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Messages - Matthew_Baker

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1306
Suggestions / Re: Bastogne 16
« on: 13-05-2014, 03:05:03 »
Don't know why I never saw this or weighed in on it. Been a while since I played the 16 of this map, but last week when we played on it, it reminded me of the problems it has. Hopefully bumping this can bring it some attention and maybe ever spawn a feedback section of it ;)

I'd echo all of Chrisitie's statements about how the map plays out.
Imo tho I wouldn't just do away with the Bridge flag. I think it could actually be a fun flag to fight over and I think it should just be fixed so when the teams are split between the two flags, nobody bleeds. For this map I think fighting over the two flags could really help the overwhelming S-Mine defense of the Mont flag. Now a SL can't just sit at Mont and wait for the other team to bleed out. At least it would give incentive to venture out and attack to make the other team bleed.

However, if the bridge flag is done away with. I would maybe like to see one pickup kit spawn on Mont with S-Mines for whatever team caps it. Just one between the two teams to make the flag a bit more accessible. The Recon kit can maybe be replaced with an M1A1 carbine with grenades (gotta keep that M1A1 8))

I hope this map does get updated tho. It's been a staple of WAW Thursdays for a while. It'd be interesting to see it made to be fought over two flags or at least polished to remove the useless flag.

P.S. the 32 layer of this map is very good and a real fan favorite on Thursday :)   

1307
General Discussion / Re: Conspiracies Thread Mk II
« on: 13-05-2014, 01:05:58 »
The real question is: who's comp crapped out first after that?

1308
General Discussion / Re: Conspiracies Thread Mk II
« on: 11-05-2014, 16:05:12 »
There's the RPG-43 I was waiting for :D

1309
NICE! :D Although I'm not always a fan of KotH. The fact that Omaha can have a proper 16 layer for us Thursday-Nighters is great news 8) 

1310
General Discussion / Re: Conspiracies Thread Mk II
« on: 09-05-2014, 18:05:36 »
I love it when the Conspiracies Thread heats up 8) lets keep stoking the fire!
and have the devs crush our dreams

We all remember this little beauty from page 99:

Hinting at signs of early war France
(Seth?) apparently made some other skins for it as well.
Balkans

Polizei

PzAbt100

Wurfrahmen

(some assembly required :P)

What maps could these all be used on?.... conspire 8)

P.S. REALLY sexy skins Seth

1311
General Discussion / Re: Conspiracies Thread Mk II
« on: 09-05-2014, 16:05:04 »
Oh very nice! :D nice normal map on that knife too.

The Russians are starting to shape up 8)

1312
General Discussion / Re: Conspiracies Thread Mk II
« on: 09-05-2014, 01:05:47 »
The crap you guys find I swear to God ;) is Taranov still doing research for the team?

1313
El Alamein / Re: El Alamein 64
« on: 09-05-2014, 01:05:15 »
I feel like I haven't seen the Brits win this map in a loooong time. Wondering if it's just me or an actual balance issue. (anybody else seen the Allies dominate on this map?)
I guess I'm wondering why the Brits have the same amount of tickets as the Germans when they start with the bleed?

At the beginning of the round they have to assault the two ridges while German inf and AT guns are dug in. It takes a while for German tank reinforcements to get up there; this at least gives them some time to shell the positions and move their tanks up to support the inf. But even after seeing the Brits grab one or both flags, they're at a disadvantage because of how many tickets were drained trying to assault the ridges. I also feel like rounds on this map are very short in comparison to other maps.

Personally I would give the British more tickets; 200(?) or so as a buffer to assault the first 2 flags.

It's a fun map, :) I love the asset loadout and the inf battles surrounded by tank battles, I just can't remember the last time the British have done anything but get shelled at Makh Khad. 

1314
General Discussion / Re: Conspiracies Thread Mk II
« on: 09-05-2014, 01:05:08 »
That's an AP mine you blundering idiot
(Sorry for the "blundering idiot" part, I just had to. No offence meant)

None taken ;) but what AP Mine is that? I've never seen a Russian one.

It's a 1945 type kit layout. The at kit has PPS43 + Panzerfaust 30, but the icon isn't done yet. The engineer and NCO weapons is a Mosin Nagant M44 carbine, which was used at the end of the war.

I also have no idea what AT weapons the Russians fielded in WW2. There were the AT grenades and mines and of course the AT rifles. But other than a Lend Lease Bazooka or a captured faust, did the Russians have anything handheld and propelled? ???

1315
General Discussion / Re: Conspiracies Thread Mk II
« on: 08-05-2014, 23:05:42 »
Oh God the amount of sex in that picture :o

I spy:
Russian smoke grenade we haven't seen?
And gun that I can't figure out in the engineer and NCO kits.

Also the Russians in close quarters are going to be unstoppable 8)

1316
Port en Bessin / Re: Port en Bessin 64
« on: 08-05-2014, 19:05:27 »
Actually just saw that yesterday: (first time in 2.46)


To put it in perspective tho the Brit team was much better than the Germans and had been crushing them the past 2 rounds. Some of the admins on the other end were getting frustrated. And you can see it took us till about 90ish tickets to cap them out. They even capped PeB back twice and made us backtrack to get it before we finally managed to get into WN57. We had some really good SLs on our team :)

1317
General Discussion / Re: The History Of Forgotten Hope
« on: 08-05-2014, 18:05:25 »
One of the original creators of FH visited the forums not too long ago and made a post about how it all began... someone should dig that message up.

I think that's this thread: http://fhpubforum.warumdarum.de/index.php?topic=16746.0 page 4

It's interesting thinking about the comprehensive history of this mod, it's origins and timelime to present day. This mod essentially built my MP gaming life. The first game I ever loved :-*

1318
Suggestions / Re: Maps for 100 players?
« on: 07-05-2014, 22:05:04 »
Although I don't see a real suggestion in your post, I think I agree with what you're thinking about. I believe that there should be a discussion about a lot of the maps and how they weren't designed for the higher player count. Maybe this thread can become a good place for devs and players to discuss some possible compromises or designs to deal with this disconnect.

I've thought about this problem on and off before; the only thing I've come up with is the addition of a new map layer that is made for 100ish players. (16/32/64/100 player layers) Although you run into problems implementing larger map layers and where this problem might fall on the devs priority list. Maybe if the community comes up with map specific ways to accommodate 100ish players, it would lighten the load on the critical thinking the devs need to put in to make this a possibility.

I do think this is a good discussion to have tho; because as it stands currently there are a lot of 64 versions of maps that can't accommodate the player numbers the server allows.   

1319
Always wanted to do this :)



WIP

1320
Sidi Bou Zid / Re: Sidi Bou Zid 64
« on: 07-05-2014, 01:05:09 »
Could you expand this area of the map?
So the "counterattack" could spread out the tanks more.

Everything else on this map is nice.  :)

After a long time seeing this map in rotation I can agree with this, I've only seen the counterattack work once. (maybe?) I just don't think there's enough room to take on a tiger+88+whole German army head on. The Americans need to flank.

It's an epic map otherwise 8) from the loadouts to the paint schemes to the way the map looks and plays. VERY well done.

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