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Topics - Miklas

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1
Suggestions / Autobalance
« on: 12-02-2011, 10:02:34 »
This thread is about a suggestion that would make balancing maps easier for the mappers.

Right now we have such balancing features as the KT on Godwood to help a weak German team fight its way out of a surrounded main base. However, if the German team still can't get out due to a too strong Allied team there isn't much they can do.
What I propose is a more elaborate system that would keep giving more and more reinforcements until a certain criteria is met.
Example: The Germans get slaughtered at Brest and pushed back to the last main base. If this goes on for more than say three minutes another PZIV spawns (or more pick up STGs or something). Five more minutes and still no progress --> More reinforcements arrive. This would go on until the team actually manages to get out of the main base and capture a flag.
This leaves the German team quite strong so they would probably continue to advance quite far before the extra reinforcements they got are knocked out. If it continues so far that the Allies get pushed back all the way to their main base they would also get reinforcements after a set period of time and so the fighting would move towards the harbor again.

This can of course be implemented to any map and does not have to be just for main bases.

By using this slightly more elaborate reinforcements system you get benefits such as:

-Getting stuck and raped in the main base for half the round would simply not happen (more fun for both teams).

-A more fluid battlefield that moves back and forth a lot more than before (more fun and historically correct).

-More variety in the game play (more fun).


So basically, this is a safeguard that prevents maps to be too unbalanced and therefore perhaps the mappers/devs would be able to release maps with less amount of testing (more frequent releases).

2
As title suggests: Reduce the sprint stamina for tropps that carry heavy weapons such as shrecks, mg42s, etc.

Is this even possible on the BF2 engine?

If it is, I think it would be a good idea to make the heavy weapons less offensive. Did soldiers carrying shrecks run around the battlefield acting as a mini tank destroyer IRL? Correct me if I'm wrong but I don't think they did.
To me it seems perfectly reasonable that a soldier carrying a rifle and two grenades should be able to run further than a soldier carrying a heavy AT weapon + all bits and bobs such as ammunition.

Discuss! (Although I have a feeling it is not possible on this engine)

3
Suggestions / Give SL points when squadmembers spawn
« on: 28-03-2010, 14:03:25 »
Being a good SL means that you stay out of the fighting as much as you can and let the "disposables" do the work for you. Howerver, staying out of the fight doens't mean that the SL don't stay near the fight.
This means that if you're doing your job as an Sl in a good way you're not going to get a good score even though your actions are contributing to the overall success of your team.
To remedy this problem I suggest that the SL does get points when squadmembers spawn on him/her. Of course there shouldn't be one point per spawn but perhaps one point per ten spawns.
This would incentivize the SL to stay in an attractvie place for his squadmembers. An attractive place is of course a place where the soldiers can cause the most mayhem such as near enemy flags.
This would deal with the problem of SLs going rambo to score points which means that they die a lot and the squadmembers can't spawn on him --> Not good for the team, you fail.
I think that anything that incentivizes players (foremost public players) to teamwork is good. This suggestion does incentivize teamowork since the SL will be near the action and so a lot of people will spawn on the SL.
What are your thoughts and comments to this suggestion?

If this is not possible on the game engine please just kill this thread.

4
FH2 Help / Support / Will this spec for laptop be enough?
« on: 17-03-2010, 16:03:02 »
I'm currently looking for a new laptop and Sony's new E-series seems like a good one.

Specs:

Intel i3
4 GB ddr3 ram
ATI Radeon HD5650 1 GB
15,6" screen
W7
500 GB HD

Will this be enough to run FH2 on high?
There's also a version with an i5 instead of i3 for 100 euros more. Is it worth it? I've heard that the difference between i3 and i5 is negligible.

5
Suggestions / Reduce light effect from firing weapon
« on: 08-03-2010, 13:03:54 »
Is it only me or does anybody else think it looks unrealistic when you fire a weapon (hand-held) and the whole surrounding lights up like you have a strobe light on you?
As far as I know, hand-held weapons such as rifles and SMGs don't produce much of a flame when fired, and even if they do the amount of light created is not much, not even at night.
As it is now it looks tres cool but a bit arcadey.
I realise that my experience comes mostly from more modern weapons but I find it hard to believe that the difference would be that huge.

So what do you guys think?

6
Suggestions / Universal Carrier
« on: 19-12-2009, 11:12:48 »
I hope I'm not addressing a topic that has been discussed before.

When you're in an universal carrier in the "gunner position" you can't actually use the firing slot since you're sitting too high up. Firing straight means you fire into the metal and you don't see anything that is ahead of you other than the ground right in front of the vehicle.

Is there a possibility to lower the seating position so the universal carrier can be used for fire support just as the bren carrier?

7
Suggestions / Taking cover when using lafette
« on: 16-10-2009, 18:10:22 »
I noticed that when using the lafette (both deployable and stationary), you can't duck and take cover like you can with the other fixed MGs. It is quite irritating when someone fires at you and your only options are to exit the lafette or hope that you spot the enemy and kill him before he kills you.
Maybe there is some kind of engine limitation that makes it impossible to do this on the deployable version but on the stationary?
I know you guys are going to say the lafette would become too powerful but is it not supposed to be very powerful?

Comments?

Oh, and thanks again for a great mod (can't be said too often)!

8
Suggestions / Lafette spotting
« on: 25-04-2009, 15:04:17 »
Hello,

I'm a new poster but have been lurking the forums and playing since FH 0.6.

I remember a post some while ago where VonMudra, IIRC, was talking about the effective range of the Lafette if you had a spotter with binoculars that could see where the bullets hit. During WW2 I suppose that a Lafette team always had a spotter that could help the gunner adjust his fire.

This got me thinking about making the scout classes artillery spots also available to Lafette gunners. The man operating the Lafette would be able to see where he is firing at longer ranges. The gun would be coded similar to an artillery piece and therefore work the same way with the exception that the MG also can fire with zoom/iron sights. Of course this could also be applied to other machineguns, not just the Lafette.

Pros:
+Adds even more realism.
+Facilitates good teamplay.
+Makes the machinegun more effective at longer ranges.

Cons:
-Could only be applied to static MGs since there is a problem with mobile arty (yes?).
-Would require three view options (normal, zoomed or iron sight and artillery view).
-Maybe the Lafette would become too powerful.
-Would be able to recieve spots from the other side of the map and fire at these spots in a highly unrealistic way.

These are my thoughts and I would like your opininon if this idea is worth expanding or not.
So, what do you think?

Cheers

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