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Messages - Cheesus Krighst

Pages: 1 [2] 3 4 ... 13
16
Suggestions / Re: Rotating Weapons
« on: 25-10-2012, 06:10:54 »
I'd say this kind of thing would work out better in the Warsaw minimod

17
Suggestions / Re: AA carrier statics
« on: 23-10-2012, 23:10:28 »
The 5 "No's" of the suggestion forum of FH2
1.) Not high priority enough
2.) Not used/produced enough in the war
3.) Irrelevant to WW2
4.) Unable to put into mod
5.) Too much work for very little reward

I love the idea of this, especially making the maps more atmospheric with these kind of little details,but-

Currently, this suggestion resides on numbers 1 and 5 in the eyes of a developer, specifically the mapper.
http://www.youtube.com/watch?v=C8XCJlMlxVE

18
^ Please no, I don't think there is anything wrong with the current screen.

Explain why not? Most of the players that play this game with max AA don't even get the red blur screen. There needs to be a way to tell the player that their going to get bum-fucked other than blinding them with a red blur.
Most of the time it takes me a second to figure out if im dying or recovering from shellshock.

19
Can we at least get some blood splotches on the surrounding area of the screen? The red blur is just meh.

20
Modding / Re: Over The Top: No Mans Land Refurbishment
« on: 22-10-2012, 04:10:13 »
Hopefully the rifles in this mini mod wont be FH2 laser guns.

21
Operation Cobra / Re: Operation Cobra 64
« on: 22-10-2012, 04:10:53 »
Here's a suggestion, replace most of those Flak Vierlings with those fancy single barrel flak 38 guns.
Why would we downgrade to single barrel? Because those blasted Vierlings cant be shot for no more than 6 seconds before overheating. Along with that horrendous cloud of smoke that covers your view after firing.
No, the "tap mouse1 to compensate for overheating" isn't effective, definitely when the plane is bearing down on you and your buddies.

If im correct, the single flak 38's can fire almost 24/7 in this mod, excluding the reloading times. Which is extremely important for AA gunners.

Add a Flak 38 nest to the rear (West) of trainstation, near the tank spawns behind the station house. And replace the flak vierling in the Airfield with a Flak 38. There are so many flak vierlings in this map, its awkward.

Replace the AT flak 88 at main base with an AA flak 88. 5 AA shells arent able to sustain a protective barrier against aircraft for the armor to advance from main base.

22
Suggestions / Re: New Suggestions
« on: 16-10-2012, 23:10:02 »
Possibility of no pacific theatre??!
*Studies aggressively in BF2 modding tools*
Join me my comrades, be useful to this community and mod shit. Its better than whining about why things are not in this game. It's the communities job to keep this mod alive, since the developers did their job creating it.

And personally, i think that this community is filled with very creative talent. Its just the community doesn't have the motivation to contribute (Throwing ideas into the Suggestion Forum is the very least the community can do).

23
Suggestions / Re: Towable AT, AA, and Artillery!
« on: 13-10-2012, 21:10:51 »
So is it simple to just place a joint between two different vehicles driving the same direction at the same time? If it is, why the hell not put it in the game? If it sucks, kill it with fire.
If it isn't, blame the BF2 engine.

24
Suggestions / Re: Towable AT, AA, and Artillery!
« on: 10-10-2012, 21:10:31 »
problem is we build many maps (most actually) around the premise of fixed positions and attack VS defense game play. It's not about "figuring out" anything, or "free choice" in these maps (fall of tobruk, Siege of tobruk, Operation Cobra, Bardia, supercharge to name a few) it's about players grinding through the pre-built defenses (the designed positions) and using raw power and minimal variations in tactics to push through the enemy.  I would never place a towable AT gun on those maps.

hower on maps like lebisey, falaise pocket, mareth line etc, dropping them from a truck, pushing them around or running with carried ones is OK. + they do have tanks and tank-destroyers, they dont need more.

Game Developers had that type of mind set back in the 2000. You are currently in 2012. The idea of static map defenses are overused, most of them except for AA guns (Including the Flak88) are easily bypassed or destroyed because they are always in the same spot everytime you play that map. Having a "barely" dynamic battle field is better than nothing, which we almost have right now. Notice in PR that they can set up defenses where they need it. This is the opposite of FH2, sure you may have a random tank move to defend a flank, which almost never happens.

Bottom line is that the only thing you FH2 devs are encouraging is more vehicle play (Tanks) than infantry defense. Which some people actually like/have to do when all of their vehicles are blown to shit or already in use.

25
Suggestions / Re: Towable AT, AA, and Artillery!
« on: 09-10-2012, 03:10:40 »
wake up. towing in that video looks crap, I think you can't even disconnect the trailer. so it's not even "towing", rather a variation of the AA trucks we already have... devs won't implement something crappy as that, and the farting trucks seem much more plausible atm.

for actual towing mechanic you'd need to connect the trailer and a vehicle via joint - something which I am pretty sure is not possible in this engine.

Well woop-dee-doo. We're dealing with the BF2 engine, its going to look like crap. And yes towing is possible but un-usable in this game because *Gasp* Who would have thought, the BF2 engines fault. The closest theoretical way of towing we would have is an AT gun being pulled by an invisible rope, and that AT gun would be bouncing around like a mother fucker if it hit a single small bump in a road.

 The closest a person has gotten to towing in this game is by (Shown by LuckyOne's Youtube Link) is having it be in the air. Obviously we'll never see any type of good looking Towables because the BF2 Engine will never ever allow it.
So many great ideas have been crushed by BF2's lame engine.

26
Suggestions / Re: Towable AT, AA, and Artillery!
« on: 09-10-2012, 01:10:08 »


Also the FH2 devs might not ask for the help of Devilman.
why would we

Because he has the concept somewhat working...while you guys...erhm...Don't. Hell i don't think the FH devs have done/planned to do any of the ideas posted in the suggestion thread via mid year of 2010-2012, well except possibly the AT gun farting trucks.

27
Suggestions / Re: Towable AT, AA, and Artillery!
« on: 07-10-2012, 18:10:40 »
Aww, but the AT gun farting trucks arent as cool as towed guns. :C

Also the FH2 devs might not ask for the help of Devilman. Damn you Devilman and your un-charismatic ways!

28
General Discussion / Re: Your epic fail in FH1/FH2!
« on: 29-09-2012, 03:09:01 »
Worst moment in FH2: Blind fired the 25 lb cannon, hit, tked full APC on other side of map, kicked.
The amount of anger that surged through my body after figuring out what i had done. http://www.youtube.com/watch?v=f6QBqCNuB3g&feature=relmfu

29
Suggestions / Re: falling tree's by mortar/tank hits.
« on: 29-09-2012, 03:09:17 »
you seem to get twisted up when you perceive any form of criticism (constructive or not).

Here's a vid of my latest work
All are welcome, to give me any form of criticism (constructive or not).

http://www.youtube.com/watch?v=fnbLT8742CU

And this has to do with destructible trees...how?

*Edit* Oh lol nvm i read the rest of the thread. I'm pretty sure this concept would definitely nail it on the recon planes and stuff. Nice work Devil.

30
Suggestions / Re: Set standard squad size to 12
« on: 28-09-2012, 22:09:21 »
Having 8 seems to be the magic number, although i still don't like the fact that players pop out of nowhere on a squad leader. Why not APC spawns? Those beautifully made but useless hunks of metal need some type of interesting purpose other than being tank bait.

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