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Messages - Cheesus Krighst

Pages: 1 2 [3] 4 5 ... 13
31
Suggestions / Re: Set standard squad size to 12
« on: 28-09-2012, 22:09:24 »
*Squad Leader hides in house*

Guys! Spawn on the SQ leader!

*12 players come flowing out of the house unexpectedly*

FH2! Fuck Yeah!

32
Suggestions / Re: falling tree's by mortar/tank hits.
« on: 28-09-2012, 02:09:15 »
I guess they're right about the priority of fixing bugs over adding small detail content is more important.

I still say destructible trees would work great for the No man's land minimod.

33
Well if people want a blind arty with only dials, you'll have to increase the firing rate of every artillery weapon and decrease their accuracy so it can cover more of a realistic area of fire.

34
Suggestions / Re: FH2 Alpenfestung
« on: 28-09-2012, 02:09:29 »
I personally don't want an Alpenfestung in FH2, why? Because i don't want those beautiful memories from FH1 to be tainted in any way by random glitchy-ness that is embedded into the BF2 engine.

Alot of FH1 maps are still very fun, in FH1. I don't think the same can be said if ported into FH2 because its a completely different game style/mechanics.

If people want the Maus, why not suggest a map for the russian campaign when the russians attacked the tank factory that the only working Maus tank defended? Lol, sounds like one of those Medal of Honor boss fights.

35
General Discussion / Re: FH2.45 Feedback
« on: 28-09-2012, 02:09:39 »
Can you now see dead people's typing? In the last week or so I've noticed a lot of text chat with *dead* in front of it, or *mort* or whatever. Has this been changed or are people just trolling? My only thought is maybe it gets said a split second before I respawn, but I'm sure I've just been walking around for minutes and seen dead people talking..

Can a dev please confirm this, its awkward of just wondering if you are actually talking to anyone alive while dead.

36
I orgasmed when i saw such smooth bolting animation.

37
General / Re: More Pick-up kits NEAR flags
« on: 27-09-2012, 03:09:48 »
Anyone know if it's possible to add a delay to the Commander Arty? The delay would nerf it, and adding a whole bunch of muffled "off-map" artillery fire would definitely tell the Jerries to pull up their trousers and duck in their foxholes.

38
Suggestions / Re: falling tree's by mortar/tank hits.
« on: 27-09-2012, 02:09:34 »
Is this thread used for how to theorize a way to get such a concept into the mod or just to show off coding skills and argue off-topic?

Personally this would be a pretty cool small adjustment to gameplay. Although 1 hour games that are filled with explosives and forests are going to be quite funky, since the forests will literally be flattened. Unless the map maker makes a specific amount of health per tree that will prevent such. And the fact that people rarely hit a tree with either tank or arty shells. Dunno, i confunzled on this situation.

Could you imagine this being put in for that WW1 mod of FH2. Since dead trees in no man's land was pretty much iconic for that war and all.

39
Suggestions / Re: about k98, m1 Garand sounds and ambients
« on: 24-09-2012, 23:09:43 »
Hi i didnt play in FH 2.45 yet, but i have a questions

k98 has still craply sound silent and fuzzy?

M1 Garand has still sound as shotgun-hollow?

Distance sounds are good but not various, and not much ambient sounds.wav

with war in the background - I met only a few maps but rest no

i don't want offended
im Audiophile a bit

greetz




Translation: He suggests that the K98 isn't rifle sounding enough it seems.
He thinks the M1 Garand sounds like a shotgun shooting inside something hollow, maybe a well or deep hole in the ground.
He thinks the distant gun fire sounds aren't poppy enough, or unique for every gun ,i think.
Does this game even have ambient war sounds in the background? I've never noticed.

40
Suggestions / Re: Slower Firing Mode For Flakvierling
« on: 24-09-2012, 23:09:25 »
Alright, the rate of fire is staying i guess. But what about the fast overheating or the huge plume of smoke that comes farting out?

41
Why was the Deacon removed?

42
Suggestions / Re: Tweaking the weapons... and more
« on: 23-09-2012, 21:09:37 »
In which situation exactly? Bear in mind that it takes very long to aim down the sights with something like a BAR and that your movement is really restricted by that point. In my opinion the guy who moves the most survives the longest in a firefight in FH2.
Yes, and in real life. The man who takes cover more survives the longest and the man who runs around usually gets his butt capped by an MG or automatic.
Too bad FH2 doesn't encourage taking cover or falling back as much as it should. It's not a pretty sight when you see two riflemen twirling and dancing around each other while shooting their bolt actions, hoping for a hit.

Bottom line is that FH2 doesn't encourage or reward cautious players. Cautious players turn out to be easy and slow targets.

43
Suggestions / Slower Firing Mode For Flakvierling
« on: 23-09-2012, 21:09:17 »
Mode 1: 800 Rate of Fire

Mode 2: 600 Rate of Fire


Can we get two firing modes for the Flakvierling? 800rpm seems a bit too fast for an AA gun, especially when the targets are usually near you or above you. I'd imagine this would be godlike against high flying bombers, but its lacks against fighters bearing down on you.

Why i ask this? Because the gun overheats pretty damn fast even if you do good ol' "Tap Mouse1" to slow the rate of fire down.
Why was it changed from 600 rpm to 800 rpm anyways? I didn't see a problem with the 600rpm.

Also that huge plume of smoke that comes farting out and blinding you after unloading a Flakvierling is crazy annoying.

44
General Discussion / Re: FH2.45 Feedback
« on: 21-09-2012, 23:09:31 »
Tacking pointless features on a game or mod does not equal depth. It equals a bored dev team.

Until you enlighten us with something that will, im still standing by better logistics.

I think enlightening the "teamwork" people is a fool's task since they are balls deep in some fantasy world where people from all over the world want to spontaneously work together to create some kind of unique gameplay experience that does not look like it was designed but like it was "real". It worked for PR for a while because their community was really dedicated to upholding all their rules and behaviour guidelines. I'm using the past tense because judging by several threads in their forum they also failed to maintain that standard of gameplay after some important servers of theirs went offline.
Anyway you ask me what I would change in FH2 to add more "depth". I would try to add some more features that allow players to interact in a simple, uncomplicated manner and allow more styles of gameplay. Take the artillery system as an example: One guy clicks on the ground, the other guy shoots at the spot. That's simple and works well.
"New" features I could see being used in the mod (just as examples) could be some form of revival system or a change to the squad leader spawn, although I don't know how codable any of it is.
Generally speaking though I think dev time is better spend on fine tuning weapon handling, the tank system and other already working aspects of the mod instead of adding completely new features like that. In the end what most peopel call "depth" is just unneeded complexity. You wrote about "flanking and rushing" like it is a sign of stupidity to use these tactics, but for me they are far more organic and realistic than using some complicated logistics system to do... well what exactly is achieved with it? Teamplay? I doubt it.
Arty is okay only if you have a friend spotting for you and is actually communicating to you. Which in FH2 it is extremely improbable to find such a person.

Reviving system and ww2 wont mix. Morphine won't work because that was a painkiller i believe. They didn't discover defibrillators until later after the war. And the closest to reviving in WW2 was stopping the bleeding and sending the soldier home. Bottom line is that there is no way to present it in historical accuracy.

You're right about the changes for squad lead spawns though.

I accentuate on the "flanking and rushing" because they are the only damned tactics we've got, not because they are "stupid", but because its repetitive on the same ol' maps. And defense tactics in this game is literally having 2 offensive teams smacking each other around to a stalemate on a small front. I'd like to see at least 1 simple sandbag build able or something that will encourage some type of defense in this game.

Hell i wouldn't mind if commander would be able to place the buildables on the field near flags or commander checkpoints. Making the soldiers do the building as the com just places them.

45
General Discussion / Re: FH2.45 Feedback
« on: 21-09-2012, 23:09:13 »
Tacking pointless features on a game or mod does not equal depth. It equals a bored dev team.

Until you enlighten us with something that will, im still standing by better logistics.

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