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Messages - Nerdsturm

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General Discussion / Re: Forgotten Hope 2: State of the Game
« on: 20-01-2018, 23:01:37 »
Many of the Battlefield/Battlefront games post-1942 also have some form of spawning on top of squad members.

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.
I don't usually play SL for this reason, but at the same time there are usually more SLs than populated squads so clearly people are okay with it. If you aren't okay with staying away from the front lines then don't play as an officer.

This also eliminates the stupid SL roulette that popped up in the meta a few years ago (believe me, people didn't always do that shit).
Curious, is there any way to prevent this by say, preventing you from spawning on an SL for a minute or so after the SL has changed? I don't understand why people have started doing this in the first place. It's pretty impractical since the new SL almost never survives either (if you even get a new SL rather than having it get passed to a dead player who doesn't notice a game of pass-the-SL has started), and it completely disorganizes the squad for the next push, usually ending up with a inexperienced player being SL.

Pegasus Bridge / Re: Pegasus Bridge 64
« on: 06-01-2018, 03:01:09 »
I do tend to agree that the map could benefit from moving some players to the south. Right now player densities at the southern flags tends to be quite low, since the Germans seem to break through in the north usually which means most players end up at that front. This means that it's also pretty easy for the germans to sneak in from the south and backcap Horsa bridge once Pegasus falls, even if few of the other southern flags have been captured.

I wouldn't go as far as to block off the north entirely though, and making it open part way through the round has the potential to disorganize the Brits even worse, since SLs may not have time to reposition up to the northern flags before the Germans get there.  Also, Horsa would have to stay open, otherwise Germans at the sourthern flags would have no where to go and have to suicide.

I think player counts could be shifted towards the south more gracefully if the Pz.IV at the northwest flag was removed, or if camping Pegasus with it was made more difficult (e.g. adding more line of sight blocking terrain around the northern edge of the bridge to force the Pz.IV into PIAT range).

Community Polls / Re: Best Conquest Map
« on: 01-01-2018, 00:01:56 »
1) Operation Totalize
Just a very good combined arms map, with enough options to prevent bottlenecks but not so many that player density gets too diluted.

2) Sidi Rezegh
This is an odd map, with the strange bleed system and abrupt shift in armor distribution, but it makes for very varied gameplay with a great mix of infantry and armored combat.

3) El Alamein
I not surprised that this map hasn't got much love from other people, but I actually quite like it. The terrain is great for long range tank fights mixed with close range ambushes/flanks. Infantry has less to do than on maps like Sidi Rezegh, but is still necessary for defending and taking flags.

I really like the new eastern front conquest maps, but both Arad and Dukla Pass suffer from the same problem, where at the moment a significant number of the games end up with the Germans completely pinned in their main base with no hope of being able to get out past one nearby flag. While it's not that common in either case, it is such a bore when it happens I can't vote for either of those maps at the moment.

General Discussion / Re: A New Dawn, A FH2 Campaign
« on: 06-05-2017, 17:05:35 »
Btw, is any of these maps being currently worked on by original mapper? I'm just curious  ;)

I haven't worked on Faid Pass since the campaigns started using it, a couple of years ago now I think. From the looks of it they have changed quite a few things, but that's probably for the best.

That map is largely the result of me Frankensteining together bits of unfinished smaller maps. On the one hand it resulted in some out of place stuff, but it's also the only way I'd actually finish anything because otherwise I'd just get bored with projects before they were done. Mapping takes a long time.

General Discussion / Re: FH2 Thursday Reloaded!
« on: 21-04-2017, 02:04:27 »
I keep getting this error when I try to join WaW's server. I seem to be able to play on 762 okay.

I probably just need to reinstall I guess.

Developer Blogs / Re: Dev Blog: Crawling with skins
« on: 03-04-2017, 01:04:14 »
I kind of want to see the 1911 as an easter egg in game  :P .

Sadly most of the existing easter eggs seem to have been slowly phased out (Indiana Jones and the bare knuckle boxers). The only one left that I know of is the angry farmer which I don't really consider an easter egg because of how amazing the Drilling is, and so nobody actually uses the pitchfork.

Community Polls / Re: What is your favorite pistol?
« on: 16-12-2016, 02:12:15 »
Webley all the way. That thing is practically a shotgun.

Developer Blogs / Re: How to make an Eastern Front map
« on: 13-12-2016, 20:12:07 »

I haven't had a game where I've experienced this problem yet. But I only get to play on the weekends when the server is mostly full :P

I think push might cause some hardcore bottlenecks tho, since it was designed as conquest. If anything, the update will hopefully concentrate fighting along that axis of 3-4 flags along the river.

It's rarely a problem, in the current form it definitely wouldn't benefit from a push mode. I more thinking along the lines of making the new flag an uncap until the Soviets captured at least one of the flags around it, since otherwise it can get boring defending these rear flags that don't see much action.

I'm also probably a bit biased because the CMP maps have been getting played on the public servers, and a couple of them suffer rather badly from having too many flags open at once.

Developer Blogs / Re: How to make an Eastern Front map
« on: 13-12-2016, 19:12:24 »
I'm glad to see the issue where the Germans got stuck in their base addressed. It was pretty much impossible to come back from losing Valley of Death and stables.

Will there be any push mode implemented? 5 flags is pushing what you can reasonably have open at once on a public server in my opinion, and even with only 4 I've had games where we captured Farmstead or Stables with zero resistance because no Germans spawned there at the start of the round.

Awesome, I wasn't aware this was possible. I play in immersive mode but it's always a bit ruined by the bright red and blue text, which frankly were a lot more immersion breaking than the minimap and whatnot.

General Discussion / Re: FH2 Thursday Reloaded!
« on: 17-06-2016, 02:06:40 »
Yeah, I'm crashing to the desktop as well when I try to join.

General / Re: AP-mine Gameplay
« on: 18-04-2016, 00:04:08 »

I have never seen any clipping issues, even when they could still be placed on walls.

They go through anything that doesn't have collision, so namely "undergrowth" which includes a fair amount of the rubble and rocks on the ground. It's not a problem with the American AP mines because they're quite tall, but the S-mines can be almost completely obscured if you put them inside a rock.

Regarding mines on stairs: utilize engineer kits. Isn't that one of the things you people are complaining about? Engineer kits, with their wrench and mine markers, are actually useful. You could also just crawl over mines without triggering them.

This is impossible with a lot of mine placements. People know of the issue where you can't get near mines on stairs and exploit it heavily. It's a big problem on certain flags like the central flag on Bastogne or 16p Mt. Olympus  since they have an ammo box in the flag zone and its possible to completely (or almost completely in Bastogne's case) wall off the flag zone with s-mines by placing them at stairs and ladders.

And it's not unrealistic to make disarming s-mines easier. While yeah, you can't realistically disarm them by shooting them, they also shouldn't be a huge threat if you see them. Even if it is in a place where you can craw under it, realistically you'd just step over it or something. The cost of having to stop and go prone under it is pretty huge if you're trying to assault a flag.

General / Re: AP-mine Gameplay
« on: 17-04-2016, 06:04:01 »
I agree, the way AP mines are implemented always irked me as it just doesn't match the feel of the rest of the game. Specialty kits like snipers having them is fine, but they mostly act as booby traps which shouldn't be in a standard soldier's kit.

Plus they just don't work well in the engine. They clip through objects, they can't be disarmed by gunfire, and if one's on stairs or a steep slope literally the only way to get past is to suicide through it.

-I can confirm playing with American ping is painful. It's infinitely easier to hit with the bolt action rifles on the Waw server than it is on 762.

- "Ring-around-the-rosie" squad leaders where the SL leaves the squad whenever they die so people can keep spawning on whoever becomes the next SL. It rarely does much good, it disorganizes the squad, and it seems like somewhat poor sportsmanship.

Artillery or running into an enemy face to face in a hedgerow are usually what cause me legitimate stress though.

FH2 Help / Support / Re: Backup iso BF2 collection
« on: 14-02-2016, 07:02:44 »
You can download the base BF2 game for free here:

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