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Messages - GeoPat

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1
General Discussion / Re: Post your FH2 Screenshots
« on: 10-02-2018, 05:02:10 »
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The only thing I hate, are retards jumping in your gun pushing you away or sitting in the gunners seat, while you are relocating.

I wish they would do something about that for the next release.  I've never seen a 2-man AT gun team operate successfully.  The driver seat is just an opportunity for a troll to have a little fun an get away with it.

2
General Discussion / Re: Isnt it time to make FH standalone?
« on: 09-02-2018, 11:02:56 »
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If standalone is still not an option then at least make this Mod playable on PR and/or BFHD
This is a good idea and easy to implement.  I am currently have FH2 installed in the Project Reality/mods folder.  It works fine online but not local for some reason(possibly my total ignorance).  I had to add a few files to the main PRBF2 folder and a reduced version of BF2(still winnowing it down) to the mods folder to make it work.

It would be nice if PR players had to the option to download and play FH2.  I don't think it competes with their PR/WW2 project since they are such different games.  Maybe FH2 and PR can get together on this as a surprise for the next release.

3
They said 80 fascists not soldiers.  All the civis hiding in the cellars were probably counted as fascists.

4
General Discussion / Re: Forgotten Hope 2: State of the Game
« on: 20-01-2018, 21:01:36 »
I think this question might be worth a poll.

The current RP system used in the tournament allows the SL to place an RP by himself.  It last only 2 minutes whereas one place by 2 squad members last 10 minutes.  There is even a convenient button on the com rose.  The problem of SL hiding is the need for SLs to avoid action which sucks for him and sucks for the squad members when he doesn't do it.  As for hunting these spawn options, at least you know you killed the right box and the current system allows you to hear it from meters away.  RP camping is preferable to spawnpoint camping.  It can more easily be dealt with and if it gives these sociopaths an alternative then even better.

Let's just face it, there is something weird about the whole giving birth during battle thing.  When the SL is prone it's just awkward for everyone involved even onlookers.  I think I screamed HACK!!! in all chat when I first observed it.  I definitely shot the first guy who spawn on me.  Do any other games use it?  I dont want to seem close minded but I'd rather spawn next to a radio than on top of a guy's butt.

If RPs were included in the next FH2 patch the server could probably turn it on or off when they want to.

5
General Discussion / Re: Forgotten Hope 2: State of the Game
« on: 20-01-2018, 19:01:15 »
Do not expect removal of SL spawnpoints though, as that topic was already discussed to death.
When did that happen?  I curious what the arguments for keeping SL spawn were.

The current Rally Point system works way better and most pubbies are now familiar with it.  No more SL hiding. No more SL switching.  No more "Move moron!!! Can't spawn!!!", etc.  Maybe CMP can turn it off on some of their maps and add RPs.

6
Suggestions / Re: MAP IDEA: Arnhem
« on: 18-01-2018, 05:01:18 »
The update is coming fairly soon.   I suggest everyone get their map "ideas" in now if they want them to be included  ;).

7
Finally, a ridable horse!

8
Another point, don't place overgrowth in any area that random generation would cause such problems.  Place static vegetation there instead.  You can make it look better that way and it is more stable.  Certainly do this around trenches, flag zones, etc.

9
Suggestions / Re: The Minor Suggestions Thread
« on: 08-01-2018, 22:01:23 »
I always wonder how much of the so-called FH2 learning curve is really just a sense of entitlement that is encouraged by the arcade gameplay.  People new to a game should be at the the bottom of the scoreboard, shouldn't they?  But some people think they got skilz and if it doesn't quickly transfer to a new game they think the game is broken.

When I was a noob(with high ping), I focused on sneaking around and causing maximum disruption.  For example, repairing the AT behind enemy lines, sneaking into flags of course, or just going on hand grenade missions.  It's way more satisfying than obsessing about score and rank, IMO.  However, some new guys want to win rifle duels with seasoned veterans or they get discouraged.

We all know that the other BF2 mod is way more difficult yet remains more popular.  It has figured out either deliberately or inadvertently how to keep a score-whore culture from developing.  Except for the asset drivers and maybe some snipers, no one is good at that game.  You are either competent or completely useless.  When the medic is usually at the top of scoreboard nobody even cares about it.  I kinda like that.  Anyway, making the game easier to obtain will get us more players than making it easier to play.

10
Suggestions / Re: The Minor Suggestions Thread
« on: 08-01-2018, 06:01:12 »
People already complain and yell cheater about hitting people in the face, etc.  They don't notice whether or not there is an indicated hit at close range.

As a high pinger, the only thing I use the hit indicator for is "reconnaissance by fire" i.e. shooting through the fog and undergrowth.  That too leads to charges of cheating.  "You can't see me!!". 

I would love to get rid of it and the dynamic spotting.  I know you don't want a combat simulator, but WWII shouldn't have that science fiction crap in it.

11
Suggestions / Re: The Minor Suggestions Thread
« on: 07-01-2018, 03:01:01 »
I think removing the hit indicator is a great idea, especially since ping difference will always make it buggy.  I don't think it would make the game harder for new guys.  It might shift the focus a bit from K/D obsession to achieving objectives.

12
Developer Blogs / Re: New map layers
« on: 27-12-2017, 19:12:58 »
Seelow is kinda dark already.  You could probably add some lanterns and campfires to it.  I think there are already streetlights.

13
FH2 Help / Support / Re: maps on multiplayer
« on: 14-12-2017, 16:12:46 »
Click on Community Map Pack and install it.

14
Modding / Re: CMP vehicles into non-CMP maps?
« on: 24-11-2017, 17:11:30 »
Try changing the Me262 to 20mm.  I know we had problems with that 30mm in the past.

15
Modding / Re: CMP vehicles into non-CMP maps?
« on: 22-11-2017, 17:11:40 »
I tried to put the me262 on coop Totalize just to see if you were missing some simple step.  I put it in both the GPO and the assemble xml.
I got this error when trying to enter it:
"Text: you tried to enter a vehicle that is not prepared for use with AI: me262"

You should run in "windowed mode" if you are going to mess around with this game.  You will get helpful error messages.

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