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Messages - Oberst

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1
I just realized that the mine detector can detect if a friendly vehicle is damaged. I noted before that friendly vehicles result in a beeping sound but only somtimes.

 :o

Mind blown.

Awesome throwback in >10 years of history. More than 10 years. Holy crap.

2
How many battles are planed for this campaign? How long is the campaign going to last?

3
Off-Topic / Re: Picture of the Day (Other eras)
« on: 23-01-2019, 19:01:13 »
Well, some of them weren't destroyed, some  were (or atleast they tried).
Overall, destroying them was part of demilitarization. The flak towers had very large symbolic value after all. A big chunk of concrete build for defense in the middle of large cities is a big symbol of power and maybe oppression. Destroying is a symbol of change, as well as of who is now in power (and what the people in power may symbolize). Over all in germany a large number of buildings consrructed were either destroyed as part of the war any way, or demolished afterwards. And very few things got heavily repurposed. Also, quality of many buildings was not as good, as it would have lasted for "a thousand years" anyway. Look at the parteitagsgelände in nuremberg, which is very very ironic.

And turning them into appartments for refugees? Not so usefull. After all they are concrete bunkers ment to protect people for a limited time inside. There is no large amount of sanitary appliances in there and doing new pipings etc is an effort way too big for the limited amount of people living in there. Furthers it is massive concrete. It is wet, cold and dark. No place to live.

4
From your story, it sounds that you have installed the game correctly, as it appears that you can start it.

If you want to play singleplayer, you should go to the multiplayer tab, than start local server in coop mode. Then you can play many maps with bots. This may sound unintuitive and it is, but it gives you more options on teambalance and difficulty, as the original standard bf2 single player tab.

5
Off-Topic / Re: Picture of the Day
« on: 27-10-2018, 06:10:33 »
Isnt that a Stuh42? Early versions had muzzle brakes?

6
Announcements / Re: The Road to Forgotten Hope 2.54
« on: 25-10-2018, 21:10:31 »
Is there a detailed changelog? I am wondering, what other details got addressed? Balance & bug fixes?

7
I would love to play. Everyone, who likes this game and wants to see a different side of FH should really join.

8
General Discussion / Re: The future of FH2
« on: 20-08-2018, 18:08:36 »
Thank you devs and the whole community for the joyful last 10 years and more to come.

I personally love the game as it is. It's relatively simple playstyle. Just spawn and start. It's scenario. The deadly gamestyle. FH is the only game I know, which somehow manages to combine a realistic feeling with an arcady, fast paced gameplay (not negative, this is what I mean with 'simple playstyle'). No other game has this unique combination. Of course, this combined with air, land (and sea) is awesome.

If I could change things in this game, It wouldn't be much. I love to be a squadleader in this game and the spawn mechanics inherited from vBF2 are extremely nice. But there is one thing: while in vBF2, you have medics and can be revived, you can't be in FH2 (which is fine). However, this means that per team up to 9 people are just relegated to hide and NOT to attack, because else you loose your spawn. And everybody hates his squadleader, who always is killed. Also as a squadleader you can rarely man any defensive structure. Again, nobody can spawn. This doesn't fit the game. While certainly people pretend to be role players, the leading in this game mainly comes from the spawn point location of the squadleader. He hides and this decides the direction of attack. Nothing else.
Personally, there are two things: I either would love to see more of the spawn half tracks/vehicles. This means that defending team has to destroy the spawn vehicle, which adds another gameplay element. But I personally would favor the introduction of rally points, similar to PR or in the campaigns. In the campaigns it works wonderful and an important gameplay element it is always to find the enemy rallypoint. This way the squadleader can take a more active role, he can fight. Spot for artillery, and actually go for a flagzone without worrying about being killed. 10 players more to fight on the server, who wouldn't want that? I mean this can be balanced. Limit the time of the rally point, e.g. 5 minutes. Limit the minimum distance to flags. Both exist already in the campaign. And if you don't want to have the whole squad pop from a pile of bagpacka/a radio, make the rally point only a fall back option for the squadleader. So only he can spawn, when he dies, but the squad still spawns on him. That is the only thing that is bothering to be a squadleader. YOU don't have a spawn, a fall back option, when you are killed. The rest of the squad has. And it is you.

PS: That is just my opinion. My dream.

9
How long does your database go back? And to what detail, i.e. daily or hourly, does your data go to? This would allow to analyze different communities by timezones.

As well as the long range trend, the influence of updates, mappacks or campaigns would be interesting.

10
Off-Topic / Re: Picture of the Day
« on: 24-06-2018, 18:06:59 »
Something like this, is what I thought.

Because shouldn't the existing 155mm shaped charge shells already powerful enough to bust a tank? Looking at the Russian SU152 even a big HE shell should destroy any tank. Therefore, I was wondering, what such a shell is even for. 

11
Off-Topic / Re: Picture of the Day
« on: 24-06-2018, 08:06:01 »
https://forum.axishistory.com/download/file.php?id=363331&t=1&sid=1e00ded76ee4397b60710700457baa8c

SiG 33 with Stielgranate 42

That is the german equivivalent of the spigot mortar/flying dustbin?

12
Off-Topic / Re: Picture of the Day
« on: 19-06-2018, 08:06:06 »
What is that? Some pz3 prototype with Schachtellaufwerk?

13
Modding / Re: Berlin
« on: 06-06-2018, 16:06:41 »
Compare to Brest for instance. Mortar should still be available there.

From the art point of view it is important, that even from an infantry perspective the map not suddenly ends behind the next corner. Which may also require a few OOB buildings. This kills immersion.

14
Off-Topic / Re: Picture of the Day
« on: 28-05-2018, 09:05:51 »
Now that's going to speed up face modelling for FH2. Just 2 polygons and a little texture.

15
Suggestions / Re: The Minor Suggestions Thread
« on: 08-04-2018, 01:04:54 »
It would be nice to see few little tweaks on StuG IV to make this vehicle more historically accurate:

- Remove the coaxial MG (StuG IV never had one)
- The gunner's sight from the StuG III Ausf G (currently Pz IV's)
- A variant with a Rundumfeuer MG (eg. StuG III Ausf G "late" roof)

and please, add tank riders to the Hetzer - currently it doesn't have this option at all
https://i.pinimg.com/originals/c8/b2/11/c8b2110a4e475d2c87d40889b15f79ad.jpg

Thanks

But didnt  the saukopfblende used on the in-game stug Iv offer a coaxial mount from 1944 on? On the late war stug III they were installed as well.

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