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Messages - Sparks

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1
Suggestions / Re: Logistic trucks
« on: 13-03-2016, 03:03:15 »
I agree with points noted above and all are valid and logical.

But what if we didn't worry about abuses for a minute. What if a map like this was trialed, maybe this idea is more suited for tournament matches.
What if it were possible?
Yes it takes away player freedom agreed, but I'm a team player and find more enjoyment working together to win the game rather than play my own battles within the game.

I'm a believer in making the game a little bit more dynamic and less predictable, so having unpredictable spawn points in the hands of a competent commander would add more drama to the game. Just imagine also if the commander had resources he could provide with the spawn points.
It would make the commander's role a bit like a RTS role.
The more I think about it, it maybe suited better to tournament matches.

Anyway just my thoughts.  8)

2
Suggestions / Re: Logistic trucks
« on: 11-03-2016, 23:03:10 »
I rarely make posts but I think one of the ideas here has merit and maybe worth consideration.

"And the commander truck should really get something cool about it, right now it's only used for rushing the flags. If it could provide a (time-limited) team-wide spawn point it might give more relevance to the commander and help to focus the team on a single objective." Posted by: LuckyOne.

Give the commander the ability to select / deselect spawn points to control the battle as basically what happens in real life. Is it possible devs?

If its possible, maybe its open for abuse, I don't know but I do know that it would make battles more focussed.
I can't see the point of having spawn points dotted all over the map when only 1 or 2 and main base are relevant. Often is the case where there is a main battle happening @ point A and players are all over the map on their own private war.
The commander's role has been under utilised since FH2's inception. I think it would be good to see the commander having more important things to do than dropping the odd supply case here and there and giving orders which players choose or not choose to follow.

My 2 cents thanks gents. ;D

p.s I realise I have gone off topic, apologies in advance.

3
^bump^
Watched on twitch.

4
Gaming / Re: Project Reality Mod
« on: 28-12-2014, 12:12:38 »
Really impressive and their models are on a par with FH2.
Sounds make it more immersive.
I have a lot of trouble distinguishing between the good guys and bad guys. No name tags of course and being low light hard telling them apart at a distance.

5
Gaming / PR WWII alpha release
« on: 28-12-2014, 00:12:29 »
I stumbled across this release after watching BlueDrake42 livestream a few rounds on You Tube yesterday.
I was reinstalling FH2 to another partition and decided to install PR to give this a go.

Coincidentally their take on Omaha Beach is similar to FH2 as much as the layout is concerned but then thats where the similarities end. Game play is quite realistic and of course tactical. 
The server wasn't full so there was lots of space to move around without being shot.

I only had played 15 minutes before being kicked I didn't have a mic set up and another thing with PR you have to follow orders and everyone is in a squad but anyway I intend to join the server again soon with my sh*t sorted.

Peace  ;D


6
I reinstalled FH2 yesterday as I moved the game to a seperate and smaller partition on my hard drive, had a few minor hassles with the installation files installing to the a different folder within BF2 only a minor thing to watch out for.
My main reason for posting is after the installation of 2.46 part 1 & 2 there was an unexpected update when I opened the FH2launcher. It was around 800 MBs.
I've found nothing in the forums regarding this. Map pack maybe??
Any heads up?
Thanks.

7
Thanks guys for all your hard work.

I'll look forward to the changes.

8
 @nysä
Quote
Actually, the first(?)

Yes first round! In the flank near engine bay.

 My next wish is for bots to obey commands from the commander / NCO, they still go off and do their own thing. Wouldn't it be great if as a commander you could coordinate an attack on one or two targets simultaneously. 

9
Just played Meuse River, nice map with nice toys. Took out a King Tiger with a one Bazooka round surprised that happened not sure if that's realistic?

The main point of my post is kudos to whoever altered the ragdoll physics with the bots!! Much much better, great work!!



10
Bug Reporting / Re: Fh2 Random crash to desktop in coop mode
« on: 17-05-2014, 03:05:58 »
Yes, Villers Bocage is a problem when playing in coop mode.
I've posted in the forum recently of this error.
I play on a laptop in windowed mode and can only play between 5 - 10 minutes before CTD.
Frustrating because it's a great looking map.  :(

11
Villers-Bocage / Re: Villers-Bocage 64
« on: 04-05-2014, 02:05:56 »
IMO, it's a beaut map! So much potential here to be outstanding.

I agree in an earlier post. I'd like to see the arty vanish, everyone knows where are and therefore predictable also helps unbalance the map me thinks. Or maybe make them un-respawnable?

A couple of things on my wish list is make all hedgerows accessible for vehicles & infantry.
For this to work properly add more trees, bushes, ditches/embankments physical natural barriers to slow or severely limit run'n'gun tactics and linear play.
The contour I think is too flat.

What about reducing the speed for soft skin vehicles a tad and turning speed stiffened up?

My 2 cents worth. 8)

12
Suggestions / Re: new tank view position
« on: 03-05-2014, 09:05:46 »
+1
I mentioned the binocs view for the commander just recently in a Villers Bocage thread.

Would even be better if the gunner could use the range finder. But that is just wishful thinking!!

13
Gold Beach / Re: Gold Beach 64
« on: 26-04-2014, 04:04:24 »
I concur.
Artillery is needed for the allies also to be historically accurate it should be added.
An idea came to me as I was posting this comment, would it be an idea to have quick turn around artillery salvos at the beginning of the map to simulate actual occurrence and minimising allied teamkills? Then once the first 3 flags are captured disable the artillery.
Any thoughts?
This is one of my personal favourite maps, I play in coop as ping is too high to play on US or EU servers.

14
Villers Bocage Coop 64 player, both times I played the map I get a CTD between 5 -  10 mins from start.
I play with only 15 bots because I'm on a laptop. In windowed mode with settings at medium.
Such a beautiful map would like to play it more.
Have played online recently with high ping and no CTD's.


Any ideas?

Thanks in advance.

One little thing I think would be a useful feature and that is to have the tank commander able to stand out of the turret and use binos. I think its been done before in 0.7, I like long sniping from a distance, way more realistic, just my 2 cents worth. 8)

15
I played a few of new SP maps yesterday, its been a few years since I last had the opportunity to do that, I was impressed how the bots play now. Good job to all the people who have had some input into making this an enjoyable game.

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