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Topics - Yronno

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Suggestions / Aid Stations
« on: 15-08-2010, 02:08:14 »
This is outside the northern church on Luttich:

It's a pretty simple suggestion: add a medic pickup kit to every aid station like this one. Medic kits aren't the most useful of them all, but I find it odd, if not misleading, when I walk into one of these areas and see a barren table where a nice kit could be. Medics are pretty new to the mod, unless I'm mistaken, so it'd be a cool addition to see them on maps like Luttich and Bardia whenever you see a big red cross. :)

2
Bug Reporting / [Weapons] - Invisible M1919A4
« on: 07-07-2010, 21:07:13 »

I couldn't find a bug report thread about this, but I thought sure that someone had noticed this. I also thought that this had been fixed in a previous version...?

Anyway, the pickup-kit with the tripod-mounted M1919A4 shows a tripod but no gun on top of it when held.

3
Bug Reporting / [Weapons] - K98 ZF41 has no weapon sway
« on: 07-07-2010, 17:07:04 »

Unlike all other rifles, the K98 with ZF41 scope has no sway when standing or crouching. I don't think that this is intended, since other scoped rifles have sway.

4
Bug Reporting / [Maps] - Underground flag on Point du Hoc
« on: 06-07-2010, 06:07:19 »

I can't tell if this was on 'Point du Hoc - 32' or 'Point du Hoc - 64' (we had about twelve people per team with an admin there, so he might have made it 32), but there is an American dummy-flag on the beaches.

5

The bug is a waving flag stuck in a bush near the 'Port-en-Bessin East' controlpoint on the map 'Port-en-Bessin - 16'. It changes based on who owns the 'Port-en-Bessin East' controlpoint, but does not raise or lower. I found this last night on a WOLFGaming server and can recreate it on a local server as well.

6
Tactics & Tutorials / Distance with Rocket Launchers?
« on: 02-07-2010, 04:07:01 »
The PIAT is the most effective AT weapon in my opinion. It comes with lots of ammo and it's easy to use, mostly due to this: it has distance marked. If I see a tank some fifty metres away, I know which hole to aim through. The Panzerfaust is a little more cumbersome but still has that 30M assurance. The 'zooks and 'schrecks are where I have my doubts. Could someone tell me what distances the three notches on the bazooka imply? What about the panzerschreck? I conducted a brief google search (shame on me :-X) with no results.

7
I ran out of room in the subject line, so it is a bit inaccurate. What I meant is that when the Boys Anti-Tank Rifle fires its last round of the magazine, it goes through a bolting animation but makes no sound. Also, bolting after the last round is unnecessary since reloading also bolts. The bug can be found anywhere where the rifle itself is. Sorry I couldn't provide any images or videos--I'll check the tubes for an example.

8
Suggestions / Pilots, kits, and airfields
« on: 18-05-2010, 01:05:09 »
I'm new to the forums, but not to Forgotten Hope. I've enjoyed it for nearly a year now and am pleased with your newest update. I've noticed some things that could go into the next update, though.

1) When it comes to airfields, they can get crowded with many engineers. I, unlike others, enjoy the security of the parachute that comes with the pilot's kit and love to pick it up before flying. Then inevitably, a Stuka or Grasshopper will leave early, leaving me in the dust with a smoke grenade and a pistol. As I wait in the sand, I see smoking planes nearly crash-land and am helpless to repair the poor guys. No, I am not proposing a wrench for the pilot. What I am saying is that you should find both pilot kits at the airfield and engineer kits nearby, allowing you to switch between the air-defense/plane-repair role and the pilot.

2) I, a believer in the pilot kit, am always disappointed when maps like Lebisey roll around and I find that there is no such kit by the plane. When I'm above hateful infantry and tanks, I can easily take much damage in just a recon plane. Although parachutes are not always necessary, I find them helpful in these situations.

3) Make it a little easier to get in planes. I'll frequently see a nice Stuka flying off with no machine-gunner, and most pilots drive off when I try to get in. Even when a plane is stationary, it can require some frantic jumping by the cockpit to get in.

4) Just today, I spent a whole round on Lebisey in-plane flying over enemy bases and confirming targets on the ground. By the end of this round, I had a mere two points--I got those from repairing the plane. I was hoping that some points could be allocated to those who fly spy-planes effectively. Maybe points would be given after time piloting the plane? Or flying it? Fractions of points (which add up) for targets spotted?

In short,
1) Have pilot kits and engineer kits available at airfields (not necessarily in the same area).
2) Have pilot kits available in all airfields somewhere (unless, historically, the army had no equipment).
3) Make it easier to initially get in planes.
4) Add a point-gaining system for spy-plane pilots


Thanks again for listening. Cheers to the team.

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