Forgotten Hope Public Forum

Forgotten Hope 2 => Suggestions => Topic started by: sheikyerbouti on 28-07-2010, 23:07:12

Title: Landmines in Normandy
Post by: sheikyerbouti on 28-07-2010, 23:07:12
 Apart from a handful of pickup kits that can be hard to find, there does not appear to be a sufficient representation of the devastation that was wrought by German forces upon Allied armour movement by the effective placement of millions of mines across the Normandy landscape.

 I understand that balance is always a concern but I feel that the absence of landmines takes away from the strategic possession of control points and AOR's. In particular, the lack of landmines has a severe impact upon the defensability of German positions. Given said lack of defence, the Germans are at a disadvantage that is not easily overcome by any other gameplay implementations or manipulations.

 I propose that the Axis powers be given better representation of their defence tactics, largely by allowing the return of landmines to a greater amount of maps, both at CP's and within the mainbase itself. I do not feel it is necessary to make the kit spawnable but mines should be readily at hand (if necessary).


If this idea is not acceptable, I would then suggest that the Africa theatre minefields be implemented on more maps to allow better all around defence of German positions (particularily in the built up positions).
Title: Re: Landmines in Normandy
Post by: Ts4EVER on 28-07-2010, 23:07:15
The static minefields in Afrika were not added to allow "better defensive lines" or whatever, they are a tool to funnel action into certain directions, something that would otherwise be impossible on landscape as flat as the desert. in normandy however we have things like hedges, so static minefields are not necessary.
Title: Re: Landmines in Normandy
Post by: Laffey on 29-07-2010, 01:07:20
I think hes talking about africa engineer kits
Title: Re: Landmines in Normandy
Post by: djinn on 29-07-2010, 02:07:01
I think it wont work

The desert is open, so in the rare cases you can use a mine to block an area, its worth it. Here, most places are like that, so you can get a terrible exploit...

Besides, mines are more of strategic weapons than tactical weapons, which is more what FH2 is about...So in Normandy, it might just be like having a drive-able buzz bomb or V2
Title: Re: Landmines in Normandy
Post by: DLFReporter on 29-07-2010, 07:07:30
I actually would support the idea of minefields placed by the mappers or a minute increase of pickup kits, but I can see some fans screaming axis bias all the way there.^^
Title: Re: Landmines in Normandy
Post by: General_Henry on 29-07-2010, 14:07:15
The axis bias actually comes from that the German landmines can't teamkill German Armour (They need like 2x the mines to teamkill, a bad setting) Else their mines also is lethal to their own tankers.
Title: Re: Landmines in Normandy
Post by: General Tso on 29-07-2010, 14:07:24
The axis bias actually comes from that the German landmines can't teamkill German Armour (They need like 2x the mines to teamkill, a bad setting) Else their mines also is lethal to their own tankers.
I would love to see friendly mines show up in the minimap when you are driving in a vehicle.  I would think that most armor/vehicle units would know the disposition of friendly minefields...most of the time.  :)
Title: Re: Landmines in Normandy
Post by: General_Henry on 29-07-2010, 15:07:13
The axis bias actually comes from that the German landmines can't teamkill German Armour (They need like 2x the mines to teamkill, a bad setting) Else their mines also is lethal to their own tankers.
I would love to see friendly mines show up in the minimap when you are driving in a vehicle.  I would think that most armor/vehicle units would know the disposition of friendly minefields...most of the time.  :)

still, it doesn't make sense that a tellermine can't blew up a panzerIV with 1 mine while a british landmine could do so... This just encourage the Germans to laid them without flags.
Title: Re: Landmines in Normandy
Post by: DLFReporter on 29-07-2010, 16:07:32
The axis bias actually comes from that the German landmines can't teamkill German Armour (They need like 2x the mines to teamkill, a bad setting) Else their mines also is lethal to their own tankers.

Where did you see this ingame? I get blown up instantly by friendly mines. Iirc both have the same code.
Title: Re: Landmines in Normandy
Post by: Battlefieldfan45 (CroPanzer) on 29-07-2010, 16:07:03
Lol I remember when me and some friends used the tiger on Matruh line to clear the city of mines ;D
The damn brits spammed the damn place and the Tiger needs like 2-3 to blow it up.So I was driving and a crew of three engineers kept me runnin' :D
Title: Re: Landmines in Normandy
Post by: Steel_Lion_FIN on 29-07-2010, 20:07:12
Lol I remember when me and some friends used the tiger on Matruh line to clear the city of mines ;D

If landmines are implemented in western front/normandy, then a flail sherman is needed to clear them. Mostly the Sherman crab for the british.
Title: Re: Landmines in Normandy
Post by: Laffey on 30-07-2010, 01:07:01
The meat mincer :P :P
Good times in CoH where i used the flail sherman to devour infantry :P
Title: Re: Landmines in Normandy
Post by: General_Henry on 30-07-2010, 12:07:38
The axis bias actually comes from that the German landmines can't teamkill German Armour (They need like 2x the mines to teamkill, a bad setting) Else their mines also is lethal to their own tankers.

Where did you see this ingame? I get blown up instantly by friendly mines. Iirc both have the same code.

omg could be a server side setting instead...
Title: Re: Landmines in Normandy
Post by: hslan.Corvax on 30-07-2010, 13:07:47
Well i can confirm that mines instal kill everything except a tiger .. I always mine the bridges near Grentheville with the captured german mine kit on Goodwood. Panthers, stugs, P4's .. .no matter what drives over it blows up instantly ..
Title: Re: Landmines in Normandy
Post by: luftwaffe.be on 30-07-2010, 14:07:54
heavy tanks need 2 mines, everything else just one.

And if you're fast enough with a jeep, you can let the mine go off , afther you've passed it taking no damage.
Title: Re: Landmines in Normandy
Post by: Ekalbs on 30-07-2010, 16:07:35
I Support The Mines, If Only For More Histrorical Accuracy And To Allow A More Diverse Style Of Play