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Messages - djinn

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1
General Discussion / Goodbye all.
« on: 24-02-2017, 09:02:11 »
Hi Everyone,
I thought I should finally inform the community that I am taking a step back finally from the mod's community.

This may be no surprise to a few, and may indeed be met with 'Good riddance' by most.

I look fondly at the distant past when members like Jumjum and Pajama Shark and Coca-Cola were the sort of fun forumers you could run into, and banter was sharply witted with running gags and a strong community spirit.

Von Mudra was the assertive one, believe it or not -- Lobo was dictator, Flippy Warbear burned people with his dry wit or a subtle but firm paw, and Dream-crushing was Lightning's magic.

When we made strides by maverick ideas alone to keep singleplayer alive and indeed get it up to being a respected part of the game. I may have only contributed in concepts and connections, but I was happy, and honored to have had a role (albeit minor) in.

I still see Typhoons fire rockets, Stuka's dive with horns blaring, tanks fire on the gallop and artillery plaster targets well out of visual range, and think "This was our finest hour"

I wish I had gotten out then, or perhaps when JumJum did. When Filefront collapsed. Perhaps the community, and especially the veterans, devs and beta testers would still view me as an informed contributor to the Game community.

you might still see me ingame as I still believe Forgotten Hope to be my favorite game of all time, and a thing of pride I was glad to have been a part of.

But after 10 years in the community, I don't have the nerves I once did, especially with the subtle and not-so-subtle racism. I fear I've becoming something of a curmudgeon among the community and time has marched on with me. 

I wish the younger, up and coming fans and players all the best in cultivating a vibrant culture and community I once enjoyed so much in times past. Let comrade veteran such as my friend Hetzenhauer take you under their wing. They'll give you a helluva squad game, I assure you.

There's no glorious last battle left to ride into and die in. So allow me to fade away like a warhorse put out to pasture.

Your Faithful brother in arms,
Djinn

2
In my experience, the strategy is less North African versus other type strategies, and more what the realities are on the ground.

For instance,
The strategy on Alam Halfa and El Alamein have similarities and differences; while Sidi is something else entirely.

Usually,
There's a game of Ro sham bo going on; something kills something very well but is weak against something else and vulnerable against another thing.

Remember the 20mm AA gun in Saving Private Ryan that caused riot against Millers Troops? Or conversely, what happened when their machine guns went silent? First in the belltower and then in the house covering the West flank?

Something like that.
You have assets you need to use to effectively keep the enemy off his stroke, and he has weapons that prevent your strongest troops from being brought to bear.

Artillery, airpower and in closer skirmishes smoke tend to be great decider of battles and removes the enemies immediate threat.

That's the key thing, removing the immediate threat first and quickly.
Once you realize your side is being bogged down by an AT gun, decide if you can flank it with infantry and take it out (Preferably using rifle grenades and anti tank bombs to ensure it stays down) or if it's in range of artillery that flatten it.

I present these options as these are the ideal.

On public server, like with real war, things are anything BUT ideal.
You may have a no-show on your artillery or the enemy may be focusing his airforce on your guns.

Trying to fix those guns (Take Gazala for instance) may be a trap, as your entire focus is on step 0 instead of step 1; getting across that open area and capping that critical flag.

So you need an alternative approach.

Tanks in North African maps are generally your spearhead, so once the immediate threat to them have been removed, get as many of them across with infantry in tow.

A spawn tank, though frowned upon by some can be a great strategy to get more men in than can be safely carried on.

But watch out for enemy tanks in hull down positions as these can wreck havoc on your tanks and blunt your offensive -- And getting pubbies to coordinate tank actions is hard enough without having to do it more than a few times.

To deal with thos entrenched enemy tanks, like with AT guns could be anything from a 'commando unit' sneaking in, artillery scaring them off or airstrike depending on other factors like air cover, if you can find a flank to sneak in.

The key thing is speed. You need to keep the enemy on the defensive and off his stroke. Once you gain an advantage, push into them as far and as fast as you can until you start to feel the resistance mount, then the new situation, identify immediate threats and focus on taling those out; rinse, repeat.

And yes, sometimes, the enemy has entrenched so well and his stone, paper and scissors are so well in sync that any attempt to take out one would cost you unacceptable casualties -- This is especially true if he beat you to the strategic point; for instance the opn flag at the blockhouse on Sidi Rezegh.
In that case, you may need to rely on flanking at the margins of the map, or get in a solid squad with a smart squad leader that knows how to survive long enough to matter. And even then the rules still apply. Take out the key threats, such as the 88, PAK guns or any marauding tanks, so even if the attack fails, a speedy second attack can exploit the weakened defenses.

But like all maps, NEVER, and I mean never try to attack an enemy in a predictable way. Don't focus on individual skill or you're playing a game of loser's luck. Don't send tanks against AT defended based without air or artillery, don't attack entrenched tanks with other tanks, and don't try to cap a base that is defended by at least one full squad with a squad of your own carrying just rifles.

You may succeed, but if you don't you lose critical time bleeding, and hand over the intiative to the enemy.

3
FH2 Help / Support / Re: Can't see any servers?
« on: 02-04-2016, 15:04:36 »
I reinstalled my computer after it had detected a number of 'Windows Explorer has crashed' issues and had to reinstall FH2.

I made a backup of the current version I had installed, since the install files I have are for unpatched 2.5 and I don't have the kind of internet bundle for 500-MB installs willy-nilly.

I installed BF2, patch to 1.4 and 1.5 as usual. Install FH2.5, check to see if it's working. It asks me to update. I decline. then exit.

Then I replace the files with 2.51, and start it. Login as djinnx and see no servers.

So I put off all filters and the only servers I see are PR servers.

I vaguely recall some issue with BF2 losing support and a PR workaround that FH2 latched on to.

But I only see PR servers.

Now I came here, saw a link to FH2 servers and went through there,

Game starts, I load a FH2 map (At the time it was Mersa Matru 32) and the game has started. Except as soon as I pick my kit and try to join, I get kicked for 'Excessive teamkilling or from a successful kick vote'

This happened twice.


Any suggestions, because I'm currently unable to play online at all.

4
Good to know. One less stress then.

5
1. Trolls. Especially the ones who follow you for no reason, shoot close to you or fire the coax mg when you're trying to sneak behind enemy lines, say on Villers where a tell-tale tracer can spell your doom at 1000m.

... Oh and let's not forget the trolls that stand on the mortar or howitzer so its user cannot fire.

And for some reason, the server admins can't seem to take that as a cause to kick.

2. Incompetent squad leaders. Our team is losing and there's one reason. N00b squad leaders.
From the guy who leads from the front a d dies as soon as the shooting starts so his squad is left with only the numbers they have,

To the squad leader who spends half the match waiting for the same tank to spawn, while his squad flap in the breeze at the frontlines,

To that guy who got bumped up when the original (Often awesome) squad leader is disconnected from the server.

Then there's the squad leader who sits on a one-man weapon for nomapparent reason other than to drain his 8-man squad of willing fighters.

And my favorite,
The man with a Hitler complex. This guy is  on a mission that goes directly against all logic as to where the battle is.  I don't mind a squad that mans a tank and blocks off a flank of the enemy, or even the squad that picks off enemies from the fringes or mans an isolated base that may explode into gunfire if the enemy suspects it's under-manned.

These have the bonus of spoiling attacks that keeps opposing side of their stroke -- And that I respect.

Nope, I refer to the guy who leads his squad directly into a bottleneck where it's clear the enemy breakout would be in the quiet sector, or remains fightingat a crossed off flag while the enemy outflanks him and flags fall one after the next. Dude only finds himself just in time to defend the final flag or watch it fall just as he spawns there, just in time to be unable to spawn anyone.

Oh, and as a bonus,
The last man standing. Every map has one. One dude who doesnt get the war is over and is either AFKING, trying to reclaim victory while a whole map away from the nearest open flag, only to get killed by a sentry after wasting everyone elses time; and usually only after the dead have gone on screaming silently from beyond the grave for about 5mins and half the server has decided to leave.

6
Off-Topic / Re: Picture of the Day (Other eras)
« on: 08-03-2016, 08:03:49 »
Our Independence day parade last Sunday. Just the military bit.

























7
I've also noted that German riflemen fire standard rifle grenades at T34. The damage is insignificant and focuses them away from infantry threats. This might not be a good threat assessment for them.
Again, not my buisiness - the general behaviour like this should be reported in the 2.5 Singleplayer thread, this has nothing to do with my work in particular.
I thought you set the AI template for Russian tanks because they are clearly reacting to them as they would light armor, not medium armor. Or did Russian tanks already have that set?

Sorry if I'm mistaken.

8
Thanks for the correction, Gavrant.

@Darman,
I've also noted that German riflemen fire standard rifle grenades at T34. The damage is insignificant and focuses them away from infantry threats. This might not be a good threat assessment for them.

9
Sure. Absolutely appreciated.

Final note: I think it would help on a map like Seelow, to make defenders spawn on static guns.

There have been two approaches used in standard maps.
That used in Totalize locks all defensive vehicles such as 88s and mgs to enemy so that defenders can't use them once the base switches hands.

The other is open spawn vehicles like on El Alamein. I think a combination of the two works depending on what you deem strategic.

mg facing the Russians, for instance, should definitely be side-locked. Where as the 88s in 360 positions can be open spawners.

But spawners are key so that the first line bases aren't so easy to take without some defensive action. A map like Seelow and Dukla pass ought to be slugfest, requiring players to flank and try to take out key targets before worrying about infantry.

Great job again with the maps. I love how confidently tanks move around these maps that by their very appearance are quite a nightmare to navigate.

10
@Darman
Seen.

Okay, I think the 75mm AT guns on Arad. Generally, as a rule of thumb, don't make 75mm German or Russian AT guns mobile. The German AT at the bridge flag for instance definitely doesn't need to be moved.

I think the Katyusha with _ai can be a clone. The only difference between the _ai version is that it's point of view is about 15m in the air so it sees over stuff. You might try also making it driver/ gunner so it stops and fires instead of having some idiot bot drive it off - Or try reducing the heat of driver should do also.

Sadly, I doubt Gavrant will ever make an _ai katyusha. On principle, Gavrant doesn't believe mobile arty should have that as it tends to make them more clumsy to drive by both bots and humans.

So this would have to be your call.


11
Played this finally and was amazed to start a COOP map with Russians at all then have IL planes take off and rain rockets on German positions. Totally epic!

A few comments though:
1. Some AT guns would best be replaced with static AT guns. Their current position allows them a good defense of the area. making them mobile simply weakens this.

2. Is it possible to make an _ai variant of the Katyusha with perspective raised like is the case with static artillery. That way, it can fire at enemy from range. Otherwise, it will be the first vehicle to the front and the first vehicle to get killed. Another thing to do would be to reduce the temperature of the driver's seat so that bots are less inclined to drive it and more inclined to camp the rockets.

3. Finally, I noted that the plane on Seelow heights; the Russian fighter has it's propeller not moving at all. It may be a bug that was introduced when AI was added. Something to check out.

Otherwise, I'm going to say, this is a really fine addition to the mod and within such a brief period of time.

Great work, Darman!

12
Seriously can't wait to get this tonight when my internet bundle goes unlimited.

13
I'm such a happy boy!
I have notified Gavrant on beta chat.
Why do you say it's doubtful this makes it into build? If it fixes the mesh issues of the new statics, I think it should definitely be included into an official update.

14
Fair point. I've actually followed your example on Crete, flying well above AA range and having other squads spawn on me and bail at various flags. Did that for about 20 minutes before bailing myself once an areas was secure.

And let's not forget the all important SPAWN TANK, which I cannot type without putting it in Caps, because it's that awesome a strategy :)

15
General Discussion / Re: The LCVP boats on Omaha Beach map
« on: 19-02-2016, 19:02:10 »
By themselves. no. Their purpose is partly redundant. They were originally intended as a marker for friendly mines.

A mine marker excused you if a friendly drove over a mine you place them by. And you could be sneaky and use them to make enemy believe mines exist in an area, and thus would avoid them.

However, since about an update or two ago, the devs made the skull and crossbows appear automatically (As opposed to using the shortcut key to put on notifications), so their use has diminished somewhat.

Although for the life of me, I can't understand why people still run into skull and crossbow areas and kill themselves.

One would think the convention crossed beyond video games.

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