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Messages - Nerdsturm

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31
General Discussion / Re: A New Dawn, A FH2 Campaign
« on: 06-05-2017, 18:05:35 »
Btw, is any of these maps being currently worked on by original mapper? I'm just curious  ;)

I haven't worked on Faid Pass since the campaigns started using it, a couple of years ago now I think. From the looks of it they have changed quite a few things, but that's probably for the best.

That map is largely the result of me Frankensteining together bits of unfinished smaller maps. On the one hand it resulted in some out of place stuff, but it's also the only way I'd actually finish anything because otherwise I'd just get bored with projects before they were done. Mapping takes a long time.

32
General Discussion / Re: FH2 Thursday Reloaded!
« on: 21-04-2017, 03:04:27 »
I keep getting this error when I try to join WaW's server. I seem to be able to play on 762 okay.

I probably just need to reinstall I guess.

33
Developer Blogs / Re: Dev Blog: Crawling with skins
« on: 03-04-2017, 02:04:14 »
I kind of want to see the 1911 as an easter egg in game  :P .

Sadly most of the existing easter eggs seem to have been slowly phased out (Indiana Jones and the bare knuckle boxers). The only one left that I know of is the angry farmer which I don't really consider an easter egg because of how amazing the Drilling is, and so nobody actually uses the pitchfork.

34
Community Polls / Re: What is your favorite pistol?
« on: 16-12-2016, 02:12:15 »
Webley all the way. That thing is practically a shotgun.

35
Developer Blogs / Re: How to make an Eastern Front map
« on: 13-12-2016, 20:12:07 »

I haven't had a game where I've experienced this problem yet. But I only get to play on the weekends when the server is mostly full :P

I think push might cause some hardcore bottlenecks tho, since it was designed as conquest. If anything, the update will hopefully concentrate fighting along that axis of 3-4 flags along the river.

It's rarely a problem, in the current form it definitely wouldn't benefit from a push mode. I more thinking along the lines of making the new flag an uncap until the Soviets captured at least one of the flags around it, since otherwise it can get boring defending these rear flags that don't see much action.

I'm also probably a bit biased because the CMP maps have been getting played on the public servers, and a couple of them suffer rather badly from having too many flags open at once.

36
Developer Blogs / Re: How to make an Eastern Front map
« on: 13-12-2016, 19:12:24 »
I'm glad to see the issue where the Germans got stuck in their base addressed. It was pretty much impossible to come back from losing Valley of Death and stables.

Will there be any push mode implemented? 5 flags is pushing what you can reasonably have open at once on a public server in my opinion, and even with only 4 I've had games where we captured Farmstead or Stables with zero resistance because no Germans spawned there at the start of the round.

37
Awesome, I wasn't aware this was possible. I play in immersive mode but it's always a bit ruined by the bright red and blue text, which frankly were a lot more immersion breaking than the minimap and whatnot.

38
General Discussion / Re: FH2 Thursday Reloaded!
« on: 17-06-2016, 03:06:40 »
Yeah, I'm crashing to the desktop as well when I try to join.

39
General / Re: AP-mine Gameplay
« on: 18-04-2016, 01:04:08 »

I have never seen any clipping issues, even when they could still be placed on walls.


They go through anything that doesn't have collision, so namely "undergrowth" which includes a fair amount of the rubble and rocks on the ground. It's not a problem with the American AP mines because they're quite tall, but the S-mines can be almost completely obscured if you put them inside a rock.

Regarding mines on stairs: utilize engineer kits. Isn't that one of the things you people are complaining about? Engineer kits, with their wrench and mine markers, are actually useful. You could also just crawl over mines without triggering them.

This is impossible with a lot of mine placements. People know of the issue where you can't get near mines on stairs and exploit it heavily. It's a big problem on certain flags like the central flag on Bastogne or 16p Mt. Olympus  since they have an ammo box in the flag zone and its possible to completely (or almost completely in Bastogne's case) wall off the flag zone with s-mines by placing them at stairs and ladders.

And it's not unrealistic to make disarming s-mines easier. While yeah, you can't realistically disarm them by shooting them, they also shouldn't be a huge threat if you see them. Even if it is in a place where you can craw under it, realistically you'd just step over it or something. The cost of having to stop and go prone under it is pretty huge if you're trying to assault a flag.

40
General / Re: AP-mine Gameplay
« on: 17-04-2016, 07:04:01 »
I agree, the way AP mines are implemented always irked me as it just doesn't match the feel of the rest of the game. Specialty kits like snipers having them is fine, but they mostly act as booby traps which shouldn't be in a standard soldier's kit.

Plus they just don't work well in the engine. They clip through objects, they can't be disarmed by gunfire, and if one's on stairs or a steep slope literally the only way to get past is to suicide through it.

41
-I can confirm playing with American ping is painful. It's infinitely easier to hit with the bolt action rifles on the Waw server than it is on 762.

- "Ring-around-the-rosie" squad leaders where the SL leaves the squad whenever they die so people can keep spawning on whoever becomes the next SL. It rarely does much good, it disorganizes the squad, and it seems like somewhat poor sportsmanship.

Artillery or running into an enemy face to face in a hedgerow are usually what cause me legitimate stress though.

42
FH2 Help / Support / Re: Backup iso BF2 collection
« on: 14-02-2016, 07:02:44 »
You can download the base BF2 game for free here: https://battlelog.co/

43
Announcements / Re: The Road to Forgotten Hope 2.5
« on: 07-02-2016, 22:02:22 »
Really nice trailer! Also nice to see a lot of combined arms looking maps, which are really what the mod does best in my opinion.

44
General Discussion / Re: Future of FH
« on: 30-01-2016, 02:01:07 »
Eh, people have been saying Fh2 is dying for forever. It's still around because, even on its ancient engine, there still aren't any good alternatives. Newer titles have better gunplay and graphics but there aren't any commercial games with extremely asymmetric maps akin to FH2's Omaha Beach, or offering the same level of rigid accuracy (being stuck with crappy equipment on maps where it's realistic can be a pain, but it does add something to the game).

That being said I would still love FH2 all the more without the quirks of the BF2 engine.

Also always good to see a familiar name from forever ago!

45
I think a couple wouldn't hurt. In my opinion they were a bit too common in FH0.7, but having a battle of Britain style map to play occasionally or when server populations are lower can be a nice change.

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