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Messages - jan_kurator

Pages: 1 ... 168 169 [170]
2536
Announcements / Re: Meuse River: FH2 Update
« on: 16-05-2011, 18:05:52 »
Yes, they did, so hopefully the only reason the KT and Jagdpanzer are in normandy schemes is placeholder.
I don't know about KT's winter camo in game, but why a jagdpanzer placeholder when they already got correct camouflage??  ???
http://forgottenhope.warumdarum.de/screenshotsfh2/news/101205/jagdpanzer.jpg

2537
Announcements / Re: Meuse River: FH2 Update
« on: 16-05-2011, 09:05:56 »
after everything you guys said, I believe that this map is awesome but I came to the conclusion that these sreenshots just don't reflect the beauty of it for me (for example when I saw villers sreenshots I fapped like a creazy)... need to wait and see it ingame.  :P
and what I forgot to write is that I really like the minimap, maybe town "lacks details" at a glance (I mainly meant a little bit empty looking courtyards and gardens in that town but ok, it is winter and ppl do not keep their stuff outside), but whole landscape looks really nice, and yes, it is well detailed and areas outside the town looks like great hunting grounds for jagdpanthers and jagdpanzer  ;D

2538
Suggestions / Re: FH1 Todtenbruch remake suggestion
« on: 15-05-2011, 22:05:04 »
Lollolloo, I can't say anything. ;D

I know. This was a provocation! :D

2539
Suggestions / FH1 Todtenbruch remake suggestion
« on: 15-05-2011, 22:05:04 »
Do you remeber this, guys?


September 1944, after the Allied landing in Normandy, and after suffering heavy casualties, the German forces had to retreat. In a last attempt to prevent Allied forces from entering German soil, they manned the fortified positions of the Westwall. On September 20th, the Americans reached the north western edge of Todtenbruch (Deadman's Moor), and with it the border of the municipality Hürtgenwald. Now for the first time the Americans must lead a fight in dense forest woods against German troops that are fighting stubbornly with no indication of any collapse... Historical background is just asking to make this map in FH2! ;D


I don't get it how always people get overexcited about making omaha beach map etc when probably no one will even like it when it will become more real and historical accurate and probably don't look like that SPR fictional omaha. >:( Why for god sake ppl so much like it when we can get something more intense in currently produced war theathre? It is told that many battles in hurtgen forest were more bloody and caused more deaths than D-Day landings. I always hope to see Todtenbruch (my favourite and beloved map from old FH1) looking map in FH2. ::) Screw game ballance! I wish to get whole american team grounded, forced to take cover in the fox holes and try to avoid deadly fire from mgs and that bloody 88 battery (AFAIK it was only map where you can find eihandgranate 39 in FH0.7). Flanking, sneaking, and making ambushes in the forest FTW. ;D I know that there will be some Hurtgen Forrest map in 2.4 which will be probably very similiar to this one in many aspects (and I can't wait for it). But remake of knoffhoff's map would be a great addition in some next patch or additional map in some custom mappack (sadly no official then).  :'(







(Map created by knoffhoff)

I wish I could make maps :-\  or someone will make it as good as the original one someday. I'm so much in love with this map...  ::)

2540
Suggestions / Re: Spare slot on light vehicules
« on: 15-05-2011, 20:05:27 »
About aditional slot on mgs:

http://www.militaryspot.com/gallery/data/516/LT-MG-CREW.jpg
http://www.usmilitariaforum.com/uploads//monthly_01_2008/post-68-1201033054.jpg
http://cache2.allpostersimages.com/p/LRG/17/1752/NHO3D00Z/posters/wehrmacht-unsere-german-machine-gun-crew-ready-and-waiting.jpg
^this
I know that there is a loader dude in mg crew what is impossible (and stupid) to do in game but mgs could be manned by two guys, the problem with red circle on SL spawn point solved - dudes can spawn on SL again (and they should spawn in some kind of 'crouching position' for safety and could hide himself by pressing ctrl just like a gunner) It could help shooter to fire more efficiently on enemies, while he could focus just on firing while ADDITIONAL dude would show him new targets (as a infantry on minimap by presing "Q" and so on). Spotter could have binoculars and get some targeting points from enemies killed by mg gunner.
That shouldn't be hard to code (except points part which is unneccesary)...

2541
Suggestions / Re: medic ! ....medic ! ! ! ! !
« on: 15-05-2011, 20:05:11 »
It would be epic to make it harder to kill soldiers and make them more often incapacitated after being hit. There is no need improve the medic class, maybe just make it more common as a pickup kit in some places. Ofcourse it would be nice to see medics trying to save soldiers' lifes (sometimes with success)
But what I want to see is soldiers random wriggling in pain, screaming for medic, god, allah, their momma or whatever and actually bleeding to death (while being incapacitated) that would make you feel like you are on a real battlefield, seeing your comrades dying.

Second thing is wounded soldiers – it would be nice to leave it unchanged as it is now for some lighter injuries and make a heavily wounded knocked down after a hit, let them only crawl to some safe place (making easy targets from them) and don’t let to heal up to 100% health again (for example disable sprint for them after they stop “bleeding” as they shuld be weaker)

another thing is that it's probably not possible by the game engine or it is simply not worth doing it, lol.

2542
Announcements / Re: Meuse River: FH2 Update
« on: 15-05-2011, 14:05:58 »
To be honest, I'm a little bit dissapointed with this update. Map looks nice and it's nice to hear about good gameplay on it but it lacks something, some details I think. And it is a fictional scenario... Good to see many new statics but it seems to me that all these houses are closed, am i right? Although that there are so many bridges in such a small town it's layout and landscape still look quite realistic.
Can't wait to play this on pubby since enhancements to FH2 have made vanilla FH2 an unplayable pile of crap in my eyes.  Once you download you will shit bricks.
I hope other maps will be better and ofcourse I'm waiting for those enhancements to be shown...

2543
Suggestions / Re: Battle of hurtgen Forrest
« on: 29-04-2011, 16:04:51 »
do you mean "Todtenbruch-1944" map for FH1? That was one of my favourite maps in old FH (and FHSW). Would be nice to see some "remake" of if for FH2... ::)

2544
I know that my suggestion is not really about the thread topic but i got an idea connected with suggested by djinn, altered tank combat damage system ( http://fhpubforum.warumdarum.de/index.php?topic=13159.0 ) which also should affect APCs etc.

It would be nice to not only have a chance to shoot back from APCs (but sadly - it's probably not possible because of game engine - it will allow ppl to shot from any kind of vehicle and will make jeeps and kubelwagens an ultimate anti-tank weapons as they were before - http://www.youtube.com/watch?v=zOg68k60_1k if you know what I mean) but also to have a chance to survive in APC more often, even when it get hit by tank or whatever. Remember that it is still an armored vehicle not a truck filled with fireworks and even when it's being used as "battle taxi" what is risky - it should give more safety to soldiers inside and not blow up at every occasion killing every single one of them.

That's something I'm talking about:
http://www.youtube.com/watch?v=8Hnly9lnywU (0:39-0:45 & 1:13-1:16)
As you can see, that hanomag get shot in the back from a sherman and there were still survivors inside get killed however by american infantry while they were trying to bail from burning vehicle.

2545
General Discussion / Re: On the current system of SL spawn
« on: 27-02-2011, 01:02:05 »
I agree with General_Henry's SL spawns limitation ideas but as it was said above - ppl will not understand to complicated system. "The SL spawn is supposed to represent reinforcements" so what do you think about make some special zones where SL works as spawnpoint? And when he is outside of special zone (to close to enemy flag for example), spawnpoint turn red and prohibit ppl from spawning? That zones could work a little bit like pushmode - they could be placed somewhere between your flag and next flag belongs to the enemy (or just on enemy's flanks) where SL must go to "find" reinforcements, what should make SL often reatreat to some relatively safe places when he and his squad fail to capture enemy flag. "Reinforcement zones" should be placed somewhere outside the combat zone (they could be marked on minimap like "expected reinforcements" or something like that) and it will run on SL to choose wise spawnpoints and prevent enemy cut down whole squad (also that's why there should be few options to choose). It could make game a bit harder for attackers but it should prevend ppl to spawnrape on enemy flags and force ppl to make coordinate attacks on enemy positions (and form front lines)

2546
Modding / Re: Hungarian Front 2 (still alive)
« on: 18-02-2011, 12:02:06 »
it looks like Hungarian Front 2 (still alive) is dead now... :(

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