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Messages - Hans Werner

Pages: 1 2 [3] 4 5 ... 9
31
Suggestions / Re: Rename PzIV Ausf D -> Ausf E
« on: 08-04-2012, 13:04:26 »
The name of the rear box is the "Rommelkiste"   ;)

32
Suggestions / Re: 3d map key
« on: 26-03-2012, 13:03:17 »
Or maybe it could be activated alwasy without the possibilty to switch it off.

Best solution is to turn it on, then delete into your panel the key assign to it and you will never be able to turn it off. It's what i did to be sure to never turn it off accidentally.


33
Join us !!! Join Axis it will be a real bloody fight !!!

34
Bug Reporting / Re: FW190 on Totalize
« on: 28-02-2012, 17:02:33 »
Yup i did, you right the sound are different.

35
Suggestions / Re: HILL 112
« on: 21-02-2012, 12:02:01 »
Sounds like an interesting map

Still need a mapper to do it  :P

36
General Discussion / Re: The little things..
« on: 17-02-2012, 18:02:04 »
When you know that you are playing in an historically accurate background, you feel the weight of past :

http://fhpubforum.warumdarum.de/index.php?topic=16099.0;topicseen

FH2 Fan 4 Life  ;D

37
Suggestions / Re: HILL 112
« on: 17-02-2012, 18:02:49 »
Sauce?
Clark and faustin seem the sources

The total 31st tank brigade was a independant churchill brigade wich first landed in Juno beach and where then later involved in Operation Jupiter, thus operation epsom and then the famous fighting at Hill 112.

This tank brigade is already ingame, as in Operation Totalize.

http://www.flamesofwar.com/hobby.aspx?art_id=404

Also
the 141st (The Buffs)  Tank regiment converted to churchill Crocodiles before the invasion, and this regiment went along with the 44th Infantry brigade wich fought at Hill 112.

As you can see=PLENTY OF CHURCHILLS for evryone!

I already imagine an AVRE attacking the top of the Hill and firing on the entire German squads hiding in trench, bush, into the gravel pit and behind half trees !!! :) What a bloody fight it could be !!! (then Tigers will arrived to give his own punishment to AVRE of course  ;D ) A pure King of the Hill gameplay, fun and historically accurate in the same time !!! FH2 at his best !!!

38
Suggestions / Re: HILL 112
« on: 17-02-2012, 11:02:12 »
To me, it should be only inf map, and when a team control the point, enemy team got some armoured reinforcment.

Yeah good idea, could be a solution to balance the gameplay. Well i really hope to be able a day to be at this test point, it would mean that the map would be made ;)

39
Suggestions / Re: HILL 112
« on: 16-02-2012, 23:02:15 »
I hope someone will find the motivation to do it  ;D

40
Suggestions / Re: HILL 112
« on: 16-02-2012, 00:02:47 »
a map i support because of churchills!

However your tank setup is very imbalanced....... and very mirror based. The allies fielded alot and alot and ALOT more tanks during that battle

but yeah, you can always dream of these kind of maps  :(

Well the tank selection could be review of course, the idea is to have a real strike force with Tigers in Axis side as it has been the case in reality with the SS Pz Abt 102 in the battle (up to 20 Tigers has been used in a single attack on the 10th of July) and to balance that by the Arty fire of Allied and of course their air support with a Typhoon (Allied & Arty air support has been really important in this battle to block all German attack).

41
Suggestions / HILL 112
« on: 15-02-2012, 23:02:36 »


Hi,

I know that to do a map suggestion without being a mapper is pointless but I would like just to share my own idea about what could be a great FH2 map with a fun gameplay and a major historical background.
I would like to talk about how to do a "Hill 112" map for FH2.
For those who don't know what was the Hill 112 during the Normandy campaign, you can find a link to Wikipedia and to a Memorial website here :

http://en.wikipedia.org/wiki/Operation_Jupiter_%281944%29
http://www.hill112.com/index2.htm

The overall idea of this map is to recreate the heavy and bloody fight between the 43rd (Wessex) Infantry Division and the SS Panzer Abteilung 102.
This battle has been called "The Verdun of Normandy" due to the fact it has been a trench war on the top on this Hill in a small aera (few meters square in a small wood) to hold and keep this strategic point.
The Hill 112 importance can be resume by a sentence of this time : "Who controls Hill 112 controls Normandy"
It was due to the fact this Hill (of few meters high) allowed to see, control and fire on all landscape around from Caen city to Odon river and further. The control of this hill was the key to breakthrough the German defence or to keep it in place.
That's why from the 10th July (during the Operation Jupiter) to the middle of August the hill has been attacked and defended and changed hands many times with an extreme high level of casualty.

The interest to create a map for FH2 for Hill 112 in addition of the historical major background could be the way to play it.
To recreate the atmosphere and the heavy fight on this hill, a "King of the Hill" mode would be perfect. It would work like that :

One only flag on the top of this hill with the obligation to always outnumbered the enemy to keep in your side the flag. If nobody stay into the flag zone the flag goes back to neutral. In one sentence, if you want to win you have to hold the hill !!!
It would create a strong and heavy fight in a small aera as it has been the case in real life by also using all historical weapon used during this battle.
The idea is to recreate also the heavy fight of tank and the heavy used of artillery.
The map will mainly be field with high grass and wheat as Normandy field could be in July 1944 with only one aera with dead tree (head cut) on the top of the Hill 112.

You will below an idea of what could be the minimap :



You will find below what could be the top of the hill flag aera :


Churchill on hill 112


The Hill after the battle


Hill from North side (Allied axe of attack)


Like Verdun...


Churchill tank now a day close the Hill


The Paddock today called now "Bois Calloué" (these trees wasn't here in 1944)


RIP Soldiers...


View from the Hill to South, Axis axe of attack was coming from this direction


The Small Wood today with the gravel pit in the back





To respect the historical accuracy of weapon used, a selection could be :

Axis :

2 Tiger
2 Panzer IV
1 Sd.Kfz. 7 Flakvierling Version
1 Sdkfz 251
1 Typ 166 Schwimmwage
1 Kubelwagen
1 Opel Blitz S 3.6
2 Nebelwerfer 41(in main base)
1 Flakvierling (in main base)
+ Additional Pak40 AT Guns in mainbase + on Hill when you control it

Allied:

2 Churchill IV
3 sherman II Late
1 Sherman VC "Firefly"   
1 M5A1 Halftrack
1 Universal Carrier
1 Willys MB-2
1 Bedford QL
2 Ordnance QF 25-pdr Mk IV (in main base)
1 Hawker Typhoon Mk I B
+ Additional Ordnance QF 6-pdrAT Guns in mainbase + on Hill when you control it

One good point is that all vehicule used in this battle already exist in FH2.

I know I'm dreaming to see one day this map into FH2 but what do you think about the idea ?


42
General / Re: Tank turrets
« on: 15-09-2011, 14:09:27 »
1.) At first try i was afraid to don't be able to kill any enemy tank anymore  ;D But after few try i have found the way to use it, and i found it better than before but there are still few things to improve IMO.

2.) About the acceleration everything is good IMO, you now feel to handle an heavy and mechanic activated tank turret when you start to move it and this stick more to the reality of real WW2 tank. The main issue is the deceleration due to the sliding effect. I'm all for having a slow rotation turret speed but IRL when the shooter of the tank was stopping to action the rotation of the turret, the turret was stopping instantaneously to move. It's a mechanic effect so there is no slide effect at all. The issue in FH2 with that is the aiming accuracy has been impacted by this change and it's still the case IMO whatever your mouse sensibility setting are.

3.) Yes but it need to be improve again (my average ping is about 20) :

Good point = more realistic, more chance for infantry to flank heavy tanks and avoid to have crazy turret (360° overall in few seconds...). Also it add a real weight turret feeling.

Bad point = it's decreasing to much the aiming accuracy especially on tank like the Panzer IV, Puma...etc... It seems to impact more the medium and light tanks than the heavy ones.

4.) Yes, now it's always hard to directly stop your sight on the enemy, you have to calculate a kind of delay to try to aim as more accurate as you can. In fact you have to stop to move your mouse (I'm using mouse for turret rotation) before to be on your target to try to put your sight on it at first try. Which is if you fail a major issue because the quickness of aiming and firing is the most important fact is tank combat.

What would be grate is to keep this new effect of acceleration but to find a way to instantaneously stop the rotation when the player stop to action it. It seem that you can't keep the old deceleration with the new acceleration due to the BF2 engine so what i could suggest is to add a new button in tank control panel to stop the turret rotation. It would act as a brake on the rotation and the player will have to press it at the good moment to be directly on is target and to avoid the slide effect, but i don't know if you can do that.

Hope my feedback and suggestion will help you.

43
Suggestions / Re: Modify the Willys MB-2 (Rockets)
« on: 08-09-2011, 13:09:54 »
C'mon guys leave it as it is

To use this little thing is such a fun, although you you will end up with a bad score at the end of the round.  To play as Allie tank driver  against these uber -germans tanks is somethimes so frustrating
and this willy is one the few Allie vehicles thats makes actually fun.

The Allie players have to deal with the Kingtigers and others uber tanks, that is maybe realistic but also frustrating and demotivating.  The devs should watch out to do not make the game too realistic and so  to lose gamers like me. Who want to have just fun in playing a game and not  to reenact the WWII.

And BF3 is comming  ..........

As BFBC2 came, real FH2 fan will stay and will continue to play FH2, as always... We don't need to be scared to loose players especially if that lead to modify FH2 to a CoD-like game... RO2 and BF3 are enough for that, and they will BTW be excellent games in their own category, but FH2 is unique for these specific reasons, as the respect of historical accuracy. But as always all that is only my own opinion.

44
Suggestions / Re: Modify the Willys MB-2 (Rockets)
« on: 08-09-2011, 10:09:41 »
What about modifying the rockets? Make em high-explosive instead of armor penetrating.

+1

45
Suggestions / Re: Modify the Willys MB-2 (Rockets)
« on: 07-09-2011, 20:09:36 »
As has been stated, it's still a frakking JEEP that (or the driver) can be taken out with small arms fire, it's a bother to aim and fire the thing, and the rockets will reveal its firing position to absolutely everyone within visible distance. Kübelschrecking/Jeeppiating was a whole different ball game as you could aim without turning the vehicle and the passengers (several of them) could fire on the move.

Nothing is stated yet, devs will and they will decide if it's a real issue for the gameplay or not, IMO it's.
All unrealistic gameplay issue should be fixed IMO.

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