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Messages - Guderian

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121
Community Polls / Re: supression effect
« on: 22-10-2009, 03:10:26 »
2.0 suppression and minor suppression from rifles ftw.

Yeah, the MG42 and need to have this effect. Allow it to do want the weapon was intended to do, suppress infantry and allow squad members the ability to move into position. The BAR and Bren that are fired from the hip shouldn't have the same level of effect.

122
Modding / Re: map not showing up
« on: 18-10-2009, 17:10:51 »
The crappy editor probably didn't make you an Info folder. Copy and paste one from another map and then edit the files to match your map's name. If you get stuck, I'll post an image. :)

Spoiler

Spoiler

123
General Discussion / Re: New feature on F|H Teamwork server
« on: 18-10-2009, 04:10:09 »
Tested this - yep, worked as intended. I like it!

This is awesome!!!! I'd like it to be a standard

124
Suggestions / Re: Squad Rally spawns like PR
« on: 12-10-2009, 07:10:36 »
So one team having a bunch of spawn points on a greyed flag and the other not isnt an advantage?  please.  Whenever one side had a bunch of squads that are working together they win big.  Doesnt matter the side.

Playing by yourself sucks.  Trying to play as a team when nobody else cares, sucks.  Give server admins the option to have mandatory squads.  Then let the players choose what server they want to play on.  I am betting the 100% Squad servers will be full more than the non ones.  I think squadplay makes for a better more fun game than running around by yourself.  Maybe with that option a few more people play the mod a bit more.


When one side is using squads and the other isnt, it is a big advantage.  It gives the squad side a better defense because they can spawn defenders into a gray flag.  It gives the squad side a better offense because they can roll their spawn point toward the enemy.  It really isnt that complicated.


RE: PR. WHo cares.  It isnt about the size of the map or mod or whatever.  Just playing in squads gives a different atmosphere.  I Hate this game w/o teamwork.  It sucks.  And teamwork w/o squads is minimal at best on a pubbie.  Bunch of headless chickens.

Give the server admins the option to do it easily, then see what wins.  If servers dont get filled with mandatory squads, then the option will go away, if the only servers that are filled are the mandatory ones, then you know what the players prefer.

Indeed, QFT!! I mean at this point, it's common knowledge why tournament are successful with full servers on Friday and Saturday.

125
Modding / Re: [WIP]D_DAY + 7
« on: 29-09-2009, 22:09:50 »
Looking good man :)

Post the minimap when it's ready. Oh, and type sv.numplayersneededtostart 1  in the console when you're taking screen shots. It remove the annoying text :D

126
Suggestions / Re: Points for repairing a static weapon.
« on: 28-09-2009, 21:09:44 »
it was a bit over the top, you would get 12 point for repairing a tank from 10% to 100%.

i m sure this will be back in the next version.

Yeah, and give points for removing enemy mines and s-mines. Reward the unselfish player that lays out to get killed to help his team. Perhaps 6 points for removing mines/s-mines and repairing tanks from 10% to 100% would be a fair reward.

127
Modding / Re: Help me please!
« on: 28-09-2009, 05:09:29 »
Field Editor???? You must mean the map crashes in terrain editor when your doing undergrowth? This is normal crap with the editor when your doing undergrowth.

128
Suggestions / Re: Points for repairing a static weapon.
« on: 27-09-2009, 19:09:54 »
Yes, and give points at a higher rate. Make it worth someones effort to risk getting killed to remove enemy tank mines, s-mines etc...Define to role of each solider class and you'll get better organization and teamwork alla PR.

129
General / Re: BF2 Spawnsystem!
« on: 24-09-2009, 01:09:18 »

but if public players take the effort to post here, or on any other FH2 related forum, their opinion should be listened to as well. "The community" is not an elite group of people who play in tournaments or are forum regulars or anything.

LOL @ dramaqueens, I agree wholeheartedly ;)

The pubic opinion, in general, is always considered, but when discussing vital gameplay functionality in detail like the spawn system "core" always gain my respect and credibility because it takes time and experience to have an educated opinion.  I will quote myself and note the word "elite" never came from my mouth...."the loyal fan base that consists mostly of the two communities (WaW & F|H), beta testers, a half dozen clans and a few dedicated pub players." These people opinion I heavily consider and who I map for.  

130
Suggestions / Re: Spawn supression
« on: 23-09-2009, 03:09:19 »

Another good feature would be to divide a CP into different 'spawn areas' and let them choose themselves where to spawn. For example, if a CP has one spawn point in a bunker and two more throughout a house, you can choose if you want to spawn in the bunker or house.

Oh well, something to suggest to DICE come the next BF installment, I guess.

It can be done. All you have to do is assign a group # to spawn points at a given flag.

131
Suggestions / Re: Spawn supression
« on: 23-09-2009, 00:09:11 »
Yeah, they are a rather annoying aspect of a map. Camping spawn points in a flag zone are a necessary evil that must be accounted for in capping flags. The quick solution is to have spawn points placed outside the general vicinity of the flag zone which is easily fixed by the mapper.  

132
General / Re: BF2 Spawnsystem!
« on: 22-09-2009, 23:09:15 »
Before I express my opinions about the current state of the SL spawn system, just know that I desperately want to see FH2 reap the deserved rewards of the teams tremendous efforts with it's Normandy release. I want see dozens of full servers that exceed the teamwork and gameplay enjoyed by the PR community.

@ Slayer
The "average" casual pub player's comments or criticisms about FH2 is a moot point. They don't determine the direction or goals of the mod. However, the people that should have the most influence are the loyal fan base that consists mostly of the two communities (WaW & F|H), beta testers, a half dozen clans and a few dedicated pub players. These are the people that have been playing/pubbing the mod from the beginning and whose opinions matter the most in changing the SL spawn system.

For example, the PR team knows it's community real well and they have coded/altered gameplay to fit/accommodate the needs and wants of its core players. The FH2 team on the other hand remains divided as to what gameplay should resemble. But in the two communities, mappers  (WaW & F|H) have already implemented changes to encourage more tactical attacking and defending rather than the typical cheap "spawn bombing" tactics. Some maps have even removed the SL spawn completely! These changes in large part keep our community happy and keep them coming back every Saturday.

As a mapper I can find a ways to work around the FUBAR SL spawn system. I can increase flag zone radius's, "time to grey", "time to capture", kit limitations etc..., but the SL system is one universal issue, imo, that needs to change.


Again, the rally point system is the best alternative because it allows the SL to get involved in the fight, keep his squad together, as well as, lead his team. The rally point also places a greater value and responsibility for all sniper/recon soldiers.

  






133
General / Re: BF2 Spawnsystem!
« on: 22-09-2009, 01:09:20 »
Time will tell because once the thrill of the Normandy theater is over the server numbers will tell the truth.

Problem is: when the numbers go down, you'll never know why they do. It might be SL spawn, it might be 1000 other reasons.

I hear what you're saying Slayer, but those players that have "other reasons" for not playing the mod I'd love to hear their reasons.  So, let's say for arguments sake that graphically FH2 is the best WWII game ever made from the vehicles, weapons, sounds, statics, player models, vegetation and the list goes on and on. So then why so few players? The reason is that gameplay isn't fun and teamwork is virtually non-existent.

All I know is that I play with or against a group of passionate and hardcore community players for 10+ hours on Saturday afternoon's who refuse to play publicly for reasons I stated in the above post.


The server numbers are down nearly 40% since Normandy released.

134
General / Re: BF2 Spawnsystem!
« on: 21-09-2009, 01:09:25 »
Let me preface my comments by saying that I love FH2 and play for the WaW tournament that conducts organized and structured 11 hour battles with the use of Teamspeak. The tournament is the main reason I play FH2 because frankly pubbing is so disorganized that I become more frustrated than excited after a few rounds.

Okay, back on topic. Yes the BF2 SL spawn system sucks and this FUBAR system is further glorified by maps that encourage a free-for-all style at the expense of "real" teamwork and overall gameplay enjoyment. I use the word "real" teamwork because some peoples idea of teamwork is flooding a flag zone with 15+ soldiers running around like headless chickens shooting and grenading everything in sight.

So how can we improve our current situation....

Well, changing the BF2 SL spawn system isn't the singular solution to the problem and can't be made better without several other variables getting changed as well.

1. Control point radius's are too small with the "time to grey" and "time to capture" being too short. The result is disorganized squads and fractured gameplay that becomes a perpetual rat race to get into flag zones. It's been my experience that larger flag zones with longer capture times slows this non-stop sprint fest into a more tactical and teamwork orientated experience. This type of gameplay is more realistic and intense than the current one.

2. Remove spawn points at adjacent flags and implement the use APC as spawns.

3. At the moment the best solution to the SL dilemma is a variation of the PR team has developed. FH2 should use a variation of the PR model because it's the only system that I'm aware of that allows the SL to truly get into the action. All competitive players enjoy the thrill of battle and hate being faced with having to stay alive by disengaging and hiding from the action/enemy in order to be a consistent SL spawn for his squadmates.


My suggestions aren't brand new ideas. However, despite all suggestions from serious players involved with  beta testing and the loyal community members, all in an effort to make the reasons clear, the powers that be ultimately have the final word. Time will tell because once the thrill of the Normandy theater is over the server numbers will tell the truth.

135
Suggestions / Re: medic ! ....medic ! ! ! ! !
« on: 10-09-2009, 23:09:57 »
I would like to see the medic have a larger role. Currently the medic class is obsolete. On the upside, I believe all squads would stay together if they knew they had just one medic per squad to heal/revive using morphine injection then heal with bandages. The fine detail could be worked out, but "the game" would be a lot more "team" orientated with having defined roles for squad players.

my 2 cents...

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