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Messages - Matthew_Baker

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1696
Developer Blogs / Re: The road to Prokhorovka
« on: 23-08-2012, 23:08:09 »
So no more bulge maps?
EVERYTHING must be said twice for you to understand?  ::)
Well, I didn't say that for 100% but that's what I think, can't tell more.

He's lied to us before ;)

1697
General Discussion / Re: FH2 Thursday Reloaded!
« on: 19-08-2012, 04:08:26 »
You guys WOULD get up above 40 players on the weekend I go back to school and my shitty 20million year old laptop. >:(

1698
Developer Blogs / Re: The road to Prokhorovka
« on: 19-08-2012, 04:08:26 »
GREAT devblog... I gotta say, I've always respected what the devs have done, but these sort of step by step insight devblogs coupled with my struggles to learn the basics of texturing this summer have really given me new insight into the type of work and dedication that you guys put into this mod. It's nothing short of spectacular, and its amazing to see how very artistic you guys are. Keep up the great work and these dev blogs. I love seeing this behind the scenes type stuff.

1699
General Discussion / Re: Conspiracies Thread Mk II
« on: 16-08-2012, 05:08:09 »
-P38 Lightning

I checked that out in game and I'm pretty sure it's from FH1. The skin is the exact same and it certainly doesnt seem ready yet. There's also a sidi bou zid specific skin for it iirc

1700
Suggestions / Re: Maps begging for 16 player versions
« on: 11-08-2012, 00:08:39 »
I support this idea 100% imo every map in FH2 should have a 16 player or "infantry" version.
I've been thinking a bit about the layouts too;

Hurtgen could play well with the right flag placement at Germeter
Cobra I think is a no brainer to put a layout in Hebecroven
Totalize :-\ is kinda open all around so I'm not sure of the best way to place those flags.
Ramelle is easy to make an inf map out of
Sidi bou zid... sidi bou zid flag seems big enough imo
st. lo: tough to do because of the openess like totalize.. although hill 108 might make a good one
St. Vith should be in the middle of the bombed out town i think (but this map has alot of good places)
Villers is perfect... just have to decide between Villers or Tilly
Girarabub should be put back to normal 16 ;D (shameless plug)

I think there's a way to do like "map audits" in BF2 pretty easily. I remember a while back ppl used to play with alternate flag layouts on PR maps and post them in the forums. Can anyone shed some light on how to get into the files and create a new layer for a map? If so, maybe someone or many ppl could create a 'map pack' of smaller layered maps... If they did, these maps could be played extensively on WAW Thursdays, Fridays etc imo... to be betatested and put through the trials.
I see a win-win here. The devs I'm sure dont have nearly enough time to test all the 16 layouts as well as the new maps and content that theyre coming up with. The WAW Thursdays almost always have to play smaller layers because of the low player numbers and are pretty dedicated (enough ppl usually show up weekly.)
If someone who knows mapping pretty well is willing to collaborate and make some small layed maps based off the ones in the mod (or give a small tutorial on how to do it), and willing to listen to suggestions and feedback given by the ppl that play the maps. I feel like it wouldnt be that hard to create a sort of open beta test. restricted to only small map gameplay.

Idk this could work or be might soound totally retarded to someone else :-X I'd love to see more 16 or 32 maps in the mod tho. They can be alot of fun to play with a few good ppl

1701
I gotta say, as a long time player and fan of the WOLF/ WAW thursdays. I can reiterate that this map was a wonderful map to play and should be changed back to the way it was. Even if you want to keep the koth mode at least put the 16 player map back in some layer or form because its a shame to loose something that's helping to keep the NA player base alive.

1702
Suggestions / Re: All Air Map
« on: 09-08-2012, 20:08:27 »
Ractivate the Malta map from WaW or was it F|H and spend some time bringing it up to par... et voila: we have a winner! ^^

Never actually played it, I've seen videos but I don't fully understand how exactly did the map work?

1703
Suggestions / Re: All Air Map
« on: 09-08-2012, 08:08:27 »
My suggestion would be to make it similar to BF1942's Battle of Britain. Make it an objective mode map, with certain things that have to be destroyed. That way you have an attacking team that has to deal with AAA and a defending team that has to fend off enemy fighters with their aircraft as well as man AAA batteries.

My suggestion for a map like this is some sort of American or British cross-channel attack, like attacking submarine pens or something. I can provide specific examples if need be. I just want to break the monotonous "Battle of Britain" air maps where it's always Germans attacking and British defending.

I always had an idea for a map when FH2 first came out with NA; sort of a "supply line" map that could maybe act as a sort of different gamemode (essentially objective mode with a bit of PR's failed 'extraction' game mode) and also reflect the importance of supply lines in the NA campaign. The idea was two airfields in the Mediterranean, British vs Italians (cause Italain planes are fun ;D) and one team would get cargo ships and supporting ships (with AA) and have to sail the cargo ships pretty much across the map from one point to another to win the map while the other team had to attack the ships with planes. (destroying a certain number of them before they reached the other side) The other team would get fighters to counter them. It would provide a little 'break' like you noted from the BoB all air German vs British and add a sort of ground element that other ppl who dont like to fly could enjoy. (a BoB map would also be very welcome, I had a blast when Forgotten Honor had their events)
Obviously this idea needs ALOT of tweaking gameplay wise and its a VERY rough idea for a map :P
but I always like the idea of new game modes, the objective modes in 2.45 are a very welcome change to me. Something to break the constant flag cap etc... its a differnt way to play FH2 and promotes teamwork more. The more variations there are in gameplay and interesting ways to play maps are always welcome in my book. (although it sometimes seems hard for most pubby players to grasp even slight changes in gameplay)

1704
General Discussion / Re: Laws of FH2
« on: 09-08-2012, 07:08:30 »
Drove the Sherman once on Brest on the 130 server with 85-90 people online. Thanks to good teamwork, a vocal squad, and my cautious approach with the tank, when I was eventually killed for the first time I was 39-1, had 86 points, the team had taken 4 flags (my squad 3 of them) thanks to the way they worked hand in hand with my tank. I fired smoke for them and they assaulted immediately, I sent HE shells into a house and they rushed in to clear it out. On five separate occasions my tank's health went below half, and twice beyond that it was in the red, but I always found people willing to help repair if I couldn't do it  myself. I readily admit my hull and turret MG gunners did a great job too.. at killing enemies. What they did a horrible job at was whining about how turning the hull to face down the road was something I did after I knew the road was safe, not before. How I took the time to blast HE off the street around 'faust corners', instead of just blasting down the road. How I moved the tank to support my squad, instead of taxiing them to where they wanted to get off. Just a shame, I ran out of HE and smoke shells four times each, I used up 8 magazines of co-axial ammunition, I had an excellent time, but selfish players once again had to taint it by thinking only of themselves.

^ this is the way tanking should be in FH2 all the time. all guns firing, SUPPORTING inf as they move in to cap a flag, using up all your ammo from suppression. sounds like the best round ever (sans whinning hull gunners of course)

1705
My wish list before Eastern Front.

- Battle of Foy
- St. Mere. Eglise


...uh oh.....i hear the dreamcrusher coming.......
 :P

These two maps seem VERY possible, not too farfetched of a thing to wish.

I'm still really curious as to how exactly they're going to accomodate for larger player numbers on maps. Some maps already fit fairly well with 64+ while other 64 sized maps are too small.

1706
good update, nice to let the rest of the non-forum goers that the devs are backing this server and willing to make ammendments to future gameplay :)

tbh im pretty excited to see what this will turn out to be. I've been having a great time testing the 64+ server and it could yeild some awesome gamelpay if the devs accomodate for it. I'd be interested to know just what kind of things the devs would have in mind

1707
Off-Topic / Re: What is the meaning of your ingame name?
« on: 01-08-2012, 23:08:10 »
Matt_Baker1942 is not nearly as interesting as some of the others I've seen in here :(

But I do love the Brothers In Arms titles :) and BF1942

1708
I always said St Lo had not enough Bocage.

Should be closer to luttich type bocage density imo
and m4a1 should be fitted with this ;)

1709
Well freakin done on those bunker statics.. I never realized how true to life those actually were

1710
It would almost seem like you think longer reloads will more tactics... bollocks, mate. I reload when I need to reload, and when I need to reload, I need to have it done ASAP. You already have to think twice before reloading when you're in a firefight, since reloading half-empty mags means you'll be out of ammo real soon. There's the realism and tactics in that. Not reloading taking so long it looks like the soldier is scratching his arse while reloading. As you're about the real aspects of the game, a "real" soldier would never take so long to reload his weapon, especially whilst in utter need of using it.

Are you saying that the reloading would be more realisitc if it were faster? If so, I have to disagree. Take a look at any helmet cam footage and I believe even renactors on these forums have noted that reloading a weapon takes much longer and is much more cumbersome than many believe, especially in a firefight. Sure you NEED to reload ASAP to save your ass, but you also should be doing it behind cover, where you have as much time and space as possible. There are a number of factors that video games dont take into account, and if video games were to be realistic, all of their reloading animations should take MUCH longer.

But FH is a fps at heart, and isnt out to portray war to the realistic extent of a mil sim. That makes this animation well timed and balanced imo. Its also very smooth and not clunky like someone else pointed out. I'm looking forward to the Eastern Front even more now ;) well done chad

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