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Messages - Atkins

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16
Suggestions / Re: Tank Free Look
« on: 23-01-2012, 11:01:25 »
Is the current free-look made in purpose so that it feels like it reacts with a little delay to your mouse movement. As in when you press ctrl and start free-looking it feels restrictive like you are a bit drunk or something.

Would there be any chance to make the free-look toggleable to a key, so that when u press a key (or double click the ctrl like in Arma2) it leaves the free-look on and you can turn freely until u press the key again.

Anyway, the current system would be just fine if it would not feel like you are in a glue when using the free-look.

Is this one of the "engine issues" or designed features?

Edit. Lowering sensitivity seems to alleviate the glueness a bit.

17
Suggestions / Re: View distance
« on: 21-12-2011, 19:12:47 »
IIRC the same question was once presented to RnL devs and i think the conclusion was that no, it's not possible. I bet if this issue could have been solved, it would have been done already.

18
Suggestions / Re: View distance
« on: 21-12-2011, 13:12:52 »
Well the same issue can be seen in almost every game/mod out there that is a bit older.
But if there is some wiggle room to increase the VD in some maps it would great. At least players hardware should be better each year which should allow a tiny increase if possible.

It is not that you get used to and demand more. It is that now there are some places where u can actually see over the VD by using the trick where u use the edge of ur screen to scan the area. Increasing the VD so that the next building/forest/hill blocks the VD naturally would remove the ability to use this "trick".
I am mostly talking about tank combat here. The same trick can be used in other games as well, like RO1 and DH but good map design negates this issue.

Anyway I suppose to get rid of this issue totally it takes a new engine and a new game. I was just wondering if the yearly enhancements in average rigs would allow some increase in VD.

19
Tactics & Tutorials / Re: Distance with Rocket Launchers?
« on: 21-12-2011, 13:12:55 »
Thats an achievement since theres no tigers in Brest. :)

It prob was some other map then. I am not that familiar with the names.

20
Tactics & Tutorials / Re: Tanking in 2.4
« on: 21-12-2011, 10:12:05 »
How many shots T1/KT can take to the side/rear with 76/75?

21
Tactics & Tutorials / Re: Distance with Rocket Launchers?
« on: 21-12-2011, 10:12:49 »
Some noob questions regarding AT stuff;
How many zook hits T1 can take from rear/side? And how close should one shoot them?
I am pretty sure i hit 4 times to the rear of T1 from about, idk, 10-30m at Brest and the T1 just kept staying alive.

BTW, is there a hit point system in FH2 atm?

Maybe I am just confused cos I've played so much DH where it is pretty much insta-kill (or set it in fire, which kills him soon enough) with any AT weapon if u get a rear/side shot to a big cat.

22
Suggestions / Re: View distance
« on: 19-12-2011, 19:12:00 »
Also, mostly higher view distance is simply not needed.

Perhaps not from the infantry's perspective but tanks at least would benefit from larger VD.
Anyway, shame that the VD is not going to grow. The grey fog effect just eats away immersion, especially when u know that there is a way to see a bit further if u use the edge of your monitor to scan the horizon. I've always hated this issue, in every game. Best maps are made so that you don't even notice it, as in the distance between furthest hills/forest/whatnot is lower than the VD so u actually never see the effect.

23
Suggestions / Re: View distance
« on: 19-12-2011, 14:12:38 »
Any chance u devs will pump up the VD a bit in the future? Is it that the servers can't handle it or client rigs?
PR seems to have far greater distances and seems to work mostly quite well. Or is it that FH2 has so good quality textures, models and so much stuff in general in the maps that VD has to be sacrificed for them?

24
Suggestions / Re: Tank Free Look
« on: 19-12-2011, 09:12:55 »
The tank free look feels slow, restrictive and unresponsive. You can't just look freely and turn at the same time, like in other vehicles. Must be cos I am used to the RO2 (and RO1/DH) style free look where u can pivot freely without pushing any buttons.
 
Is there any chance that the HT system would be implemented to tanks as well; as in the free look is the default function for the mouse when you are not ADS? And to turn the turret u would have to push a button. That would feel more natural and make more sense, cos at least I use like 99.9% of the time outside the turret to watch surroundings and not turning the turret so it feels backward to press extra button for a thing that you do most of the time anyways. Or am I just playing it differently than others?

Btw, are we going to see binoculars for tank commanders in the future? That way you would not need to turn the turret (or the whole Stug/JP) just to zoom in to some specific position.

And while we are on the tank subject, is there going to be a realistic way of setting the range for Axis tanks ever?

25
Announcements / Re: Road to Forgotten Hope 2.4: Part 1
« on: 16-07-2011, 08:07:01 »
It seems that the hit-cross is still there. So, can we have an email/sms/fax/fb/letter/phone call confirmation to hits in FH2 2.5 so that those who have problems handling the uncertainty if they hit or not don't have to worry so much? :)

Seriously, remove that thing. Now.

26
Announcements / Re: Road to Forgotten Hope 2.4: Part 1
« on: 13-07-2011, 11:07:07 »
Now that the crosshair is gone, did the damn hit-cross went with it? Or do you still get a flashing cross, a fax, a letter, email and a sms message when you actually hit someone?

27
Announcements / Re: Road To Forgotten Hope 2.4: Part 2
« on: 12-07-2011, 20:07:55 »
Looks nice and good to see the changelog forehand, although I was hoping for a team-tanking/driver position to be added in the new tanking system :-/

28
Announcements / Re: Road to Forgotten Hope 2.4: Part 1
« on: 12-07-2011, 08:07:52 »
Quote
The first major change to infantry combat is that the crosshair has now been removed from use.

Excellent \o/

Can't wait to try the new version.


Ps. new forum looks nice as well.

29
Off-Topic / Re: Darkest Hour Mod
« on: 25-05-2011, 07:05:10 »
There seems to be some netcode/latency issues with the new update. Perhaps it is too demanding for servers? Idk. Anyway the new content is nice and the shear amount of different tanks is awesome. Hellcat and Jackson ftw.

Some footage of M36 Jackson gameplay from 4.0:
http://www.youtube.com/watch?v=HKEyLsOh_Uo


30
Off-Topic / Re: Project Normandy
« on: 25-05-2011, 07:05:08 »
No tanks :(
I was hoping to see the PR-style tanking (2 man crew, has to be from the same squad, using Mumble) in action with WW2 era tanks. Anyway, can't wait to try this one...

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