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Messages - justasug

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1
Because this is no military simulation. It is part of the fun to know when you made a kill or not, also it is helpful to know if you just wounded your enemy or killed him.

It is midway between fun and realism. This way you can optimize the game to your liking and others who want hud elements for example or want kill messages keep them.

But then you're at a disadvantage. After all it's a competitive game and not a cooperative one. Forcing it server side would mean everyone plays under the same circumstances.

2
General Discussion / Re: Blinking flag
« on: 01-01-2019, 14:01:54 »
I'll also add that I don’t understand the appeal of capping a flag with no resistance. I want to fight over the flag and win it, not just crouch next to my teammates until a timer is up, hop in the car and peace out.
Then that's certainly either a poorly thought-out map design or you're playing on a 10vs10 server.

it also makes you think twice about attacking (if you’re smart) to wait for teammates and not just jump into a flag by yourself hoping to surprise the enemy.
I don't think that ever happens, because the pace of the game is just too quick for that to have any relevance.

It just never appealed to me to hop in a Jeep and bum rush a flag that no ones defending. I never felt satisfaction from capping it.
Most of the time there are enough squads to have each flag have one dedicated squad. If there are no defenders on a flag, then that team should be punished with an "easy" capture by a single guy with a jeep.

I've read all the explanations and replies and I still don't see how it was that desperately needed. To be honest, it doesn't have that much of an impact in the game as someone said (no one is watching the map), but it still feels like an immersion killer. More than "back-capping", "pre-capping" or however you'd call those certain emerging gameplay features (which I think are already balancing themselves out on their own).

3
General Discussion / Blinking flag
« on: 05-12-2018, 00:12:25 »
Has there been an official explanation why the flags blink when they're being captured? I mean, why it was added to the game.

So far from what I've seen it just takes away from the game and makes it more casual. It takes a direct gameplay element where the player is involved and automates it. Specifically: before, someone had to actually be at the flag, notice an enemy and tell everyone else about it. Now that simple element is gone and the player has to watch out or cooperate with others less.
I can also see it messing up gameplay in some urban or narrow maps, where you can see it blinking and you automatically know someone is around and you go hunting for them. The flag can't suddenly go white and give you either a positive or negative "shock", depending on which end of the flag change you are.

4
Suggestions / Re: Tiering system for the vehicles
« on: 13-09-2018, 21:09:49 »
"it's more fun" but it's actually because of progression and the small things they get after completing something.

That's a symptom of a casual, ADD videogame player. You don't play the game for the gameplay itself. You need instant gratification. You can't play the game for its various substantial gameplay elements. You play it because you're conditioned by that artificial progress those games have, to trap casuals like you because the game's gameplay itself is as bland and insulting as it gets.

5
Gaming / Re: Battlefield V
« on: 18-06-2018, 10:06:10 »
The only thing worse than these games are people who complain about them. Did you really expect historical accuracy from a mainstream action FPS game? As others have pointed out, even BF1942 was unauthentic and unrealistic, but no one complains about that.

What is always good for a laugh is when someone says "they're rewriting history" or "they have an agenda!". What type of idiot would get his history lessons from a videogame like this? Do those people also watch blockbuster films to learn history related facts? Do those people think that they're going to replace credible books and other material in schools with AAA videogames?

These games are obviously pandering to the current trends. They're generic, simple shooters for the ADD crowd who want instant gratification. On top of that they also add the gameplay gimmicks and trends that are currently popular (extensive customization, battle royale gamemode, etc). Lastly, they add those "SJW history rewriting agenda pushing" things as some idiots call it. But in fact, that's just another way to maximise profits by broadening your audience and perhaps generating controversy which is always good PR.

Bottom line: the real idiots here are the people who get upset over it.
No one is preventing  you from playing other more authentic games and no one is taking those games away from you. The only reasonable problem to complain about these games is their insulting, braindead gameplay. But no one seems to do that.

6
General Discussion / Re: Post your FH2 Screenshots
« on: 21-03-2018, 14:03:32 »
Long range bazooka infantry kill.

7
Bug Reporting / [Maps] - Mount Olympus floating weapon kit
« on: 16-03-2018, 15:03:26 »
On the 16 player layer of Mount Olympus there's a floating kit as seen on the screenshot. I'm not quite sure if this was the 16p, could be 32p as well, reference minimap to verify.


8
Will Poland be added to the armies section? Are there screenshots of their uniforms like there are for all the other armies?

9
Purple Heart Lane / Re: Purple Heart Lane 64
« on: 10-03-2018, 10:03:51 »
It makes sense in that case then, if the first part is only meant to delay the attackers as much as possible.

10
As the title says.


11
The more I look at the newer maps that are coming out, the less polished the older (mostly African) maps look to me. Am I imagining this?

I don't mean gameplay wise. It's more about the general look of the map. Perhaps it also has to do with the fact that there's only really desert out there and not much you can do on them (Sidi Bou Zid looks great, but that one has actual vegetation). Maybe it also has to do with the fact that some of the newer maps lack those exaggerated terrain features (huge hills like on Supercharge or El Alamein).

12
it s becuase in the mayority of games online they do the same to us when we play in international servers

If you, and people in general, have to resort to applying that despicable and defective way of thinking to something as menial as a videogame, then there is no help for you nor mankind.

13
General Discussion / Re: Post your FH2 Screenshots
« on: 28-02-2018, 19:02:29 »
PSA: you cannot hit a submerged enemy submarine with your torpedo. The torpedoes always float on the surface.

Otherwise if you try, this will happen.

14
So far I have only noticed it happening on this type of window.

Video:
https://my.mixtape.moe/jquuaq.webm

15
Purple Heart Lane / Re: Purple Heart Lane 64
« on: 24-02-2018, 15:02:58 »
Capturing the the first 3 flags for the American team is way too easy. I don't know if it's just me, but it seems like the first 3 flags are nothing but a minor chore the Americans accomplish regardless. It's just a question of whether it will take them 5 or 10 minutes.
I also remember the previous system, where it was kind of the opposite and the Americans had way too much trouble capturing all 3 flags. Is there a middle ground? I don't know, perhaps make a flag locked only if the Americans control the flag that's below/above it?
Example:

Code: [Select]
U = unlocked
L = locked

Bridge #4 | German/U | German/U | German/U | US/L
Causeway  | German/U | German/U | US/U     | US/L
Bridge #3 | German/U | US/U     | US/L     | US/L

Is the ammo box in the screenshot below placed well? I'm not sure if it cheapens the gameplay, but it's easy to stand there and lob rifle grenades up the causeway.

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