Author Topic: The Minor Suggestions Thread  (Read 64711 times)

Offline LuckyOne

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Re: The Minor Suggestions Thread
« Reply #330 on: 27-02-2014, 19:02:59 »
I think those spikes were actually used to make holes in the thick parts to plant explosives in, as i don't see how bunch of spikes in front helps you drive through bocage.

If you go fast enough you can just cut through the hedge, I guess...

This gave me an idea... Any chance we could see some destroyable hedges in the future? I guess it's probably impossible to make them only breachable by hedge cutters, but it would be more historically accurate if engineers had to use explosives... I think it could work nicely on maps like Operation Luttich, in opening new avenues of attack and making the map a bit more dynamic (but of course, some explosive kits would be needed back on Luttich first :P)
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Offline Turkish007

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Re: The Minor Suggestions Thread
« Reply #331 on: 27-02-2014, 19:02:12 »
More destructible objects = More lag, so I guess that will be pretty much rejected. Sweet idea though, I would love to have destructible bocage on some maps!

Offline jan_kurator

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Re: The Minor Suggestions Thread
« Reply #332 on: 27-02-2014, 19:02:04 »
It won't happen as map would need major changes to get this working, this would lead to another problem of having such solution on one map and not on another, and in the end we will need to rebuild whole game. Sorry for crushing your dreams, I like the idea too but it's simply to much work.

Just wait for next patch, there will be some destroyable obstacles on new maps ;)

Offline Ts4EVER

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Re: The Minor Suggestions Thread
« Reply #333 on: 27-02-2014, 19:02:51 »
I think those spikes were actually used to make holes in the thick parts to plant explosives in, as i don't see how bunch of spikes in front helps you drive through bocage.

If you go fast enough you can just cut through the hedge, I guess...

This gave me an idea... Any chance we could see some destroyable hedges in the future? I guess it's probably impossible to make them only breachable by hedge cutters, but it would be more historically accurate if engineers had to use explosives... I think it could work nicely on maps like Operation Luttich, in opening new avenues of attack and making the map a bit more dynamic (but of course, some explosive kits would be needed back on Luttich first :P)

I knew nothing good would come of the destructible wall on Gold Beach  ;D

Offline LuckyOne

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Re: The Minor Suggestions Thread
« Reply #334 on: 27-02-2014, 21:02:50 »
...this would lead to another problem of having such solution on one map and not on another, and in the end we will need to rebuild whole game.

Doesn't need to be a problem at all, more like a feature. A larger map doesn't need those things, as there's plenty of options to choose from (and enough lag causing objects on them already :P). A smaller map (like Luttich I mentioned) could benefit from it much more...

The developers of Red Orchestra made destroyable parts of walls that can only be destroyed on some maps, yet I never heard of people nagging because of inconsistency.

Besides, we already have those silly planks on Giarabub, why not have something similar for tanks on other maps...

I understand the maps would need to be reworked to a degree, and further testing made to make sure it doesn't break any balance.  But still I wonder...
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Offline Mudzin

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Re: The Minor Suggestions Thread
« Reply #335 on: 04-03-2014, 20:03:09 »
Some minor suggestion which I think doesn't need much work to be implemented - can wrench be assigned to pilot kit? So far I prefer choosing standard engineer kit with wrench, just in case repairing need...

Offline Chad1992

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Re: The Minor Suggestions Thread
« Reply #336 on: 15-03-2014, 04:03:17 »
I was watching a video on the Mosin PU sniper rifle when the guy made an interesting statement.  By the scope being mounted so high, one could still use the iron sights if needed.  Will this be implemented in FH2?  Could be very useful should one find themselves in a pinch with infrantry to close to use the scope on.


Offline LuckyOne

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Re: The Minor Suggestions Thread
« Reply #337 on: 15-03-2014, 10:03:39 »
I was watching a video on the Mosin PU sniper rifle when the guy made an interesting statement.  By the scope being mounted so high, one could still use the iron sights if needed.  Will this be implemented in FH2?  Could be very useful should one find themselves in a pinch with infrantry to close to use the scope on.

They already said they will consider it after PR implemented back-up sights....
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Offline jan_kurator

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Re: The Minor Suggestions Thread
« Reply #338 on: 15-03-2014, 11:03:49 »
It would be possible to use iron sights on all sniper rifles in game, except the springfield, maybe someday we will see it implemented  ;)

Offline Hjaldrgud

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Re: The Minor Suggestions Thread
« Reply #339 on: 16-03-2014, 03:03:01 »
The time of the animation between you switch to a Lee Enfield and are able to fire is very long, much longer than the K98, and I've lost my fair share of close quarters because of this. Is this intentional? It's bugging me a bit.

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Offline ksl94

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Re: The Minor Suggestions Thread
« Reply #340 on: 16-03-2014, 06:03:11 »
I guess that it is for balancing, just like the overly exaggerated recoil on the Thompson Sub-Machinegun ::) .

Offline LuckyOne

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Re: The Minor Suggestions Thread
« Reply #341 on: 16-03-2014, 09:03:19 »
The time of the animation between you switch to a Lee Enfield and are able to fire is very long, much longer than the K98, and I've lost my fair share of close quarters because of this. Is this intentional? It's bugging me a bit.

See devs, this is why we need kits with fixed bayonets on close quarters maps! :P

It's probably for balancing, after all the K98 cycles slower and has only 5 rounds...
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Offline THeTA0123

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Re: The Minor Suggestions Thread
« Reply #342 on: 16-03-2014, 13:03:19 »
I guess that it is for balancing, just like the overly exaggerated recoil on the Thompson Sub-Machinegun ::) .
Indeed
The time of the animation between you switch to a Lee Enfield and are able to fire is very long, much longer than the K98, and I've lost my fair share of close quarters because of this. Is this intentional? It's bugging me a bit.

See devs, this is why we need kits with fixed bayonets on close quarters maps! :P

It's probably for balancing, after all the K98 cycles slower and has only 5 rounds...
But thats just bullcrap. Thats like bitching how the MG42 has 250 rounds and 1400 RPM compared to the Brengun.

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Offline hyperanthropos

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Re: The Minor Suggestions Thread
« Reply #343 on: 16-03-2014, 13:03:47 »
And the Mg42 with its 50 rounds and 1400 RPM is also balanced compared to the Bren since you cant fire it standing up though you could. And this is okay.

Offline LuckyOne

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Re: The Minor Suggestions Thread
« Reply #344 on: 16-03-2014, 14:03:13 »
And the Mg42 with its 50 rounds and 1400 RPM is also balanced compared to the Bren since you cant fire it standing up though you could. And this is okay.

Personally, I wouldn't mind enabling the hipfire of MG42 (Project Reality style) if that means the Bren gun will be made a little bit more accurate while hipfiring... :P
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