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Topics - CHRISTIEFRONTDRIVE

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31
Suggestions / New kinds of arty shells
« on: 08-11-2012, 02:11:42 »
Artillery is the latest fun thing for me to do in FH2 and I was wondering if it was possible to add new kinds of rounds? Most artillery pieces have the usual HE, HEAT, AP, smoke, and so on, but what about these kinds of shells:

Illimunation / Star shell

It could work like a flare on night maps (Hyacinth, Keren 32, etc.). Some day maps are very dusky and murky where illumination could be useful too.

Chemical

This could work a bit like a normal smoke screen, except it would injure you slightly, and could kill you if you didn't run away from the chemical smoke fast enough.

And the one I'd love to see most:

Smoke shells (different colors)

You can use it to signal to friendlies, red smoke for "enemy here", green smoke for "all clear", etc.

What do you think?

32
General Discussion / FH2 Player's Guide
« on: 04-11-2012, 08:11:08 »
Alright, let's get straight down to business: this idea has been bouncing around in my mind ever since I read about the influx of noobs that 64+ play was expected to bring to the mod. Since in the last few days I've come to the unavoidable conclusion that the day I die, my gravestone has a good chance to have "[teamkilled by]" carved into it somewhere, I can safely say we do indeed seem to have filled up the bus admirably and there are more players FH2in' publicly than I can remember for quite a while, so now seems like the right time to make this thread.

I would like to hear from YOU, the FH2 community, on whether or not you think this is a good idea. Would it be possible for us to, over the course of the next couple months, create a PDF or something similar, that would act as a sort of strategy guide to FH2? Not like a booklet that comes with a video game, but more like one of those Prima magazines we all loved, chock full of tips and tricks, lists and lessons, and so on. The way I picture it, it would be a file available to download from the forums and the FH2 site, and if it was good enough, maybe even included with the download of FH2 patches and new version as well, in the future.

It would feature endless content, how-tos, guides, tips and all the rest of it, contributed and written by experienced FH2 players like many of the ones who post here. Screenshots and illustrations (i.e. how to effectively use your iron sights, screenies comparing different uses of camouflage for vehicles, etc.). Tables and charts and all that nerdy stuff as well, covering things like ammo types and tank armor. It would teach you how to play, discuss tactics and theory, go over the basics of weaponry and cover fire and camouflage and all the rest of it. A section covering etiquette and how to be an asset to your team each and every time you play. It would introduce new players to every last drop of fun to be had in FH2, and (hopefully) go some way towards improving the experience and cutting out a bit of the learning curve, while at the same time still being a useful read for older players. Indeed, a guide like this would be so useful and valuable that you couldn't not learn something new each time you read it. In short, I want to help create the kind of guide I wish that I had been able to read when I first downloaded FH2.

So what say you? I'm picturing this idea as something everyone could pitch in a little bit here and there, and the end result being Forgotten Hope's version of The Art of War. Perhaps I've just massively embarrassed myself and there already is something like this that I don't know about, but if there is, I don't care how good it is - I'd like to contribute to making an FH2 guide to end all guides. So I made this thread for all of us to shoot the breeze over whether or not this is an idea worth pursuing.

Thoughts?

33
Suggestions / Kits on tanks
« on: 02-11-2012, 07:11:09 »
This may fail a bit as I'm not 100% sure you can do this, but anyway: I *think* that I've read on here that in PR, you can get a kit from a vehicle by walking up to it. Assuming you actually can do this, I suggest the following:

1) We remedy the depressing lack of tanker kits by placing one such kit on each tank in a map, and you can grab it by walking up to the front of the hull and hitting your pick-up-kit button. Voila, you're now the proud owner of a knife / pistol / smoke grenades / binoculars / wrench / bandaid.

2) Most tanks have as part of their skin some shovels or entrenchment tools on their hull somewhere. I propose it might be fun to (again, if this is possible) make these shovels into pick-up kits as well, just for fun. They would be so useless no one would whore them, but still fun - the kit could be a shovel, 2 grenades (since tanks really did have these), and a bandaid, or something similarly useless (so no one steals them, like if tank kits had submachine guns), but also fun to smack enemies around with, and occasionally useful for local defense against sneaky fausters.

Observe:



A note: if this is not possible to implement, or would be too much work, then we could opt for a poor man's solution of placing the kits in the ground (invisible), next to where the tank spawns. Even though you couldn't get the kits if you drove your tank halfway across a map, you could still get them if you want them when you walk up to the tank sitting at it's spawn point at your flag. Standing in front of a tank will give you your tanker kit since it's invisible in the ground in front of the spawn place, and standing off to the side or wherever the shovel is can give you your noob battering kit.

So assuming this is even possible, what say you, FH community?

34
Off-Topic / Military artwork
« on: 02-11-2012, 06:11:18 »
Did a search but, almost impossibly, it seems we don't have a thread for our favorite military drawings, photos, music, etc. So if you find something nice, post it up!

A nice drawing of a Panther I stumbled across recently..



Post up some of your favorites. Don't be shy!

35
Suggestions / Mobile artillery
« on: 30-10-2012, 21:10:37 »
Dunno if this can be done, but I can't see why not. Could we possibly see some mobile artillery added to a few maps? Either in the form of 25-pounders/LeFH/whatever you can push like anti-tank guns, or you can drive them around on the back of trucks? On some maps like Villers-Bocage it doesn't really matter, but on maps like Siege of Tobruk you're pretty powerless to defend when everyone knows exactly where your howitzers are and planes are allowed to strafe them.

36
General Discussion / 64+ Opinions
« on: 30-10-2012, 04:10:18 »
Been a bit dead in the General part of this forum lately so let's shoot the breeze about playing FH with more than 64 players. This isn't for any specific server/event, just share your experiences (positive and negative) playing with so many players. We've had a good couple of months to see how different maps play 70-100ish players, so what are you thoughts so far?

For me, even though I can't stop myself from pissing and moaning a bit when actually online, sitting down and thinking about it I love playing with so many players more often than not. One of the most refreshing aspects is how a lot of the less glamorous things you can do to help your team become more crucial, like buzzing around a tank map repairing friendly vehicles. Placing anti-tank mines is also a lot more fun when the enemy's vehicles are so much more likely to drive over them, and halftracks and trucks tend to have plenty of bodies inside them as well.

So what do you make of 64+ play? A few pieces of note I've observed so far:

Negatives

- Rules are a lot harder to enforce, and rarely is it worth your time to even bother waiting for any kind of special kit or vehicle. Many players don't know not to attack uncaps or to wait in line, and completely disregard any warnings. Waiting for 10 minutes for the Valentine to spawn on Sidi Rezegh, and then the guy who just bailed the Matilda comes over and by sheer shit luck presses "E" a millisecond before you and drives off with your tank is infuriating.
- Some maps can be very overwhelming, i.e. Siege of Tobruk with a dozen tanks and 50 players on foot just pounding the final flag. The lack of counter-attacking possibilities caused by Sector Push is highlighted more on big servers than little ones.
- Communication can be difficult, since you can type something in teamchat and then five people say "Enemy Unit Spotted" and no one can read what you say.
- Not that anything can really be done about it, but I find the mindset some players have to be disgusting in how they refuse to play with even 30 or 40 people online. Any of the guys that take part in Thursdays and Fridays can tell you that you can have a metric shit-ton of fun with even just 5 people online, waiting for more to join.
- Autobalance, which I find generally too strict even on normal 64 servers, can be agonizing. To my way of thinking, 30 people versus 28 isn't that big of a deal, and autobalance should only kick in when things get really out of hand (30-25 or so). Now on 128 servers, the teams can be 56-54 and you can spend literally a quarter of an hour preparing a defense of a flag, and then get teamswitched when a noob accidentally shoots you. Other times, the teams can be 56-54 in total players, but the team with more players has 10 afk, but you still get teamswitched. Stupid.

Positives

- Atmospherically, 50 players attacking a flag looks awesome. Now it feels even cooler to spam "For the Queen!" as you rush St. Lambert.
- Watching tanks driving into battle with infantry sitting aboard is awesome.
- Whereas sometimes you die too often, other times you stay alive way longer than usual thanks to plenty of friendlies with wrenches and bandages. Indeed, I have actually had fun playing as a medic.
- It wasn't unheardof before, but now you can sometimes find players actually intending to be your hull MG gunner or to drive your mobile AA around.
- One of the unfortunate parts of war gaming is we can all memorize static defenses, so it's almost impossible to stop planes from repeatedly strafing your artillery, enemy tanks avoiding your anti-tank guns, etc. Having twice as many teammates now as you did before goes some way to neutralizing this, since you're more likely to have someone on the AA helping you out, more friends to help repair destroyed artillery, etc.
- It's been a long time since I stared for ages at the server list, clicking back and forth on the top 2 servers waiting to see "63/64" instead of "64/64".
- Trucks, half-tracks and Bren carriers are now actually transport, not just taxis.
- The last thing for now I positively adore is for once, you have a reasonable chance of running out of ammo. Normally, unless you are using a faust or bazooka or something, you hardly ever needed to retreat and resupply - you just topped up when you passed an ammo box and that was it. But now you really do have to give some thought to it and try not to waste ammo. I had a great time on Tunis today, retreating several times to resupply my MG34. Other times, I have to make due with a pistol or just a knife until I can find more ammo or another kit, and I think that is a fantastic new aspect to playing. The same goes for vehicles, and you need to pay attention to how many shells you have left, and make sure you resupply before heading back into battle.

So what do you make of all this 64+ stuff so far?

37
Tactics & Tutorials / Effective grenadin'
« on: 29-10-2012, 10:10:27 »
I usually feel so useless after having my ass handed to me again and again when I play FH2 that I rarely have the nerve to make a tactics thread, but I had a great long post in the thread about avoiding teamkills, before I realized it was mainly a post about how to nade effectively and since I don't see a thread about that already, I decided to make one. Don't be shy, and contribute your own tips and tricks and let's get a good thread going. In the opening post I'll be covering some sly ways to maximize your effectiveness when chucking explosive death at your enemies while minimizing the risk of Swiss-cheesing your teammates. For the purposes of this thread, I'll also be covering those other explosives you can use in your quest to turn your enemies into mushy red goo, since those seaweed-colored pillows the Brits carry around with them and the shiny green boxes careless Germans always seem to be dropping tend to make quite a bang as well.


The first thing we'll look at is what grenades and explosives we have at our disposal. In the hopes of keeping all of this very simple for new players, bearing in mind we're all noobs once and even those of us who grew up in English-speaking countries have only the faintest grasp of the language, here are all the grenades and explosives in the mod, and what they're intended to kill, and as we'll see, in FH2 only a sucker uses a weapon for a single purpose and no other.

Note that I am categorizing these according to the Weapons page on the FH2 site - you may find, for instance, a weapon listed as American here available for British soldiers on some maps, a German grenade used by Italy, and so on. Also, there are plenty of anti-tank threads already, so I won't bother with tips for those uses.

ALLIES

United States of America

Mk II - the classic pineapple grenade, filling up graveyards all over the world.
Mk III - the bumblebee grenade, sending those who displease you to the great spawn screen in the sky.
AN-M8 - the American smoke grenade, widely regarded as a tragic waste of Lucky Strikes.
AN-M14 - the incendiary grenade for destroying the objectives on Point du Hoc.
No. 75 - the Hawkins anti-tank mine, which caused many Americans to tragically throw a flask of liberated brandy at enemy Panzers.
M1 Garand HEAT - rifle grenade that makes short work of light enemy vehicles.
M1 Garand fragmentation - rifle grenade that allows you to give your enemies a kiss full of nails from days away.
Composition B - what looks like some yellow batteries taped together, useful for blowing just about anything sky-high.

Great Britain / Australia / New Zealand / Canada

No36 - the British pineapple grenade, the "Mills Bomb", so common you may as well be born with them.
No69 - a red and purple grenade HE grenade that explodes at the slightest touch, memorably enlivening any attempt to juggle them.
No73 - the powerful "Thermos Nuke". Looks like a flask full of chicken noodle soup, and nearly as deadly.
No74 - the "Sticky Bomb", which looks like maracas.
No77 - the British smoke grenade, which can wound and even kill anyone you throw it at.
Satchel charge - it looks like a pillow full of explosives and appropriately sends many a foe to dreamland forever.
No4 rifle grenade - does what it says on the label. Extremely useful for ending shootouts with players enjoying much better ping than you.
No4 Mills Bomb launcher - allows you to fire a bog standard grenade tremendous distances.

AXIS

Italy

Bomba a Mano OTO Model 35 - a tricky grenade fittingly painted in Halloween colors.
Bomba a Mano L - a goofy-looking red anti-tank grenade with an immensely powerful blast.

Germany

Stielhandgranate 24 - standard anti-infantry grenade which doubled as a way for young Germans to mash their potatoes.
Stielhandgranate 43 - an updated version with as far as I can tell the same characteristics.
Model 39 Eihandgranate - a tiny grenade that looks a bit like an egg.
Nebeleihandgranate 42 - the German smoke grenade which looks similar to a giant olive.
Geballte Ladung (1kg) - 7 stick grenades in one, intended to destroy enemy tanks.
Geballte Ladung (3kg) - the more common geballte, a green box which really does destroy enemy tanks.
Hafthohlladung - odd-shaped device you can smack onto an enemy tank, or if you can't find one, an enemy soldier.
Gewehr Sprengranate - K98 rifle grenade, typically for dealing with enemy infantry but there is also an anti-tank riflenade.

Now that we're all painfully aware that technical designations are for losers, and nicknaming weapons is much more fun, it's time to look at the main uses for the various types of grenades and explosives you may be lucky enough to find lying around the battlefield, or unlucky enough to find raining down on you from the general direction of the nearest ammo box. Since most of the grenades are intended to be used to atomize squishy enemy infantry, we'll look at those grenades first.

How to Throw a Grenade:


You weren't born knowing how to pitch a baseball or how to throw a snowball, the same as it doesn't necessarily come naturally to throw a grenade in FH2. Obviously, just aiming in the general direction of your enemy and clicking once will produce some results, but familiarizing yourself with the various techniques of nade tossing is an invaluable skill that will make you infinitely more effective for your team when you put in the practice required.

The first thing to do is to learn how to aim a grenade, which is easier said than done with no crosshairs, and with various throw distances between them. Some are also heavier than others, resulting in much shorter throws than you intended, and if you throw like a girl once too often you may find yourself booted off the server with a -16 next to your name and the knowledge of how to say 'Motherfucker' in several different language. It's not difficult to eyeball the center of your screen and take a reasonable guess at the direction your throw will head, but when in doubt, you can switch to your main weapon and use your iron sights to zero in on your target, and then switch to your grenade and throw. This takes precious seconds, but it's a good way for a careful player to avoid teamkills. Not all grenades have the same throwing animation either - memorize the diffence in timing between throwing a pineapple like a baseball, compared to the lofty toss of a potato masher, versus the hesitant pump-fake of the Italian "Red Devil" grenade.

One of the many skills that separates a good player from a great one (as well as a live one from a dead one) is mastery of the manual power feature you can use when throwing grenades (as well as most explosives). Left clicking will always throw a grenade at full power; right clicking allows you to adjust the power to whatever you need it to be, and the longer you hold the right mouse button the more powerful the throw as the pitch gauge fills up. Be careful, as they don't all power up at the same speed - the Sticky Bomb for instance powers up very slowly. The benefits of proficiency with manual throws are endless - you can drop a grenade just over a wall or fence and kill an enemy when you might otherwise have thrown too far. When chased by an enemy, you can drop a grenade at your feet and high-tail it out of there, only for your enemy to run right over it and introduce his feet to his face. You can throw a grenade up a staircase or into the top of a church tower, instead of uselessly bouncing it off a wall and back into your face, or right out the window of the church steeple. Manual power also allows you to lob a grenade into an open-topped vehicle to disintegrate enemies within, without the grenade bouncing back out and cancelling your Christmas. If simply knowing how much of a grenade monster you are isn't enough incentive, rumor has it that if you kill ten enemies in one round using manual power on your throws, all your grenades turn gold and shiny until the end of the round.


The last piece of advice on throwing grenades for now is how to surprise your enemy with the way that you throw your grenade. BF2 lacks the ability to cook grenades, which means allowing a fraction of the fuse delay to burn before throwing the grenade, the theory being that you cut back the time the enemy has to react and dive for cover. Though you can't do this in FH2 so easily, it doesn't mean it's impossible, and use your ingenuity to find ways to minimize the breathing room you give your enemy. Never forget that they can hear the click and ping of a pin being thrown as well! Enemies with quick reflexes may be so far away they're on the next map before you even toss your grenade, which will now fall harmlessly into an empty room.

So how do you do it? Look for ways you can edit your throw to allow some time to be eaten up before the grenade gets where you want it to go. If you are halfway up a stairway and you know enemies are around the corner, it would be stupid to expose yourself to enemy fire and give them a chance to run, but at the same time, using manual power to roll the grenade just around the corner may give them too much time to run. The solution is to use your environment to bounce and angle the grenade so it takes longer to get there. Anything you can stab with a knife, you can use to bounce a grenade off of, so try angling it off of walls to get it around corners and if you time it right, you give them no chance to run. If you're not in a building but instead in a wide open space, you can throw the grenade high into the air - now it reaches your enemy 2-3 seconds later than it would have, and he's 2-3 times as dead as he otherwise might've been. Exploding too early happens to even the best of us from time to time, but we should always try our best to make sure it doesn't happen.

Rifle Grenades:

Though still tricky, riflenades are generally pretty easy to get used to, especially since you do have the option of turning on your crosshair for them. An effective, albeit slightly cheap, tactic is to walk around with a riflenade selected instead of your normal rifle, since it takes a good 5-10 seconds to equip the grenade launcher on your rifle, which will feel like 5-10 years when the opportunity for a great kill quickly passes while you're fumbling with your gear. The rifle grenade gives you the upper hand occasionally, since enemy infantry you encounter will need to hit you fast, and you need only to hit somewhere near them to kill them. Rifle nades are at their most deadly when ambushing enemy trucks, jeeps, and light vehicles, since a near miss will still damage a healthy vehicle and blow up a wounded one, while a hit to the cab or crew compartment will kill enemies inside the vehicle, even if it doesn't destroy it.

The Germans are a bit out of luck in this regard, since their rifle grenades all explode on contact, whereas the Commonwealth and American rifleman both have guns that can fire nades that explode on contact, as well as grenade launchers that for all intents and purposes are like throwing a normal grenade really, really far. Be sure to learn the trajectory these weapons follow, for not only do they allow you to be effective from great distances, but you will occasionally be able to fire completely out of sight (for instance, on the other side of a sand dune). The No4 Mills Bomb launcher and M1 Garand fragmentation grenade are also useful for a bit of disinformation, since they can fool enemies into believing you must be close by, when in reality, you're miles away, waiting for him to poke his nose out the front door to investigate.

(Part 2 to follow..)

38
General Discussion / StuH 42/Cromwell VI/Sherman 105mm
« on: 19-10-2012, 21:10:55 »
Appreciation thread for three vehicles I have been loving the past few weeks. Anyone else in love with them?

Sadly each vehicle is only on 3 maps at the moment: the StuH is on Falaise Pocket, the Cromwell on Totalize and the Sherman 105 on Cobra. All three are great support weapons obviously, but I use them mainly as tank hunters, and they are excellent for the job. The StuH destroys everything on Falaise, the Cromwell feels a bit like putting field artillery in the back of a Ferrari, and the Sherman has to be the most fun of all.

It's great for the opening push on the Farmhouse, throwing smoke shells to blind the defenses and lobbing HE shells to then scatter those defenses among the countryside. As a tank destroyer you can take out anything from any distance and any angle, minus the Panther frontally, and once you practice enough to be able to predict shell drop and the time it takes for the shell to get there (an eternity in long-range battles), you can make your enemies rage like never before. While the enormous amount of drop turns a lot of people off, if you use it your advantage and know what you're doing you stand a reasonable chance of lobbing a shell perfectly onto the engine deck or the top of the turret of the enemy tank with nowhere near as much height advantage as you need with a typical tank. The HE shell along is effective against armor as well, to the extent where if I catch an enemy tank with it's pants down it's occasionally worthwhile to switch to HE and save HEAT shells.

Anyone else want to share experience/tips?

39
Off-Topic / Music perfect for FH maps
« on: 08-10-2012, 19:10:17 »
Evening all, I think this could be a cool thread idea and I don't think anything exactly like it has been done before.

Basically, if you come across a song and feel like it would be great as the load song to an FH2 map, post it in here. It can be for maps that are already made, or a 'If we ever do a _________ map, this would be a sweet song for the loading screen'.

For instance, I think "Unlucky" by The Blacktop Cadence would be a great load song for a Dieppe Raid map. Somehow, I just picture those images of the town outskirts and all those knocked out Churchills on the beach, and the music seems to fit just right with how I'd picture playing that map, hopelessly storming the beach.

Do you have any music you think would be brilliant as load music for a map, or reminds you of a map already in the mod? You can include FH1 and other mods and whatever if you like.

40
General Discussion / PaK 35/36
« on: 07-10-2012, 19:10:43 »


The PaK 35/36 is awesome and underrated and not on a lot of maps. Is there any chance a bit more attention will be paid to this weapon in upcoming patches? Right now it really needs an overhaul in the way you 'drive' it, even if you're lucky enough to find a mobile one you can't drive it very far because it gets stuck so easily.

I love the one on Olympus, but I never drive it farther than the Castle because it's too much of a risk when it gets caught on even slight rises and hills. Just now on the 762 128 server, I drove it to a good spot and then some idiot in a truck drove into me, and all he did was change the direction I was facing, but I couldn't move the PaK at all and was left aiming uselessly into the side of a hill. But that happens with the PaK 35 just anywhere. It's bad enough with AT guns you can spend 10 minutes driving it somewhere and get sniped by some lone wolf in the woods in the middle of nowhere, but with the PaK 35 you can't even get that far since you get stuck on something. Not only that, but it seems the PaK 35 does not respawn on some maps, or else has way, way too long a respawn time. Often you blow it up because it's stuck, and it never respawns, or takes 15 minutes.

Are there any plans to make it more useful? Right now it's fun as hell to use, but it's so far away from where it should be. Can we make it easier to drive, and maybe add some deployable ones like the PaK 38s on trucks? If we can't make it better to drive, can we at least have more of them around on the maps, so you can spawn and grab one closer to where you want to go and not try to drive it for 20 minutes?

41
Suggestions / Bren Carrier w/Boys rifle
« on: 06-10-2012, 06:10:46 »
We've got the normal carriers on plenty of maps and the ones with Vickers guns on them on Port-en-Bessin, but could some early war maps ever feature Bren Carriers with anti-tank rifles? I don't know anything about how you make a mod, but presumably since both the weapon and the vehicle are in the mod already, it can't be too hard?

Often times you're killed by the tank you're trying to take out because it takes so long to kill them, and other times you jeep to where you want to go and hide to give a better chance of survival, and then get killed because of the empty vehicle on the map (or have to waste your ammo destroying it. Maybe smack 2-3 anti-tank Bren Carriers on some maps would get two birds stoned at once.

Observe:



Can we see these in FH2 someday?

42
General Discussion / Hilarious glitch
« on: 03-10-2012, 19:10:24 »
Sadly I have no photos or videos of this, but I was playing St. Lo yesterday and had an interesting glitch. I was on Germans and the Americans had Hill, which we were trying to retake. I was sneaking through the trees, but the 88 was manned by enemies and pinning us down. I was already wounded once by it and being lazy and sure to be killed anyway, when the 88 fired at one of our tanks I just took off running across the field right at it. It blew up the tank and then aimed dead at me and fired - and the round bounced off me. I heard that new clanking sound that tank armor makes and saw sparks, it was almost exactly like being in a tank and having an enemy shell bounce off the front of it.

*BANG*
*sparks*

I stood in the field wondering what happened. I was then shot at by MG fire, and saw a lot of blood before a bullet finally killed me. I must have been wearing some crazy secret Nazi body armor. Anyone ever experienced this glitch :D?

43
Might make a good idea for a thread, not sure how many places there are like this in the maps in FH actually. What are you favorite places to attack/defend/operate from etc. that are not flags in themselves?

My nomination would be the two buildings due east of Katzenhardt on Hurtgen:

http://forgottenhope.warumdarum.de/screenshotsfh2/Hurtgen%20Forest/minimap.jpg

Ton of fun to defend as Germans, and to begin rushes from as Americans. Do you have any favorite spots like this in the mod?

44
Bug Reporting / Churchill APDS Totalize
« on: 20-09-2012, 20:09:25 »
Not sure if it's a bug (noticed it late in the round and couldn't do much investigating) but it appears one of the two Churchills on the map has no APDS rounds, whilst the other has 6. Off the top of my head, the ammo counts are the same for both tanks for APCBC, HE, and Smoke, but the Churchill spawning on the western part of the main has APDS rounds, a while the one spawning farther east has none. Intentional or some kind of bug?

45
FH2 Help / Support / Weird graphics glitch
« on: 07-09-2012, 03:09:22 »
I'm getting a weird glitch and wondering if my graphics card is about to die.

Playing normally, when greyish squares keep flickering on and off my screen, sort of like this:



Sometimes there is 'ddddddddddd' or 'wwwwwwwww' or whatever key I'm pressing in the boxes, and sometimes it's jibberish Chinese like characters. Anyone know what the hell this is?

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