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Messages - Oberst

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We already have Tiger 2 vs IS-2 combat on Seelow. What makes Oględów special is the weather, open terrain and long view distance perfect for tanking combined with the crazy ammount of heavy tanks availalbe on this map. Germans can get up to 4 Tiger 2s if they play wisely.

Suggestions / Re: The Minor Suggestions Thread
« on: 07-01-2018, 18:01:41 »
What about infantry combat? People with good ping will be at even more advantage. Because the visual feedback (blood dust) and also the "ricochets" you talked about are calculated client side. The client estimates positions based on the last movements he recieved from the server. How to properly adjust your aim point? People will complain 24/7 about: "But I hit him in the face." "Cheater, cheater". I think the old forgotten honor public server had no hit indicator for some time. This was quite nice for the feeling, infantry fights lasted a little longer, but I dont think it worked for everybody.

But overall I think, Forgotten Hope 2 is still a game and not a simulator. And important for any game to feel fair is to provide reliable feedback. As the hit indicator is the only form of reliable feedback, the only option I see, is to stick with it.

Pegasus Bridge / Re: Pegasus Bridge 64
« on: 06-01-2018, 12:01:45 »
mhm. I see your point. Why do people fight in the north? They want to fight over pegasus. Thats the whole point of the entire map. This needs to be the highlight and the goal. I do, however, not see any solution, where just a little change in equipment balance will change anything. The map progression needs to be redesigned. To be more "linearized". The 16 player (32 version is the night attack?) version is quite nice, where you fight linear over the bridge. And I would love to see something like this on a larger scale with the cool equipment and awesome positions to fight over.

The problem is - and that what the map designer has some how to solve - How to portray an encirclement in a chaotic online game? Didn't Ts4ever state that there even had been a fourth german attack route in early stages of map design?

Pegasus Bridge / Re: Pegasus Bridge 64
« on: 05-01-2018, 19:01:37 »
Hm. I recent discussion on discord got me an improvement idea. I usually like the idea on playing in the underdog team.

However, this map is almost impossible to win for allies in public play, because the allies team is rarely organized and split between north and south. The map looks really awesome, but gameplay feels flawed. Therefore it would be sad, if it wouldnt be reworked.

How about something like the following: Split the map in two phases. Let the germans first attack the south. Once they have reached and captured Horsa bridge, they recieve spawns in the north (Chateau and St Aubin). Then the fight is played over the last three flags in the north. And the germans can only win, if the finally push over pegasus bridge. This would make a spectacular highlight and nice "story based" gameplay feeling. The only open questions is, if the germans should be able to also push over Horsa bridge or if this bridge should just be made out of bounce for the germans.

You dont even have to fear "back" capping, if the germans only recieve spawns in the north with the capture of Horsa bridge. And if you make this bridge out of bounds for axis, they have to spawn in the north. The only question is, if you allow a counterattack on Horsa for allies or not.

This idea will make the whole map still be played and would only require a rework of the push code. Comments?

Merry Christmas, all.

This will certainly a very interesting weapon to use. Has there ever been a game, where this was included?

How did you install the game?

You first need to install Bf2 with the 1.41 and 1.41-1.5 patches (or the 1.5 full patch) in the right order. next Fh2 via the launcher. and lastly the community map pack via the community updater, if you intent to play the community maps.

General Discussion / Re: Conspiracies Thread Mk II
« on: 19-12-2017, 22:12:33 »
I already was wondering, if the church simulator was discontinued.

General Discussion / Re: Conspiracies Thread Mk II
« on: 19-12-2017, 14:12:32 »
Looks like battle of lenino?

Happy 10 years. Back then I never would have expected, this to become my favorite game. I liked this mode back then, yes. But so I liked other games. But I kept sticking to Fh2, because I like the community, i like how people here interested in accurate history, technology and yet trying to publish a balanced and well designed game. I like the art detail and gameplay details of most maps. I learned a lot here. Somehow I even regret, never starting to mod myself.

Tactics & Tutorials / Re: Im confused
« on: 14-12-2017, 09:12:03 »
The point system is much more elaborated, than in vanilla bf2. I already hear the people comming in, saying "If you play this for point, you are doing it wrong". I just wanted to warn you  ;)

I actually do not have a full overview over erverything, I am pretty sure, other can give you more accurate numbers. But it works something like this:

A regular kill just gives you 1 point. Capping a flag a flag 2 or 3 for grey and another 2 or 3 for cap. If you are only assisting in the zone, this is reduced to 1 or 2. So first in flagzone (and surviving until the cap) gives you a lot of points. Spotting for artillery gives you a tremendous amount of points, if someone uses your spot for the kills.

For killing, you can get a lot of points, but only in certain conditions. If you make a "difficult" kill, e.g. killing a medium tank as an infantry man, you get additional points (I think 4 for a medium tank) adding to your kill (4+1 for the kill), while performing the same task in a tank or plane yourself will get you less points. So just mowing down 50 infantry with your tiger tank will give you 50 points, while doing 10 kills on tanks with handheld AT weapons or AT guns will give you the same score of 50. The same applies for killing planes with AA guns, for example. The point modifier is different for the vehicle class, e.g. killing a light tank will give you 3 additional points, while a heavy tank should give you 5. If you kill a squadleader, you also score more points.

I hope, that helps. I am actually would also be interested in a full table of points for specific task.

General Discussion / Re: Forgotten Hope Youtube
« on: 11-12-2017, 20:12:22 »
Nice to see the history videos continued. I love how much love people put into this game!

Off-Topic / Re: Picture of the Day (Other eras)
« on: 11-12-2017, 14:12:18 »

Full video with norwegian and swedish artillery troops as well, and lots of grad pr0n:

The amos mortar systems of the swedish and finnish forces looks more like something from Command and Conquer Red alert, than a real weapons system with its twin barrel.

Off-Topic / Re: Picture of the Day
« on: 17-11-2017, 22:11:30 »

AFDB-1 with West Virginia (BB-48) high and dry in the dock, off Aessi Island, Espiritu Santo, New Hebrides, 13 November 1944. The battleship was docked for upkeep and repair to propellers damaged when she touched ground off Leyte on 21 October.

Off-Topic / Re: Picture of the Day
« on: 16-11-2017, 18:11:09 »

HMS Sussex has a 4.5" armored belt. The USS Hinsdale, a troopship, didnt. The picture shows the difference. You can identify a central large hole for the engine block/main fuselage and two holes beneath each wing caused by two bombs penetrating the armor. One of those exploded (as seen on the left), one didnt. Apparantly a third bomb was carried in the main fuselage, exploding deep in the ship in the engine room.

Okinawa, 1. April 1945

Bug Reporting / Re: American Panther spotted!
« on: 08-11-2017, 09:11:11 »
Errors in the spotting system occur. I always suspect, that happens, when people switch sides, while spotting or something like that. Wherever it comes from, friendly vehicles appear with a red symbol. Happens sometimes. And if you see a kill message, with an american killing someone with a panther, it could have very well meant, that the tank exploded and bystanding infantry (or the leaving tank commander) got killed in the explosion, which was caused by an american destroying the tank.

If there is nobody else reporting this, it probably was coincidence. If not, than I am looking forward in reproducing this bug on a running server ;D

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