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Messages - ottozeimer

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16
General Discussion / Re: Nothing new on the Eastern front...
« on: 08-06-2010, 13:06:15 »
well it was neither "what was most important", nor "whining". It was just a letter of sincere admiration and hope ;), that after the Bulge it will be the East, not some France or Poland Blitz, Winter war, or Pacific.


17
Alam Halfa / Re: Alam Halfa 16
« on: 08-06-2010, 13:06:31 »
needs real balancing, haven't seen any German team capturing first flag. Maybe because it was meant to be played only 8v8 players, when Germans might have a chance.

playing it 32v32 is impossible for Germans.
PZIII on a map or at least a mortar to provide smoke support.

18
General Discussion / Nothing new on the Eastern front...
« on: 08-06-2010, 13:06:51 »
Thanks dev for a great job done! The Normandy is great, good visuals, new tanks, nice1!

Just one note: we have got a front where couple sub-standard under-supplied divisions were fighting other couple of sub-standard under-supplied divisions in the sands of no interest. The next move was to make a front where some 15% of Germany's war effort was concentrated on for about 10 months.

Am I the only one to miss the front that actually made a difference in ww2?

patiently waiting for the Eastern front.

fingers crossed

19
Invasion of Crete-1941 / Re: Invasion of Crete 64
« on: 08-06-2010, 12:06:40 »

That's why I suggest not let brits respawn with wrenches, but letting them grab the wrenches from the 2 south bases and the airport. This would make it feel like a lack of supplies, reduce the "I spawn and repair in 30 seconds" tactic.

I know, Lobo is adamant, to let only Brits raping German infs and flags with the bofors, and under no circumstance any other way. So Lufty's suggestion is a valid one, would finally make a difference and give a valid point in destroying "ze bofors".

20
I would agree, but the infantry AT capabilities should be nerfed as well: AT cannons, Piats / zookas should be controlled and aimed using arrow or joystick buttons ;)

21
Tactics & Tutorials / Re: Is flying in FH 2 too difficult?
« on: 27-05-2010, 11:05:51 »
I know TA, you always like to acknowledge your kill :)

22
Tactics & Tutorials / Re: kettcars Tank Tutorial (german)
« on: 25-05-2010, 15:05:49 »
The tanks you can live with once you accept that you could have a believable simulation of the capture of the Nazi moonbase just by changing the graphics. Once you try the Marder I, however, you start to wonder whether it would be possible to adjust the vehicles' center of gravity, even if you cannot change their bouncy behaviour. Tanks were made to cross uneven terrain, after all, in FH2 that is the best way to horrible death.

true, but why other mods implemented a feature, while fh2 still uses helium tanks? gameplay > reality ? i am not sure gameplay benefits from such tanks :)

23
Tactics & Tutorials / Re: Is flying in FH 2 too difficult?
« on: 25-05-2010, 15:05:05 »
lol von small, whenever i see you from my canopy, you are on foot and size of an ant.
Seriously I wish to see more decent flyers out there  ;)

Zeimer's tactical doctrine =>
1. Stay high, dive deep, fly sideways or upside -down - for better view and unpredictability.
2. Strafe enemy stationary arty whenever possible.
3. when escaping, make jerky, unpredictable manoeuvres, that 7/10 lets you escape the pursuit, 2/10 lands you on a tree, 1/10 kills you, because your pursuit is just as drunk

24
Tactics & Tutorials / Re: kettcars Tank Tutorial (german)
« on: 25-05-2010, 12:05:08 »
There is still something horribly wrong with the tanks in FH2, they roll over too quickly a 20-40 tons beasts roll over in no time on a flat ground. also while not moving  a vehicle slides with ease. seriously, why in PR tanks do not roll over, except for light APCs (brdms), while if left standing it will stay without sliding. seriously, that tweak must be easy to implement and would advance the gameplay by miles

25
Tactics & Tutorials / Re: Is flying in FH 2 too difficult?
« on: 25-05-2010, 12:05:58 »
well, if you have problems shooting planes from behind, you forget to use the air break ("afterburner" in the controls menu), it will let you stay longer behind.

also, having a joystick helps, otherwise massive amounts of table space is required. Played with mouse on BF1942/FH1 - possible but just killing your arm.

In FH2 1/4 of the time it depends on luck, even a middle skilled guy can take you out if he luckily dived after you did, but half of the time you can dodge it by flying really low near the ground, between the trees with drunk unpredictability.

The rest 3/4 its skill, even in stuka i find it easy to dogfight against 2 middle skilled enemy fighters. stuka breaks in mid air make opponents come into your killzone or attacking from 6 is just a piece of cake.

The best planes are the ones that have a cannon/mg shooting through propeller. guns on the wings need more calculation where to hit, so FW190 and BF109 are the best out there in terms of air superiority. without competition.

Except for a very few exceptions, I hardly find real adversaries in the air. But if I do, I always thank for a good dogfight.

A tip: don't sit in artillery when I am flying for opposing team.

26
One thing that most games forget is how the quality of German steel got worse in late war. Some of the later KTs were probably pretty easy to destroy.

well, if thats true, then every second Russian tank should have random bubbles in their gunsight.

27
Tactics & Tutorials / Re: Achtung, Spitfeuer: Pilots gather!
« on: 27-10-2009, 16:10:04 »
I managed to set it up, but it is extremely slow. I tried it on the typhoon in totalize and it takes a few seconds to move the view all the way in one direction. Is there a way to make this faster, or even absolute... like as soon as you click it moves to the extreme?

Also, why is the pov thing limited to only 4 buttons, mine has 8 directions?

well under the tab "Actions" in Joy2key, there is speed, acceleration, set it up for your convenience. just make sure you chose the mouse movement function.

28
Suggestions / markers pass 200 m
« on: 26-09-2009, 09:09:33 »
Hello guys, just couple of suggestions to improve gameplay.

1. a marker is invisible to any squadmate that is 200 - 150m away from the marker. thus he always must use minimap or map. I know it is not a major thing to do and would help quite a lot especially assigning targets for long range tanks shots, mg suppression fire / plane strafes.

2. visibility. there is often a fog of war in fh2.2. especially seen in Lutich. Is there any chance to improve view range? it is possible as it was in PR. that way we would give tanks, planes, snipers and AA more usefulness.

3. FW190 and other planes with bubble canopy should enjoy almost 360 degrees of view around.

4. an annoying explosion of the wrecked vehicle often kills any infantry around it. can the splash damage be minimised? kind of stupid to seek for cover behind blow up tanks and then being blown up by the wreck.

29
Falaise Pocket / Re: Falaise Pocket 64
« on: 25-09-2009, 14:09:50 »

One of them is Otto.Zeimer, who does this every round. Everyone on the allied team is complaining bout him spawnraping, yet all the axis players, and some of the admins of hslan, seems to have the mentality of= Axis can spawnrape, allies just die and spawn.


What a whiner! I am always a squad leader and my job is to survive on this map, and to provide a mobile spawnpoint near hostile flags, while my squadmates rush for the flag where you just keep spawning.

it is a strategy for fh2 everywhere. and i would not kill you if you just let us grab that flag. simple.

map is good and push mode would make it horrible.

30
Pointe du Hoc / Re: Pointe du Hoc 32
« on: 23-09-2009, 21:09:40 »
read above. and triple check your facts.

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