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Messages - Herpes911

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1
Suggestions / Re: Flying physics in FH 2.2
« on: 16-09-2009, 06:09:41 »
I also liked the old physics better.  TIE fighters was a good comparison.  I never had problems landing in 2.15 either, so I don't know why the landing aspect would be changed.

2
General Discussion / Re: Favorite ______
« on: 13-09-2009, 19:09:15 »
I'm pretty sure I've seen this exact thread... and its 500 clones.

I saw one for favorite map and another for "favorite tank/weapon", but I wanted to specifically see the favrotie out of these categories, not nearly the same.  And there was one like this for 2.0 back when it first came out in the filefront forums, but obviously that doesn't apply here.

3
General Discussion / Favorite ______
« on: 13-09-2009, 17:09:29 »
I don't this has been done yet for 2.2 (I searched), but now that 2.2 is out I'd like to see what everyone's favorite weapons/vehicles are.

I'll start out:

Tank: Cromwell (speed).
Rifle (semi-auto): M1 Garand (ping!).
Rifle (bolt action): K98 (I'm just more accurate with it).
MG: MG42 Lafette Tripod (scope).
SMG: MP40 (easy to control).
Aircraft: Storch/Piper (love being commander in the backseat).
Anti-tank weapon: Piat (high arc trajectory).

4
General Discussion / Re: Afrika maps
« on: 10-09-2009, 15:09:01 »
Tough decision...

Gazala
El Alamein
Mareth
Giarabub

5
General Discussion / Re: So, what next?
« on: 09-09-2009, 16:09:33 »
I like all theatres of war so it doesn't really matter to me that much.  But I think the Pacific theatre would make sense, since it would keep the large American community playing longer.  The only problem I can think of would be the naval combat.  But then again, if naval combat is implemented successfully, it would bring a HUGE amount of attention to the mod.

6
i have a few angry rants too!

I was sniping on luttich and goodwood, so i thought to stop germans coming up and killing me i'll plant some Anti-infantry mines, all goes well until one of my squad members spawns on me and then walks into one of my mines and then punishes me to a tk!, even if i didnt do anything wrong!, then he goes ahead and blows up the 2nd one i planted and punishes me for that aswell!!, same happend on both maps i was playing on!, also i accidentally shot one of our own guys (blue tag didnt show up) so i thought he was an enemy then it came up that i team killed someone, so i apologised because it was an accident and i get punished for a tk!?

i have to agree, why are most people in FH2 morons or noobs that punish you for anything that is clearly an accident!!?.

Wel, to be fair, surrounding yourself with AP mines while being SL isn't the best idea in the world.  Usually I only place them when I'm certain no one on my team will be passing by.  Being SL you should sort of expect your SMs to spawn on you.

7
Operation Totalize / Re: Operation Totalize 64
« on: 09-09-2009, 07:09:00 »
Well, actually I said that from having played the Canadians.  It's very frustrating to have most of your forces on the other side of the river and have factory and/or windmill back-capped, since the distances between flags are greater on this map (unlike, say, Falaise Pocket).
Well, that’s why you leave people behind to defend. Granted, back flag duty might not appeal to many people, but as a part of overall teamwork it’s invaluable. It’s not a map balance issue, it’s issue of people recognizing priorities and doing what’s best for the team.

I was defending all by my lonesome  :).  But anyways, I just suggested the push map thing since most maps in the mod seem to have it to some degree.  Or maybe at least have it so you need more than one person to cap it.  But I'm generally ok with it either way, I just wont sit back and defend next time it comes up :P.

8
Operation Totalize / Re: Operation Totalize 64
« on: 08-09-2009, 14:09:20 »
Nice map.  But I think it could benefit from some sort of push mode.

Give those poor Canadians a chance man!

Well, actually I said that from having played the Canadians.  It's very frustrating to have most of your forces on the other side of the river and have factory and/or windmill back-capped, since the distances between flags are greater on this map (unlike, say, Falaise Pocket).

9
Operation Totalize / Re: Operation Totalize 64
« on: 08-09-2009, 06:09:05 »
Nice map.  But I think it could benefit from some sort of push mode.

10
General Discussion / Re: For anyone with bad performance
« on: 07-09-2009, 07:09:59 »
Setting dynamic shadows to low also helps a lot, and it still looks pretty good on low IMO.

11
FH2 Help / Support / Re: Textures
« on: 06-09-2009, 20:09:48 »
Well, low/medium/high is still the same.  But I managed to gain a big performance boost by setting terrain to medium.  I'm guessing it was all the grass that was causing me problems.

12
FH2 Help / Support / Textures
« on: 06-09-2009, 16:09:52 »
Well, at first I had them set to medium and I was taking a significant performance hit, similar to how FH played on high textures pre-2.2.  So logically I decided to set it to low to see if it would help things, but it didn't, and what I noticed was the textures seem to be the same on low as on medium.  Then I set textures to high and they were still the same.  Is this normal or should I try a reinstall?

13
Announcements / Re: Forgotten Hope 2.2 Released!
« on: 05-09-2009, 20:09:25 »
Same here, I've been checking filefront, fileplanet, and gamers hell and nothing there yet.

14
Thank you, thank you , thank you, for releasing o a Saturday and not a Tuesday or something  ;D.

15
Tactics & Tutorials / Re: FH2 maps and you
« on: 31-08-2009, 06:08:05 »
On Siege of Tobruk, too many times I see the German team trying to hold all three frontline flags at once.  I hope more people will realize from this thread that you only need two of them (HQ plus either flank) two reach the second line and stop the ticket bleed, after which point the German team has the game in the bag pretty much.  Not only does the ticket bleed stop, but the second line flags are much easier to defend with armor (which the German team clearly has the upperhand in on this map).

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