Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Cheesus Krighst

Pages: 1 ... 11 12 [13]
181
Suggestions / Re: M2 Browning
« on: 05-04-2012, 10:04:41 »
All i want is the player's body to be a bit lower behind the gun, whats the point of amping the damage of a gun if you get killed before using it at its full potential. Also dont tell me "Well use the crouch option", No that doesnt work, definitely when you're alone in a halftrack.

All it is is a small delay from the inevitable "rifleman keeping his ironsight on your position until you pop your head back up and have it be blasted into bits."
What happened to the ol' FH1 MG crouching behind the gun, having player model's head at the same height as the MG's ironsight?

182
Tactics & Tutorials / Re: Anti Tank Mines
« on: 31-03-2012, 19:03:28 »
Well what do you propose for landmine removal since you want them to last longer? Usually people smart enough place landmines either near enemy main bases, main routes that the enemy uses, or bottlenecks that your team is attempting to defend against. Players are almost always under fire when trying to find the little explosive tin cans unless its in an oblivious spot that nobody goes to. And when time is of the essence, i dont want to waste those 1 1/2 seconds just trying to pull out my wrench.

The engine is not restricted on such a small number of landmines. If PR can have each player place down about 20-40 landmines in a single round, i HIGHLY doubt that FH2 cant do the same. Well unless the devs did something to permanently block any modding access to the landmine lifetime and laying amount. Project Reality is on the same engine correct?

183
Apparently suppression doesn't work because of shader problems and it's likely to be removed altogether in the future.

I wonder what we will get instead? Louder sounds and bullet wizzes? I asked in-game but got no answer... We'll see how this will work...

Well i think Louder pop sounds will be more suppression friendly than that blinding effect PR had, especially since this game is much more fast paced than PR and its slow paced realism. Or probably the devs could do something that the RnL modders did for their suppresion system.
https://www.youtube.com/watch?v=MpCOROFmGek

Instead of having such high tech effects such as bluring and such, just have the screen get darker after a prolonged suppression barrage. Just have the darkness creep up from the sides of the screen.

Also if there is suppression effects, i barely ever see 'em.

184
Tactics & Tutorials / Re: Anti Tank Mines
« on: 30-03-2012, 21:03:20 »
Never seen this done before in a mod so unsure if its an engine limitation or no.

It's an engine limitation, too many spawned mines would cause lag I think.

However I'm all for at least 5 minute "expire time". It actually would give you a chance to re-deploy your mines. And would encourage people to use them more... So there would be more use for the mine detector too...

Or the pick-up kit (like the one on Goodwood) can have the ability to place let's say 10 mines instead of 5.

Increasing the Mine placing limit isnt engine restricted, for example Project Reality allows for about 20-40 land mines to be place by a SINGLE player (only if that player stays alive long enough...)

Never seen this done before in a mod so unsure if its an engine limitation or no.
So there would be more use for the mine detector too...
What is the use of mine detector? It only buzzes when you directly aim at mine with it and as mines are visible on ground, I simply scan the ground with my eyes. I even avoid mines very often while driving tank, just by keeping my eyes open.

The only use for mine detector, would be to check if there are mines under tank that is still on its spawn.

Just increase the Mine detectors detecting radius to probably 4-5 times the size of the mine detector as of right now. And maybe if you hold the mouse button down on the mine for a few seconds it automatically disarms it for you. Making the mine detector so much more useful than what it is right now.

185
Modding / Re: Tutorial on Sound Modding in BF2?
« on: 30-03-2012, 02:03:42 »
Same software? You're telling me that i have to buy this Adobe sound editor to just edit sounds on BF2? Ugh, no thank you.

I guess i'll take a look at this BFeditor forum and see if i can extract any good info out of it.

186
Tactics & Tutorials / Re: Anti Tank Mines
« on: 30-03-2012, 02:03:24 »
So the bottom line in landmine tactics it to rarely use them? I could understand that because most pubbers i've seen TK more friendlies than enemies. Reasons why? They're either too doopid to lay down flag markers in the general area of their minefield or the friendlies are just too doopid to actually figure out that the small flags mean "Landmines ahead.''

Pros:
Great for area prevention
Insta-kills all tanks if driven on

Cons:
5 mine limit
Mines disappear after 2 minutes, after the engineers death
Flags give off an obvious warning sign for the enemy ,if they arent blind
Be prepared to tk alot of friendlies if you wish to take up on a midget minefield on a popular route used by both teams

I don't see the reason why Landmines were added in the first place if they cant do their job with satisfactory results. Along with that mine detector, the most useless thing in the game next to the block of gold on the indiana jones kit.

I'm really hoping that the mine cap will be raised and the lifetime of the landmines would be over a measly 2 minutes to at least 10-15 minutes.

(Forum Go-er): But Cheesus! This will encourage more teamkilling since more mines would be placed! They'll go around placing random mines and eventually a friendly will hit it since engineers never place flags on mines at all!
(Cheesus): Have you ever seen a pub-player drive around an ammo truck hoping to make a minefield in a major route to the enemy or flag? I haven't because not one pubber is that committed and that persistent (since as many of us know, we die very fast in this game which resets the mines in 2 minutes).
(Forum Go-er): But once people start figuring it out they'll start griefing.
(Cheesus) Well, Just separate the engineer's mine laying ability and put it as a pick-up kit in a main base. Therefore the griefers and idiots wont have direct and easy access to the buffed up mines.

187
Modding / Re: Tutorial on Sound Modding in BF2?
« on: 30-03-2012, 02:03:23 »
Watchtower's little tutorial isnt detailed enough since i've followed the advice exactly and attempted at a few variants of his advice, with no avail. (P.S. it doesnt work.)

188
Modding / Re: Tutorial on Sound Modding in BF2?
« on: 29-03-2012, 23:03:42 »
Why do you say that, isnt this the modding section?

189
Modding / Tutorial on Sound Modding in BF2?
« on: 29-03-2012, 22:03:53 »
As the title says.
I am having trouble modding the sounds in BF2. I already have the sound made and such but im having difficulties with it actually working in game.

For example the Flak quad cannon, i change the sound with the same format and such but it execute a single sound instead of the usual *bang**bang**bang**bang**bang*
http://www.youtube.com/watch?v=XQZbtbR1tjE

Cue points arent working on Goldwave it seems because they dont repeat the sound on the placed cue point.

190
Suggestions / Re: Bayonet and mg realism improvement?
« on: 31-12-2011, 07:12:52 »
Here's an idea.

Just stick the majority of the most used MGs on AA stands, have the support rod in the middle have re-adjustable height with the UP and DOWN arrow keys so it can adjust to almost every wall or cover, it would also have a 360 turn radius and probably 60-70 degree elevation radius. This would be a pick up kit so people cant just spam them everywhere.

P.S. This kit should be deployable like the Laffete.

191
Im a bit confuzzled on where to download the maps. Also when are the maps supposed to come? im so excited for the new sea maps!!

192
General Discussion / Re: Mounting MG's
« on: 29-06-2011, 06:06:07 »
In one hand, "Being able to deploy every where."
In the other, "Go prone ontop of everything that allows a person to get ontop of (or prone on the ground)."

Been playing this mod for a while and it looks so silly to see MG gunners proned ontop of a fence,wall,or sandbags just to get a good view without having a facefull of grass impeding his view.

Pages: 1 ... 11 12 [13]