Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - justasug

Pages: 1 [2] 3 4
General Discussion / Re: Post your FH2 Screenshots
« on: 21-02-2018, 13:02:18 »
How to temporarily deal with the buggy deployable MG. Bonus step: try not to kill yourself in the process.

Why you should never drive in front of a firing AT gun.

New way to drive jeeps.

I pity the Sherman guy.

General Discussion / Re: Post your FH2 Screenshots
« on: 10-02-2018, 18:02:45 »
I don't think there's a way to solve that problem. At least in a way which doesn't feel redundant or convoluted.

For example being able to "lock" the seat makes no sense, because then it would be easier to just remove the 2nd seat and have the driver seat be the gunner as well. By doing that you also lose the ability to have 2 people cooperate on the gun, as rare as that is. In an ideal world every player should be smart enough and have the decency to figure out how to deal with AT guns. It's not even something you "learn" by playing the game. Just by looking at someone manning an AT gun you can deduce that it shouldn't be moved, because someone intentionally placed it there.

Off-Topic / Re: What do you guys think about my new uniform?
« on: 08-02-2018, 09:02:53 »

General Discussion / Re: Post your FH2 Screenshots
« on: 07-02-2018, 15:02:43 »
Both Tigers down, a minute apart from each other. The first one on the bridge, the second one through the destroyed building's window.

Gaming / Re: PostScriptum : The Bloody Seventh
« on: 04-02-2018, 12:02:20 »
Does this feature disgusting and out of place gimmicks such as building structures that Project Reality or Squad have? Or even more out of place things such as "logistics" that Hell Let Loose will have?

Without that and as long as they stick to just or mostly infantry, it does look interesting.

Bug Reporting / [Maps] - Sammatus - minor trench issue
« on: 03-02-2018, 00:02:26 »
There's a minor "tear" on this trench and you can see "inside" when you swerve around.

Suggestions / Re: The Minor Suggestions Thread
« on: 31-01-2018, 15:01:58 »
The SMG you can get as a SL is only an incentive on the few maps with urban fighting, where other people pick the assault kits with SMGs. Either way, I don't have a problem with the SL SMGs. I was just wondering whether the "limiting SLs to the SL kit" and "fixing SL roulette by being able to spawn on SL kits only" ideas made sense.

as SL you really should be focusing on leading/positioning/smoke nades
While it that makes sense and I agree with it, my in-game experience differs.
I've noticed that people either don't always spawn on you when you're too far away from the flag at a safe distance or they do, but proceed in a completely different direction (despite the attack marker being on the flag). The only way to get them to spawn on you and head for the flag is to be right next to it, in capping distance. I've had plenty of rounds where I just hid somewhere slightly away from the flag to serve as a mobile spawnpoint with a full squad and they failed to capture it.
That's when I started just recklessly attacking and getting into the flag-zones. While I do die all the time, that one time it succeeds, the squad captures the flag and moves on to the next. Of course there's the alternative of being a squad member and only starting a squad once in flag distance, but it's equally "not-teamworky and unrealistic".

tl;dr: being aggressive as a SL has paid off more for me than being careful and staying back

Suggestions / Re: The Minor Suggestions Thread
« on: 27-01-2018, 19:01:27 »
Has there been a discussion about limiting squad leaders to the SL kit?

In the current state, on most maps, there is no reason to take the SL kit over the recon kit for example.
They both have an equal load-out for the most part, with the recon kit having an edge due to the AP-mines. The SL kit gets more bandages, but the average "time alive" is so low that the additional SL bandages are practically never used. Additional smoke grenades are the only other reason why the SL might be preferred, but is there a map where the SL kit has more smoke grenades than the recon kit? I think there's one map where the SL gets smoke grenades, but the recon class not (think it's Ramelle). Am I imagining this and if not can someone confirm which map that is? Edit: Yes, it's Ramelle; there are no recon kits on there.

I've also seen discussions about removing the SL spawn. Is it technically possible to enable SL spawning only on people that use the SL kit? That would give us a reason to actually use the SL kit. On top of that it would mitigate the "problem" where people rotate in a squad when the SL dies, to spawn on someone else.
Assuming that's technically possible and there aren't any side-effects, would it make sense? Or would such a change be too complicated and over-engineered compared to the current FH2 gameplay?

General Discussion / Re: Post your FH2 Screenshots
« on: 24-01-2018, 16:01:23 »
Too bad there's no separate Hall of Shame thread, to post absolutely disgusting behaviour from certain players.

I moved the AT gun on Ramelle all the way up to the front, positioned it in a slight flanking position to take out the Tigers. 5 minutes later, some idiot comes along, gets in and starts moving it towards the enemy. He got us killed and we lost the gun.

What's the point of taking limited, pick-up kits when you're going to play as the commander?

One of those teamkills where you can do nothing about. In-game reporting only gets them a warning, reporting them on the server's forums does nothing because it's only a single occurrence.

Community Polls / Re: Best Conquest Map
« on: 23-01-2018, 11:01:06 »
2) Vossenack

One thing which feels kind of wasted on Vossenack are the forests, especially the one to the south. There's a road which leads through it, but no fighting ever takes place there because there's really no need to go there. Sometimes a tank makes its way through there, but not enough times to warrant waiting there for one.
It's actually a quite cool looking forest and I imagine the infantry fights in it would be really neat. But as mentioned, there's no reason to go there and it feels really empty.

Another thing which I dislike is defending the north-western flag (forgot its name) as a German from the US team. You can't really do much because tanks have a line of sight to it from afar and can shell it and there's not much cover to advance and take out the tanks. Actually, I don't mind the defending and can appreciate the desperate gameplay it offers, but it just feels "naked" and weird.

General Discussion / Re: Forgotten Hope 2: State of the Game
« on: 20-01-2018, 09:01:33 »
I get so upset by the spawnkilling allowed and so on... It's not good at all. I understand that admins would have to enforce the rules more than playing but this gets really quickly as a downside for me.

Attacking crossed out flags is a waste of time and resources. I have seen plenty of rounds where a team spends all their time waiting around a crossed out flag and losing the round because no one attacked the important flags.
If by "spawnkilling" you mean being killed upon spawning at a green flag, then your complaint is ridiculous. Your objective is to capture flags. So what do you want someone to do if an enemy spawns in front of them while they're capturing a flag? Just ignore them, give them some time to settle and perhaps kill them then? There's a simple way to avoid getting spawnkilled: spawn on one of the flags behind. Also, all the good maps have spawns outside of a flag zone which prevents such behaviour.

Personally, I find even the "don't attack uncaps" rules unnecessary. Those bases have static weapons for defense and if your team gets pushed so far back and dominated that you can't even leave your base, it deserves to lose the round.

Also, the fact that veterans players as called earlier kills the spirit of the maps. Every SL with good knowledge of the terrain will sneak, using fast Jeep, outflanking and having the rest of the squad spawning once the hideout reached... Or I even seen a SL taking a Piper to land behind enemy lines and then the rest of the squad spawned, blitzkrieged us... Fun killing....
So you want to punish players for gaining experience?
Again, a normal response to your complaints would be gaining experience yourself and countering those "fast jeeps" with an MG or AT weapon where you expect them. Just like above, you want to remove a small part of the emerging gameplay, making the game simpler.

Suggestions / Re: The Minor Suggestions Thread
« on: 09-01-2018, 16:01:07 »
I've never really considered the hit indicators before reading this discussion. My main gripe was with the minimap, moving spotted units and 3D indicators (apart from mines).

But now that I've read it, it does seem unnecessary. Especially for the tanks as mentioned by jan_kurator. There are already ricochet effects that offer an "immersive" way to see if you've landed a hit. It takes a bit more effort to see it, especially if firing through smoke which happens quite often with tanks. Right now all you have to do is see the red indicator pop up and you know you've landed a hit, even if you don't see the tank.

I'm not so sure about rifle combat, but I've never played without them. I'm a "low ping player" though, so I can't say how much it helps those with higher pings. The best indicator whether you've hit someone or not is if he goes down, together with the kill feed to be honest.

Suggestions / Re: The Minor Suggestions Thread
« on: 06-01-2018, 09:01:24 »
Is there a server option which forces the "no HUD/minimap" option on everyone? If not, have there been talks about adding it? Obviously it would also depend on the server hosters themselves to turn it on.

What are the arguments against it being added and becoming the default? The only ones I can think of would be:

- makes teamkilling more prominent
- people will complain about it being "too hardcore"

Personally, I would appreciate if the game became a bit "slower" and challenging. Having to take the time to bring up the actual map and reference your position and keep a situational awareness adds more gameplay mechanisms to it. I understand that there are some limitations in the game itself and that adding overly realistic stuff feels out of place or gimmicky, but would the "no HUD" mode be one of those?

General Discussion / Re: Post your FH2 Screenshots
« on: 26-11-2017, 20:11:12 »
Monthly screenshot recap.

I guess this was a recon squad

Bad moments to have connection issues

Probably THE moment of FH2 this year #bridgeRepair2017

Idiots waiting for vehicles in our main base instead of playing the game

I tried honking, but they wouldn't make way

General Discussion / Re: Forgotten Hope 2: State of the Game
« on: 06-11-2017, 09:11:50 »

I was referencing FPS SP.

Sure you were. That's why you were talking about Forgotten Hope 2. A classic "singleplayer game". Here again, to refresh your memory what you said:

I discovered FH2 in Sept. ... I was researching my top favorite gun: Volkssturmgewehr Gustloff on Saw FH2, the only FPS w/the VG1-5 & VK-98 both! Looked up videos & saw how realistic they were. Reading on here I saw how you can play as Germany (a dream & rarity)

If, according to your own words, FH2 counts as a singleplayer game and it fulfilled your dream of playing as the Germans, then other games should have fulfilled your dream too. Games like BF 1942 would count as a singleplayer game according to your logic, because it also has bots.

Pages: 1 [2] 3 4