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Topics - Potilas

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1
I got this idea from this clip https://www.youtube.com/watch?v=P5x0Jlxl9uU

Generally all td:s in game could have muzzle blast kill, more smoke/dirt and most of them all more recoil. German big cats, artillery guns, Russian heavy arsenal, anything big gun firing high velocity projectile could make use of more manly muzzle blast 8)

2
Its kind weird knowing right away whom ive killed. Just one second delay for kill message would give my brain "more immersive feeling about killing someone".

Dunno if im the only one with this mental issue. Nobody seems to not wanting chances for the kill messages before me. If we have more guys like me. I suggest we raise and make noise about the pain we have. *troll face* 

3
If attackers havent got sector before 15-20min, then they lose.

Peace.

4
Suggestions / About being wounded
« on: 21-07-2011, 14:07:27 »
Since they nerfed nades I see myself getting just wounded than killed much more often now, which is great. Problem is that there is no big problem from recovering nade blast. It takes about 3s to toss medi patch and another 10 to get vision back. Just too darn quick recovery. Rifles can sometimes wound so It would be fair if victim does not get away from being hit so easy.

What I want is med patch using/tossing take much more time. Longer messed vision period after getting wounded. Slightly less damage needed to the wounded effect so hurting somebody matters more. 

5
Bolt action rifle have no match against semi-auto at close range. IMO semi-auto rifles are better than smg:s for close quarters due the "higher dps". The reason is accurate hip fire. Bolt action rifles are lighter than semi-auto ones, so in theory using something heavier should be clumsier. Right? What if firing from hip is just little bit less accurate for semi-autos :)   

6
When I get to somebodys six it takes 1-2s long burst to blow him off skyes=FACEPALM! Short view distance is huge random factor for dogfight. Super powerful aircraft guns sky rises amount of random on the level of air casino :'( I really dont understand why we come to this.

Due the engine limitations it is not possible separately code longer view distance for airplanes what would be really good thing in all aspects. Reducing air to air damage let skill flourish. It gives a player change to survive situations where opponent gets behind by luck. 

What do you think about? I would drop air to air damage straight away by 50%

7
Just for making the game harder for noobs ;D

8
Suggestions / Some thoughts about mines in FH2
« on: 27-12-2010, 10:12:57 »
I have noticed that mines disappears from the play rather fast after getting killed. I thinks it is 1min or less. I would not mind if mines stays in play much more longer, like 5min. Limiting mines to 5 what you can have on the ground at the same time is too small amount imo. Better quantity would be 10. It seems that kit splitting is possible so I want to have engi kit splitted to one with at-mines and another with s-mies 8). Coz many infatry based maps does not give any benefit from at-mines. I demand more love for the mines!

 

9
Being a commander is not very helpful nowdays. Off border artilleries are mostly gone. Cant do really much that drop supply crates. I have tried, belive me. Secondly it is boring. No suprice that commander seat is not fulfilled ever. If you have looked pr0.95 mortar tutorial you know what kind of system im talking about. Difference is that instead of operator the commander can send coordinates. There would be not normal spotter bird eye view for this kind of spotting. So my suggestion is direct copy of pr mechanic, but nobody owns invention in bf2 modding scene i belive. Im sorry that i have to bring up arch enemy pr here again.

http://www.realitymod.com/forum/f196-pr-highlights/86805-deployable-mortars-update-tutorial.html

10
Suggestions / A smal change/addition for the tank spawn...
« on: 14-02-2010, 23:02:13 »
What Im about to suggest is a small gameplay change just for some maps, definitely not for every map. I would like that the suggestion/idea would be considered to be used in some tank heavy maps.

Example scenario: Villers Bocage

This is just example how sytem would work, so do not criticize "values" In the begining of round bolth teams starts with normal arsenal except 2 shermans and 2 panzers have no respawn ability. Those sherman/panzers  tanks will spawn in every 15min in a one hour period regardless if previous tanks from 15min spawn are on field or not. These tanks cannot spawn again, very obviously. No sence to make 1h spawn period longer, if server runs half empty many hours then main bases are filled by tanks.


Benefits:
Losing whole armored force causes more harm than just ticket loss. After desroying bunch of enemy tanks you team can be happy that opponent have to play a short period with fewer tank support. In current system you cannot really reduce tank number on the field just because they roll back in to action shortly after being nailed. Having super long assets spawn times like in PR it wouldn simply work. Then weaker team gets ass spanked even harder. My proposal would not give too much advantage for the "better team" when most of tanks spawn as normally. Neverless the great success in the battle have to be noticed better.
 

11
I quickly checked if this was suggested before. MODERATOR if this is old suggestion please delete this.

81mm and 3inch mortars weighs ~50-60kg+grenades what is really heavy load for a single soldier  ;D. Smaller 2inch british, 50mm german and US army 60mm caliber light mortars weighs under 20kg. Grenades for all of those mortars was only about 1kg heavy. Range, ~500m max, ~50m minimum. For me this sounds like much better choise for pick up kit than current 81mm/3inch mortar.

Light mortar range could be about half comparet to current mortars. Then spawn raped enemies could try to locate the source of death  ;). Kit must have binoculars. Rate of fire can be higher, but carries less ammunition. Killing power, same or slighly lesser than 81mm/3inch mortars.

I think this suggestion would be fairly easy to do. Just small adjustments and couble new models/skins. 

12
Overall balance in old and new maps is great, but there is some maps where mappers could check what assests they have put. Every map where is ME109 should be at least 1 spitfire to counter it. Hurricanes does poorly against german fighters. Even stukas can fight decently against it. Poorly armed weak british cruiser/crusader tanks are not good match up against strong and powerfull panzers. Panzers can pick up one by one when mighty cruiser tanks shows up. High numbers of weaker assests does not help much because tank battles are often short duels. If damage is dealt it can be repair quickly what maked damage dealing sometimes useless. This matter helps greatly better equipment. Undergod tanks are one hit away to meet allah so repairing does not help them at all  :'( 
 
Operation Cobra. Even one FW190 beats all 3 American fighter easily. ME109 would suit much better against (IMO!!! crappy) mustangs.

Mount Olympus. Bunch of CruiserIV against Panzer IIIs. For fairness, please add 1-2 Matildas. Removing speacial AP (only PIII) shell could help a bit. Then they wont shoot at ~500m with 100% accuacy.

Below is how I see Axis and Allied stuff matching against each others fairly. Upper tier beats all lower tier stuff.

Dogfight:
Spitfire=ME109, FW190
P51, P47, Typhoon=ME109
Hurricane, Beaufighter=Stuka

Tank duel:
Tiger I, KT, Panther=M10, Firefly
Stug, Panzer IV=Sherman 75mm, Crusader mkIII, Cromwell, Firefly, M10
Panzer III/IV-F+D =Matilda, M3 Grant, Crusader mkIII, M3 Stuart
Panzer II, Carro Armato M13=Cruiser mkIV, Crusader mkI, M3 Stuart

 

13
As we all know a soldier in fh2 can run all time which is not cool. Cure: Lower recovery speed of sprint energy and allow sprinting only after 20% or more energy is recovered. This chance would make game more tactical whitout slowing it down too much. I`m amazed how nobody havent suggested this before, so obivios improvement.

14
Off-Topic / Go there and make statement. +64 support
« on: 29-04-2009, 11:04:48 »
http://forums.electronicarts.co.uk/battlefield-2/548325-please-give-modding-scene-option-raise-player-limit-over-64-a.html

I bet your guys know what to do. Couple guys from pr community started to support this, so its time to join battle.

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