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Messages - »KeFeng

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16
Suggestions / Re: Make Base Defensives invulnerable?
« on: 22-11-2012, 23:11:25 »
Slayer: Did you ever played Cobra on the german Side, when they lost all Flags? Static Defensives are pure Air Force Fudder.

17
Suggestions / Re: Trucks and Halftracks
« on: 22-11-2012, 19:11:37 »
Never played El Alamein with 128 Players, eh? :D

18
Suggestions / Re: Trucks and Halftracks
« on: 22-11-2012, 19:11:59 »
The only Game i played where Trucks were useful: Operation Flashpoint. But the Maps are way too small for a "need for Trucks" like that. Exept for the Ammo Truck (which is often used) there are just Troop Transports. They transport Troops. But since there are better Spawnpoints/other Vehicles all the Time, there is no need for Trucks.

BTW: You appreciate such Trucks on a full 128 Players Server.

19
Suggestions / Make Base Defensives invulnerable?
« on: 22-11-2012, 18:11:10 »
Hey Ladies!

Just a Thought: Why not make the Base Defensives (Flakvierling/US Quad of Cobra as Example) invulnerable? That could have two positive Changes:

1. Less Baserape (always good)
2. Protection for the Base Assets (Arty/Commander)

It can't be hard to mod this - at least i don't think so. But it had a good Impact on the Gameplay.

What do you guys think?

20
Suggestions / Re: Trucks and Halftracks
« on: 22-11-2012, 18:11:51 »
So, you say should we have some kind of armoured plate, cupola or something like that?
Don't know how - just thought moar Protection would give moar People the Opportunity to use these Vehicles moar. Currently, the typical use of an Halftrack is like this:

Guy spawns -> get in Halftrack -> drive 50 meters -> bail out -> get a Tank.

I just would like to see if they would play a minor Role in Combat. Even a defensive Role. So when a Squad of Infantry spots one, they have to flank it to avoid - or destroy it. This is yet not necessary, because one Shot from whatever, no matter which Range -> Gunner is dead. Be Gunner in a Halftrack is not worth it. This is a Pity.

21
Suggestions / Re: Trucks and Halftracks
« on: 22-11-2012, 17:11:05 »
Thry already can take cover by ducking under the hull.
You don't say ... ;)

It's not enough. One shot from whatever and he is History. That's the Point. It's no thing to fear then. It's a rolling Victim.

22
Suggestions / Re: Trucks and Halftracks
« on: 22-11-2012, 12:11:25 »
Maybe it would a good Idea to give the Gunners in Halftracks more Protection. It could be unrealistic - but if they had more Protection, it would be very much more useful against Infantry, like it were in the real War. Would add more flair to much Maps, Goodwood for Example.

EDIT: I read the Suggestion to let all Halftracks serve as a mobile Spawn - interesting Idea also.

23
Suggestions / Re: New kinds of arty shells
« on: 22-11-2012, 11:11:05 »
AFAIK Hitler were injured by Gas in WW1. Maybe that's another Reason for him not using them.

I would like to see more Variants of Smoke Nades. But to prevent Spamming, only NCO's should have them. Another Point: The Colors should be different from Side to Side (Allies: Green and Blue, Axis: Red and Yellow?) and they should have a Meaning. Example: Green/Red for Move here and Blue/Yellow for "Massive Amounts of Enemies here. Or Purple for "Bomb/Arty here". Would be awesome if the Arty could see that Hints on the Map. Just an Example. IMHO it would be necessary - otherwise Questions like "what does that mean?" would be asked way too often.

These Smoke Markings would be a great Opportunity to show a specified Order/Hint to your whole Team, instead of the Squad Markings for Squad Members only.

EDIT: Another Point: These Nades should spread the Smoke vertically, not horizontally - because they are no Replacement for usual Smoke Nades and are better spotted then - especially behind Houses/Forests.

24
Great Event, it was fun - thanks!

25
General / Re: Powerful Tanks Become Vulnerable in 2.45
« on: 26-08-2012, 18:08:01 »
Please take your personal issues with Ts4EVER or whoever to PM, this is not the place to argue about such. Thanks

26
General / Re: Powerful Tanks Become Vulnerable in 2.45
« on: 26-08-2012, 17:08:17 »
So all your bitching is doing is telling the devs that their change did indeed work.
Since when is having a different opinion "bitching"? Because you are in your opinion?

Calling some Forum Members "Bitches", cause they share their Experiences. Seriously, guys. Who has made him a Moderator?!

27
General Discussion / Re: MG deployment in the Future of FH2?
« on: 19-08-2012, 04:08:10 »
I don't know what is possible with this BF2 Engine. But if the Devs would make a deploying System like that from BF3, it would be awesome. Thinking of deploying my MG42 at Windows and/or crates etc ... ROAR!

28
Developer Blogs / Re: The road to Prokhorovka
« on: 19-08-2012, 04:08:23 »
Funny, we talked about that 2 hours ago via Teamspeak. I guess it's important, to get and hold a middle Path between Classic and Push Modes. At this state of FH, the variety is given and makes it more playable.

Regards

29
Developer Blogs / Re: The road to Prokhorovka
« on: 19-08-2012, 04:08:04 »
Every Faction has his uncap Base, Battlezone in the Middle - love it!

30
General Discussion / Re: Inefficiency of the 75mm/L48
« on: 19-08-2012, 03:08:39 »
Before 2.45 everyone was whining about tank battles being to quick, now after the patch everyone is whining about the battles being to arcadey >:(

It would be arcardey, if every Tank had the same Armor and Cannons (like in BF2/BF3). The System of Forgotten Hope is that the Germans have the Quality, the Allies have the Quantity - isn't it? It's okay. If the System is balanced. That's the Problem. The Cromwell is a "bounced off-Monster", the 76' Sherman is a rolling Victim and the Panther is equal to the Panzer IV. Plus: Using the Panzerschreck is same terrible as using a Bazooka (Accuracy? Damage? Denied!).

The current System is demotivating.

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