Author Topic: Road to Forgotten Hope 2.4: Part 1  (Read 17044 times)

Offline ajappat

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #60 on: 11-07-2011, 20:07:57 »
This might just become best update for FFH ever  ;D

Offline jan_kurator

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #61 on: 11-07-2011, 20:07:52 »
"Today's update will focus around the soldierly-side of things, but in the next few days we will also be revealing how the tanks and aircraft have changed in FH 2.4 as well." <3

 ::)

Offline LuckyOne

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #62 on: 11-07-2011, 20:07:59 »
This is THE mod -THE ultimate mod - you don't need any other game out there, they all fade compared to THIS!

Thank you devs! <3333333333333333333333333333333333333
This sentence is intentionally left unfinished...

Offline IrishReloaded

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #63 on: 11-07-2011, 20:07:25 »
jan: why not
planes just play too strange

Offline hslan.totaler_humbug

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #64 on: 11-07-2011, 20:07:37 »
And none senses the Awards  8)
We need to be able, to throw Thermos out of Spotterplanes.

Offline Die Happy

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #65 on: 11-07-2011, 20:07:02 »
just FYI  rifle grenades will have a crosshair, but it wont be a precision instrument  but works well enough to get elevation sorted out.  we tested without rifle grenade crosshair and that just didnt worked out.

removal of the crosshair promotes SMGs in CQC over the previous dominant semi auto rifles.  sure you can still spam with he semi rifles but wont be that effective as before.

as for hürtgen,  this is one intense map. often the words PR-like fell in teamspeak the environment can be your best friend and your worst enemy. a single hidden MG42 gunner can tear apart the whole enemy team if they run around in the woods. on the other side sneaking through the woods can give you great cover for flanking attacks.
combined with the new color correction filters that help blending in the environment laying ambushes is a very viable option in a well coordinated defense.

aircraft changes will be great but the big shitbricking thing will be the revised tank combat.
Live Long & Die Happy

Offline Matthew_Baker

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #66 on: 11-07-2011, 20:07:04 »
Oh hell yea!... what an update, sadly now no update will satisfy me untill the one where i can DL FH2.4 ;D

The map looks great, really dense forest fighting, and the awards will be for all servers now! no more playing the same 7 or whatever maps in a row on 762

Removal of crosshair- love the sound of it

and new mroe immersive movement- sounds very promising
can any devs say what kind of specific changes have been made?
i.e. is it like pr where your momentum carrys you a bit when you stop moving forward and you move slower overall? or something completely differnt?

Offline LuckyOne

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #67 on: 11-07-2011, 20:07:59 »
a single hidden MG42 gunner can tear apart the whole enemy team if they run around in the woods.

I like the sound of this...
This sentence is intentionally left unfinished...

Offline Jimi Hendrix

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #68 on: 11-07-2011, 20:07:12 »
 Finally.............FH2 has a dead horse...............


 stands and applauds



Looking forward to the release........You guys may have created a masterpiece!!!!!!!

 :P



Offline Oberst

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #69 on: 11-07-2011, 20:07:06 »
What the f.... ?
Road to Forgotten hope 2.4, what?
Could this be true?

Offline Captain Pyjama Shark

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #70 on: 11-07-2011, 20:07:25 »
What the f.... ?
Road to Forgotten hope 2.4, what?
Could this be true?
No it is a joke.

Offline Kelmola

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #71 on: 11-07-2011, 20:07:18 »
Wow. I expect that few people will reach some of the Gold medals, but at least there's always a challenge for everyone. Artillery might be the easiest to achieve :p

Player physics, not sure if want, have to try first.

No crosshair = we don't want to make FH play like PR, amirite? /troll

Srsly, this is a good change and means that finally melee weapons will be used instead of two riflemen circle strafing each other and firing from the hip. Now all we need is some female playermodels once the Eastern Front rolls in. Tulis kaameita lähitaisteluita, khihihihi.

Hürtgenwald, I would have gone without the OOB zones in the forest and just relied on the push system.  This has the danger of turning into another Ramelle. At the very least, I would have done parts of map inaccessible with minefields and natural obstacles instead (a bit like how Mareth Line has been made), but we shall see.

EDIT: Friday = payday and the beginning of a three-week summer vacation! Yay!

Offline LuckyOne

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #72 on: 11-07-2011, 20:07:57 »
What the f.... ?
Road to Forgotten hope 2.4, what?
Could this be true?
No it is a joke.

The cake 2.4 is a lie!
This sentence is intentionally left unfinished...

Offline IrishReloaded

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #73 on: 11-07-2011, 20:07:00 »
Im not afraid that Hürtgen will turn into ramelle, tunis or Point du hoc.
It looks too large with too many stuff to hide behind, and too many different ways.
Just take Purple heart lane, its a hard map but not even such a meatgrinder like tunis or pdh-

Offline Ts4EVER

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Re: Road to Forgotten Hope 2.4: Part 1
« Reply #74 on: 11-07-2011, 20:07:36 »

Hürtgenwald, I would have gone without the OOB zones in the forest and just relied on the push system.  This has the danger of turning into another Ramelle. At the very least, I would have done parts of map inaccessible with minefields and natural obstacles instead (a bit like how Mareth Line has been made), but we shall see.


The areas marked red are actually minefields with uncrossable obstacles around them.