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Messages - Vernah

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1
Why did you guys port the jagPanzer IV instead of remaking it then?

2
General Discussion / Re: FH and BF3.
« on: 09-04-2011, 01:04:41 »
There are also far more developers they can recruit for UDK, than any battlefield mod they could try and recruit from. Also if they're interested in ever working for a gaming company, they're going to have to learn to use modern graphics engines. None the less, I'm pretty sure some of the devs are already helping with rising tide I heard.

3
General Discussion / Re: FH and BF3.
« on: 05-04-2011, 01:04:51 »
To be honest the devs should be looking at using red orchestra 2 as a platform and then using the UDK to make a mod out of it. I'm sure there will be a way to give it FH style gameplay such as 1 man tanks, flying, etc. If they wanted they could just port all their models, textures, etc and just work on what RO2 already has. The game itself is built on WW2 and would be much easier to make a mod out of than battlefield 3 ever would.

Not to mention an RO2 mod would have a larger player base, far more support, and could probably recruit more developers to work on it. Plus they could probably get models, artwork, coders, etc from other mods that are being made on there.

4
Suggestions / Re: Spare slot on light vehicules
« on: 24-03-2011, 15:03:34 »
Would be cool if someone was in the co-axil machine gun the tank would reload slightly faster. I wonder if that's possible.

what's the logic there? Guy in Coax is handing shells to the gunner? How is he operating the Coax at the same time then?
Might just make tanks reload faster without the coax guy then, but our current reload times are solid.

It would also heavily skew the tank battles. Players are now tuned to timing and firing, so if you cant see on an enemy tank that he can reload faster (cant tell if coax guy is there handing shells), tank battles will become inconsistent and feel random.

The hull gunner would give him supporting words like "GJ BRO, U CAN DO IT" which inspires the gunner to reload faster. I wouldn't say even a 10% increase would skew the battle. None the less, I forgot that a tank represents a full crew, however this could be applied to static machine gun positions.

5
General Discussion / Re: FH 128 hosting
« on: 24-03-2011, 15:03:06 »
Lol 762 and Hslan just get players in it before 128 is all. I'm also sure players are just tired of high pings as well.

6
Why not just make an update about the 128 player server? Spam it around and it could bring new potentials to pew pew on a 128 player server.

7
Suggestions / Re: Spare slot on light vehicules
« on: 23-03-2011, 20:03:08 »
Would be cool if someone was in the co-axil machine gun the tank would reload slightly faster. I wonder if that's possible.

8
Suggestions / Re: Russian Flag kit
« on: 22-03-2011, 04:03:56 »
They just forget that people do not have the latest beta patch notes is all, I'm sure in their heads they're saying "LOL OMG THEY ALREADY DID THAT BRO, IT'S BEEN DISCUSSED 10000x."

None the less, 2011/2012 for ostfront 1944, and early ostfront 2012/2013? I'm going to hope that they start developing on a new platform at that point lawl.

9
Suggestions / Re: Russian Flag kit
« on: 21-03-2011, 14:03:00 »
Imo, the flag barrer should be able to cast buffs that instantly give full health and sprint, as well as provide a attack speed buff that increases ROF for all guns by 150%. Also, the flag gives everyone around him 500% more health in a 20 meter radius.

10
General Discussion / Re: FH 128 hosting
« on: 11-03-2011, 18:03:49 »
I find this very sketchy....There is nothing against Soppa releasing the code for other people, only if he sells and makes money off his modification of an EA product. Hell he can make a mod where there are 256 players holding penises shooting each other and EA wouldn't and couldn't do a thing (legally anyways.)

If he himself is saying that he is never going to release this program to others, then there is no point in sending him money. I can only see this killing the FH community because the 128 player server will take over and it will be an endless cycle of him saying "Yo broskis we gotta pay server fees to keep this up ^_^" and round and round we go.

We can only hope Neighborkid can come in again and prove us all wrong. I was really looking forward to 128 player servers and battles :/

11
I think it does not make much sense to put time and work into FH2 officially supporting a 128 player mode that you can only play on just one server who is controlled by one guy alone.
The risk of it getting shut down and thus all the work for nothing is just too great..

I doubt the devs are putting work into 128 player maps until the 128 player server program is released to everyone else or at least to them.

12
Issue is that Soppa isn't releasing the code I don't think until he deems it uber perfect and complete. I do remember him saying that he'll be putting it up once a month or something, who knows.

13
And yeay for bad FPS with more then 20 players at the same place on screen in heavy fire fights
And yeay for 30-50 people standing around in mainbase doing nothing because of lack of transport
And yeay for HE rape from tanks and grenades
And yeay for maps witch are not buildt for this number
And i dont think the server admin can make the tanks or transports spawn any faster then they already doo. Not sure though.
I have a high end system/and high internet conection and i have newer ever in my life of FH2 hade any kind of lag what so ever doing testing or puplic play until tonight.

I think people will get real tired of this real fast and go back to the 64 player servers because 80% of the maps dont fit with this kind of numbers weither the server admins make the server able to play with 128 players or not, also if the DevĀ“s decide to stay the road they have now with making maps for 64 and normal numbers servers with 128 will not fit because of howe the maps are made.


Lol wut? Did you even play on the server? Yes some of hte maps can be optimized but most of the maps are now 100x more fun, especially the africa maps. The only transport issue I found was in Cobra because once the allies cap flags, their tanks outnumber the axis and the axis do not get new tanks which was already an issue on teh 64 player version. Also the fact there is a kubel and 1 transport truck in the cobra main.

I'm playing from Canada, and the lag is slightly worse than when I play on HSLAN, but that is because of the server specs, not 128 players.

14
Crete was fail because all the pilots were flying right above the water and landing them on the island, all you have to do is fly uber high in the sky with a SL and it would've been much easier to win that map :/

15
Crap I just crashed the 128 player server...

I was trying to get my bandage, but it kept switching to another item, so I just spammed clicking for the bandage and then teh server exploded.

Sad face is me :(

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