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Messages - Nerdsturm

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1
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:
http://fhpubforum.warumdarum.de/index.php?topic=21663.0;topicseen

2
How did you install BF2? If you used a CD key from online somebody else may have already used it and got banned.

3
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:
http://fhpubforum.warumdarum.de/index.php?topic=21663.0;topicseen


4
Announcements / Re: The Road to Forgotten Hope 2.53
« on: 21-06-2018, 17:06:02 »
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.

5
Suggestions / Unnecessarily Movable AT Guns
« on: 17-06-2018, 21:06:15 »
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.

6
Gaming / Re: Gaming News
« on: 16-06-2018, 17:06:52 »
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.

7
Gaming / Re: Battlefield V
« on: 25-05-2018, 05:05:50 »

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.

8
Announcements / Re: The Road to Forgotten Hope 2.53
« on: 24-05-2018, 21:05:35 »
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.

9
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.

10
Tactics & Tutorials / Re: FH2 Points Guide?
« on: 26-01-2018, 19:01:38 »
Also, if you're hanging out on the back of a tank repairing it you get 2 points for each infantry kill the tank makes, while the tanker only gets 1. Going AFK in the hull MG of the Tiger on a map like Kasserine Pass could easily get you the top spot on the server if the driver is good.

This type of stuff is largely why I don't take points very seriously in this game.

11
Community Polls / Re: Best Conquest Map
« on: 23-01-2018, 22:01:08 »
That word 'balance'. Dukla and Arad will get tweaks because to 'balance' gameplay. Like Im playing PR or BF1. Im mean,thats why I like Sidi-hard struggle of Germans over arfield against invading Valentine and Matilda. Not balaced but realistic and some really awsome round I played over that airfield. Germans mostly manage to counterattack airfield. Its just players didnt found all tricks at playing this Eastern maps yet as they did Sidi all that years. :D

I tend to agree that balance isn't entirely necessary for entertaining gameplay. I like Supercharge and Pegasus pretty well even though I don't think I've ever seen the Brits win either of those maps in their current form. The key difference is that those maps always progress. The Brits almost always fail to take the last city flags on Supercharge, but the fight over the earlier flags is entertaining and they usually are able to capture the first few lines of flags, allowing you to fight in different areas of the map.

What's not fun is if it's so lop-sided that one team makes no progress, and the map devolves into a never ending fight over a single set of flags with basically no hope for the losing team.

12
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.

13
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).

14
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.

15
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.

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