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Messages - Nerdsturm

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General Discussion / Re: Blinking flag
« on: 06-12-2018, 01:12:06 »
The old flag system was not rewarding defenders enough, in my opinion. In order to be successfull at defending in the old system, you had to have a full squad at every open flag in case of the lone jeep... etc.
This is why I like the blinking flag system. A lot of FH2 maps have flags that sit open but very rarely ever get attacked, and nobody wants to sit around doing nothing for 40 minutes on the off chance that a stray jeep might come along.

It also helps with some counter-attack cases like British flags on Supercharge, where the Brits have no difficulty defending their flags overall but it used to be possible for stray Germans to sometimes sneak in and steal a flag while most of the Brits are off attacking the next line. This totally screwed up the flow of the map but is pretty well prevented now.

Community Polls / Re: Transports showing in mini-map
« on: 25-08-2018, 18:08:06 »
IMO, many of the stock maps actually keep the action where the engine is buggiest, lot's of people at close quarters.  It turns a great game into lag and frag, spawn die spawn die.  In general it favors low pingers with good shooter skills.  It's basically a field day for young Germans, atm.

Frankly, this is what most people want from the game. Players want action, and don't care enough about winning the map to wait around defending flags that rarely, if ever, get attacked. IMO this is why most of the CMP maps play poorly on the public servers - I mean you can sneak attack the rear flags on Westwall but even on a 100 player server the probability that there will be any defenders there is low.

But I think transports should stay visible just because they're usable transports and players may need them. Teamlocking transports would be okay though, as it's easy to teamkill players in enemy jeeps since they're so fast that you have little time to check the minimap.

General Discussion / Re: The future of FH2
« on: 22-08-2018, 03:08:29 »
There are some minor issues with SL spawns (people cycling the SL position when the SL dies, for instance), but reworking the spawn system would be a pretty massive change to address something that isn't obviously a real problem.

In the campaigns it works wonderful
The campaign maps were designed around that concept - most official maps would need changes to support it. Open desert maps, such as Siege of Tobruk or El Alamein, just have nowhere outside of flagzones that you could place a rally point without it getting immediately noticed. Furthermore, removing the ability to spawn on SLs in tanks would alter the balance on most maps in the game, particularly in Tiger-centric maps like Sidi Bou Zid or Ramelle, but also in maps like Brest where infantry are just not very survivable. Finally, it also breaks up squads, because if your SL is on the way to somewhere you wouldn't be able to just spawn in their halftrack with them.

Putting a rally point as a backup for the SL is an option I guess, but it seems unnecessary. I like the pressure put on the SL and their squad to keep them alive, it's one of the few games where there is a real motivation to not die. If you don't like being an SL you also don't have to play one-there are usually more people wanting to be an SL than there are players to fill their squads.

General Discussion / Re: Best new map and balancing changes
« on: 06-08-2018, 23:08:54 »
I wanted to give some time to see how gameplay settled out in some of the maps before voting, but my favorite so far is Ihantala.

Ihantala - I really like the combined arms aspect of this map, and the infantry combat is excellent. My only suggestion is that I think the tickets need to be reduced slightly or the bleed increased, since the map tends to drag on too long, especially if the Soviets are winning.

Lenino - I also really like this map overall, it just needs slightly improved defenses for the Germans particularly at the forward flags.

Ogledow - The first line of flags is fun, and the push towards the second line an interesting mechanic similar to the Ramelle where the Germans need to carefully protect their tanks. I like the idea, but this map is so damned frustrating to play as German.  The KTs inevitably get taken out eventually, and this means restarting from the previous line and waiting around for the next wave of KTs. The biggest problem though is even once the Germans do take one of the second line flags, those flags are extremely difficult for the Germans to defend. Armor spawns in the main are very far away, meaning that reinforcements take ages to arrive, and the infantry spawns aren't ideal for defending the flags. Every time I've seen the Germans manage to cap a flag in the second line it falls again within a couple of minutes.

This map needs some balance tweaks to avoid it getting bogged down at the second line of flags, but once those get fixed I think it will be a fun map.

Studienka - This is the only map in the patch that I'm not much of a fan of. The map is pretty and reasonably balanced, and I like the very open fighting around the central bridge. However, the rest of the map feels kind of like one of the CMP maps, specifically in that it seems like players don't put much effort into defending the outer flags and instead just run around in a circle capping flags without enough fighting. I assume the bridge chokepoints were put in to try to control this, but it's kind of hard to make use of those chokepoints with the limited vision range and the few AT guns on the map. Some people clearly like the slower gameplay style of these more spread out maps, but personally I feel like this map is just too big for a conquest map.

I can throw in my 2 cents.

-Supercharge: Increase the flag capture at Sidi Abd el Rahman. Too many effort to take it,
and half of the map is not playable because of this (the brits rarely reach the 2 final flags).

This map actually gets a bit of balancing love in the next patch. Not exactly increasing the cap radius, but tweaking assets to give the Brits an advantage in the early stages. Also some better spawning I believe. We'll see how it does, since I think this map is a ton of fun if it actually progresses like it's supposed to.

That's great! I've always really liked the core design of Supercharge, and even if the map is basically impossible to win for the Brits at the moment, they usually still advance at a consistent pace so the map doesn't get bogged down at one line of flags. Furthermore, I think the map could be balanced somewhat easily by reworking the spawns at Ghazal Stn (specifically moving them further behind the flag so Germans aren't constantly spawning in bunkers directly in the path of the Brits), and doing something like adding a flag at the railyard south of the last city flags to give the brits a forward spawn point that can be capped with armor.

St lo Breakthrough / Re: Breakthrough at St. Lo 64
« on: 17-07-2018, 21:07:25 »
Could the spawns at the Hill be changed for the germans?
Its pointless IMO that you spawn at that barn and have to run through MG fire from the Shermans to defend the capzone. Teamlocked spawns would be a good idea i think!

That spawn really should get moved. In addition to the spawn camping issues, the Americans often attack from that direction which leads to the Germans spawning on top of or behind them.

I don't think the Germans should spawn in the trenches because that flag is already really difficult for the US to take, but maybe a small house+spawn could be added further to the south-west where it would be less in the path of the US.

Off-Topic / Re: The World Cup 2018
« on: 16-07-2018, 21:07:45 »
The Penalty was a Penalty, and with VAR on you just can't ignore it.

Mad respects to Croatia, but France has better individuals position by position.

I can see how the referee would conclude contact was intentional, but it's still very frustrating to see the referee get so much power in the case of a very subjective call. Given how commonly penalty shots score, the penalty is severely disproportionate to the foul which was just a minor and quite possibly accidental redirection of the ball.

Yeah, if you reinstall with a different key it should fix it. The unofficial installer for FH2 will give you a unique key I think:;topicseen

How did you install BF2? If you used a CD key from online somebody else may have already used it and got banned.

Do you have Battlefield 2 installed and patched to version 1.5?

It may also be easier to use the unofficial installer which installs and patches BF2 for you:;topicseen

Announcements / Re: The Road to Forgotten Hope 2.53
« on: 21-06-2018, 18:06:02 »
To me- I don't like "sneaky" people back capping flags or pre-capping flags since it seems like a cheap way of taking a point. Imo it's more fun to fight over a flag instead of sneaking behind everyone and taking it without contest. It's definitely a more arcade-ish change, but it fits within the gameplay of FH2 imo (a balance of arcade and realism)
Same here. The counter to sneaky people is to hang back to defend flags that will be attacked extremely rarely if at all, which is boring and so nobody does it.

In my opinion a better solution would be to increase the delay for flags to unlock (a few maps like Omaha already have this, although it's still a fairly short delay) and lock flags if the opposing team is not expected to be attacking them regularly. The latter issue is particularly prominent in the early desert maps, where maps like Supercharge, Alam Halfa, and Siege of Tobruk all have flags that stay unlocked after the attackers capture that 'stage' of the map, despite the fact that the defending team has few options to counterattack. This means that if you do end up defending those flags, while you might fight the crew of a jeep now and then, 90% of you time just sitting around doing nothing.

Suggestions / Unnecessarily Movable AT Guns
« on: 17-06-2018, 22:06:15 »
A few maps, such as Lenino, have a lot of AT guns in the movable configuration even though their placement makes moving them rather pointless (they start in a reasonable position and would need to be moved a long way to get anywhere new). The annoyance is that these movable AT guns are a pain to use - they can't turn and they slide around after every shot, requiring you to constantly switch to the movable position to correct the direction the gun is facing.

I think these movable guns should generally be replaced with the static version except when mobility is absolutely necessary.

Gaming / Re: Gaming News
« on: 16-06-2018, 18:06:52 »
Fallout 76 world will contain no human NPCs, meaning every humans you meet there are online players. But I hope this isn't true. The guy who speaks for Bethesda said that he wants to give this type of gaming a chance.
For a multiplayer game I think this is okay - I've never paid much attention to the story in games that I've played with friends. I'm holding out hope that FO76 plays something like Borderlands, where it's a very casual game that you can quickly load up and blow away some mindless NPC goons while chatting with friends. So long as all the settlement building stuff is just a side minigame that you can completely ignore if you want, like it was in FO4, it seems like it could be a fun game.

Hopefully they'll still add a singleplayer co-op option though. If the game is based around loot grinding (which it kind of has to be - there's no story or win condition) then high level players will wipe the floor with new players and PvP won't be fun for either side.

Gaming / Re: Battlefield V
« on: 25-05-2018, 06:05:50 »

So keep in mind that the trailer is depicting the fighting during Fall Gelb around Arras :o

Hahaha, I would not have guessed that! I don't get why EA/Dice keep picking these unusual periods for their games (WW1, early WW2), and then stripping out almost everything that would make those periods unique.

Announcements / Re: The Road to Forgotten Hope 2.53
« on: 24-05-2018, 22:05:35 »
What maps use these "portee trucks" that supposedly transport AT guns?  I can't remember seeing one and thought that BF2 had some issue of vechicles destroying themselves when trying to have one vehicle "tow" another?

If I recall correctly Lebisey has one around the eastern-most flag. They're rare and I don't think they respawn so I barely ever see them in game.

Gaming / Re: PostScriptum : The Bloody Seventh
« on: 03-02-2018, 22:02:51 »
Could this be FH3 in disguise. I think it could.

If the devs ever decide to move onto FH3 it looks like it would make a good starting point, assuming it supports mods (which I assume it would, given that it started as a mod).

Watching unedited gameplay makes it look rather boring in its current form though, it's clearly much slower paced than FH2.

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