Author Topic: FH2.45 Feedback  (Read 23741 times)

Offline THeTA0123

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Re: FH2.45 Feedback
« Reply #120 on: 19-07-2012, 18:07:25 »
P-40 could be a bit less sluggish on the controls.
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Offline ksl94

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Re: FH2.45 Feedback
« Reply #121 on: 19-07-2012, 20:07:35 »
This release is full of awesomeness, but somehow it seems like the graphics were made blurrier, which takes away quite some immersion.
I personally like the new sounds. As for the M1 Thompson-that's pretty much the way a real one sounds like.
I was waiting for this to be implemented, please don't remove it.  :-\

Offline NTH

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Re: FH2.45 Feedback
« Reply #122 on: 19-07-2012, 23:07:58 »
Feedback I couldn't give when testing.
Keren with 64 players is bringing my PC(Ati 5870 with I5 3,4 Ghz) on it knees  Heard feedback from other players that they experience a performance penalty which they didn't have in 2.4.


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Offline sheikyerbouti

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Re: FH2.45 Feedback
« Reply #123 on: 20-07-2012, 08:07:46 »
 yup, the graphic details and concentrated players in certain areas makes my PC chug along. It happens on all 3 new maps.


 Played a couple of the fresh updated maps and I like some and can't stand others.

 Supercharge needs a "fixed" 25 pdr back in main, at least the mortar returned, because the Bishop just spins in a slow circle and nobody was getting any kills with it. We spent a whole map with nothing but Allies bitching about getting raped and all the german's yawning about lack of action. (this used to be an epic map but makes me rage quit now)

 Anctoville needs the objectives to be listed (ie: hit the gates, hit the flaks, hit the tanks). For the life of me I still don't know what i am supposed to defend or attack at the Church area. it doesn't help that the objectives are bugged and you end up attacking ghost positions.

 Hyacinth plays very well, just a shame that all the noob's are like "wow, there's objective maps??"  (welcome to Fh2.0 fellas)

 St. Vith is ruined by one backcapper. I don't blame the enemy behind lines but the map is so huge that you can mine all the Allied tanks and just go hide. Rinse and repeat... I also greatly dislike the spawn positions relative to the flags, it is retarded to run a grid quare to defend a flag that I intended to spawn at.

 Brest 16 is awesome. You know a map has good balance when nobody is whoring the tank. The Americans deserve a stuart in their main and pick up kits would be welcomed (as they were in the original anyways).

 Keren 16 is fun as well, definitely doesn't lag like the 64 player. needs a supply kit for the italian mortar and pick up kits for gameplay variety.

Sidi Rezegh:  Why the hell don't the AT kits have binocular's anymore?  It totally fucks over that map.
Also, need a 25 pounder in mainbase so we can actually advance on the map. (it was fine with only one there but now with nothing but a shitty mortar, all the artillery support is held in the hands of one potential lamer)


 Speaking of pick up kits but please put them in the small maps (16 and 32). It is a suggestion that is always ignored but having some fun kits like flamethrowers or the panzerschreck do not affect the balance and only enhance the gameplay. Personally, I could not tell you how many times i have fought enemy squads just for the privilege of having the kit they were hoarding (and they reciprocate as well).
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Offline Kelmola

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Re: FH2.45 Feedback
« Reply #124 on: 20-07-2012, 11:07:13 »
Feedback I couldn't give when testing.
Keren with 64 players is bringing my PC(Ati 5870 with I5 3,4 Ghz) on it knees  Heard feedback from other players that they experience a performance penalty which they didn't have in 2.4.
Too bad I never played 2.4 on mah new 7850. Because in 2.45 absolutely errything, even multiple smoke grenades going off in the middle of commader arty barrage, rolls smoothly now with one. With my old 5850, I got frequent slowdowns.

The recipe was to turn down the "effects", they were the gamebreaker for me. Game does not look much worse if they're on medium or low.

Offline Easy Eight

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Re: FH2.45 Feedback
« Reply #125 on: 21-07-2012, 10:07:00 »
Really sweet update, guys. I enjoyed every minute so far.  8)

Offline hitm4k3r

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Re: FH2.45 Feedback
« Reply #126 on: 21-07-2012, 17:07:30 »
At first I want to say thank you to devs for their work and this new update. It is a big achievement, if you can build up such a community that follows the development of the mod and plays the game over such a long period. And not to forget the extremely high quality of this mod and the fun it brings ... or frustration  ;D

And here is my feedback after two days of playing:

1. What I like most are the better tank physics. The tanks feel heavier and don't flip that fast as they did in previous versions, nor do they roll back that much after shooting, nor do they slide that much. Very good job on this one.

2. I haven't tested it that much, but the angle mod seems to work better now and the dealt damage on tanks is improved. The PIV is a valuable asset finaly and not just a 1S1K prey.

3. The sounds are very good once more, especialy the ricochet sounds and the whiping sounds of the bullets are very welcome.

4. I have to say, that I am a bit disapointed about the new maps. The only map, that I really like is St. Vith. The other maps feel not really new. Sidi Bou Sid needs some more tanks to evlove it's full potential IMO - especialy on the captured flags. Otherwise you just get lost on this map and bored.

5. I haven't tested it on all maps but the ticket bleed on the maps I played seems to be much better working now.

6. The american At gun M3 is kinda bugged. Alot of shells bounce of from it or don't deal any damage. A teamspeak mate experienced the same while driving the Tiger on Sidi Bou Sid.

7. The graphics are fine, but Battle of Keren is too laggy. All other maps run smooth.
--------------------------------------------------------------------------------------

I will report a bit more in the next few days. But first impression is good - well done  ;)

Offline JohannesBloem

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Re: FH2.45 Feedback
« Reply #127 on: 21-07-2012, 17:07:42 »
great great work devs!! only the st.vith maps has some problems (see singleplayer topic) and i posted more problems. but further, its great!! hope to see next update!! and i hope this time, that it will be a patch from 2.45 to 2.5

Offline hitm4k3r

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Re: FH2.45 Feedback
« Reply #128 on: 22-07-2012, 01:07:37 »
Second part of my feedback:

1. St. Vith needs an ABC line and a second spawn to finaly evolve some gameplay. If you really play as an asshole you can make the server empty within minutes. I can shoot the axis players the moment they spawn in their mainbase -> very big no-go. If the gameplay evolves, it will be a fantastic map.

2. Tanks have the bug now, that you can't drive forward uphill from a standing position (Or backwards - haven't tested it yet)

Offline Ahonen

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Re: FH2.45 Feedback
« Reply #129 on: 22-07-2012, 04:07:39 »
2. Tanks have the bug now, that you can't drive forward uphill from a standing position (Or backwards - haven't tested it yet)

Damn it. Half-tracks suffering from this is already bothersome enough. I guess I understand why one of my squadmates couldn't drive his Panther out of the side of the road on Cobra.
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Offline Horstpetersens

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Re: FH2.45 Feedback
« Reply #130 on: 22-07-2012, 07:07:33 »
yes that is one nasty bug. i already hated it in 2.4 with the hellcat on bastogne.
now it happened to me on mersa matruh in a p3.

Feedback I couldn't give when testing.
Keren with 64 players is bringing my PC(Ati 5870 with I5 3,4 Ghz) on it knees  Heard feedback from other players that they experience a performance penalty which they didn't have in 2.4.
i dont have any probs on this map with my 5850 and i5 750 stock

i like the look and the sound of the new cobra. especially the plane gun- and engine sounds.

what i dont get, is how the heavily loaded american fighters easily can outmaneuver the german 190s.
the p51 wasn't know for its ability to take sharp turns. it had other advantages like speed, range and oh.. sheer numbers of them.
in 2.4 it was unrealistic now it got even worst.
« Last Edit: 22-07-2012, 08:07:58 by Horstpetersens »

Offline sheikyerbouti

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Re: FH2.45 Feedback
« Reply #131 on: 22-07-2012, 10:07:04 »
 After an epic 7 hour session, I need to add some more comments

 Sidi Bou Zid plays for way too long. The germans capped the central position and when the Americans got the counterattack tickets, people started to get bored and we ended up changing maps before it actually ended.

 The King of the Hills are fun except for Giarabub. Boob (while special to the WOLF/WaW crew) does not feel fun at all. the village action, while tight and intense, does not do justice to the map. I do like the new avenues of approach cut through the map but without the Mosque it was quite bland and frankly no fun.

 Bastogne needs a tweak here and there as the Americans spawned forward only to end up getting back capped in a heart beat by literally 3 guys. Maybe a push lock is in order so that the forward positions need to fall before Bastogne gets capped by a lone wolf or two.


 People really want a fix for the film grain, it really lags the shit out of some of us and TBH, doesn't really seem to visually add/ detract from the visuals in game. Some sort of fix would be highly appreciated.

And finally,  Falaise 64 is a travesty IMO. Paul Triquet's valiant defence has now been bastardized by overwhelming German artillery and tank pressure. While the Push code has improved the action, it seriously sucks balls to lose the last few flags under constant German artillery that lost us the Battery flag to one guy (who greyed the flag) and then let the Arty spam the crap out of anyone who tried to retake it.

 I would suggest that the Cap radius is made large enough that the battery flag can be held (or at least retaken) from some of the outlying buildings that afford a measure of overhead protection to the Candians.


edit: forgot to add that the vehicles wont drive uphills and it gets frustrating to have a tank get stuck just because they seem to have lost all forward momentum.
« Last Edit: 22-07-2012, 10:07:23 by sheikyerbouti »
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Offline hitm4k3r

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Re: FH2.45 Feedback
« Reply #132 on: 22-07-2012, 11:07:02 »
I have a 6870, though my amd athlon 64 x2 6000+ is kinda bottleneck. Nevertheless is Keren a pain with 64 players where other maps run smooth.
I haven't experienced it myself but if Kern's Crossroad is capped by the axis on Sidi Bou Zid, the ticket bleed starts again from the same amount of tickets as at the start of the match.

Please bring back the old Meuse river vehicle and flag layout. There was nothing wrong about this map in 2.4, but now the map feels kinda empty and boring. Played it only once so this might change, but the first impression was not good at all.

The new Cobra is a good step forward, though the axis need more cover out of the base - just as you designed it on the american side on this map. I played it on american side and the german counter attack was a rapefest.

Eppeldorf seems to be a bit more pro allied now, though I need a bit more time on this map.

I hope that a hotfix for Sidi Bou and St. Vith is on it's way, because atm 2 of the 3 new maps won't stay long in the map rotation with their current state or get skipped by the admins - and that would be a shame.  :'(

Offline hyperanthropos

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Re: FH2.45 Feedback
« Reply #133 on: 22-07-2012, 12:07:49 »

Please bring back the old Meuse river vehicle and flag layout. There was nothing wrong about this map in 2.4, but now the map feels kinda empty and boring. Played it only once so this might change, but the first impression was not good at all.

I understand the change about the flag layout, its a good idea and it certainly makes a nicer fight for the infantry. About yes you are right this map really lacks something nowa days without all the tanks.
It was to hard for the allies to stop the german tanks, but I think a littel reduction of German armor would have solved the problem. This could have been to drop the Panther from the german base and also remove the tanks spawnig at captured command post, such as the jagspanzer IV at the farm which was never needed. The Allies on the other hand could use there extra tanks at the command posts very well.
By the way did the Allies also lose their jumbo :( ?

The new Cobra is a good step forward, though the axis need more cover out of the base - just as you designed it on the american side on this map. I played it on american side and the german counter attack was a rapefest.

Very true, their is really a problem of cover from the German base, especially because the farm is mostly American and there is a 76 Sherman spawning and even a regular own which is always a problem for many German tankers, not because its there Once, but because it spawn very fast.
The Allied got great cover and stronger Shermans, but this toghether mekes it to easy for themin 2.45

Offline Horstpetersens

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Re: FH2.45 Feedback
« Reply #134 on: 23-07-2012, 04:07:41 »
Please bring back the old Meuse river vehicle and flag layout. There was nothing wrong about this map in 2.4, but now the map feels kinda empty and boring. Played it only once so this might change, but the first impression was not good at all.

THIS
meuse was one of the best maps in fh2 in my opinion.
and it was one of the best balanced maps.
i don't understand why there has to be changes to maps that are about perfect.
anctovill was a good map.
now its bugged and i guess it wont be in the rotation until next patch.