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Messages - CBCRonin

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16
Singleplayer and Coop / Re: Singleplayer in Forgotten Hope 2
« on: 02-11-2009, 02:11:55 »
Binos with the mortar kit would be very nice, especially for SP and possibly even for those that play online.

(Though a good play test, evaluating whether it would over power the kit, would have to be conducted.)

17
It adds even more to the experience if you scream like Rambo (when using your bandage)..... just make sure your mike is off  ;D.

18
Suggestions / Re: Hellcat tank
« on: 23-10-2009, 07:10:02 »
The Military channel has a show called Tank Overhaul, in which one show's project was a Hellcat. The men who did it invited a veteran for the unveiling, who had served on one during WWII; amazingly, the tank was the one he had served on.

It was pretty incredible to see him first arrive, as he looked to be in pretty poor shape. The minute he saw the tank and got onboard though...... it was like magic. He was literally invigorated to be reunited with his past, he even looked younger.

I get a smile just thinking about it :).

19
Suggestions / Re: Hellcat tank
« on: 16-10-2009, 21:10:55 »
1: They are not anti-tank destroyers, the rockets are nominally for self defense against tanks.  YOu won't see Humvees, Bradleys, and BMPs hunting enemy tanks.
I normally agree with the majority of your posts, but as I was 11-H nearly two decades ago (an mos that no longer exists :( ); I have to disagree that Humvees didn't hunt tanks.

I was a gunner, driver, a squad leader and finally even an acting section leader..... and I can say with full confidence that we used and trained to use the TOW offensively. The negative of'course is that the TOW could not be fired on the move, which did result in the majority of our operations being defensive in nature (usually defense on the flanks of an armor advance or covering likely approaches of attacking armor).

But, we also trained to ambush enemy columns alone (with only other TOW vehicles as support). Overall we weren't expected to live very long, due to the huge smoke signature of the launch motor, no armor to speak of, and slow down range speed of the missle..... but it was our hope to shoot and scoot before we bit it.

I believe offense actually improved our survivability (slightly), as we would be targetting enemy units from the side or rear.... in a defensive role we usually had the advantage of range, but our position would be immediately apparent.

20
Suggestions / Re: Using an affixed bayonet while prone?
« on: 25-09-2009, 21:09:06 »
My main concern are those that like to hide on their bellies in trenches or cubby holes waiting to pounce on unguarded ankles from distance.

I'll be honest and say that on Pegasus for FH1 I did my share of ankle stabbing at the bridge flag trench, but thrusting with a rifle while prone always bothered me from a realism standpoint.

I know that gameplay should supersede realism, but I actually feel that there is potential to improve gameplay and realism from this small change.
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21
Suggestions / Using an affixed bayonet while prone?
« on: 25-09-2009, 04:09:14 »
I have noticed it is possible to use an affixed bayonet while prone. Now even a killing stroke, with a hand held bayonet, seems unrealistic for a man lying on the ground.... but I understand the mechanics of weapon damage and why this can not be changed.

The affixed bayonet is another story though, as a man lying on the ground could hardly thrust effectively while on his belly.

My suggestion: As with the coded inability to fire the mg42 while standing, would it be possible to only use the attached bayonet while crouched or standing? 

22
Tactics & Tutorials / Re: Squad Machinegunner
« on: 24-09-2009, 08:09:45 »
Good suppression of a .30 on a trench or bunker, followed by inf. moving up and using grenades, then the .30 shifting fire as the inf. take the objective...... a thing of beauty.

Aslo something I imagine you will rarely ever see on a pub..

23
Singleplayer and Coop / Re: Singleplayer pains
« on: 24-09-2009, 08:09:30 »
-German bots abandon tanks halfway to closest flag (from German base) on El Alamein.

I think some of these may be map specific, besides the ones you have specifically mentioned are related to certain maps  ;).
-The PZII is used well by bots on Tobruk, but is used pretty ineffectively on other maps.

-The Stuka needs some work, as it is meant to simulate actual dive bombing..... unfortunetly the bots seem unable to pull out of the dive 90% of the time.

-The tank ramming of flag posts should be fairly easy to fix with some work on pathing.

-The bots never run out of ammo, They can even auto supply a tank once they enter one depleted of ammo. I think this one should stay, as bots will never figure out they need to resupply.

-Some bot squad members will follow your orders on some maps (Allied side on Luffite), but the commander's orders supersedes yours with bots. If you re-issue a command they will confirm or tell you to bugger off, but will then migrate towards the commander's target anyways. This is one I really hope there is a solution for, as long as processors don't take too big a hit.

Whether we will ever see bots responding to orders like "wait up, I need a ride!".... don't hold your breath.

-I think the bot commander supply and arty will probably make a return. It was definetly affected by the 1.5 patch.

-I believe the stair mapping will always be a problem for bots if they are too steep.



24
Tactics & Tutorials / Re: Sniper.
« on: 23-09-2009, 06:09:42 »
-Calling from my time in FH1 online.-

How about add:
Help the team.

-As a sniper.... put a priority on AA, arty, and mg42 gunners.- This will help the rest of the team immensely.
(and stationaries are easy marks)

-Put the rifle away and spot that vehicle or squad moving to an unguarded flag.

Other notes:
-Shoot people in the back, last man in formation or when they are alone.- This will help keep you alive as a sniper. Not always possible when covering a field against an advancing force, but be sure to move after you wax the entire squad.

-Stay away from the obvious spots.-When someone gets sniped and notices, everyone looks to the highest point within range.
Many "game" snipers like to fire from hilltops, water towers, church steeples ( and especially from behind cover: the tree, the boulder, rock, etc.). The best spot that keeps you alive the longest, is the spot that looks like any other.

-10 kills from a single spot is a guaranteed death sentence against a real team. Try one or two kills at most, then move as if your life depends on it.... it probably does. (Even spotting a single location for too long can garner unwanted attention.).


25
General / Re: Ammo in FH2!
« on: 23-09-2009, 05:09:12 »
I like the idea of dropping a supply kit, rather than an automatic resupply crate. This would force players to exit a tank to access the kit or divert attention from the inf. engagement to distribute the ammo supply box.

26
General / Re: BF2 Spawnsystem!
« on: 23-09-2009, 05:09:51 »
Again, the rally point system is the best alternative because it allows the SL to get involved in the fight, keep his squad together, as well as, lead his team. The rally point also places a greater value and responsibility for all sniper/recon soldiers.
I like the idea of a deployable rally point, possibly using the existing animation of the minefield flags. The SL could carry one, that once deployed, would last for as long as the respawn time on the server is set for.

They could be resupplied at an ammo crate.

This would allow the SL to get involved and add a strategic component to its use.

  






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27
Bug Reporting / Re: Unlimited rounds on deployable mortar?
« on: 22-09-2009, 20:09:00 »
I think this has been the same for deployables even from FH1 (deployable MGs included).

I think the only way to correct this is to limit deployable mortars to one, but you would hear lots of complaints about the need to be able to re-deploy ( because of improper placement or mortar positions being over run). Placement shouldn't really be an issue with FH2 though, as FH2 has *auto leveling of the base plate.

If MGs and the mortars use the same code though, things should stay as they are..... as you definetly need to be able to re-deploy the MGs.
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*I think the devs did an exceptional job with the stabilization of the mortar base plate, so that mortars are always level regardless of the ground it is placed on.

28
General Discussion / Re: Train sound
« on: 15-09-2009, 21:09:43 »
off topic anyone?
The OPs question was answered in the second post  ;).

29
General Discussion / Re: Train sound
« on: 15-09-2009, 21:09:43 »
It will be especially nice when the devs can figure out a way for it to pull cars..... the idea of maps involving air attacks on armored trains, resistance attacks on troop trains, the giant rail cannon, Pacific theatre jungle maps, etc. (makes me excited just thinking about it  ;D).

(and we need a train whistle, that can be used like the horn on vehicles  ;))

30
FH2 Help / Support / Re: Odd shader crash
« on: 15-09-2009, 04:09:05 »
Check here.  http://fhpubforum.warumdarum.de/index.php?action=search2
I don't thing that link is going to be very helpful  :P

On topic, did you make sure to uninstall 2.15 before installing 2.2? I got that exact error when I accidentally made that mistake by deleting the wrong fh2 folder.
I get the same thing after crashing in SP; when I tried to use a deployed vickers, spawned sherman 2, etc.. I have to reboot to play FH2 again, but can play any other BF2 mod or vanilla.

I think the team knows about it as an issue.

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