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Topics - matthewfarenheit

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Suggestions / Tank combat & bailers
« on: 28-02-2012, 08:02:30 »
I spent a lot of time using tanks in FH2, and I have found an annoyance that would be great to solve. It goes like this: you take a shot at an enemy tank, severely damaging (but not killing it) and the tanker becomes aware of you. He does whatever he can to turn the tables but, if he knows you outsmarted him, he bails just as you make his tank explode, saving his life by appearing as infantry over an exploding wreck.

Experienced enemies can time more or less the ammount of time it would take you to load the next shot and fire it. Thus, they try to exit the tank a bit before you shot in order to maximize their possibilities to hit you while saving their own lives. I have seen this the most in maps like Op. Aberdeen, where allies have the Valentine that can't be oneshot under normal circumstances even from behind, but the same has happened to me on some Normandy map against some German behemot, robbing me of a well deserved kill against a superior opponent. Sometimes you don't even have a MG on your vehicle available to kill off the bailing tanker, so you just feel cheated.

So, I suggest any (or all) of the following alternatives:

1- A meaningful delay on exiting a tank.
2- Exploding tanks creating more splash damage around them.
3- Flames over the wreck of a tank causing instakill.

The first one I just don't know as I haven't ever seen anything like a delay for entering or exiting vehicles on BF2.
The second one I realize it might be a trade-off. I suppose that splash damage on exploding wrecks was lessened in order to avoid the "staying close to a flaming wreck that randomly decides to explode death" effect, and I dunno if you can change the ammount of splash damage a tank makes when becoming a wreck, while leaving alone the damage a wreck does when becoming nothing. But, if it isn't possible, maybe increasing the splash a little bit wouldn't hurt.
And the third one, I couldn't possibly know if the wrecks could carry a "damaging fire" parameter attached to them.

Of all the choices, only the first one will discourage bailing the tank while preserving the possibility to attain full score for the guy with the upper hand (as he will kill a tank, not an infantry). But all of them have a factor of discouragement of the "insta-bail" reflex that will eventually make it dissappear.

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General Discussion / 10,000 Ranked players!
« on: 10-09-2011, 19:09:11 »
Just today the ammount of oficially ranked players hit ten thousands. We might not be the most numerous community, but we certainly can pack a punch. Congratulations to the dev team!

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Suggestions / Show round time limit for everyone
« on: 04-09-2011, 23:09:59 »
Currently the only ones that can see the time left for the round are the commanders of both teams, in the Commander's interface (and only when it can be access, ie if the map has any commander radio/vehicle). And it gets annoying not to know how much will the round take. I had seen rounds were your team should start taking some risks to win the map as the time runs out but no one does, and then the time ends with a defeat that could very easily had been a victory. Some new players, including myself in the past, don't even realize there was a time limit till later: I guessed that an admin got tired and ended rounds when they became tiresomely long  :-\

If there's a deeper reason NOT to include a visual clock in the game, that's fine: state the reason so we can all understand it. But if there's none, then why hide it? You can make it not readily reachable, like showing it only when you bring the map up, but it would be cool for the common grunt to have SOME way to see the round's clock.

4
Suggestions / Awards suggestions & tweaking
« on: 26-08-2011, 20:08:32 »
This is not so much a suggestion but a question from me. Nonetheless, this thread can be used by the guys that wanted to suggest their own awards & stuff, I don't care. Anyways, my concerns are as follows:

Currently the award system doesnt seem totally balanced. There are some gold badges that are far harder to get than some other badges of the same level. I'd consider it unfair if others with an easier specialty, like Artillery (spotter or gunner) or Rifleman, can get their gold badge much easier than a Tanker can get his. As no tanker has a gold badge, being twice as hard to get than the silver one (that is already pretty rarely accomplished), I won't expect anyone to get that one soon. Or the Gold SMGer badge, or the Gold MGer badge.

And there is at least one of the awards that I cannot possibly see people getting, especially the silver and gold variants, if they are not specifically spending rounds farming for it. I mean with this the Transport badge. I thought the award system aimed to be a more mature one, where people wasn't encouraged to forget gameplay and chase awards for the bragging right alone.

So, my question is: will the Awards system be tweaked? or the current one is FINAL? And, as a side question, is the kind of balance between badges that I talk about an aim of the dev team, or is the current "this gold badge is much harder to get than that gold badge" your preferred system?

PD: I spent the whole text calling medals "badges". I beg your forgiveness, but I won't change it :P

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Suggestions / AT Infantry Award
« on: 31-07-2011, 04:07:05 »
The Award system in place is great but I couldn't help to note a glaring absence: an award that rewards good AT accomplishments when acting as an infantry. The implementation is, of course, up to the devs: it could just grant according to the number of kills you do with a portable AT gun (rifle or HEAT based), or just vehicle kills, or just tank kills, or even include vehicle/tank kills achieved with engineer-class explosives. But I do think that some kind of rewards for this is warranted.

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Bug Reporting / American tanks in Bastogne
« on: 31-07-2011, 04:07:20 »
I played Bastogne several times and whenever the Germans cap the American base (the westernmost pair of flags), the Shermans, Hellcat & Greyhound keep spawning. That makes defending the flags really annoying when the Allied side still has means to spawn (a flag and a nearby SL) because they constantly get resources (tanks) from the flag the German side is supposed to be controlling. Destroying most of the stuff has nearly no use because how fast the American armor respawns: those tanks are bound to be taken and used against the defenders.

Can this be solved somehow?

7
Suggestions / Viewing distance tweak
« on: 11-01-2010, 02:01:30 »
This is something that has been bothering me for a while in several games, not just this one, and might be an inherent problem of game engines with no fix, but I guessed it was worth being posted anyways.

Right now, in the game, you can see the fartest with the corner of your eyes. A simple explicative image here:


As you can see, when you look directly towards the tank in front of you, you can't see it, but when you look with "the corner of your eye", not looking directly at it, it appears in your vision (in the left side of your monitor, in this case) even when the distance between you and the tank hasn't changed at all. My suggestion is: would it be better if the point you can see the fartest was in front of you instead of in the sides of your monitor?

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Bug Reporting / Multiple deployables exploit
« on: 01-10-2009, 19:10:14 »
The bug/exploit goes as follows: you pick up any deployable weapon kit, deploy the weapon, have a friend man it, and commit suicide. Therefore, the deployable asset remains on the map and, while it's deployed, another kit spawns and you can deploy it again, and have it manned by another friend, and commit suicide again, so yet another kit spawns and can be deployed again, manned by a friend, ad infinitum. Result:



I haven't tested this in any server, as if I succeded I might as well be kicked and banned, so I have only tried it creating my own non-dedicated server and, instead of friends, manning the mortars myself (so they dont suddenly lose health and break) and commiting suicide (so they don't dissapear like when you exit them normally).

The screenshot was taken in Purple Hearth Lane, by only using the mortar kit present at the main Allies spawn. I could do it with the deployable MG kit as well, but I think the possibility of multiple mortars is the most worrying.

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