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Messages - justasug

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31
General Discussion / Re: Post your FH2 Screenshots
« on: 21-10-2017, 12:10:48 »
There was a problem with my sanity after these and many more.












32
Bug Reporting / [Maps] - Mount Olympus white ground
« on: 21-10-2017, 12:10:52 »
On Mount Olympus, there's a piece of terrain that looks like someone spilled white paint on it. I don't know if it's intentional or not, but here's how it looks like. I don't have the exact coordinates, but it shouldn't be hard to find with the minimap reference.


33
General / Re: Improvement idea
« on: 12-10-2017, 10:10:39 »
Movement like call of duty or  battlefield one, 3, and 4 or Quake arena Type movements.

The former ones are generic, casual shooters for ADD suffering children. Quake is an arena shooter and its gameplay mechanics don't apply for a game like Forgotten Hope 2.

Why do you need to ruin one of the few games which doesn't suffer from any of those disgusting and insulting gameplay features? Just play those games instead of tainting the ones that stand out.

34
Bug Reporting / [Maps] - Writing on fence looks weird
« on: 29-06-2017, 11:06:27 »
On the Seelow map, the writing on the wooden fence (and other places too) is standing-off from the actual surface.



Is this intended due to a limitation in the game or is it a bug?

35
General Discussion / Re: Forgotten Hope Youtube
« on: 05-04-2017, 17:04:39 »
Why rifle-grenades are awesome.

https://www.youtube.com/watch?v=IKWskg0yTSs

36
General Discussion / Re: Post your FH2 Screenshots
« on: 05-04-2017, 14:04:00 »
A small collection of interesting screenshots taken over the years.

This is why you build your tanks with roofs


Make sure nothing is sticking out.


What happened here?


Bro, don't walk into the red sk...

I don't know what I expected.


Someone was giving away tanks for free that day.


Shit's about to go down.


Someone already took care of this area.


37
General Discussion / Re: ABC lines / Main flags
« on: 13-09-2016, 13:09:01 »
That is why many of the mainbases got MG's, AT-guns, artillery and anti-air guns to protect the base and repel off any attackers who might be camping at the edge of the ABC-line.

Thanks for the clarification.
Seeing those assets being wasted is what made me curious about this. It's kind of a waste that most servers interpret that in a different way.

38
General Discussion / ABC lines / Main flags
« on: 11-09-2016, 15:09:44 »
Two questions:

1. How do AntiBaseCamping lines work? I've been playing the game for a few years and I'm still confused about this.

Are they meant as a "do not walk into this area" marker or "do not shoot into this area" marker? I'm mainly interested in this from the mod creator's point of view, since the servers might have a different view of this.

I have to say I'm not a fan of them. They seem artificial and introduce some weird behaviour. For example on Giarabub there's a circle around the fort. You can see the enemy while standing on the fort's walls, but you're not supposed to shoot at him until he crosses an imaginary line. Sometimes the enemy is also "abusing" this by shooting from behind the line or taking cover behind it. Recently I had a British light tank shoot at my team from outside the fort. After I shot it once with an anti-tank rifle, it retreated behind the ABC line. I kept shooting and destroyed it. Fortunately the driver was a reasonable player and didn't report me. Otherwise I would have been kicked because this is officially against the rules.



2. Where did the "don't attack the main base" rule come from?

Ever since BF 1942, I've been wondering about this. I assume it's a players hive mind which emerged over time, because I can't find any rules in the BF 42 manual. It only mentions those flags being impossible to capture (you'd be wasting your time and lose the game).
I understand that it's meant to prevent "base rape". How often would the enemy come into a position where he has surrounded your main base and left you with no way to break through and capture another flag? I doubt that it would happen that often. Even if it happens, it probably means your team deserved it and the round should end as soon as possible. This also includes rules such as "don't shoot planes that are taking off", which is also weird because every airfield has anti-aircraft guns meant to protect planes that are taking off (and offering more gameplay variety and objectives).

39
Bug Reporting / [Maps] UK flag on Sidi Bou Zid
« on: 11-09-2016, 14:09:25 »
On Sidi Bou Zid, the flag capture points are showing the UK flag when its under control by the US team. Shouldn't it display the US flag or is this a deliberate choice due to historical reasons?







40
- People who get into the asset you were repairing
This one happens all the time. Spending almost 1 minute or how long it takes to repair an 88, just to have the guy who was waiting next to you get into it is annoying as fuck.

- People who are AFK but "waiting for a vehicle"
Happened quite a few times. The other night someone was standing next to a spawned vehicle. He wasn't moving for 30+ seconds, so I got in. Once I did that, he miraculously started moving and shooting at me for "stealing the vehicle he had been waiting for".

- People who occupy the gunner position (affecting AAA and AT guns) while you're driving to the front
Spamming the "bail out" VO command doesn't help. Parking the vehicle in an awkward, useless position to signal them to leave doesn't help. Telling them in the chat to please get out doesn't help. I understand that this one might clash with the whole teamwork spirit, but that's just how those two assets work (unless you're willing to use the AT gun as a really slow, non-armored tank).

The worst thing is that there's no way to deal with those people. You can't kill them as suggested above. Reporting doesn't work, because it's a "minor" infringement and hard to prove and frankly not worth the hassle of reporting (either on the server's forums or directly in the game). Complaining about it also makes you sound like a petty person, so you just can't win.

41
Whenever someone like this comes around.

I'm casually shooting down planes. This guy gets in, starts driving...


... and this happens.

42
General / Re: AP-mine Gameplay
« on: 17-04-2016, 12:04:35 »
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.
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 have never seen any clipping issues, even when they could still be placed on walls.
You're complaining that they don't match the feel of the game, yet you want something as arcadey as defusing mines by shooting them.
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.

As someone else already mentioned, they've been tweaked a couple of times already and made "weaker", yet people are still complaining about it. Most likely because they don't want to pay attention to the ground they're walking on. Spotting mines isn't an issue when they're sticking out of the ground. It seems to me that everyone just wants a more casual experience and to die less, by removing a solid gameplay mechanic that they can't deal with.

43
Bug Reporting / [HUD] White box on halftrack MG
« on: 30-03-2016, 20:03:16 »
I accidentally scrolled up with my mouse wheel while manning a half-track's MG and an empty white box popped up (the ammo type box which some vehicles have). Only the German half-tracks seem to be affected by this. I also ruled out any files missing or corruption by clicking on "Repair" in the launcher.

FH2 version: 3.1.735




44
Strange, I just tested it again, but in a single-player session and it worked this time. I placed the ammo boxes at the same spot like before, no idea why it didn't work back then (during a multi-player session).

Sorry for the false bug report, I should have tested it more thoroughly.

45
This is the one which couldn't be re-armed:



I didn't post a screenshot at first, because I assumed they were all identical in terms of behaviour.

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