Forgotten Hope Public Forum

Announcements => Announcements => Topic started by: Eat Uranium on 23-09-2012, 23:09:26

Title: Maximum Firepower - Forgotten Hope 2 Update
Post by: Eat Uranium on 23-09-2012, 23:09:26
Today we have a new render, and information on a server patch.  Coming inside the hour.

Maximum Firepower

Enjoy!
http://forgottenhope.warumdarum.de
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: pizzzaman on 23-09-2012, 23:09:04
Elefant?..
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Butcher on 23-09-2012, 23:09:59
Maxim MG for Russkies!
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: TASSER on 24-09-2012, 00:09:23
Maxim MG for Russkies!

Excellent thought! I'd definitely put money on that :)

Edit: Just looked and saw it was indeed correct!

Any hints on how this will be used in game? Lafette deployable style? Wheelable AT gun vehicle-ish style? Handheld weapon style? Any mix of the preceeding :o
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Biiviz on 24-09-2012, 00:09:10
Forgotten Hope 2

==============================================================
Changes from 2.5.776 server release to 2.5.776b server hotfix:
==============================================================

 * Added missing ESAI files.

 * Awardpersist critical bug fixed.

 * Re-added missing sherman tanks to lebisey, operation_goodwood, operation_totalize.

 * Fixed bleed on sidi_bou_zid and eppeldorf.

 * Deacon removed from every level.

 * Added delay of spawn for US tanks on st_vith.

 * Removed bugged MG34 Lafette from purple_heart_lane, mareth_line, tunis coop and singleplayer.

 * Added artillery FDC script stability improvements.

 * Fixed so-called "flagbug" (almost for sure).

 * Added support for switching gamemodes (no server restart required).
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: McCloskey on 24-09-2012, 00:09:29
I don't always submit screenshot of the week, but when I do, it gets picked as the winner ;D

Anyway, very nice MG. And did the server patch fix the broken Anctoville though?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Wakain on 24-09-2012, 00:09:21
Even though I really have to get up early tomorrow I find myself waiting for this update and it hasn't been dissapointing!
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: x4fun ODIUM on 24-09-2012, 00:09:58
Hey Uranium,

thanks for the update and the hard work you guys put in for patching.
I have given notice to Neo, Knallkopp (762#1 - #3) and Nemesis (200p Test Server)
who should update their server files, soon.

Does "support of switching game modes" mean that objective maps are supposed to work now
when one combines them with conquest maps in one rotation?

We will let you guys know how the patch works.

Regards,
Odium



Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Cheesus Krighst on 24-09-2012, 01:09:06
Why was the Deacon removed?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Eat Uranium on 24-09-2012, 01:09:02
The Deacon had extremely misaligned ironsights, and that is the sort of bug that can only be fixed by a client patch.  So until the next version, it has been removed to prevent people getting frustrated with it.

Any hints on how this will be used in game? Lafette deployable style? Wheelable AT gun vehicle-ish style? Handheld weapon style? Any mix of the preceeding :o
At the moment nothing concrete of course.  Certainly not a handheld weapon though, I think even Rambo would struggle with this one.
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: x4fun ODIUM on 24-09-2012, 02:09:55
If you find the deacon's sights misaligned, take a look at the Jagdpanzer IV (elevation is all I'm saying ;).
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Jimi Hendrix on 24-09-2012, 04:09:58
* Fixed so-called "flagbug" (almost for sure)

 Let us hope so.


 ;)
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Turkish007 on 24-09-2012, 06:09:05
Nice! was waiting this for a while.  :)
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Ronson on 24-09-2012, 09:09:34
* Added delay of spawn for US tanks on st_vith.

Fantastic! Should make those first couple of flags easier to take for Axis and that will mean we'll be able to enjoy fighting across the whole awesome map instead of getting stuck at the start most of the time.

Now we just need the server admins to add the map back into rotation... I haven't seen it for ages.
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Turkish007 on 24-09-2012, 10:09:19
Quote
Deacon removed from every level.

Why? I liked the Deacon?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Kelmola on 24-09-2012, 10:09:11
What was wrong with the MG34 Lafette? ??? Hope it gets readded also in a future clientside patch ;)
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: PanzerKnacker on 24-09-2012, 12:09:46
Deacon? Can you eat that?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: hyperanthropos on 24-09-2012, 13:09:00
Removed the MG34 Lafette? Because its was bugged, what buggs did it have?
I know that it sometimes disappeared and build up inside a building instead on top of it, but these are no reasons to delete it in my oppinion.

Very sad to hear this, so the Brits still have their tripod and the germans lost the Lafette?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Jimi Hendrix on 24-09-2012, 13:09:05
Removed the MG34 Lafette? Because its was bugged, what buggs did it have?
I know that it sometimes disappeared and build up inside a building instead on top of it, but these are no reasons to delete it in my oppinion.

Very sad to hear this, so the Brits still have their tripod and the germans lost the Lafette?

 I think the Jerries have enough toys as it is.

 Hell, the allies still don't have mobile arty.

 :(
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Eat Uranium on 24-09-2012, 13:09:14
Quote
* Removed bugged MG34 Lafette from purple_heart_lane, mareth_line, tunis coop and singleplayer.
Afaik those maps were still using the normal version of the lafette, not the special ai tuned version.
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: djinn on 24-09-2012, 15:09:33
mg34 caused the map to crash. Anyone who ever played PHL SP/ Co-op would never get past the 88 without it CTDing. This fixes that.

Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: NTH on 24-09-2012, 15:09:28
I don't always submit screenshot of the week, but when I do, it gets picked as the winner ;D

Anyway, very nice MG. And did the server patch fix the broken Anctoville though?

It should fix Anctoville, if  am not mistaken. Would be a shame if Anctoville remains unplayable till next patch.
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: ajappat on 24-09-2012, 15:09:51
I think that possible fix for flag bug is really big thing. We have all encountered it and we have all got frustrated with it. No more  :)
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Turkish007 on 24-09-2012, 16:09:30
Anyone care to answer my question?  ::)
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: ajappat on 24-09-2012, 16:09:25
Anyone care to answer my question?  ::)
Care to read this topic? It's answered just couple posts above your post.  ;)
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: THeTA0123 on 24-09-2012, 17:09:53
I am heavy weapons guy! And DIS! is my new weapon!


Lovely render! Lovely gun! The waterjackets seems correct(the big snowcollecting caps did appeared in 1943 however), so are the mountings.

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

Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Butcher on 24-09-2012, 17:09:17
Are you going to give the wheeled version a push-mode similar to the AT-guns?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: djinn on 24-09-2012, 18:09:55
Anyone care to answer my question?  ::)

It hasn't been answered. Any one can answer the deacon question?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Paythoss on 24-09-2012, 18:09:18
nah ... Still waiting for DShK  ;D

Maxim gonna be in NKVD kit ( with no penalty for TK  ;D )   ;) ?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: jan_kurator on 24-09-2012, 19:09:47
Anyone care to answer my question?  ::)

The Deacon had extremely misaligned ironsights, and that is the sort of bug that can only be fixed by a client patch.  So until the next version, it has been removed to prevent people getting frustrated with it.

It hasn't been answered. Any one can answer the deacon question?
(http://images2.wikia.nocookie.net/__cb20070705033828/scratchpad/images/c/cc/Crazyhorse.gif)
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Kwiot on 24-09-2012, 19:09:59
Ahahahahah!!!  ;D
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Turkish007 on 24-09-2012, 19:09:34
Damn, I wish it gets fixed soon, I liked the looks of it, with the sandbags on it and stuff...
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Chad1992 on 24-09-2012, 20:09:53
Can it be made so you pull the maximum with your left hand and still be able to use your knife or pistol with your right? i dont know how you would reload the pistol but it would look cool watching someone pulling the gun defending himself setting up the gun then mowing the germans over as they advance.  ;D Would take alot of new animations im afraid though.  :-\
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Slayer on 24-09-2012, 21:09:38
OMG, I had so much LOL reading this thread. Thanks guys (wipes tears off his face).
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: x4fun ODIUM on 25-09-2012, 02:09:19
As it seems, with the server hotfix currently available on the news update website, the push mode does not work on Fall of Tobruk and other maps after it has been installed.

I'll talk to Neo82 and my ingame admins later this morning and keep you posted.

UPDATE after further testing of the server side patch:
 
Pointe Du Hoc 64
- after blowing up all 4 guns and taking all flags, map does not end.  ---> still bugged.

Anctoville 64
- after demolishing the 3 road barriers, the 88 gun (4th object) is destroyed but its star remains on the minimap, map is stuck.
(http://www10.pic-upload.de/thumb/25.09.12/ye4xqhxi8lwp.jpg) (http://www.pic-upload.de/view-16184160/screen010.jpg.html)

(http://www10.pic-upload.de/thumb/25.09.12/z2hwvx7wyqd.jpg) (http://www.pic-upload.de/view-16184161/screen011.jpg.html)

- if you blow up the 88 first and then the 3 road barriers, the 4th star disappears but the map is stuck again.

(http://www7.pic-upload.de/thumb/25.09.12/gmxz8d2vvwhd.jpg) (http://www.pic-upload.de/view-16184193/screen016.jpg.html)

Someone might want to fix that. Until then we are sorry, but we cannot have the maps Anctoville 64, Hyacinth 64 and PDH 64 because they get stuck. That would kill the server.

Instead, the map randomizer which rolls the dice on the daily map rotation can pick from Anctoville 32 (push) and PDH 32 (push). That's the state of affairs :)
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: djinn on 25-09-2012, 10:09:04
Anyone care to answer my question?  ::)

The Deacon had extremely misaligned ironsights, and that is the sort of bug that can only be fixed by a client patch.  So until the next version, it has been removed to prevent people getting frustrated with it.

It hasn't been answered. Any one can answer the deacon question?
(http://images2.wikia.nocookie.net/__cb20070705033828/scratchpad/images/c/cc/Crazyhorse.gif)

He-ey, like TurkishCommando007/2, I didn't see the answer, ok? Sheesh. So cruel  :)

OT,
there's something totally badass about a maxim I can't quite place. Moreso, IMO, than an mg42. The mother of all mgs. Gonna love pwning entire squads with this baby.
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: McCloskey on 25-09-2012, 12:09:07
As it seems, with the server hotfix currently available on the news update website, the push mode does not work on Fall of Tobruk and other maps after it has been installed.

I'll talk to Neo82 and my ingame admins later this morning and keep you posted.

UPDATE after further testing of the server side patch:
 
Pointe Du Hoc 64
- after blowing up all 4 guns and taking all flags, map does not end.  ---> still bugged.

Anctoville 64
- after demolishing the 3 road barriers, the 88 gun (4th object) is destroyed but its star remains on the minimap, map is stuck.
(http://www10.pic-upload.de/thumb/25.09.12/ye4xqhxi8lwp.jpg) (http://www.pic-upload.de/view-16184160/screen010.jpg.html)

(http://www10.pic-upload.de/thumb/25.09.12/z2hwvx7wyqd.jpg) (http://www.pic-upload.de/view-16184161/screen011.jpg.html)

- if you blow up the 88 first and then the 3 road barriers, the 4th star disappears but the map is stuck again.

(http://www7.pic-upload.de/thumb/25.09.12/gmxz8d2vvwhd.jpg) (http://www.pic-upload.de/view-16184193/screen016.jpg.html)

Someone might want to fix that. Until then we are sorry, but we cannot have the maps Anctoville 64, Hyacinth 64 and PDH 64 because they get stuck. That would kill the server.

Instead, the map randomizer which rolls the dice on the daily map rotation can pick from Anctoville 32 (push) and PDH 32 (push). That's the state of affairs :)

FML
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Zulnex on 30-09-2012, 00:09:27
Splendid update as always. Many thanks. 8)
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Zoologic on 30-09-2012, 13:09:30
My game CTD-ed after applying the update.

It crashed when I tried to load a map. The CTD happens around 16% of map loading (between textures and the sounds).
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Biiviz on 30-09-2012, 13:09:33
My game CTD-ed after applying the update.

It crashed when I tried to load a map. The CTD happens around 16% of map loading (between textures and the sounds).

You didn't apply the update to your client, did you?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Zoologic on 30-09-2012, 17:09:09
What I did is simple, because I hosted a lot of LAN sessions, I thought I should apply the update as my computer is often used as a "local server."

Just download that 383 MB .tar file, unzip it, and replace all files & folders inside the FH2 mod folders, including all zips, level files, and everything there.
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: NTH on 30-09-2012, 20:09:47
It's only for those hosting servers. Your game will fail if you patched over your client copy manually.
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: THeTA0123 on 30-09-2012, 20:09:10
Quote
Whatever happens, we have got
The Maxim gun, and they have not
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Butcher on 30-09-2012, 20:09:37
Quote
Whatever happens, we have got
The Maxim gun, and they have not

http://www.youtube.com/watch?feature=player_embedded&v=_XPZQ0LAlR4#!#t=05m27s
5 minutes 25 secs into the video.

Well that phrase is from WW1... now "they" have MG34s and MG42s.

Edit: I phailed at linking to the exact minute in the video
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: THeTA0123 on 30-09-2012, 20:09:50
Even so butcher, when german troops came across the Maxim, it was a huge bitch to defeat.

1. The russians deployed them in huge numbers
2. The armoured shield actually worked
3. The crews where actually properly trained
4. The weapon had good performance with a decent ROF (600 RPM) and very good reliability

And ofcourse, numbers produced. Cost. Maintance...

MG34 and MG42 is always hailed as superior. Superior in the LMG role in surpressive fire? without a doubt

But did you ever tried to dissmantle the bloody thing? Or do you know how german troops had to make sure that they

1.Dint overheatted the barrel
2.Dint loose the tiny parts during field stripping
3.Make sure the belts did not scope any Dirt. A MG34/42 could jam rather quickly with dirt(As with ANY belt fed MG). Thats why the MG34 had a 50 round drum mag in the LMG. Ofcourse in a stationary position this issent much an issue. But in such a way, you still had to be carefull with point 1.
Plus the weapon was overkill.....even in bursts could this weapon waste huge amounts of ammo.

I remain skeptical of EVERY machinegun in WW2. the BAR/BREN where not effective in supressive fire, the MG34/42 where to expensive and difficult to build. The DP28 was better then the BAR/BREN in supressive fire but had those annoying pan magazines, a flimsy bipod and rather heavy recoil(Something fixed with the 1943 DPM tough). The japanese placed freaking bayonets on there machineguns...
The italians..........well.........

i think the best machineguns are still the post war MG's. Who borrowed elements from various designs. I am talking about=

-The FN MAG
-The Rheinmetall MG3
-Mikhail's kalashnikov PK
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Butcher on 30-09-2012, 21:09:25
MG34 and MG42 is always hailed as superior. Superior in the LMG role in surpressive fire? without a doubt

But did you ever tried to dissmantle the bloody thing? Or do you know how german troops had to make sure that they

1.Dint overheatted the barrel
Changing the barrel of a MG42 takes you about 5 seconds. This is an aspect where the MG42 excelled. Also it wasn´t water cooled and thus weight was reasonably lower.

Plus the weapon was overkill.....even in bursts could this weapon waste huge amounts of ammo.
That´s why the gunners were trained to shoot bursts. Also the MG held the firepower of the whole Zug, so it was supposed to consume ammunition; other weapons being only some Kar98ks getting off a shot here and there.

i think the best machineguns are still the post war MG's. Who borrowed elements from various designs. I am talking about=

-The Rheinmetall MG3
Which is pretty much a MG 42 with a tad less rate of fire, different lock and nato calibre. But it´s essentialy a modified MG42.
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: THeTA0123 on 30-09-2012, 21:09:17
MG3 has a heavier barrel to decrease the amount of time needed to change a barrel

Watercooling is heavier weight, yes, but carrying a bunch of spare barrels neglected that. And a barrel can be lost, and a barrel costs more to produce then a jacket containing water and oil

The wehrmacht already requested heavier barrels with the MG42 from day one because it simply overheatted way to fast...

So stationary wise, something wich still happend alot in WW2, a watercooled MG was still much better then the MG42.

And the russian maxim issent that all to bad in moving it to a new position..well.....for a watercooled MG that is....
The gun itself dint weighted that much more then the MG42...But the carriage it came with...

13KG for the gun...
10KG for the gunshield
...40KG for the carriage

Things improved alot with the SG43 however. well, weight wise (41KG compared to 60+KG for PM1910)

But again, i have always been talking about the advantages STATIONARY wise  ;)
Even the germans re-used old MG 08's in bunkers on the eastfront because you could just keep them firing and firing and firing and firing.

Never forget what the maxim did in WW1. 10 vickers MG of the 100th machine gun corps firing over 1 million rounds with 100 barrels for 12 hours without one single breakdown.........
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: hOMEr_jAy on 30-09-2012, 21:09:57
Just an addendum ;)
Quote
Also the MG held the firepower of the whole Zug, so it was supposed to consume ammunition
The MG42 was actually the main source of firepower for the "Gruppe" (squad). Each "Zug" (platoon) had 4 MMGs, one per squad. But otherwise you´re right.
I´d also rate better versatility more important. A MG42 was light enough to be carried as light MG, but was also able to act as HMG.
The Maxim water cooled machine gun was as outdated in WW2, as the BAR or belt fed machine guns. There´s a reason basically all armies went for aircooled medium machine guns instead of heavy water cooled ones, after the war.
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: THeTA0123 on 30-09-2012, 21:09:53
Yet magazine fed machine guns still exist. Yet they supplant these GPMG's.

But no MG of today is completly like the MG's of WW2.

They all became belt fed, wich they took from heavy MG's (maxims where still the first guns to have them)
They use barrels wich can be easily removed, and this is all taken either from the Bren gun, or in the MG3 case of the MG42
They all have more ROF then WW2 magazine fed LMGS but less then the MG34/42.

And the designs vary heavily

The MG3 is basicly a refined MG3. Simpler construction, heavier barrel, slower ROF
the MAG took the locking mechanism is modeled on that of the Browning M1918 (BAR) automatic rifle, and the feed and trigger mechanisms are from MG42
The PK in turn is a rather origenal design. from Kalashnikovs previous automatic rifle(not the AK)

But even the oldies return to the battlefield someday. The latest PKP pecheneg, wich fills the same spot as the MG42....uses the same forced air cooling technique as the Lewis gun  ;D

Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: PanzerKnacker on 30-09-2012, 21:09:54
Yet magazine fed machine guns still exist. Yet they supplant these GPMG's.


Yeah but in what numbers?

But no MG of today is completly like the MG's of WW2.

No shit
They all became belt fed, wich they took from heavy MG's (maxims where still the first guns to have them)
They use barrels wich can be easily removed, and this is all taken either from the Bren gun, or in the MG3 case of the MG42

Yes, the ancient "Copy, adapt and improve" drill, nothing new.


And the designs vary heavily

The MG3 is basicly a refined MG42. Simpler construction, heavier barrel, slower ROF
the MAG took the locking mechanism is modeled on that of the Browning M1918 (BAR) automatic rifle, and the feed and trigger mechanisms are from MG42
The PK in turn is a rather origenal design. from Kalashnikovs previous automatic rifle(not the AK)

But even the oldies return to the battlefield someday. The latest PKP pecheneg, wich fills the same spot as the MG42....uses the same forced air cooling technique as the Lewis gun  ;D

Wait, weren't we discussing Maxim vs Mg42?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Butcher on 30-09-2012, 22:09:52

The MG42 was actually the main source of firepower for the "Gruppe" (squad). Each "Zug" (platoon) had 4 MMGs, one per squad.
Ja, ich war Zivi. My mistake, a MG for around 9-12 men is what I meant.

Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: THeTA0123 on 30-09-2012, 22:09:10
Yet magazine fed machine guns still exist. Yet they supplant these GPMG's.


Yeah but in what numbers?

RPK in huge numbers.China, japan,france, UK...All have magazine/drum fed LMG's supplanting GPMG in the LMG role
the USMC returning with the M27IAR... Altough the yanks completly fuck things up by replacing MINIMI's with these things... Yes the IAR might be somewhat easier to deploy, but it will never replace one minimi. you need 22 30 round magazines to have the same firepower loadout as a SINGLE SAW GUNNER.........
And there are bigger magazines out there for the IAR.....but they dont give them to the IAR gunner...........
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: siben on 30-09-2012, 23:09:56
The guy I worked with during my night shift last week was a minimi gunner, he is still in love with it, he said almost no kickback and super easy to aim even while firing.

And for all the maxim lovers:

(http://picturearchive.gunauction.com/6149145621/7423503/8f5b65a6bb2c9f8d55fe08d236ab5794.jpg)

This spring is why I would never prefer it.
Maxim is only great when you don't have to move it and when your ammunition is the same quality.
Steel belts are not liked by this weapon (steel rubbing over brass has a cutting effect damaging the feed tray), only cloth, and what happens to cloth in damp places?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Zoologic on 01-10-2012, 17:10:35
It's only for those hosting servers. Your game will fail if you patched over your client copy manually.

But why? The changelog seems to say that it has AI updates and stuffs. So I can't use it for my SP session?
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Steel_Lion_FIN on 01-10-2012, 18:10:55
And is this thread a proper place for bickering about machine guns? How about here instead:
http://fhpubforum.warumdarum.de/index.php?topic=17758.0 (http://fhpubforum.warumdarum.de/index.php?topic=17758.0)
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: THeTA0123 on 01-10-2012, 18:10:42
This always starts when somebody says something about the allies and some guy pops in "YEAH BUT THE GERMANS HAD BETTER STUFF"


And then ofcourse i engage them back  ;D

oh well, Lovely maxim is lovely! TOP shelve work Pointblank86!
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: azreal on 02-10-2012, 05:10:46
This always starts when somebody says something about the allies and some guy pops in "YEAH BUT THE GERMANS HAD BETTER STUFF"


And then ofcourse i engage them back  ;D

obvious trolls are obvious...
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: Kuupperi on 05-10-2012, 18:10:51
Depending on where the MG is deployed the gunner will be more harder to kill because of the shield. I can imagine someone deploying the MG in the end of long road where granades can't reach and the gunner fires at will. Nice MG though and the shield will provide a good cover for its user, way better than any other MG out there in the mod currently.
Title: Re: Maximum Firepower - Forgotten Hope 2 Update
Post by: THeTA0123 on 05-10-2012, 23:10:41
It will be a nice tie between the Lafette yes. The lafette has the range advantage, the PM M1910 will have its gunshield as an advantage. There is a reason why the russians builded hundreds of thousands of these MG"s during WW2 alone.

Will we also see the PV-1 variant?

(http://upload.wikimedia.org/wikipedia/commons/5/5c/Bepo_022.jpg)

These where origenally mounted on aircraft, but when these old aircraft retired, tens of thousands of these where used as anti-aircraft guns in triple mountings. These could also be lowered enough to engage ground targets