needs to be fixed, but since I don't know the bf2 vehicle coding specifics it might also potentially be a lot of work in tweaking all the different tanks FH2 has?

I know it's possible because there's that checkbox in the editor to turn it on, an it was implemented in Battlefield Heroes...
Title: Re: The Minor Suggestions Thread
Post by: PoliorcetE on 29-03-2018, 11:03:19
hi all

new weapon kit:
- for usa a winchester 1873 + Colt Single Action Army. we need to find a cowboy hat on map to use it  ;D
- for brit's a De Lisle Commando carbine + Welrod Mk I. we must find a umbrella on map to us it   :D

A+
Title: Re: The Minor Suggestions Thread
Post by: Alubat on 06-04-2018, 19:04:55
Optimize and modify localization files with some of the good stuff from
http://tehmyke.com/_temp/bf2_localization_3.0.1.rar

See all kind of deaths, teamkills in orange txt in the killfeed

HUD_HUD_KILLEDBY_TEAMKILLS    §0#PLAYERNAME1# [§C1001Teamkill§C1001 - §C1001#WEAPON#§C1001] #PLAYERNAME2#
HUD_HUD_KILLEDBY_KILLED       §0#PLAYERNAME1# [Killed] #PLAYERNAME2#
HUD_HUD_KILLEDBY_MYSELF       §C1001-§C1001 #PLAYERNAME# died.
HUD_CHAT_DEADPREFIX           §C1001DEAD§C1001 - 
Title: Re: The Minor Suggestions Thread
Post by: Enrik01 on 06-04-2018, 20:04:37
Hi.
Didnt read all 38 pages but now with alternative sights being added to sniper rifles in next patch I would like to see such option for K98 and M1A1 Thompson submachine gun and some other weapons that have such ability. It would be cool wouldnt it?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 06-04-2018, 23:04:30
no
Title: Re: The Minor Suggestions Thread
Post by: Enrik01 on 07-04-2018, 08:04:49
Why not? Some people liked those M1A1 sights. And also there are already posts about K98 sights on early Africa maps on this forum
Title: Re: The Minor Suggestions Thread
Post by: nysä on 07-04-2018, 10:04:50
It would be nice to see few little tweaks on StuG IV to make this vehicle more historically accurate:

- Remove the coaxial MG (StuG IV never had one)
- The gunner's sight from the StuG III Ausf G (currently Pz IV's)
- A variant with a Rundumfeuer MG (eg. StuG III Ausf G "late" roof)

and please, add tank riders to the Hetzer - currently it doesn't have this option at all
(https://i.pinimg.com/originals/c8/b2/11/c8b2110a4e475d2c87d40889b15f79ad.jpg)

Thanks
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 07-04-2018, 14:04:38
Why not? Some people liked those M1A1 sights. And also there are already posts about K98 sights on early Africa maps on this forum
The sniper sights thing actually makes a difference in gameplay, how would two different sights on the Thompson do that?
Title: Re: The Minor Suggestions Thread
Post by: Enrik01 on 07-04-2018, 16:04:15
On Thompson it would be for some cosmetic and for some more helpfull. As far as I heard FH used to have those sights long time ago but they were removed. On other side there are people like me who prefer those old sights instead. Thats why.

On K98 in real life you could choose which sights you will use as far as I know and I definetely play better with those you have in late maps

I don´t want to sound selfish as I always mention only myself but I believe more people would like that :D
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 07-04-2018, 18:04:14
It's a lot of work for not a lot of reward.  The average combat distance in FH2 is 100-200 yards, and the max fog distance on any map is, IIRC, 400 yards.  So even if it was ingame, it adds almost nothing that just quickly raising your aim doesn't already do with a lot less work, AND a lot less time spent as a player fiddling with variable range settings.
Title: Re: The Minor Suggestions Thread
Post by: Enrik01 on 07-04-2018, 18:04:31
It was just suggestion,not a must. I am fine with K98 but those "late" sights are just better so people could choose which one fits them better.
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 07-04-2018, 18:04:24
Wait, are you referring to the sight hood?  The reason the late-war maps have that is because the sight hood was introduced in ~1943 to protect the front sight.  It literally did not exist prior to 1943.
Title: Re: The Minor Suggestions Thread
Post by: Enrik01 on 07-04-2018, 18:04:32
Wait, are you referring to the sight hood?  The reason the late-war maps have that is because the sight hood was introduced in ~1943 to protect the front sight.  It literally did not exist prior to 1943.

Oh. Well my knowledge has failed here. Sorry then :D Then yes,for one weapon I don´t think its really worth it.
Title: Re: The Minor Suggestions Thread
Post by: Oberst on 08-04-2018, 01:04:54
It would be nice to see few little tweaks on StuG IV to make this vehicle more historically accurate:

- Remove the coaxial MG (StuG IV never had one)
- The gunner's sight from the StuG III Ausf G (currently Pz IV's)
- A variant with a Rundumfeuer MG (eg. StuG III Ausf G "late" roof)

and please, add tank riders to the Hetzer - currently it doesn't have this option at all
https://i.pinimg.com/originals/c8/b2/11/c8b2110a4e475d2c87d40889b15f79ad.jpg

Thanks

But didnt  the saukopfblende used on the in-game stug Iv offer a coaxial mount from 1944 on? On the late war stug III they were installed as well.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 08-04-2018, 09:04:44
But didnt  the saukopfblende used on the in-game stug Iv offer a coaxial mount from 1944 on? On the late war stug III they were installed as well.

All (known) pictures of the StuG IV show no coaxial, this also applies to the wrecks that have been recovered in recent years. Here's a "final" production from '45, build on Pz IV Ausf J chassis. Notice the symmetric shape of the mantlet, whereas ones with the opening for coaxial were asymmetrical with distinctive "bulge" on the MG side.

(https://i.imgur.com/6zLe2LJ.png)

StuG IV in the game is an "early" version. The cast mantlet with co-axial was introduced as late as 9.1944 by Alkett, but 97% of StuG IV were made by Krupp.
Title: Re: The Minor Suggestions Thread
Post by: Kasztelan on 13-04-2018, 21:04:01
Hey, I have a small suggestion that maybe you could replace German mortar used by Italians with American one (maybe slightly retextured). As far as I know both M1 and Mortaio 81/14 Modello 35 were based on the same french Brandt design and even Americans, according to this (http://www.lonesentry.com/articles/it_mortar/index.html) said in their intelligence bulletin that it's "Remarkably similar in construction to the 81-mm American M1". I think M1 would be also OK for Finns if they would need a mortar. What are you guys thinking?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 13-04-2018, 22:04:12
Hey, I have a small suggestion that maybe you could replace German mortar used by Italians with American one (maybe slightly retextured). As far as I know both M1 and Mortaio 81/14 Modello 35 were based on the same french Brandt design and even Americans, according to this (http://www.lonesentry.com/articles/it_mortar/index.html) said in their intelligence bulletin that it's "Remarkably similar in construction to the 81-mm American M1". I think M1 would be also OK for Finns if they would need a mortar. What are you guys thinking?

I like the idea, it indeed looks almost identical, so I guess that if only devs have the access to the original files of the model, it can be rather easily modified and added to the game, but I have no knowledge in that regard.

I wish we get more Italians equipment to finally replace all the placeholders in game, but with current focus on the Eastern Front, the only chance for that is probably if someone decided to make a map with Italians vs USSR.
Title: Re: The Minor Suggestions Thread
Post by: Kasztelan on 13-04-2018, 22:04:52
Yeah, Italians are kinda a little bit below FH's standards... Of course I mean no disrespect toward devteam, it's just that Italians seems uncomplete. I always wondered if there would be  a possibility of using BG42 or FHSW models like Autoblinda 41 or L3/35, but I guess it's out of question. :-\ At least I can hope that one day Sethsoldier will remodel Carcano series and Beretta 38 ;).
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 13-04-2018, 22:04:42
need some more maps for L3 and other cars/ tanks tho. Right now, the Italians don't really need those things on any of their existing maps.
Title: Re: The Minor Suggestions Thread
Post by: Kasztelan on 22-04-2018, 15:04:07
Hey, would it be possible to introduce Nebelhandgranate 39? I know it really is a minor thing, but maybe just retexturing a Stielhangranate 24 and coding it for a smoke effect would suffice? I'm asking because they were 7,4 million Nb. 39 vs. 1,8 million Nb. 42, plus I thought that it would add to variety without much effort.
Cheers ;)
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 22-04-2018, 15:04:22
The stick on the smoke grenade is a but different, for the very reason to make it easily distinguishable from the explosive one, so it will require a bit more work than a simple texture change.
Title: Re: The Minor Suggestions Thread
Post by: Kasztelan on 22-04-2018, 15:04:08
Yes I know, but this part is covered by hand so it doesn't really matter right?
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 22-04-2018, 16:04:20
FH2 is anything but going "it doesn't really matter."

That said, that part would not be covered by the hand anyways- the hand would be gripping the middle way above the ribs.
Title: Re: The Minor Suggestions Thread
Post by: Seth_Soldier on 22-04-2018, 17:04:28
* Nebelhandgranate 39 added to the todo-list
 ;)
Title: Re: The Minor Suggestions Thread
Post by: Kasztelan on 22-04-2018, 18:04:44
Wow, thanks Seth, you're the best :)
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 22-04-2018, 18:04:59
Wow, thanks Seth, you're the best :)
Yes he is! There's quite a lot of stuff he's currently working on and I can't wait to see all his projects ready ;)


Btw, check our website in ~10 minutes to see one of his babies.
Title: Re: The Minor Suggestions Thread
Post by: Seth_Soldier on 22-04-2018, 19:04:07
well, the new grenade might not be in the next patch but the next after the new one (maybe a bug patch who knows), so don't get too excited.
i don't want to break the next release :P
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 24-04-2018, 02:04:20
Would it be possible to add more blurr and side affects of being hit with a high explosive round in a tank?  I know it really wouldnt damage a tank but I have to believe the crew would be a little rattled after a HE round hit their tank.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 24-04-2018, 03:04:49
This would be very cool and would make tanking very different in-game. I've read stories of tank crews being confused, or having to fall back while being pummeled by things that didn't penetrate their tank. (like a 20mm flak against a Cromwell)

right now the only thing that does this in-game (unintentionally) is shooting a bofors at a tank. the big black puff is almost like suppression. as a matter of fact, it's sometimes a problem for me as a tanker to encounter a bofors. I've actually had to fall back a few times to get my situational awareness back.
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 24-04-2018, 04:04:53
This would be very cool and would make tanking very different in-game. I've read stories of tank crews being confused, or having to fall back while being pummeled by things that didn't penetrate their tank. (like a 20mm flak against a Cromwell)

right now the only thing that does this in-game (unintentionally) is shooting a bofors at a tank. the big black puff is almost like suppression. as a matter of fact, it's sometimes a problem for me as a tanker to encounter a bofors. I've actually had to fall back a few times to get my situational awareness back.

It is more than likely that a few times, that has been me shooting at you for that exact effect.

And yeah, I wouldn't be against more suppression.  I've even seen accounts of 20mm cannon forcing T-34 crews to surrender, with blood pouring out of their ear canals and such, due to the concussion of the repeated explosions.
Title: Re: The Minor Suggestions Thread
Post by: blander on 24-04-2018, 05:04:23
Now that this has been mentioned, I find it very annoying when you hit and damage a tank and the tanker instantly knows where the shot came from and wipes you out in a second.

I am no tank expert but I´m pretty sure the crew wouldn´t INSTANTLY know where a shot came from. Perhaps tanks (and all armored fighting vehicles) shouldn´t have hit direction indicator.

Is the internal hit sound stereo? If that were the case it should be enough to know if the shot came from the left or right. I don´t even know if this would be the case in real life, maybe you wouldn´t even be able to notice the direction. Just a loud BANG and that´s it.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 08-05-2018, 01:05:11
(http://3.bp.blogspot.com/-pmFm3oZA-tw/VQ7v2UIVKOI/AAAAAAAAuxU/Vtpf2D8XL7w/s1600/gfngfnytfrh6y765u675u.jpg)
(http://www.militarymodelling.com/sites/1/images/member_albums/42220/ab43-1.jpg)
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 08-05-2018, 11:05:43
You know, just some "minor suggestions" right there.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 09-05-2018, 12:05:01
You know, just some "minor suggestions" right there.
Yea I didn't want to make a new thread for them, and I wouldn't expect every version of the cv35, I just found some othe modifications interesting.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 02-06-2018, 23:06:35
There's a trend I've noticed of newly released tanks not featuring a "commander" position. I think this is a mistake.

Please devs, (re)consider the benefits of having a commander seat in the cupola:

- it provides possibly a higher vantage point on flat maps
- it provides the ability to spot more freely while still having some protection compared to passenger positions
- it provides the ability to repair the tank while being less exposed (I have a hunch this is why it's getting phased out)

I think the tank destroyers have the most to gain from this feature. Right now the passenger seats that don't allow you to shoot are very rarely utilized, by making a better protected position that can also be used to fend off tank hunters they could be utilized much more.

Please, devs, make a poor old tanker happy again  :'(

(https://i.imgur.com/C7g5Zrn.jpg)
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 03-06-2018, 00:06:32
There's a trend I've noticed of newly released tanks not featuring a "commander" position. I think this is a mistake.

Please devs, (re)consider the benefits of having a commander seat in the cupola:

- it provides possibly a higher vantage point on flat maps
- it provides the ability to spot more freely while still having some protection compared to passenger positions
- it provides the ability to repair the tank while being less exposed (I have a hunch this is why it's getting phased out)

I think the tank destroyers have the most to gain from this feature. Right now the passenger seats that don't allow you to shoot are very rarely utilized, by making a better protected position that can also be used to fend off tank hunters they could be utilized much more.

Please, devs, make a poor old tanker happy again  :'(
https://i.imgur.com/C7g5Zrn.jpg

I'd love these if added.
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 03-06-2018, 04:06:40
IIRC they were barely used, plus the camera was generally moved to actually be over the copula.  Honestly, I would prefer just giving the commander these features already in the driving spot, rather than shifting them to a new position.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 03-06-2018, 09:06:14
IMO all commander cupolas seats should be removed, together with taking the ability to use weapons in the passenger seats away from all tanks, to get rid of the wrench squads, making tanks immortal on the battlefield.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 03-06-2018, 11:06:14
IMO all commander cupolas seats should be removed, together with taking the ability to use weapons in the passenger seats away from all tanks, to get rid of the wrench squads, making tanks immortal on the battlefield.

Like I said, looks like my hunch was correct.  :-\

Anyway I'd love to see the devs reconsider the gameplay possibilities that this secondary position can provide... Think about it... A secondary position in a vehicle that allows free use of weapons can be considered the equivalent to a "perk" in more modern games. Just a less "gamey" one.

I'd be fine if all passenger positions except the commander lost their ability to use weapons.
IMHO the commander should be there to provide bonus advantages for his tanker.
Need help spotting? Get a buddy with binoculars in your tank!
Need the ability for minor repairs while on the move? Get a buddy with a wrench as your commander!
Under fire and in need of more cover fast? Get a buddy with some smoke grenades!
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 03-06-2018, 11:06:55
I get your point, "commander" sitting there looks cool and all, but he is nothing more than a trouble for the real commander (driver) of the tank, making it harder for him to use the free look cam, which is usually placed on the commander cupola's hatch. Player sitting there is no advantage for you, because he's not even able to do the 360 degree spotting like you can by pressing [ctrl] button while driving, what makes him even less useful than your hull gunner who can not only spot for you but also shoot the enemy infantry. Shooting a hand weapon from the cupola of the moving tank is nowhere near as effective. And I wouldn't ever rely on anyone to be my eyes on the battlefield anyway, I would rather see that extra player to be me infantry support on the battlefield, or an actual spotted with binocs, somewhere else, giving me coordinates of far away targets.
Title: Re: The Minor Suggestions Thread
Post by: blander on 06-06-2018, 05:06:45
This has probably been posted before, I´m sorry if that´s the case. These are my easy-to-do suggestions:

1. Remove disposable fuel tanks on all fighter planes (they were dropped before entering combat). Dogfights with fuel tanks attached just look ridiculous.

2. Slow the tanks (or all AFV) repair rate. Having a badly-damaged tank fully repaired in like 30 seconds really breaks the gameplay. Repair is a nice feature, just not in 30 seconds please! It could take like 2 minutes or so for full repair, that wouldn´t break the gameplay and would allow for "small repairs" in a decent amount of time  (not almost instant as it is now) if the tank received just a little bit of damage.
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 06-06-2018, 19:06:56
I agree with slowing the repair of tanks. 
This would also help the problem of repairing ships since they basically use the same materials as the tanks.
Title: Re: The Minor Suggestions Thread
Post by: SgtAlex on 06-06-2018, 21:06:12
IMO all commander cupolas seats should be removed, together with taking the ability to use weapons in the passenger seats away from all tanks, to get rid of the wrench squads, making tanks immortal on the battlefield.

Aaaand thats how you kill teamwork, it's true that it's frustrating sometimes when fighting tanks with repair-crew, but thats not the problem, the problem is that you dont have any, they are cooperating and playing as a team, you are not. So if passenger seats are removed no one would repair tanks but the driver, no one would be running after a tank, fully exposed just to repair it when needed.

Instead, I agree with blander, repair rate should be increased so engineers crews cant repair a tank faster than the enemy tank reload its gun

I also agree about external fuel tanks, they look horrible in game and have no use at all.
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 06-06-2018, 21:06:55
Repairing tanks from the seat is illegal in tournament play.
We used to have a script that automatically kicked you for that.
I don't think tanks should repair in the middle of combat.  They should have to withdraw to safety.  It's better to just put a good tanker kit(SMG) next to all the tanks.
Title: Re: The Minor Suggestions Thread
Post by: Alubat on 12-06-2018, 17:06:21
When attacking an objective only the last player with a hit on target get points.
I think all players with a hit on an objective should gain assist damage points
Title: Re: The Minor Suggestions Thread
Post by: SgtAlex on 12-06-2018, 17:06:44
Now that we're talking about tank repairs, I'd like to see Repair Stations like the ones there use to be on BF1942

Any chance to see them on FH2?
Title: Re: The Minor Suggestions Thread
Post by: SJonni on 12-06-2018, 21:06:42
I've asked this before, but I thought I'd throw it out there again; is it possible with the BF2 engine to give points for giving other players ammo etc, like with repairs and spotting?
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 12-06-2018, 23:06:12
Yes, that's a vanilla feature.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 13-06-2018, 09:06:50
Now that we're talking about tank repairs, I'd like to see Repair Stations like the ones there use to be on BF1942

Any chance to see them on FH2?

This. Bigger and smaller field werkstatts/repair shops (or none at all), depending on the map. On a bigger, you could get multiply vehicles repaired while on a smaller they would be queued (also, ideal targets for artillery and air attacks - like it was during the WWII; esp. certain German units lost majority of their vehicles left at werkstatts).
Title: Re: The Minor Suggestions Thread
Post by: |7th|Nighthawk on 14-06-2018, 09:06:27
In the main base or somewhere on the map? If so, I already predicts cheeky mines on the exits but if it's in base, noone will ever use it. FH gameplay is too fast to warrant a retreat back to base for repairs, I would say.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 14-06-2018, 10:06:49
In the main base or somewhere on the map? If so, I already predicts cheeky mines on the exits but if it's in base, noone will ever use it. FH gameplay is too fast to warrant a retreat back to base for repairs, I would say.

Maybe some of the exisiting buildings (sheds, garages) could be turned into smaller field repair shops, as you capture the flag?
Title: Re: The Minor Suggestions Thread
Post by: Mr.ThunderMan on 15-06-2018, 01:06:21
Logistic trucks (transport trucks) could drop a repair station like in PR(?).
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 15-06-2018, 03:06:40
The idea of repair stations would be interesting if tank gameplay was overhauled. Right now I agree with Nighthawk that gameplay just doesn't warrant it.

The ability to have people sit on your tank and repair, the ability to jump out and repair to full health makes it so you don't need one.

Now if we had a more intricate system, where repairing with a wrench could only get you 50% or something and you couldn't have people sit on the tank to repair, then the ammo truck and supply crates and an actual repair station could come into play.
Title: Re: The Minor Suggestions Thread
Post by: blander on 15-06-2018, 05:06:19
IMHO there are many nice things that could be changed. The problem comes, as Matthew_Baker says, when the current balance is broken.

The game has limitations. Here are a few examples.

Tanks can be considered weak against the infantry because:

1) They cannot destroy any static buildings in which the infantry hide.
2) Spawnable AT kits. A regular soldier can respawn with an AT weapon soon after being killed by the tank.

Tanks can be considered strong against the infantry because:

1) A single person does everything: driving, shooting, spotting, communicating. Reactions are very fast.
2) Turrets move faster than in real life.
3) They can get fully repaired in the middle of the battle in just a handful of seconds.
4) They respawn fairly fast. There is no major punish for losing a tank.

I think that in these kind of matters, a balance should be kept. For example, if wrenches repair up to 50% then infantry AT kits should be more limited to compensate for the lowering of the tank´s value. If repair pads at mainbase are to be used then double (at least) tanks´ respawn time (to make driving back to main worth the lost time) and limit even more the availablity of AT weapons to compensate the fact that tanks will become more rare in the battlefield.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 15-06-2018, 08:06:14
Valid points there. I meant repair stations as a more "realistic" alternative to the magic wrench but I see that would require some serious overhauling like Matthew Baker and blander pointed out.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 15-06-2018, 18:06:31
Valid points there. I meant repair stations as a more "realistic" alternative to the magic wrench but I see that would require some serious overhauling like Matthew Baker and blander pointed out.
Unfortunately, this the issue with most of the suggestions in the this topic at this point. Every aspect of the game is connected with something else, and pretty much set in stone after so many years of mostly unchanged game-play mechanics. One change like that will affect the balance of whole mod, as it will also affect the map designs, which are often created with current gameplay mechanics in mind. Changing one thing will result in a need of complete overhaul of other aspects, it's a bit like a chain reaction and every little detail has to be very well thought before anything can be changed. Unless it's an actual MINOR suggestion :P
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 16-06-2018, 00:06:39
I would like to see more destroy-able buildings.
BattleGrounds Frontline, a BF2 mod, uses a lot of them.  There is a map where you can destroy almost all the houses in the village.  I think most people's computers can handle that nowadays.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 16-06-2018, 12:06:40
What about adding chairs, tables, or boxes that can be moved in houses.  I figure they can serve at least two purposes, one being able to use the item to see out of some windows that are just to high.  A second purpose would be to use the items to build a "wall" to hide a squad leader behind (of course a well placed grenade would blow that plan to pieces lol)
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 16-06-2018, 13:06:39
yeah, and what about cushion bunkers or snowball fights on winter maps?
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 16-06-2018, 23:06:47
yeah, and what about cushion bunkers or snowball fights on winter maps?
(https://media.giphy.com/media/111ebonMs90YLu/giphy.gif)
Title: Re: The Minor Suggestions Thread
Post by: McCloskey on 16-06-2018, 23:06:05
please PLEASE add more tickets to Lebisey and Luttich... they're cool maps, I like them but today a game on Luttich didn't even last 15(!) minutes before the tickets ran out.. game on Lebisey was just shy of 20 minutes.
Title: Re: The Minor Suggestions Thread
Post by: blander on 17-06-2018, 01:06:25
Yeah, I think overall maps need more tickets instead of less. Lebisey and Luttich were extremely short today. I think Totalize needs more too.
Title: Re: The Minor Suggestions Thread
Post by: Mayhemic.MAD on 20-06-2018, 22:06:17
I would like to see more destroy-able buildings.
BattleGrounds Frontline, a BF2 mod, uses a lot of them.  There is a map where you can destroy almost all the houses in the village.  I think most people's computers can handle that nowadays.
What about adding chairs, tables, or boxes that can be moved in houses.  I figure they can serve at least two purposes, one being able to use the item to see out of some windows that are just to high.  A second purpose would be to use the items to build a "wall" to hide a squad leader behind (of course a well placed grenade would blow that plan to pieces lol)
The problem with such things is that we would need to add a lot more network objects to our maps and the BF2 engine does not like that. It sucks if only some things (barrels, boards, tables, chairs) are movable or destructible and others are not.
We have a few such gimmicks on some maps. Purple heart lane has a tin can with networked physics, so you can move it around by shooting it.
Title: Re: The Minor Suggestions Thread
Post by: blander on 21-06-2018, 04:06:01
We could have the disposable fuel tanks from planes added as new statics for maps.

I came across the idea after remembering the story my german teacher once told about the war. When she was a child she had to make long walks to school across the country. She told me she and her schoolmates avoided going through a wooded area because the allied planes had ran strafing runs on it looking for hidden targets. Bullet holes could be seen on the trees.

One day something that looked like a bomb appeared on the dirt road. Everybody thought it could explode at any moment so nobody dared to get close... for a few days. People finally realised it was not a bomb, it was a discarded airplane fuel tank. Countrymen proceeded to cut it into two halves, making two improvised bathtubs out of it.

I asked my teacher if she knew if the fuel tank belonged to an allied or a german plane. She said she didn´t know, she was just a girl.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 21-06-2018, 13:06:50
Perhaps not a minor suggestion (and probably has been been discussed before (?)), but is it difficult to make a halftrack with an 8.8 cm Flak L/56 on a Sd.Ah. trailer? Engine limitations?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 21-06-2018, 19:06:09
You mean towed behind the halftrack? Wow, you are here for 5 years, and that's a newbie question.
Engine limitations?
Yes. No towed weapons in BF2.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 22-06-2018, 07:06:36
You mean towed behind the halftrack? Wow, you are here for 5 years, and that's a newbie question.
Yes. No towed weapons in BF2.

Been here way longer than that. But thanks for pointing this out.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 22-06-2018, 18:06:56
Been here way longer than that. But thanks for pointing this out.
I don't care really. I'm just pointing out that you are active on the forum for almost 5 years now. You should know about the "search" button in the upper right corner by now.
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 23-06-2018, 01:06:08
There are some in the files.  They are just not on map anymore.  Go easy on those guys.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 13-07-2018, 11:07:10
Glad that the StuG IV reticle got updated, but could the developers add a bit more "zoom"? Now the gunner's view is pretty much in full screen mode. Thanks.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 07-09-2018, 17:09:19
Granatbuchse GrB-39 Antitank Rifle
https://www.youtube.com/watch?v=gWFX08ay-pE
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 07-09-2018, 19:09:53
Granatbuchse GrB-39 Antitank Rifle
https://www.youtube.com/watch?v=gWFX08ay-pE

Oh believe me, this has popped up many a time from me. ;)
Title: Re: The Minor Suggestions Thread
Post by: nysä on 28-09-2018, 20:09:10
.
Title: Re: The Minor Suggestions Thread
Post by: tunturiäijä on 23-10-2018, 18:10:53
Update the server map rotation. There is old maps too often in server map rotation. I'd like to see more eastern front maps in.
+ Add these eastern front maps Nietjärvi, Strongpoint Joki, Ilomantsi, Sinimaed, Invasion of Tornio, Silver Fox.
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 23-10-2018, 19:10:23
Update the server map rotation. There is old maps too often in server map rotation. I'd like to see more eastern front maps in.

We do not run the servers. You need to go and talk to the server admins instead.
Title: Re: The Minor Suggestions Thread
Post by: Kasztelan on 23-10-2018, 19:10:25
Hey, just a small suggestion about Soviet machine guns. DP in game is firing from a closed bolt while in real life it fires from an open bolt and DT's charging handle doesn't move at all while firing in game.
Title: Re: The Minor Suggestions Thread
Post by: tunturiäijä on 24-10-2018, 05:10:45
Update the server map rotation. There is old maps too often in server map rotation. I'd like to see more eastern front maps in.

We do not run the servers. You need to go and talk to the server admins instead.

I will.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 04-11-2018, 14:11:08
.
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 05-11-2018, 01:11:50
I have one suggestion,
I read that heavy DAK artilery battalion had GPF 155mm mle1917 cannons used in Africa. So can we maybe get one instead of LeFh105 on Gazala? It would be nice to get it there as LeFH doesnt catch all flags and this would (long range cannon) and it has bigger caliber.

Also a nice touch ;)
Title: Re: The Minor Suggestions Thread
Post by: fat-randy on 05-11-2018, 15:11:42
Shooting with sniper rifle :
Include a "stop breathing" while pushing a key for around 1-3 sec to decrease "shaking" and improve aiming.
Maybe like in CoD2.
 ;D
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 05-11-2018, 17:11:11
Not supported in BF2 engine
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 05-11-2018, 19:11:04
I have one suggestion,
I read that heavy DAK artilery battalion had GPF 155mm mle1917 cannons used in Africa. So can we maybe get one instead of LeFh105 on Gazala? It would be nice to get it there as LeFH doesnt catch all flags and this would (long range cannon) and it has bigger caliber.

Also a nice touch ;)
What do you think about this Jan? Is it worth it?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 05-11-2018, 20:11:00
I have one suggestion,
I read that heavy DAK artilery battalion had GPF 155mm mle1917 cannons used in Africa. So can we maybe get one instead of LeFh105 on Gazala? It would be nice to get it there as LeFH doesnt catch all flags and this would (long range cannon) and it has bigger caliber.

Also a nice touch ;)
What do you think about this Jan? Is it worth it?
We have the model in game already (it is the French cannon used on PHD right?), idea sounds interesting, but I guess someone with better knowledge should speak. If they were indeed used during the battle by the Germans, it could be a cool addition to the map and it shouldn't be too difficult to implement such idea. I'm not the one to make such decision here tho.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 05-11-2018, 20:11:28
I think it would need to be exported again and re-coded. So a good bit of work, but the model and LODs are there so that saves time :) ATM our export guru Stubb is busy doing lots of other fun things, so it would be low on the priority list.

Do you know what battle they were used at or by which division? Like what map it could be used on, I’m curious to know more
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 05-11-2018, 20:11:34
Do you know what battle they were used at or by which division? Like what map it could be used on, I’m curious to know more
His suggestion is to remove the LeFH and place this gun instead on Gazala. So if someone could find out if it was actually used at Gazala, then I'm all for it because the gameplay part of the suggestion is good.
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 07-11-2018, 22:11:47
Yes gun was used during Battle of Gazala, I found it listed under Rommel HQ but I suppose they were mostly north (Kusten) . Kampfgruppe Menny which had one abteilung was mobile group in Italian corp made from part of 90 leichte Division so I suppose they were closer south to the DAK and main trust.
But as Gazala map in FH2 is scaled from huge terrain and includes both Italian and German, I think its still OK to use it.

OBB Axis- Battle of Gazala
Panzerarmee "Afrika" – Rommel
------523. Kusten Artillerie Abteilung (-) (see KG "Menny") – 8 x 155mm sFH414[f] How.
------528. Kusten Artillerie Abteilung – 12 x 155mm sFH414[f] How.
------529. Kusten Artillerie Abteilung – 12 x 155mm sFH414[f] How.
------532. Kusten Artillerie Abteilung – 12 x 155mm sFH414[f] How.

Corpo di Armata XXI
Kampfgruppe Menny
----3./523. Kusten Artillerie Abteilung - (attached) (see Arko 104.) – 4 x 155mm sFH414[f] How.
----533. Kusten Artillerie Abteilung - (attached) – 12 x 155mm sFH414[f] How.

(https://forum.axishistory.com/download/file.php?id=147894)
(https://forum.axishistory.com/download/file.php?id=147890)
(https://forum.axishistory.com/download/file.php?id=282166&mode=view)
(https://forum.axishistory.com/download/file.php?id=309293&mode=view)

And to conclude; I think germans used in Africa mostly GPF-T which is actually with pneumatic wheels and some more minor differnces, but I think it doesnt stop this type to be used instead. Its really same caliber and range.

Does it needs to be re-export? This guy made it half worked and said it has everything working... I dont know really
http://fhpubforum.warumdarum.de/index.php?topic=21574.0
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 07-11-2018, 23:11:36
Nice research! :D our Gazala map is super scaled so it would fit historically as a nice Easter Egg.
BUT
adding it to a map may be more complicated. Idk where the current leFH18 is right now, but if it's got stuff around it (sandbags, walls, etc...) they might have to be move. And if that's the case, moving statics could fuck with the singleplayer navmesh.

About the export, I'm sure Stubb could say more, but if we were to make it a thing I think it would need to be edited properly.
Title: Re: The Minor Suggestions Thread
Post by: Kasztelan on 07-11-2018, 23:11:52
Speaking of artillery, I remember I once found some muzzle brakes in LeFH 18 files. Are there any plans to create leFH 18M for later maps?
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 08-11-2018, 00:11:08
Nice research! :D our Gazala map is super scaled so it would fit historically as a nice Easter Egg.
BUT
adding it to a map may be more complicated. Idk where the current leFH18 is right now, but if it's got stuff around it (sandbags, walls, etc...) they might have to be move. And if that's the case, moving statics could fuck with the singleplayer navmesh.

About the export, I'm sure Stubb could say more, but if we were to make it a thing I think it would need to be edited properly.
Ahh shit. I dont know also if any statics would be need to move, havent played Gazala long time, but if thats the case its bullshit. Cant believe how much navmesh is shit in BF2 world.
So sole size of gun, as its quite bigger than Lefh,wouldnt break navmesh but if you move static then navmesh is in trouble?

Still hope it works or Stubb manage to bring it to life
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 08-11-2018, 00:11:39
Gameplay objects do not affect the navmesh.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 08-11-2018, 01:11:25
yea singleplayer kills me sometimes. us beta testers constantly ask for minor tweaks to maps, but they would be too much pain for too little gain once you factor in the navmesh ::)

someone come up with a script so that we can just click a button that says "generate new nav mesh" after making a changes and it'll poop something out that we can stick into the map ;D
Title: Re: The Minor Suggestions Thread
Post by: radiosmersh on 08-11-2018, 16:11:21
OBB Axis- Battle of Gazala
Panzerarmee "Afrika" – Rommel
------523. Kusten Artillerie Abteilung (-) (see KG "Menny") – 8 x 155mm sFH414[f] How.
------528. Kusten Artillerie Abteilung – 12 x 155mm sFH414[f] How.
------529. Kusten Artillerie Abteilung – 12 x 155mm sFH414[f] How.
------532. Kusten Artillerie Abteilung – 12 x 155mm sFH414[f] How.

Corpo di Armata XXI
Kampfgruppe Menny
----3./523. Kusten Artillerie Abteilung - (attached) (see Arko 104.) – 4 x 155mm sFH414[f] How.
----533. Kusten Artillerie Abteilung - (attached) – 12 x 155mm sFH414[f] How.

I suppose that's a typo, since sFH 414(f) stands for Schneider modèle 1917 howitzer, while proper desigantions for GPF and GPFT are K 418(f) and K 419(f) respectively. I'm wondering just because the organisational chart of Panzer-Armee Afrika in May 1942 shows this for its artillery:

Harko. 104
- Stab/Art.Rgt.(mot.) 221
-- II.(mot.)/Art.Rgt. 115
--- 4.(mot.)/Art.Rgt. 115 (3x 21cm Mrs.18)
--- 5.(mot.)/Art.Rgt. 115 (3x 21cm Mrs.18)
--- 6.(mot.)/Art.Rgt. 115 (3x 21cm Mrs.18)
--- 1./le.Fla-Btl.(mot.) 612 (12x 2cm Fla.K.)
-- s.Art.Abt.(mot.) 408
--- 1./s.Art.Abt.(mot.) 408 (4x 15cm s.F.H.18)
--- 2./s.Art.Abt.(mot.) 408 (4x 10,5cm s.K.18)
--- 3./s.Art.Abt.(mot.) 408 (4x 10,5cm s.K.18)
-- s.Art.Bttr.(mot.) 902 (3x 17cm K.18 in Mrs.Laf.)

Coastal artillery
H.Kü.Bttr. 363 (4x 7,5cm Geb.G.15)
H.Kü.Bttr. 364 (4x 7,5cm Geb.G.15)
4x Platoons (8x 7,5cm le.F.K.18)
H.Kü.Art.Abt. 523
- 1./ H.Kü.Art.Abt. 523 (6x 15,5cm K.418(f))
- 2./ H.Kü.Art.Abt. 523 (6x 15,5cm K.418(f))
- 3./ H.Kü.Art.Abt. 523 (6x 15,5cm K.418(f))
H.Kü.Art.Abt. 528
- 1./ H.Kü.Art.Abt. 528 (6x 15,5cm K.418(f))
- 2./ H.Kü.Art.Abt. 528 (6x 15,5cm K.418(f))
- 3./ H.Kü.Art.Abt. 528 (6x 15,5cm K.418(f))
H.Kü.Art.Abt. 529
- 1./ H.Kü.Art.Abt. 529 (6x 15,5cm K.418(f))
- 2./ H.Kü.Art.Abt. 529 (6x 15,5cm K.418(f))
- 3./ H.Kü.Art.Abt. 529 (6x 15,5cm K.418(f))
H.Kü.Art.Abt. 533
- 1./ H.Kü.Art.Abt. 533 (6x 15,5cm s.F.H.414(f))
- 2./ H.Kü.Art.Abt. 533 (6x 15,5cm s.F.H.414(f))
- 3./ H.Kü.Art.Abt. 533 (6x 15,5cm s.F.H.414(f))
4./ H.Kü.Art.Abt. 149 (3x 17cm K.18 in Mrs.Laf.)
H.Kü.Bttr. 362 (3x 17cm K.18 in Mrs.Laf.)

Moreover, it is certainly possible that they were used even earlier, in Operation Crusader and siege of Tobruk. According to this (http://www.balsi.de/Weltkrieg/Einheiten/Heer/Artillerie/Kuesten-Artillerie/Abteilungen/533-Heeres-Kuest-Art-Abt.htm) page HKAA 533 had GPFs at least from April 1941 until January 1942, when it was rearmed with Schneiders due to heavy losses. I would assume that happened during Operation Crusader, as next is stated that HKAA 523 was incorporated into 533 after being wiped out in December near Sallum.

Also, there is a series (https://forum.axishistory.com/viewtopic.php?p=1924053#p1924053) of pictures of a K419(f) prepared by the Germans in Tobruk in June 1941 (that is the link to the Italian state archive, so I suppose that can be trusted):

(http://dati.acs.beniculturali.it/media/SecondaGuerraMondiale/SecondaGuerraMondiale/24368.jpg) (http://dati.acs.beniculturali.it/media/SecondaGuerraMondiale/SecondaGuerraMondiale/24368.jpg)

(http://dati.acs.beniculturali.it/media/SecondaGuerraMondiale/SecondaGuerraMondiale/24365.jpg) (http://dati.acs.beniculturali.it/media/SecondaGuerraMondiale/SecondaGuerraMondiale/24365.jpg)

(http://dati.acs.beniculturali.it/media/SecondaGuerraMondiale/SecondaGuerraMondiale/24374.jpg) (http://dati.acs.beniculturali.it/media/SecondaGuerraMondiale/SecondaGuerraMondiale/24374.jpg)
Title: Re: The Minor Suggestions Thread
Post by: radiosmersh on 08-11-2018, 16:11:08
Add:
I found another reference (https://rommelsriposte.com/2009/07/22/canon-de-155-mle-1917-schneider-c-who-used-them/#comment-125l):
Quote
HKAA 533 (3 batteries of 6 guns 155 GPF) loaded the 25.5.41
HKAA 523 (3 batteries of 6 guns 155 GPF) loaded the 21-24.6.41 (for 3.battery and Stabsbatterie), the 28.6.41 (for 2.batterie), and the 17-23.9.41 (for 1.batterie)

Quote
Only a few of them were lost during Sidi Rezegh (about 2-4 guns), so the HKAA 533 used to have his guns for Gazala. These guns were very mobile on strategical movements (tactical mobility was not good at all, for example on allroad), especially because it was heavy and resistant, and towed with only one heavy arty tractor (usually a SdkFz 7 or 9).

For example 17cm or 21cm, it was towed in two pieces (sometimes the 17cm were towed for shorts travel with one Famo).

The last 15,5cm K 418/419 were used during Tunisian campaign.
Title: Re: The Minor Suggestions Thread
Post by: Seth_Soldier on 08-11-2018, 20:11:06
from my point of view, 155 pieces are commander arty.
Those pieces are long range and are not supposed to be present on the map
Title: Re: The Minor Suggestions Thread
Post by: Ivancic1941 on 08-11-2018, 21:11:40
Great info radiomesh!!!  :o :o Wow how I missed that error in list. I read it and copied while I just saw 155mm and (f) and taught that is it. Thanks on correction   :)

from my point of view, 155 pieces are commander arty.
Those pieces are long range and are not supposed to be present on the map
But why do you need even model when commander arty is not seen on map? Is commander arty coded like spawning bombs in air that rain down or actually gun firing somwhere on secondary terrain? What are guns used for other factions in FH2 for commander arty?

Well they are more strategic and with bigger range. But as Gazala map is super scaled down , it somehow fits the scenario and situation. I think its better to be used by players somewhere than just static on PdH map or as commander arty only. Plus it would look  cool. But its not on me to decide will it be used in map or not.   :D
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 08-11-2018, 23:11:12
But why do you need even model when commander arty is not seen on map?
I think you misunderstood:
from my point of view, 155 pieces are commander arty.
Those pieces are long range and are not supposed to be present on the map
Title: Re: The Minor Suggestions Thread
Post by: FiveStars on 10-11-2018, 17:11:46
Played on several FH2 maps today. Have the devs though about replacing the default loading song with custom one?
Title: Re: The Minor Suggestions Thread
Post by: Slayer on 10-11-2018, 17:11:45
Played on several FH2 maps today. Have the devs though about replacing the default loading song with custom one?
Yup, several maps actually received a new song in the latest update :)

Which maps did you have in mind when thinking of upating the songs?
Title: Re: The Minor Suggestions Thread
Post by: Balloon with mustard on 13-11-2018, 17:11:24
I think it has been discussed many times but I want to ask anyway. What's devs opinion about instant changing position in vehicles? When a guy siting on a body of tank mashing F3-4 buttons, instantly changing position and becoming invincible, is that fine in the eye of devs? 
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 13-11-2018, 17:11:12
Some devs don’t like it and idk if others care that much. I think we’d all like to get rid of that tactic (sit on the back of a tank and repair while mashing buttons) but idk if it’s possilbe to do. Could add a delay to switch seats (idk if that’s even possible) but that could also lead to problems with 2 man vehicles like 6pder or mobile Flak etc....
Title: Re: The Minor Suggestions Thread
Post by: blander on 14-11-2018, 01:11:50
I guess it should become a server rule. This tactic ruins the athmosphere just as much as shooting into the ABC line, TKing, etc.
Title: Re: The Minor Suggestions Thread
Post by: SgtAlex on 04-01-2019, 17:01:11
Hi all.

I've searched if anyone else has already asked/suggested this and I haven't found anything so here it goes:

Let's say we have a Flak 88, shoot and reload, get out of it and and then get in again. At this time, we have to reload the gun again even if it was already loaded when we left it. This same thing happens with any cannon-kind weapon as mortars and tanks.

My question is: could this be changed so when we use a asset of this kind, it recovers the state it was when it was left? If it was unloaded, we will need to reload, otherwise we can use it directly.

I've opened BF2 to check this and it works this way with the only difference that the reload is made even if no one is inside, but maybe this behavior can be changed to the one I said
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 04-01-2019, 18:01:36
No this is on purpose so people don't jump into guns and immediatly fire.
Title: Re: The Minor Suggestions Thread
Post by: JellySoda on 06-02-2019, 22:02:55
The ability to turn off the tank in the driver's seat. Turning off the tank gets rid of the noisy engine and allows the tanker to listen for other tanks in the vicinity. Especially useful for tank destroyers waiting in an ambush spot.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 06-02-2019, 22:02:34
Yeah, but unfortunately, it is not possible in BF2 engine.
Title: Re: The Minor Suggestions Thread
Post by: JellySoda on 07-02-2019, 01:02:15
Yeah, but unfortunately, it is not possible in BF2 engine.

You can do it in PR, unless they changed the engine to do it.
Title: Re: The Minor Suggestions Thread
Post by: JellySoda on 09-02-2019, 23:02:46
Would it be possible to be able to mount deployable MGs on chest-height stuff rather than having to lay down to do it? So many times I've been in a trench that was keeping me safe however, I was unable to deploy the MG on the perfectly good top of the trench and be able to lay down some fire. Having to lay down and get out of the protective trench or bunker in order to fire the deployed MG is very counter-intuitive and more often than not gets you killed.
Title: Re: The Minor Suggestions Thread
Post by: FiveStars on 10-02-2019, 12:02:03
Engine limitations. However on the note of MGs, I'd like to campaign to the dev's to have the aim time of the MG-42 be much faster
Title: Re: The Minor Suggestions Thread
Post by: Turkish007 on 10-02-2019, 13:02:16
IIRC Project Reality mod has a different approach to deploying MG's; you can deploy MG's when crouching or standing, but it will stop you from moving. Maybe something similiar could be implemented.
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 10-02-2019, 13:02:48
Lets beat the dead horse some more:

While the PR's method is pretty much the only feasible and flexible way of doing this, it also has the drawback where you could do this anywhere. So you'd have a gunner standing in the middle of a road with the gun deployed on nothing and firing with the increased accuracy the bipod would give you.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 10-02-2019, 16:02:20
While the PR's method is pretty much the only feasible and flexible way of doing this, it also has the drawback where you could do this anywhere. So you'd have a gunner standing in the middle of a road with the gun deployed on nothing and firing with the increased accuracy the bipod would give you.

Actually there might be another way of doing it, but it would probably have some limitations. What if you make the MGs deployable like those in the deployable MG kit? That way you can still deploy it on a sandbag, low wall or a wooden crate...

The limits are that sometimes it gets lost because of buggy statics and I'm not sure if it's possible to have linked ammo between the "deployable" and the normal version. Oh and another thing is it increases the load on the server IIRC.

However I see either that or the PR way being the only way forward for FH2 otherwise newer games will steal all the players. Even bloody H&G got bipods in a recent patch FFS!





Having said that the devs have a proven track record of being really stubborn regarding gameplay changes because of the delicate map balance so you shouldn't get your hopes up JellySoda.

I've personally been campaigning for some things for years but the last major gameplay change I can remember was the angle mod back in 2.4
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 20-03-2019, 09:03:42
I feel like this would be fun.
(https://www.bnamodelworld.com/bmz_cache/9/9b2de796e1ba2e61a40e277f432abf5c.image.800x530.jpg)
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 20-03-2019, 13:03:50
Always down for more Italian love. I wonder if that model is any good tho. And didn’t we have someone in the community try and make one a long time ago?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 20-03-2019, 17:03:49
Always down for more Italian love. I wonder if that model is any good tho. And didn’t we have someone in the community try and make one a long time ago?
yeah, tho that dude never finished it and went awol
Title: Re: The Minor Suggestions Thread
Post by: GeoPat on 21-03-2019, 02:03:51
Is that the CV 33?  Why don't you include a link to it?
I got a China map in progress that could use that.
Title: Re: The Minor Suggestions Thread
Post by: nysä on 21-03-2019, 18:03:40
That 3D model belongs to Bronco Models company;

(https://models-market.ru/image-product-full-9441_Bronco_CB35049.jpg)
Title: Re: The Minor Suggestions Thread
Post by: RayderPSG on 27-03-2019, 14:03:23
Hi,

I don't  know if this was already discussed, but should Gazala and Villiers have a 32 and 16 layer? Also, how 762 works in deciding which layers is going to be played?
For example, today we were literally 4 players and VIlliers bocage (64 layer) started. It didn't even run the 32 one. Would be nice to have them if that doesn't suppose much work. Several times those situations kill completely the server.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 27-03-2019, 22:03:33
Hi,

I don't  know if this was already discussed, but should Gazala and Villiers have a 32 and 16 layer? Also, how 762 works in deciding which layers is going to be played?
For example, today we were literally 4 players and VIlliers bocage (64 layer) started. It didn't even run the 32 one. Would be nice to have them if that doesn't suppose much work. Several times those situations kill completely the server.

I agree. Villers has a 32 layer but no 16. Gazala has a 16 but no 32 off the top of my head.

Afaik, 762 works such that;

Server #1
Quote
code for automatic choice of the right mapsize:
0-25 players on the server at the end of the preceding round: 16p
25-60 players on the server at the end of the preceding round: 32p
60+ players on the server at the end of the preceding round: 64p
(works only if the map offers the needed size).

Server #2
Quote
code for automatic choice of the right mapsize:
0-25 players on the server at the end of the preceding round: 16p
25-50 players on the server at the end of the preceding round: 32p
50+ players on the server at the end of the preceding round: 64p
(works only if the map offers the needed size).

it will default to 64 if the map doesn't have the correct layer I think.

I agree that we need more 16 and 32 layers for these situations. Lots of the mappers are working on new maps atm, so they don't have much time. Tho every once in a while TS or someone will make smaller layers. Hopefully, in-time we can get all of the maps with the correct layers.
Title: Re: The Minor Suggestions Thread
Post by: RayderPSG on 30-03-2019, 05:03:23
thx for the fast answer matt!
Title: Re: The Minor Suggestions Thread
Post by: nysä on 08-05-2019, 14:05:32
It's been quiet, so here are couple minor suggestions:

Jagdpanther has Panther's T.F.Z.12a gunsight. The correct one would be Sfl.Z.F.1 a, like on the Ferdinand.
(refer: Panzer Tracts 9, 9-3)

Rundumfeuer MG view on StuG III Ausf. G (late) has been set from the commander's cupola, when it should be from the base of the MG 34. If anyone interested, it would seem fairly simple to fabricate a historically accurate gun sight for Rundumfeuer, on both the Hetzer and StuG III Ausf. G (late): take the StuG gun sight and set the zoom to 3x. (refer: In Focus I: Jagdpanzer 38, pzfahrer.net)

Is it possible to increase the ammo capacity on Rundum... from 250 to the accurate min. of 600 rounds?
(refer: Panzer Tracts 8, 9)

Sfl.Z.F.1 a sight on all German tank destroyers and assault guns could be upgraded to "HD", if the reticle would appear slimmer or more defined. Some actual optics down below, notice the spacing between the "A's":

(http://i1102.photobucket.com/albums/g445/Pieter25/13-9.jpg)
(http://i65.tinypic.com/jb1gyg.jpg)
(http://www.warrelics.eu/forum/attachments/germany-ww1-ww2-armour-artillery-vehicles/1009739d1476756917-sfl-z-f-1a-1-questions-img_6451.jpg)

Thank you very much.
Edit: references added
Title: Re: The Minor Suggestions Thread
Post by: Seth_Soldier on 08-05-2019, 17:05:05
i will create the tickets for them and see when we can do them
About the 600 rounds for the mg, do you have a reference ?
Title: Re: The Minor Suggestions Thread
Post by: nysä on 08-05-2019, 17:05:23
Thanks a lot Seth.

If you want references, please see Panzer Tracts 8 and 9, Sturmgeschütz IV by Marek Jaszczolt.
Funny thing - if we would have a late-war StuG IV on a Pz.Kpfw. IV Ausf. J chassis, then the Rundumfeuer ammo capacity would be 2,650 rounds. You can also e-mail Hilary Doyle for further details. Just PM, if you need more info.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 19-05-2019, 00:05:19
Could the German armored cars be featured on more maps ?

For example, I believe a Puma can be used on Villers Bocage...

Maybe replace the Kubel with it since the Schwimmwagen is already featured there and serves basically the same purpose. The map might need some re-balancing if it's introduced though... Maybe replace the Stuart Recce with the Normandy skinned Daimler for Brits then ? Would be an interesting matchup, Puma vs Daimler!

I'd also love to see the 222 in Normandy camo with the improved long barelled 20 mm gun, but we probably don't have a map where it could historically have been used ? :
(https://i.imgur.com/fR2eHXv.png)


Title: Re: The Minor Suggestions Thread
Post by: nysä on 19-05-2019, 12:05:09
Could the German armored cars be featured on more maps ?
For example, I believe a Puma can be used on Villers Bocage...

Yep, as well as on Cobra - or at least couple were destroyed between 25-26 July, in that sector

(https://farm9.staticflickr.com/8419/8972096746_1047fc13b9_b.jpg)
 
For sure the Germans would gain some mobility, if one Puma would be included as part of reinforcements (?).
Title: Re: The Minor Suggestions Thread
Post by: Marder on 27-05-2019, 18:05:28
Good chance to remind the Sd.Kfz. 234/1 too.

Taking the Puma Sd.Kfz. 234 turretless + the turret of Sd.Kfz. 222 (is not the same in 234/1, but very close. I hope there is no need to model it from 0. And like Luckyone said, long barelled 20 mm gun too)

Current maps where it could be: Eppeldorf (instead of Sd.Kfz. 222) and Studienka (instead of Sd.Kfz. 231)
Title: Re: The Minor Suggestions Thread
Post by: nysä on 27-05-2019, 20:05:10
Good chance to remind the Sd.Kfz. 234/1 too.
Current maps where it could be: Eppeldorf (instead of Sd.Kfz. 222) and Studienka (instead of Sd.Kfz. 231)

Nice. Panzer-Division Müncheberg also received four Sd.Kfz. 234/1 + four 234/4 on 29 March 1945, and they were used during the Battle of Seelow Heights. The remaining Sd.Kfz. 234s were destroyed in Berlin city center, during the final breakthrough attempts (refer: Museum Ordnance #24: schwerer Panzerspähwagen (Sd.Kfz. 234), Panzerwrecks, Panzers in Berlin 1945).
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 10-06-2019, 22:06:40
Is it possible to make the Meuse river a no-go zone ? I mean the river itself...

(http://forgottenhope.warumdarum.de/screenshotsfh2/Meuse%20River/minimap.jpg)

It's a bit stupid that infantry can swim in it... I mean there's these beautifully made bridges and defensive positions with sandbags but almost no actual firefights occur on the bridges...

I think this would be a much more interesting map then. The Allies can try to hold the right side of the map and cut off Axis infantry, but they can easily be encircled and cut off if the Axis manage to cap Town and get a squad guarding the northernmost bridge.

There's also great high ground around the river itself on both sides that now gets utilized way less than it would be expected in the military sense...

Title: Re: The Minor Suggestions Thread
Post by: Slayer on 12-06-2019, 21:06:01
Understandable suggestion, problem is that you can fall into the river (not in the least by spawning on an SL sitting next to it). And then what? You just die? If there would be an elegant solution for this, then I'd say let's try it out :)
Title: Re: The Minor Suggestions Thread
Post by: Stubbfan on 16-06-2019, 11:06:43
Maybe map side material tweak for all winter maps, so that you take damage from water. It would be rather accurate after all. Would have to see if this works though.
Title: Re: The Minor Suggestions Thread
Post by: Oberst_Kroenen on 16-06-2019, 20:06:17
Can you guys consider moving the Panzer II camera over the commander cupola?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 17-06-2019, 19:06:46
Can you guys consider moving the Panzer II camera over the commander cupola?
Yes  ;)
Title: Re: The Minor Suggestions Thread
Post by: VonMudra on 17-06-2019, 20:06:00
Can you guys consider moving the Panzer II camera over the commander cupola?

Believe me, camera placement has been mentioned many times ;)
Title: Re: The Minor Suggestions Thread
Post by: Oberst_Kroenen on 18-06-2019, 21:06:09
Good to know. The panzer 2 has been bugging me ever since the tiger camera was moved and made it look better.
Title: Re: The Minor Suggestions Thread
Post by: Marder on 19-06-2019, 16:06:25
In the kill messages, the Sd.Kfz 7 with the FlaKvierling 38, appears as "Sd.Kfz. 7", but it should be "Sd.Kfz. 7/1" right?

Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 19-06-2019, 16:06:10
are you stating a fact or asking a question?
Title: Re: The Minor Suggestions Thread
Post by: Marder on 19-06-2019, 17:06:10
A fact I suppose, since the AA version with the Flakvierling were named Sd.Kfz. 7/1 (to avoid the confussion with the infantry transport)
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 19-06-2019, 17:06:24
In the kill messages, the Sd.Kfz 7 with the FlaKvierling 38, appears as "Sd.Kfz. 7", but it should be "Sd.Kfz. 7/1" right?
Done  ;)
Title: Re: The Minor Suggestions Thread
Post by: Kasztelan on 20-06-2019, 14:06:02
Hey, I would like to suggest something that may make Polish in game just a bit more unique as a faction. So Polish Army in the East used Polish ranks and insignia and retexturing FH2 models would make them more unique from Soviets without making a new model with wz. 43 uniform. Should you wish to actually consider my suggestion, here are some references and my proposal as to what ranks imo could be used.

Some references of soldiers in gimnastiorka's as this is the most relevant to the models ingame
(https://historiamniejznanaizapomniana.files.wordpress.com/2015/06/berlingwobozieoka1943-1.jpg)
(https://cdnphoto.dobroni.pl/foto_forum/29824-1.jpg)
(https://odkrywca.pl/imageresize.php?plik=forum_pics/picsforum23/chor44stopcj7_copy.jpg&x=800)
(https://cdn.discordapp.com/attachments/457255601148264469/591240852274151424/lwp_1.jpg)

As for the ranks:
For "re_light_soldier" just a clear shoulder strap, like the guy on the left on 2nd pic

For "re_heavy_soldier" like the guy on the right on the 4th photo
(https://upload.wikimedia.org/wikipedia/commons/thumb/3/37/Naramiennik_Kapral.svg/644px-Naramiennik_Kapral.svg.png) 

For "re_nco_soldier"
(https://upload.wikimedia.org/wikipedia/commons/thumb/3/3c/Naramiennik_Starszy_Kapral.svg/644px-Naramiennik_Starszy_Kapral.svg.png)
(https://tojuzbylo.pl/sites/default/files/styles/640szerokosc/public/00038qx459tdg5ej-c317-f3.jpg?itok=sn6saHpj)
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 27-06-2019, 22:06:11
is there a technical reason why deployable MGs don't have the freelook feature?

I'd love having the ability to look around without turning the whole gun (very slow with non 360 degree tripod mounts)...
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 27-06-2019, 23:06:41
is there a technical reason why deployable MGs don't have the freelook feature?
Yes, they have crouch ability instead, so you can hide when under fire.
Title: Re: The Minor Suggestions Thread
Post by: LuckyOne on 30-06-2019, 21:06:10
is there a technical reason why deployable MGs don't have the freelook feature?
Yes, they have crouch ability instead, so you can hide when under fire.

Ah, I see your point, got confused for a bit because freelook used to be activated by the Shift key in BF1942 whereas it's Ctrl in BF2/FH2.

Maybe consider giving the 3rd person camera back to the deployable MGs? Or would that make them too OP because they would be too hard to take out?


Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 01-07-2019, 00:07:56
There is an alternative way of doing it but it probably means a lot of work to implement on all MGs, but rear guns on two seat planes have this kind of a free look when you're not zoomed in. I think that would work. 3p camera is just nonsense, I don't see how that would help, and how that would make MGs too OP either, not gonna happen.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 24-07-2019, 23:07:13
Is it possible to add a blur affect from high explosives landing near by or hitting vehicles?  I've never been in a Sherman under fire, but Im pretty sure if a 75mm hit the hull my ears would ring and I would probably shut my eyes for a few seconds.  Maybe the screen could go dark for like two seconds and a ringing sound plays too.  Something similar could happen if a building is shot.  Right now infantry can hide in the indestructible buildings and have no fear of high explosions (unless it comes in the window).  It would take some testing to figure how far away the blast should take a, but I think it would add to the game play.  It would allow tanks and grenades to better "suppress" the enemy.
Title: Re: The Minor Suggestions Thread
Post by: blander on 29-07-2019, 19:07:41
The words of Major Sankovsky, commander of one of the antitank batteries of the 13th Army:

 «…a forty-kilogram projectile of any type, successfully launched from an SU-152, and later from an ISU-152, struck everyone. Even a high-explosive shell sent at a Ferdinand, without penetrating its armor, was nevertheless able to shake it to the ground, the German SAU’s gun was torn from the anchorages, and the crew lost the ability to navigate. There was only one thing left; this is to send this elephant for repairs, and the crew, either to the hospital, or to the madhouse …»
Title: Re: The Minor Suggestions Thread
Post by: Ts4EVER on 29-07-2019, 20:07:07
You realize that the 152mm gun already one shots all tanks ingame?
Title: Re: The Minor Suggestions Thread
Post by: nysä on 30-07-2019, 09:07:47
There's no record of a Ferdinand/Elefant being successfully recovered from the battlefield, not after being rendered immobile by heavy artillery. Some futile attempts were made, that only led to heavy personnel/material losses, on both the Eastern and the Western Front.

refer: Münch: The Combat History of schwere Panzerjägerabteilung 653 and 654
Title: Re: The Minor Suggestions Thread
Post by: Alubat on 14-08-2019, 20:08:04
maybe not possible to do, but
When dead and watching other players -> key to switch between 1p and 3p view
Title: Re: The Minor Suggestions Thread
Post by: blander on 25-08-2019, 07:08:46
Would it be possible to change the speed at which a player can rotate when being prone? Right now the player can rotate extremely fast in that position and it looks quite strange. Having more reduced mobility while being prone would also improve gameplay imo, or at least make it a bit more realistic.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 25-08-2019, 11:08:41
No. Engine limitations. You can only reduce ratation speed while zoomed in.
Title: Re: The Minor Suggestions Thread
Post by: Oberst_Kroenen on 27-11-2019, 20:11:47
Hey guys, it's been bugging me for years now but why do the sniper kits get 39 rounds instead of 40?

Also on Invasion of Crete map when selecting a class for the germans the officer icon shows the recently added gebirgsjager gewer but when you select it you spawn with a regular k98k. This is for co-op, don't know about other modes. Can you check it thought? Many thanks.
Title: Re: The Minor Suggestions Thread
Post by: Gregb1955 on 29-11-2019, 02:11:14
Is it just me or the half tracks and tanks under human control are a wee bit fast across the ground? On roads yes, but off road maybe adjust to as fast as a person in the game can run?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 29-11-2019, 19:11:50
Is it just me or the half tracks and tanks under human control are a wee bit fast across the ground? On roads yes, but off road maybe adjust to as fast as a person in the game can run?
you can't make them go slower on the ground, game engine doesn't care if you're on the road or not, it is a bit too primitive for that.
Title: Re: The Minor Suggestions Thread
Post by: penaa on 15-12-2019, 11:12:12
Now we have continuation war maps (Fin Vs Soviets)

How about winter war maps? That would be nice  8)
Title: Re: The Minor Suggestions Thread
Post by: Flippy Warbear on 15-12-2019, 20:12:59
Now we have continuation war maps (Fin Vs Soviets)

How about winter war maps? That would be nice  8)

Not exactly a minor suggestion now is it?

But yes, I intend to make one after Tali.
Title: Re: The Minor Suggestions Thread
Post by: disko1089 on 22-05-2020, 02:05:03
I noticed the PzKpfW VI at 130 Lehr Division on Villers-Bocage has the number 131. This is an extremely minor detail, but Tiger No. 131 was captured in Tunisia and now resides at the Tank Museum in England. Is this an easter egg? Either way, I thought it was interesting, and I know I'm being really specific. I suppose if the developers really felt the need to make a minor adjustment, they could replace the skin of 131 with that of 222, which was at Villers-Bocage during the battle.
Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 22-05-2020, 04:05:24
I think when Toddel made the original texture, he made it '131' as a nod to the one in the tank museum (I've heard that, but I'm not 100% sure). It'd be cool to make it '222,' but at the same time, I'd still be nostalgic for the original texture that Toddel made because it's very good. :)
Title: Re: The Minor Suggestions Thread
Post by: disko1089 on 22-05-2020, 07:05:24
I do agree with you that the texture is good, and I personally like the camouflage pattern. Thanks for letting me in on your perspective! (I know my post was less of a suggestion and more of a question.)
Title: Re: The Minor Suggestions Thread
Post by: A L A N on 24-05-2020, 03:05:38
I always wonder that about the numbering and what he did in Villers Bocage haha, he certainly would have done it as a nod to the original that is in Bovington, Talking about the Tiger ... They could not change the sound to one "more realistic" so to speak ?
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 24-05-2020, 11:05:57
...They could not change the sound to one "more realistic" so to speak ?
Changes like that are extremely time consuming to get right, not to mention that obtaining the proper sound recordings can be either time consuming and / or expensive, and since my focus switched elsewhere before the 2.56 release, German tanks engine sounds didn't make into the game. Complete rework of Maybach engines is on my list though (the only Maybach engine that I managed to add so far is HL42 used in German halftracks and it is based on a recording of a real Sd.Kfz 251), so you can for sure expect to hear a proper roar of German big cats, but I can't promise when they will be finished. Yu can check the list of new and reworked engine sounds in the 2.56 changelog (http://forgottenhope.warumdarum.de/screenshotsfh2/news/2.56_release/Forgotten_Hope_2.56_Changelog.txt).
Title: Re: The Minor Suggestions Thread
Post by: A L A N on 25-05-2020, 03:05:48

It is certainly understandable!, The little job he carries, In which he is grateful!

If in the Hanomag, the change is very noticeable, it is the real sound of that little
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 05-06-2020, 18:06:37
Wouldn't mind seeing a little more Italian love.
(https://i.ytimg.com/vi/kj5_Cm9otNE/maxresdefault.jpg)
(https://3dwarehouse.sketchup.com/warehouse/v1.0/publiccontent/5be3fe38-532d-4480-99f4-4f3822218ebe)
(https://tanks-encyclopedia.com/wp-content/uploads/2019/10/Autoprotetto_S37.jpg)

I also found this plane interesting.  I appears Finland used a few of them, they were also used by the low countries.
(https://lasercutkits.com.au/wp-content/uploads/2014/02/FDXXI.bmp)
Title: Re: The Minor Suggestions Thread
Post by: batistadk on 06-06-2020, 08:06:17
Well, I'm obliged to agree with Chad about the AB-41. Actually the most important Italian AC in North Africa campaign. A Saharianna with armored casemate and turret, pretty cool. Can't say the same about the AB-40 and AB-43; both produced in small numbers, specially the AB-43, which could not even step foot in Africa.

The plane is a Fokker D.XXI. Original dutch project, and Finns actually were the main users of the type. For most of Winter War, it was the only modern front line fighter aircraft available to them. And, as usual, Finns took the best from the machine, something similar to what they have done with the Brewster later.
Title: Re: The Minor Suggestions Thread
Post by: Soviet Spy on 06-06-2020, 22:06:00
Good evening all. So, about soviet sapper charger. For now RKKA uses british satchel, but at Guns.ru forum https://forum.guns.ru/forummessage/216/2313132.html (https://forum.guns.ru/forummessage/216/2313132.html) i found photos of an actual soviet 3 kg sapper charge. Would be nice to seen in some next update.
(http://images.vfl.ru/ii/1530649055/eb9c1834/22347221_m.jpg)
(http://images.vfl.ru/ii/1530649018/08608989/22347218_m.jpg)
(http://images.vfl.ru/ii/1530649086/686088ae/22347222_m.jpg)
(https://forum.guns.ru/forums/icons/forum_pictures/022480/22480710_3732.jpg)

Title: Re: The Minor Suggestions Thread
Post by: Matthew_Baker on 06-06-2020, 23:06:09
Good evening all. So, about soviet sapper charger. For now RKKA uses british satchel, but at Guns.ru forum https://forum.guns.ru/forummessage/216/2313132.html (https://forum.guns.ru/forummessage/216/2313132.html) i found photos of an actual soviet 3 kg sapper charge. Would be nice to seen in some next update.

^ that would be a really nice first model for a beginner modeler. simple shape and simple weapon to allow someone to learn to mode/UV/texture/export & code all in one. Would still need an animation, but maybe could use the existing satchel animation.

It doesn't say what the fuse looked like tho.
Title: Re: The Minor Suggestions Thread
Post by: Soviet Spy on 07-06-2020, 11:06:58
Good evening all. So, about soviet sapper charger. For now RKKA uses british satchel, but at Guns.ru forum https://forum.guns.ru/forummessage/216/2313132.html (https://forum.guns.ru/forummessage/216/2313132.html) i found photos of an actual soviet 3 kg sapper charge. Would be nice to seen in some next update.

^ that would be a really nice first model for a beginner modeler. simple shape and simple weapon to allow someone to learn to mode/UV/texture/export & code all in one. Would still need an animation, but maybe could use the existing satchel animation.

It doesn't say what the fuse looked like tho.

I looked at some web-sites about mines and sapper equipment, but could not find information on the type of fuses for such an engineering charge. But i think it used most common soviet Капсюль-Детонатор №8 (Detonator Capsule №8). I found this scheme, but there is no date, so it can be post-war
(https://cf.ppt-online.org/files/slide/w/WyDuqOPahJBY7IgoNH9wASblxTLF0C5nvUzQGk/slide-13.jpg)

Another idea - what if this thing was using blasting machine or match cord?
(https://img.wikireading.ru/355436_11_i_036.jpg)
(https://forum-antikvariat.ru/uploads/post-17464-1302172565.jpg)
Soviet dynamoelectric blasting machine PM-2

(https://arsenal-info.ru/img/3761193529/i_031.jpg)
PM-1 blasting machine and DSH-27 detonating cord
Title: Re: The Minor Suggestions Thread
Post by: Soviet Spy on 20-06-2020, 22:06:32
So, i have another suggestion.  Most of Eastern front maps took place after 1944, except for Motovsky and Lenino. I hope we will get some early (1941-1942) maps. And my ideas for them:

1. Of course type 1935 RKKA uniform with gorget patches. Also update Motovsky bay Red Army soldiers models, cus in 1942 RKKA was still using type 1935 uniform.

2. Kits. Almost the same as later war, but:

* Limited rifleman kit with SVT rifle (it was kinda widely used in infantry in 1941);

* Add for rifleman with Mosin Dyakonov grenade launcher (used in early stages in 1941 and almost "extinct" by 1942)
(https://histrf.ru/uploads/media/default/0001/68/37de4da13f111a9277b4d0ca0d8a2d14246ef20b.jpeg)
(https://upload.wikimedia.org/wikipedia/commons/thumb/4/4d/Rifle_grenade_launcher_Mosin-Nagant_2.JPG/500px-Rifle_grenade_launcher_Mosin-Nagant_2.JPG)

* AT - full rearm: PTRD, Nagant revolver and RPG-40 AT grenade (working like italian bomba a mano L), Alternative - Mosin M38 carbine and pair of RPG-40 grenades;

Pick up kits:

* MG kit with DS-39 (almost forgotten soviet medium machine gun, infamous for its malfunctions and issues)

* Rifleman with AVS-36 rifle;

* Opolchenets (Militiaman, member of Narodnoe Opolchenie) - rifle (Mosin, but can be Arisaka, Enfield №3 or any other WWI rifle) with bayonet and Petrol bomb. Maybe also with Mauser C96 pistol (most common german pistol in pre-war USSR).

Vehicles:

* GAZ-AAA truck or ZiS-6 also as platform for BM-12 MLRS.
* GAZ-64 as jeep

* Armored cars: BA-11 (heavy armored car) and BA-20 (light armored car). Or maybe medium BA-10 car.
* Tanks: BT-5 or BT-7, T-26 (light tanks, note - in 1941 they were a solid, biggest part of soviet tank forces, so 1941 maps needs to contain more those tanks, then other types); medium - T-34 and T-28 (for the summer of 1941, the Red Army had 481 tanks of this type) and heavy tanks - KV-1 and KV-2.

* Planes:

* Fighters - I-16 monoplane and I-153 biplane fighters; MiG-3 or LaGG-3 as advanced fighter
* CAS - early IL-2 without rear MG or Su-2 light bomber;
* R-5 - scout plane

Maps:

* Battle of Brody - one of the largest tank battles in history (23–30 June 1941) or Alytus battle (22 - 23 june; first tank battle at Eastern front)
* Brest fortress - nuff said, infantry map;
* Smolensk battle - something like Fall of Tobruk or Battle for Brest i think

I know, the biggest problem is who will make all this stuff but i hope it will happen someday.
Title: Re: The Minor Suggestions Thread
Post by: jan_kurator on 21-06-2020, 10:06:52
None of those suggestion are "minor" apart from maybe the grenade launcher  :P

Don't worry about the weapon loadouts. FH2 is currently working on France 1940, but if we will ever go to explore early Easter Front campaign more, then weapons will be thoroughly researched and correct spawn class menu and pickup kits will be added on maps according to what troops had available during those battles in real life. FH2 puts great emphasis on that aspect of the game, and for exactly that reason there is more SVT/AVT-40s available on maps like Motovskiy and Lenino.

Title: Re: The Minor Suggestions Thread
Post by: Soviet Spy on 21-06-2020, 22:06:18
None of those suggestion are "minor" apart from maybe the grenade launcher  :P

Don't worry about the weapon loadouts. FH2 is currently working on France 1940, but if we will ever go to explore early Easter Front campaign more, then weapons will be thoroughly researched and correct spawn class menu and pickup kits will be added on maps according to what troops had available during those battles in real life. FH2 puts great emphasis on that aspect of the game, and for exactly that reason there is more SVT/AVT-40s available on maps like Motovskiy and Lenino.

Well, i thought it was minor, because USSR as faction exist already. And I saw that picture with T-26 in soviet color scheme, which was uploaded before the update and it made me to think that  1941 maps at least in plans.
Title: Re: The Minor Suggestions Thread
Post by: Soviet Spy on 24-06-2020, 22:06:10
O'k, i think this can be count as minor suggestuon.

During war, T-34-76 get some different turrets.

(http://pro-tank.ru/images/stories/2-mirovaya/sssr/tank-t-34-1943_23.jpg)

Most interesting from all of those - turret №2, made at УЗТМ (Уральский Завод Точного Машиностроения,  Ural’s’kiy Zavod Tochnogo Mashinostroyeniya or UZTM; eng. Ural Precision Machinery Plant) and called Формочка (Formochka, eng. Cookie cutter) . Tanks with this turret were produced only at UZTM.

(https://lh3.googleusercontent.com/proxy/AQGXlYdt93F32jqBPWzblcdBW_mu2UWaQlERvBX_h80Z1s4Sb9oWCYXL8eeEnAxgkuyxfJo5_SOvmL5oyLyw1yN6GI_QHzmf-8542XuliYsP77BKMU5q8dCP04M)
(https://s20.postimg.cc/rq66bgmf1/1818_693282904_big.jpg)

It would be interesting to see T-34-76 with this type of turret. Also it's just only turret, other parts were the same as all other T-34s.
Title: Re: The Minor Suggestions Thread
Post by: Chad1992 on 04-08-2020, 20:08:05
winchester 95 russian contract would just make for a fun pick up kit.
(https://cdn.rockislandauction.com/dev_cdn/57/3025.jpg)
Title: Re: The Minor Suggestions Thread
Post by: nysä on 03-11-2020, 19:11:14
Bump. I realize these are not top priority/desired/etc. but anyways:

- Allied and Soviet tanks did not have German optics in the bow/ball mount MGs.
Soviet tanks with the bow/turret rear MG : iron sight + peephole. Shermans etc.: M6 periscope with no reticle + tracer rounds.

- StuG III Ausf. G Rundumfeurer; still needs to be set from the bottom of the MG, instead of the commander's cupola + a reticle similar to Sfl. ZF1a.

- And, Jagdpanther needs Sfl. ZF1a gun sight.
Title: Re: The Minor Suggestions Thread
Post by: weegeez on 30-10-2021, 17:10:11
I think game could do with more easter egg pick up kits like the winchester. Not unrelaistic for this to happen in ww2.