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Messages - LuckyOne

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Suggestions / Re: construction of fortifications
« on: 01-04-2020, 21:04:43 »
I feel Project Reality's system would not fit the pace of FH2.

However I'd like the devs to reconsider adding the pickup kit/kits with the ability to deploy/construct few simpler structures such as:

- a strip of barbed wire (I feel this could actually be
deployed quite quickly in the field)
- a small/low cover of sandbags, basically enough to cover the player while crouched on the deployable MG.
- a hedgehog/anti tank obstacle

None of these things take a lot to deploy IRL. You could probably make/move it in a span of minutes if you have a squad of men. Basically this kit would be teamwork oriented, either supporting the HMG / mortar by placing cover on strategic lanes for the HMG to guard or teaming up with the scouts/engineers to funnel armour into mined areas.

I feel this would add a bit of "randomness" to the FH2 maps. Veteran players now all know the best spots to put mines/deploy HMGs so they either actively avoid or check them.

Lemme guess... FH 3 2.56 is cancelled due to coronavirus outbreak impending apocalypse.

... and we were so close!  :'(

EDIT: Ok so I was half right. So basically your plans are to remove recoil and introduce loot boxes, right? Maybe I'd rather take my chances with the apocalypse...  :P

Announcements / Re: OK Boomer - A Forgotten Hope 2 Update
« on: 27-01-2020, 22:01:27 »
Thanks everyone for sharing additional info, sounds quite cool. Any chance the AT rifles could get a small amount of splash damage too? After all they were often used to cause spalling/fragments to injure anyone unfortunate enough to be standing behind hard cover?

Announcements / Re: OK Boomer - A Forgotten Hope 2 Update
« on: 27-01-2020, 18:01:09 »
Awesome, great job Matthew! Looking forward to spamming these fancy mines all over Bardia!

How will the explosive bullets work? Just a small area damage? How limited will the ammo be?

General Discussion / Re: FH2 uses ENB Amazing effect´╝ü
« on: 08-12-2019, 17:12:16 »
Nice work!

I kinda like this new clean HUD made by Ekiso. It gives the game a more "modern", minimalistic look and makes it more in line with recent WW2 releases, which means FH2 might also be more easily accepted by people coming from let's say BFV,  Post Scriptum or Hell Let Lose. Although I often play without HUD in full immersive mode I feel this is a nice middle ground.

Would the devs consider a similar official HUD overhaul in the future?

I'd keep the compass though, it's still useful sometimes...

Suggestions / Sniper rifles bullet drop
« on: 23-10-2019, 18:10:54 »
So I bumped into this video:

I think the guy has a point, although FH2 uses scaled down combat ranges maybe the drop is a bit ridiculous. I'm not a big user of snipers but the few times I pick one up I do seem to have major problems hitting things at a distance...

Would the devs consider changing this?

Gaming / Re: Battlefield V
« on: 23-10-2019, 18:10:46 »
So the Pacific trailer just dropped:

Now I'm actually considering getting this. It fills the gap that was left by the never released on PC BF1943.

...Not to mention the uniforms finally look less offensive.

General Discussion / Re: FH Game Night 25
« on: 20-10-2019, 19:10:55 »
Great to see this still being a thing, but are the numbers that low that we have to play size 32?

Not really Flippy just wants to see some variety from the usual evenings.

Although I agree we should pick 32p versions that are on the bigger side. Or have something special such as "one life" event?

Suggestions / Re: Shooting with equipped bayonet
« on: 12-10-2019, 07:10:47 »
Sadly, it's not possible to achieve in BF2 engine.
It's one of the few things BF1942 actually does better (along with moveable ships, tank engine disabling and ammo resupply system - and some more obscure things that are possible to achieve such as 3rd person vehicle entering animations).

There is however a way for the devs to skip attaching bayonet animation - simply make some kits have them permanently attached! I suggested it multiple times for maps that feature "duplicate" kits (a version with and without grenades) such as Tunis and Ramelle. But my suggestion unfortunately didn't impress any dev enough to bother implementing it.  :(

It kinda bothers me when the devs are willing to compromise on these cosmetic issues but when we ask for firing MGs in standing position it's a no go because "it would look stupid"   ::)

Off-Topic / Re: Picture of the Day
« on: 05-09-2019, 08:09:11 »
Nice photo. More of the Malta Camouflage Pattern

Is this a hint of Supplies for Malta coming back as a CMP map?   ;D

General Discussion / Re: Post your FH2 Screenshots
« on: 28-07-2019, 00:07:15 »

Finnish soldier hugging and kissing his AT gun after successfully repulsing another Soviet attack during the Tali offensive, 1944, colorized

I guess you could say Brits got a real spanking here in Tobruk :)

Operation Supercharge / Re: Operation Supercharge 64
« on: 21-07-2019, 23:07:24 »
The problem with this map is not usually that the Allies can't win (they can, provided they don't get stuck on the 3rd flag) but that the endgame is so utterly boring and consists entirely of grenade spamming in a shoebox sized town.

I don't really have an idea how to fix this but I do have fond memories of this operation depicted in COD2 and there it was a much bigger town with a layout that would make for some interesting urban fighting, even in FH2.

Operation Hyacinth / Re: Operation Hyacinth 64
« on: 21-07-2019, 23:07:20 »
Another couple of rounds on this map and I'm now utterly convinced this map is unwinnable as Italians unless the LRDG is composed entirely of 2 year old toddlers.

I would prioritize on the following
  • disable friendly fire on objectives (seriously, some people really hate this map)
  • less explosives for Allies
  • better MG positions for the Axis
  • the forward roadblock spawn is useless. Either get rid of it or make it an actual threat to the Allies (maybe an AT gun ?)
  • maybe increase Italian Scout kit smine starting ammo to 2 or
  • introduce "ammo" pickup kit that enables the mines to be replenished more easily, provided the Italians can find 2 people willing to engage in some team work (trying to find ammo boxes in the dark is not easy!)


While thinking about Supercharge map I just remembered a cool scene from COD2 that could be a good way to make at least one objective harder to get to for the Allies. It's the one where there's a closed door and one Brit starts bashing it when an MG 42 opens up through it, killing him in the process.

I'm sure there's a two story building static that could be used to place the radio objective somewhere in the map (and there is / was an MG in a similar position on Crete).

The problem now is that most of the objectives are pretty exposed, allowing Allies to sometimes kill them even behind the walls....

Pic for reference:

Great job on this long awaited models! It's attention to detail that really sets FH2 apart in the plethora of generic WW2 shooters...

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