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Messages - Beaufort

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361
Suggestions / Re: Alternative/ improvement concepts for FH2
« on: 22-05-2010, 18:05:40 »
The best way to make longer firefights would be simply to remove the cross on the screen (hit cross as well) and the kill messages. But I don't know if you guys would like it...
On one of the gamenights we had this. I don't like it. I'm having fun reading the killmessages and wouldn't wanna miss it.

Maybe make it optionnal, server side ?

362
Suggestions / Re: Alternative/ improvement concepts for FH2
« on: 22-05-2010, 13:05:25 »
Crosshair isnt the issue. People will still have pixel aim in ironsight.

That's the point : you don't need a crosshair if you have the ironsight.

And immersive HUD has no effect on tactics

And why not ?

363
Suggestions / Re: Alternative/ improvement concepts for FH2
« on: 22-05-2010, 02:05:04 »
I mean hit cross mostly. But I guess crosshair doesn't make sense without it (if it makes sense at all), so that's what...

The good thing about the whole pack (hit cross and killing messages) is that you dont know if you have killed the gunner or if he's just ducking.

364
Suggestions / Re: Alternative/ improvement concepts for FH2
« on: 21-05-2010, 21:05:21 »
The best way to make longer firefights would be simply to remove the cross on the screen (hit cross as well) and the kill messages. But I don't know if you guys would like it...


365
Suggestions / Re: Alternative/ improvement concepts for FH2
« on: 21-05-2010, 20:05:16 »
Last time on Falaise I took out two squads with my bren when they were crossing the field to mortar battery. Well, they flanked alright.

See you on the battlefield ! 8)

366
Suggestions / Re: Alternative/ improvement concepts for FH2
« on: 21-05-2010, 20:05:04 »
Kinda what this argument is all about. Suppression here is represented by the blurr effect. Enough suppression will disorient you, even more and you are blinded enough to want to just sit quiet. That's what complete suppression does. Part suppression, which is what we are aiming for first, will mean you might be able to return fire,

... good ...

but be disoriented enough to get confused and get shot, or not take proper aim.

What I mean is you don't need a trick, it's already there if your ennemies have skills ... If you care enought for your score and don't want to walk again all the way to your actual position, the sudden apperance of an mg42 (or the sound of any weapon for that matter) gives you the creep and sometimes makes you miss your shots. It's human.

367
Suggestions / Re: Alternative/ improvement concepts for FH2
« on: 21-05-2010, 19:05:47 »

You obviously haven't touched M1919A4 so far...

Lol, haven't I ? You obviously haven't seen with it so far !

erm...that IS the point , see an mg ? flank it , fire grande rifles , distract him ,etc,etc. no just hide , 0.4 sec later pop up and blow his head away with a single round .

I said "shake", not "hide". Besides, you make it sound so easy ! If someone hides when i'm using the mg, I set his bush on fire and he doesn't come out alive. Meanwhile, someone may shoot at me or sneak to knife me because i'm distracted, and you can build a tactic on that. You can also smoke the wrong place to distract my attention. It works, even if it's hard.

368
Modding / Re: [Files / Tutorial] Mapping Files
« on: 21-05-2010, 19:05:33 »
Oops, I thought the link above was for samples as well. I'm sorry.

369
Suggestions / Re: Alternative/ improvement concepts for FH2
« on: 21-05-2010, 19:05:55 »
About deviation :
You cant pin down human players.

Yeah, sad but true. The OSS mod tried it and failed :

http://www.youtube.com/watch?v=-qyYp53TXEA&feature=related

;D

About the suppression trick :

No but realy, do you want us not even to be able to shoot back ? An mg fire IS scary, without suppression effect. Just wait to see it in all its glory on Omaha beach ... Closer to us, if you dont shake on a map like PHL when an mg starts singing, you are reckless and you probably won't go far. Period.

Id really wish there was heavier suppression now...Last night while on Port en Besin i shoot with the MG killing many guys and just one pops up and shoots me almost killing me . Unfair!

Yeah, I remember the "almost" ! "Unfair" ? That was luck mister ! I think some guys here worship the mg as others worship the tiger...


370
Modding / Re: [Files / Tutorial] Mapping Files
« on: 21-05-2010, 17:05:35 »
Could we please have a new link for the undergrowth, the shaders and the object spawners ?

371
Suggestions / Re: New mining system + yes/no suggestions
« on: 16-05-2010, 23:05:06 »
1° No. I think it can be done, but it will be a lot of work for just a little more immersion.
2° No. This will complicate this static and increase the load for maps.

Are you sure about this or are you guessing ?

3° No. Bots don't get dev time atm.

"Bot" meant the bot you and I control... In other words "Could the armed grenades explode in "our" hand when a certain time is up ?"

5° I'm not sure what you are aiming at here. What is it about?

When you shoot the church bell, you can hear the sound all over the map. Could be a nice detail I guess...


372
Modding / Re: French Hope
« on: 16-05-2010, 19:05:34 »
Check your pm box froggies... 8)

373
Mount Olympus / Re: Mount Olympus 64
« on: 16-05-2010, 12:05:26 »
You can't climb on the ladder inside the house with the cellar, near the market place. The end is too close to the roof.

374
Suggestions / New mining system + yes/no suggestions
« on: 15-05-2010, 19:05:47 »
Hi all !

First of all congratulations to the devs for their new release. The new map is a true masterpiece and the new stuffs are realy improving the gameplay and the experience ! Good taste as always !


I have now some suggestions, and the first is about a way to spot S-mines. If the server is filled with 30 players or more, it is almost impossible to plant one without seeing the wrong guy stepping on it (even if you tell him it's here, he just ran for it). As a result, S-mines are almost never used excepted by back-cappers. I found various interesting solutions to this problem :

A) each time someone plant a mine, a message could appear on the screen. Something like this :
"*player* has planted a mine around *nearestflag*."
Then, the position of the mine would appear on the minimap and vanish like a regular spot.
B) anyone could mark the emplacement of a mine on the map, so everyone in the team could see it. (the commander can already put the shell mark, so it doesn't seem impossible)
C) the message A) appears, but only SLs or the commander can put the mark B)

What do you think ?

********************

And btw here are some yes/no suggestions concerning details, completely unrelated :

1° When a passenger leaves a truck or an APC, could he be looking to the opposite direction (not toward the truck) ? It would be more imersive imo...
2° Could you fix the farm roofs so we can shoot through the holes ?
3° Could the armed grenades explode in the bot's hand when a certain time is up ?
4° It is impossible to throw a satchel through some windows (I nearly blew my squad up yesterday on PeB because of that fact... try the house near the flag of st-Lambert south) Could it be fixed ?
5° Could we hear a LOUD bell sound when we reach it (with grenades or rifle) ?

Thank you for your time ;)

375
Frankly I would rather see the americans in the desert as a minimod or a tournament. East front, Pacific or whatever new realy have the priority imho.

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