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Messages - theUg

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166
FH2 Help / Support / Re: Game won't run. 'FH2.exe'
« on: 24-08-2009, 01:08:32 »
The shortcut path is "C:\Program Files\EA Games\Battlefield 2\FH2.exe"
Looks like a wrong shortcut. Isn’t it supposed to be installed in the /mods/fh2/ directory?

167
General / Re: Ammo in FH2!
« on: 15-08-2009, 06:08:02 »
I agree with the previous poster. If you actually direct your forces not just dropping crates, things can get quite interesting.

Just couple weeks ago I had quite nice experience with Project Reality commanding. We had several squads, including one dedicated to attack helos and one dedicated to helo transport and resupply. That’s where VoIP comes in handy. Imagine: squad 2 is under heavy fire from enemy squad and requests air support, I contact attack helo SL: “Enemy fire point at F4 keypad 6, we need air support”, SL relays it to his pilots, guy flys in, gets a lock from AA, spots it, manages to evade, falls back, relays location to his SL. SL contacts me back, letting me know where AA is. I mark it on the map, and order squad 3, which is nearby, to take out enemy AA at, say, C4 keypad 9. Squad 3 does its job and in minutes birds fly in and rain hellfire on the enemy stron point. Squad 2 lets out sighs of relief.

At the same time, my demolition squad requests supply drop at C8, and another squad requests air-drop behind the enemy lines close to that location. I contact my supply/transport squad and relay this information. Logistics works out perfectly and in one helo flight we pick up and move squad and then make supply drop to get some mines for our moles. And so on, so on, so on.

Really, given the disdain expressed on this forums to BF2, I would like to point out that Project Reality would give serious reality check to FH, both in combat and logistical realism or in teamplay. Without teamplay one’s almost universally worthless in PR. Still, I did come to like FH2 very much, I just like people to appreciate the differencies, and take things for what they are. On the axis of realism FH2 is way closer to BF2 than to PR, while obviously still more challenging than the vanilla.

* * *

Another point of comparison. It’s already had been mentioned here: idea of dropping supply crates (and repair stations, if that would be considered, although I prefer the grunt with the wrench / smoke nade combo) behind the truck and then going back to base to rearm, like it’s done in PR. By the way, there are nice tactics out there to speed things up like supply guy drives back to base on the truck, then picks up shiny new tank, drives back to the squad, takes injured tank back for repair and rearm, while squad keeps on moving.

Idea of special kits being issued from supply areas was also implemented there — walk up to the crate, select “Request Kit” from the commo rose, then select kit and heed messages (whether it is available to the team or not).

168
General Discussion / Re: Marder I
« on: 13-08-2009, 05:08:04 »
considering the Tiger weighs twice as much, and teh KT moreso, then the T-34, that's quite an achievement to only be 10kph slower, and even more of an achievement that the Panther matches the T-34 (and could have exceeded it, in testing it was reaching 55kph, but they put a cap on the engine speed for reliability reasons).
The pure speed metrics and weight/power ratios has less of the importance in the bigger picture. First of all, those are not race cars, those are war machines, and speed on the march has little to do with battlefield performance.

Second, and more importantly in context of WW II, is that while Tiger may have been the miracle of engineering (or may not have been, depending on whom you ask) it was also expensive and complex piece of machinery that is hard to mass produce. Unlike T-34 that drove off the conveyors in droves.

Just like StG 44 is one of the most advanced rifles of its time, but simple PPSh-41 could be produced with an average of just over 7 hrs of machining time with low-skilled labour most of the way. And it wasn’t a bad gun after all if it even become second most-used SMG by Germans.

P. S. As an off-topic, it would be nice if FH2 featured some rag-tag pick-up kits with captured weapons like that.

169
Tactics & Tutorials / Re: being a "grunt"
« on: 11-08-2009, 09:08:53 »
Few things:

1. Field dressings. Absolutely positively always maraude them from the corpses of friends and foes alike after being shot, before using my own, while possible.

2. LMGs. For ambush or defence, with long sustained automatic fire — MG34, no exceptions. It has decent size drum and very favourable iron sight for defence — you see everything and are able to quickly point and shoot the target. Bren’s iron sights are horrible for covering wider spaces, and in close quarter defence you wouldn’t have much time to react while zoomed. Besides, relatively small magazine size spells many a deaths at close range.

Bren has it’s advantages — being able to shoot from the hip is one of them. Also, it is good for supressive fire — single-shot/short-burst pinning down of enemy sniper/rifleman, while the rest of your squad is advancing/flanking. MG34 could be used the same way too, but it seems to be more effective in short burst at long range rather than single shot.

Didn’t have much chance to practice with Italian gun, still waiting on American, Russian, Japanese MGs. :)

3. Tripod MGs (Vickers and Lafette MG34). Those are very good mobile supressive/covering fire points. Vickers has iron sights without much zoom, while MG43 has optics, wich helps a lot. However, Vickers can be turned around 360° without much problem, while MG34 has limited lateral range and you have to slowly move the whole lafette using strafe buttons (A/D by default) to turn it around.

Both are very accurate though and even with Vickers I was able to mow down targets that are only as little as 5mm tall on the screen. Better than you can do with standard infantry rifle. Plus, giant-sized magazines.

Negative side of using those is that you present high-profile target for the enemy, compared with prone machine gunner and you can hardly find decent cover. But, unless there are enemy snipers or armored vehicles around, you have nothing to fear from the distance when it comes to small arms fire. At close range though, you have measely sidearm at your defence, so, in squad play, I would also have rifleman or assualt next to the machine gunner to protect him. NCO would work fine for that. Also, NCO or scout could act as the spotter with binoculars for hidden targets (works charmingly in Project Reality as well).

4. Cars with mounted MGs and APC can also be used as mobile supressive fire bases. I recently put emphasis on it in BF2 — you can rack up tons of kills on maps like Jalalabad.

170
Tactics & Tutorials / How many mines can be deployed?
« on: 11-08-2009, 08:08:02 »
I’ve searched the forums and Google, but couldn’t find the definite answer. How many mines can engineer deploy before they start disappearing? In-game someone told me it’s 8. Is it correct?

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