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 - LuckyOne

Pages: [1] 2 3 ... 181
1
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.  :(

2
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"   ::)

3
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


4
General Discussion / Re: Post your FH2 Screenshots
« on: 28-07-2019, 00:07:15 »


Quote
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 :)

5
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.

6
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!)


EDIT:

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:


7
Great job on this long awaited models! It's attention to detail that really sets FH2 apart in the plethora of generic WW2 shooters...

8
There used to be official stats at http://awards.fhmod.org/ but I guess the devs pulled the server down since 762 ranking proved way more popular (and basically had a monopoly on FH2 playerbase for a long time since the death of HSLAN)

9
Agreed, I think the main issue here is the lack of spots...

That should be focus of the fix, not encouraging players to "game" the system.

I feel this is the kind of a situation where giving back some "gimmicks" to the commander might be a viable solution.

After all, in vBF2 the job of the commander was to strategically shell the flags after gathering info about enemy movements via the minimap/UAV/sat scan.

In FH2 commander has lost most of his purpose and has been reduced to providing situational arty and support on larger maps.

Being a commander is probably the most boring "role" in FH2 today (besides the "medic" but nobody actually plays that...) because you're reduced to staring at cooldowns, especially since there's the "no fighting commander" rule on most servers...


Now, I'm fairly sure this can be done relatively easily:

Replace vehicle drop with "spot drop / Artillery recon mission". Spawn (invisible?) vehicle that shoots one a "spot projectile" at the ground.

Then it's just a matter of balancing the cooldown on different maps...


I think there might be a way to use the UAV instead of vehicle drop for that but I can't really remember if PR has something similar...

10
Operation Hyacinth / Re: Operation Hyacinth 64
« on: 06-07-2019, 22:07:14 »
I think the Italian planes are now too easy to destroy on this map. I've seen whole rows besides the ones in hangar taken out by the Allied jeeps before Italians even had a chance to react...

Suggestion is to increase their health a bit, and maybe reduce the amount of explosives available to LRDG (they should now try to split in 2 groups, the north one should take sapper kits and try to bomb the tanks while the south one should take vehicles with MGs and try to destroy the planes).

Also, maybe the Italians should not have a spawnable AT grenade as they can TK their own planes/tanks with it...

11
Seelow Heights / Re: Seelow Heights 64
« on: 06-07-2019, 22:07:57 »
I second the opinion Allies need a bit of a buff on this map. Either stop the bleed when one of the last flags is taken, or reduce Axis tickets by 100-150 to give Allies a fairer chance of winning even if they fail to cap the whole last sector.

12
Suggestions / Re: The Minor Suggestions Thread
« on: 30-06-2019, 21:06:10 »
is there a technical reason why deployable MGs don't have the freelook feature?
Yes, they have crouch ability instead, so you can hide when under fire.

Ah, I see your point, got confused for a bit because freelook used to be activated by the Shift key in BF1942 whereas it's Ctrl in BF2/FH2.

Maybe consider giving the 3rd person camera back to the deployable MGs? Or would that make them too OP because they would be too hard to take out?



13
Singleplayer and Coop / Re: Advice for Private LAN Play
« on: 27-06-2019, 22:06:11 »
Basically, no. Most newer WW1/2 games are very multiplayer focused and bot support is often an afterthought.

Besides, nothing out there quite matches the scale and quality of FH1 or FH2.

There is a community made downloader for FH1 called the FH1 toolbox that should be you go-to point for anything FH1 related (fixes, mappacks, texture packs):

http://www.pixel-fighter.com/modules.php?name=Downloads&d_op=viewdownload&cid=10#cat



Don't know if it works on Win 10 as I haven't used it for a few years... But it worked quite good on Win 7.

Unfortunately they don't seem to provide an easy link for the server files so unless one of the devs or some server admin from CMP / old Forgotten Honor (the tournament communities) knows where to find them as a direct download you'll have to try to find it on you own.


Edit: there's the official dedicated server files on this site but I have no idea if the links (or even the files) still work:

http://forgottenhope.warumdarum.de/downloads.php?

14
Suggestions / Re: The Minor Suggestions Thread
« on: 27-06-2019, 22:06:11 »
is there a technical reason why deployable MGs don't have the freelook feature?

I'd love having the ability to look around without turning the whole gun (very slow with non 360 degree tripod mounts)...

15
Singleplayer and Coop / Re: Advice for Private LAN Play
« on: 26-06-2019, 18:06:48 »
Somebody correct me if I'm wrong but you don't need to setup a dedicated server to host a local LAN game. Just select coop game mode and chose the map rotation and other computers on the same network should be able to see it.

However running a dedicated server might give you better performance and stability as you can set the affinity of the server process to run on separate cores than your game client.

Pages: [1] 2 3 ... 181