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Messages - LuckyOne

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1
Operation Supercharge / Re: Operation Supercharge 64
« on: 21-07-2019, 23:07:24 »
The problem with this map is not usually that the Allies can't win (they can, provided they don't get stuck on the 3rd flag) but that the endgame is so utterly boring and consists entirely of grenade spamming in a shoebox sized town.

I don't really have an idea how to fix this but I do have fond memories of this operation depicted in COD2 and there it was a much bigger town with a layout that would make for some interesting urban fighting, even in FH2.

2
Operation Hyacinth / Re: Operation Hyacinth 64
« on: 21-07-2019, 23:07:20 »
Another couple of rounds on this map and I'm now utterly convinced this map is unwinnable as Italians unless the LRDG is composed entirely of 2 year old toddlers.

I would prioritize on the following
  • disable friendly fire on objectives (seriously, some people really hate this map)
  • less explosives for Allies
  • better MG positions for the Axis
  • the forward roadblock spawn is useless. Either get rid of it or make it an actual threat to the Allies (maybe an AT gun ?)
  • maybe increase Italian Scout kit smine starting ammo to 2 or
  • introduce "ammo" pickup kit that enables the mines to be replenished more easily, provided the Italians can find 2 people willing to engage in some team work (trying to find ammo boxes in the dark is not easy!)


EDIT:

While thinking about Supercharge map I just remembered a cool scene from COD2 that could be a good way to make at least one objective harder to get to for the Allies. It's the one where there's a closed door and one Brit starts bashing it when an MG 42 opens up through it, killing him in the process.

I'm sure there's a two story building static that could be used to place the radio objective somewhere in the map (and there is / was an MG in a similar position on Crete).

The problem now is that most of the objectives are pretty exposed, allowing Allies to sometimes kill them even behind the walls....

Pic for reference:


3
Great job on this long awaited models! It's attention to detail that really sets FH2 apart in the plethora of generic WW2 shooters...

4
There used to be official stats at http://awards.fhmod.org/ but I guess the devs pulled the server down since 762 ranking proved way more popular (and basically had a monopoly on FH2 playerbase for a long time since the death of HSLAN)

5
Agreed, I think the main issue here is the lack of spots...

That should be focus of the fix, not encouraging players to "game" the system.

I feel this is the kind of a situation where giving back some "gimmicks" to the commander might be a viable solution.

After all, in vBF2 the job of the commander was to strategically shell the flags after gathering info about enemy movements via the minimap/UAV/sat scan.

In FH2 commander has lost most of his purpose and has been reduced to providing situational arty and support on larger maps.

Being a commander is probably the most boring "role" in FH2 today (besides the "medic" but nobody actually plays that...) because you're reduced to staring at cooldowns, especially since there's the "no fighting commander" rule on most servers...


Now, I'm fairly sure this can be done relatively easily:

Replace vehicle drop with "spot drop / Artillery recon mission". Spawn (invisible?) vehicle that shoots one a "spot projectile" at the ground.

Then it's just a matter of balancing the cooldown on different maps...


I think there might be a way to use the UAV instead of vehicle drop for that but I can't really remember if PR has something similar...

6
Operation Hyacinth / Re: Operation Hyacinth 64
« on: 06-07-2019, 22:07:14 »
I think the Italian planes are now too easy to destroy on this map. I've seen whole rows besides the ones in hangar taken out by the Allied jeeps before Italians even had a chance to react...

Suggestion is to increase their health a bit, and maybe reduce the amount of explosives available to LRDG (they should now try to split in 2 groups, the north one should take sapper kits and try to bomb the tanks while the south one should take vehicles with MGs and try to destroy the planes).

Also, maybe the Italians should not have a spawnable AT grenade as they can TK their own planes/tanks with it...

7
Seelow Heights / Re: Seelow Heights 64
« on: 06-07-2019, 22:07:57 »
I second the opinion Allies need a bit of a buff on this map. Either stop the bleed when one of the last flags is taken, or reduce Axis tickets by 100-150 to give Allies a fairer chance of winning even if they fail to cap the whole last sector.

8
Suggestions / Re: The Minor Suggestions Thread
« on: 30-06-2019, 21:06:10 »
is there a technical reason why deployable MGs don't have the freelook feature?
Yes, they have crouch ability instead, so you can hide when under fire.

Ah, I see your point, got confused for a bit because freelook used to be activated by the Shift key in BF1942 whereas it's Ctrl in BF2/FH2.

Maybe consider giving the 3rd person camera back to the deployable MGs? Or would that make them too OP because they would be too hard to take out?



9
Singleplayer and Coop / Re: Advice for Private LAN Play
« on: 27-06-2019, 22:06:11 »
Basically, no. Most newer WW1/2 games are very multiplayer focused and bot support is often an afterthought.

Besides, nothing out there quite matches the scale and quality of FH1 or FH2.

There is a community made downloader for FH1 called the FH1 toolbox that should be you go-to point for anything FH1 related (fixes, mappacks, texture packs):

http://www.pixel-fighter.com/modules.php?name=Downloads&d_op=viewdownload&cid=10#cat



Don't know if it works on Win 10 as I haven't used it for a few years... But it worked quite good on Win 7.

Unfortunately they don't seem to provide an easy link for the server files so unless one of the devs or some server admin from CMP / old Forgotten Honor (the tournament communities) knows where to find them as a direct download you'll have to try to find it on you own.


Edit: there's the official dedicated server files on this site but I have no idea if the links (or even the files) still work:

http://forgottenhope.warumdarum.de/downloads.php?

10
Suggestions / Re: The Minor Suggestions Thread
« on: 27-06-2019, 22:06:11 »
is there a technical reason why deployable MGs don't have the freelook feature?

I'd love having the ability to look around without turning the whole gun (very slow with non 360 degree tripod mounts)...

11
Singleplayer and Coop / Re: Advice for Private LAN Play
« on: 26-06-2019, 18:06:48 »
Somebody correct me if I'm wrong but you don't need to setup a dedicated server to host a local LAN game. Just select coop game mode and chose the map rotation and other computers on the same network should be able to see it.

However running a dedicated server might give you better performance and stability as you can set the affinity of the server process to run on separate cores than your game client.

12
Singleplayer and Coop / Re: Advice for Private LAN Play
« on: 25-06-2019, 18:06:24 »
1. They should probably do fine. Make sure you put the server on the one which has the highest single core frequency, as the old engines don't care about number of cores, only speed.

2. I find bots a bit smarter in BF2 but it's not really that noticeable. They still get stuck often and are lousy in following commands.

3. Both FH1 / 2 are quite stable up to Windows 7. On 10 I crash much more often but it might be the fact that I haven't reinstalled Windows in like 4-5 years on my current PC.

4. No idea about this. You probably don't need to install anything extra.

5. I believe there was / is a sound and texture pack for FH1 somewhere (check pixel-fighter.com, the last home of FH1 community). I know there's one for FHSW and it's quite good, but FHSW doesn't have bot support so I'd recommend you bring your kids to the FHSW server on the weekend fight nights - 40 - 60 people gather there at times). For FH2 there's only some sound packs but I think they're all outdated. You can try installing ENB with some presets ... For vBF1942 there's this, if you can get it to work: https://www.moddb.com/mods/high-definition-remaster

6. FHSW has a LOT more content than FH1 if you don't mind secret weapons and historical inaccuracies. It also has quite a few different gameplay mechanics including: angling affects armour penetration, different ammunition types, ability do duck when manning a mounted/stationary MG, working bomber bomb sights, working altitude meters for planes and many more I can't recall right now...

7. FH1 and FH2 are different beasts. The only common thing between them is the love for history. I'd say FH2 is a more polished, aestetically pleasing version of your first high school crush (FH1), you know the one you actually managed to marry and it has been a perfect marriage ever since  :D

13
As a Pole I'm against reusing old 2.0 map as it is a rather cheap move IMO (Poles thought against Italians in different sector).

Fair enough but given current manpower issues I'm certain many would happily overlook this "slight" inaccuracy.

Besides, how many variations of "defensive rings in mostly flat desert" can you think of?

I was actually thinking about it, as it should be a fairly easy map to make indeed, but I was convinced people would hate another African map (and another Tobruk to add to that!).

I believe people hate Africa maps because they're open, often bland looking and tanks and planes absolutely dominate them. Let's face it most people in FH2 play infantry, whether by choice or by force. And infantry fights are often boring in Africa. I'm sure people wouldn't mind a slightly more infantry focused Africa map ( but not a shoebox level like Tunis )

And why are you surprised exactly? I love most of the Africa maps and absolutely adore seeing often underrepresented nations featured in FH2  ;)

14
Suggestions / New maps made as variations of the old ones
« on: 25-06-2019, 15:06:01 »
It has recently come to my attention that FH2 features a few maps depicting locations where the battles spanned several months, sometimes even years.

Over the course of that time the battlefield often changed significantly, new units were brought to the front, as well as new equipment.

One notable example in FH2 is Siege of Tobruk. The map is not a very loveable one, because it features a frontal assault against very well prepared defensive lines. Leading to a very unique flavour of constantly being bombed by artillery and tactically retreating for the defenders.

I would like to suggest making a  variation of this map with reversed roles.

The Australians were eventually relieved in their trenches by, between others, the Poles, several months after the battle depicted in FH2.

Their uniforms can basically be made by reskinning the current British North Africa uniforms.

I suggest making it a night map focused on close quarters trench fighting. For example make the Italians dug in on the opposite side and maybe even an Objective mode map where the Poles need to destroy some radios in enemy territory?

It would be a welcome change from the currently often hated Africa maps with nowhere to hide from the "laser guns" from the sky.

It seems to me this kind of map should take less time to make as most of the assets and statics are already there, just need to strike a good layout for interesting gameplay.

What do you guys think? Opinions, suggestions are very much welcome!

References:

 
  https://en.m.wikipedia.org/wiki/Polish_Independent_Carpathian_Rifle_Brigade
http://www.polandinexile.com/icrb.html

15
Singleplayer and Coop / Re: SUGGESTIONS FOR THE AI DEV(S)
« on: 22-06-2019, 12:06:05 »

MY SUGGESTION: Add this python plugin to Coop/Solo to restore artillery and supply drops - https://www.moddb.com/games/battlefield-2/addons/advanced-ai-commander-plugin

Excellent idea! I have recently reinstalled BF2142 and SP is much more fun when the commander is active

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