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Messages - Matthew_Baker

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1
Off-Topic / Re: Picture of the Day
« on: Today at 06:15:08 »
Prisoners of war being used to carry casualties to the rear. (Possibly Butzdorf area)


2
most nights they don't. you'll get some random weekends like that Saturday night every once in a while tho. best time to play is between 18:00 GMT and 23:00 GMT

3
I've never been able to find a place to speak to their admins or about their server. I have heard that they forbid English on their server (or at least one of their admins doesn't like it).

I've never played on that server even when it's populated.

4
General Discussion / Re: Forgotten Hope Weekly Highlights
« on: 21-01-2018, 02:01:49 »
Really fun round just now on FoT. Big thanks to all the Europeans for staying up late and making it fun. Also shoutout to fighterpil and Cycorix for making my sneaky attempts to grab the sniper in the church tower fun and interesting :D

5
General Discussion / Re: Forgotten Hope 2: State of the Game
« on: 20-01-2018, 23:01:45 »
In RS2 there are both systems present: USA/Australia have squadleader spawn, while VC/NVA have tunnel spawn (anlogous to the RP, but of course much closer to BF:VN's squad tunnels). Having played ~40h of that game, I have to say that SL spawn is better, just because it is more foolproof. Both systems can be camped, but SL spawn just requires the SL to be alive in order for it to work. Far to many times I've played rounds as VC/PAVN and no one would be bothered to place the tunnels, or placed them at useless or horribly exposed positions.

I agree with this. I have over 100 hours in RS2 and I personally find less problems with the SLer spawn. Mainly because your average pub player is not very observant and if he doesn't place a tunnel it can be VERY frustrating.

However, a big thing about RS2 is that it's a newer game and it is able to prevent exploits. For example, you can't spawn on a SLer if he became a SLer while he was alive. i.e. no SLer roulette. You also have the ability to view your spawn before spawning, so you can see if you'll be spawn killed.

Also, if you want to discuss this, it's probably best in its own thread. I didn't want this to become a 'general gripes with FH2' thread.

6
Suggestions / Re: New Map Ideas (Post Yours)
« on: 18-01-2018, 23:01:14 »
I was recently reading Osprey's "Operation Torch" book and became interested in the Battle for Port Lyautey. Stiff Vichy French resistance, and multiple counterattacks kept pushing Americans away from the Kasbah....What can I say, I'd love to see the French in the game someday (even if they aren't fighting along the allies).

I've always thought about an Operation Torch map. Although the one you posted seems very large so it would have to be scaled down. I've always imagined closer to 1:1 scale. The only one I've ever done research on is Safi;

https://www.ibiblio.org/hyperwar/USA/USA-MTO-NWA/USA-MTO-NWA-6.html

Same concept. USA vs Vichy French in an African port. I feel like more custom stuff would need to be made to get a proper Vichy French force tho. On top of that, amphibious landings are quite difficult to pull off in a map. But I love the idea of US in the desert. :D

7
I think that's just a by-product of singleplayer :( the amount of bots is what causes it. The difficulty setting shouldn't have any effect.

I think it's the fact that your computer is doing the job of rendering AND keeping track of all those bots and their projectiles etc... so it's usually a lot to handle and lags the system.

8
TS did a good job of making the statics very realistic. The map is very open with large fields for tanking. But in the infantry areas there's a lot of nice detail added to the building interiors and farm/ garden areas.

That's the most fun part of mapping imo, adding those details.

9
Will you take a break from mapping, started new map, or help around in team?

TS can't stop making maps if he wanted :P he's always working in the editor

10
But this map has been in the works for like two years at least. What's the point of announcing it now without announcing a date?

Also, is the update going to coincide with the changes to the Dukla pass?

This map will come out with the changes to Dukla.

Right now there are other things in the works that the devs want to add to this release that aren't finished. Once those things are finished, there will be a release.

11
Off-Topic / Re: Picture of the Day
« on: 15-01-2018, 18:01:20 »
Gotta be a massive Italian surrender in the desert. So,time during Operation Compass?

12
FH2 Help / Support / Re: How do I get mod now
« on: 15-01-2018, 18:01:27 »
Hey, check out my ‘State of the Game’ post here; http://fhpubforum.warumdarum.de/index.php?topic=21563.0

I’m pretty sure the only legal ways to get it are to buy it used from Amazon or Google etc...
https://www.google.com/search?q=battlefield+2&source=lnms&tbm=shop&sa=X&ved=0ahUKEwjVq_GAprrYAhXRRt8KHWfVAYwQ_AUICigB&biw=1366&bih=675

13
Ogledow looks great. A nice big tank map but it’s has really nice detailed villages for the infantry to run in. Plus Tiger 2 vs IS-2 gameplay.

Also note Roughbeaks new manor static


Really detailed on the inside with lots of places for infantry to fight.

14
Suggestions / Re: The Minor Suggestions Thread
« on: 10-01-2018, 02:01:07 »
I play with immersion mode and I don't have hit indicators. Only for vehicles I think

15
General / Re: Another great Improvement idea
« on: 05-01-2018, 20:01:17 »
I don't know if it's possible to make names appear on the minimap. Imo it would make it very cluttered. Usually guys have unpronounceable names and I only look at the minimap to get my bearings, not for detailed info.

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