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 - Matthew_Baker

Pages: 1 ... 91 92 [93] 94 95 ... 129
1381
Developer Blogs / Re: Omaha Beach - Defenses Explained
« on: 02-04-2014, 19:04:10 »
Well Pointe du Hoc seems more correct.

I think it was stated somewhere that PdH was laid out before the mappers learned that 'attacking-up' the beach gives the player a better feel.

Btw- another awesome devblog TS. I learned a lot about the defense and a lot about how badass this map is gonna be 8)

1382
Damn you guys totally had me there for a second ;) you got my hopes up. A total revamp of the FH2 voices would be a HUGE update and something amazing for the mod.

Just count this the second day in a row that my heart has been ripped out (thanks himym finale) :P

1383
I'd agree with the above, so far I'm kinda dwelling on the negatives of this change and it's tough to see the positive side of it.

I like the idea of making it clearer which players are new. When I see that I'll be less inclined to rage on them in chat if they tk me or something. But I'm not sure everyone would share this sentiment, I could see this segregation creating some animosity towards the [noobs]. I'd def make a change to [new] or something more polite and see how it pans out after a week or so of play.

Edit: wait, tomorrow is April 1st :P

1384
Announcements / Re: Bloody Omaha - A Forgotten Hope 2 Update
« on: 30-03-2014, 03:03:45 »
First off, I'm gonna give a big hand to the devs for creating two beloved beach landing maps and making them both unique from each other. Also, putting strategic destructibility into good use with the AVRE and Bangalores (it seems) 8) 

I love seeing the minimap and the tentative assets layout too, really brings new perspective to everything. The sector push scenarios sound good as well; once the 3 flags are capped, (which should be really hard) then the Americans get a chance to regroup and push on vierville. (with recon tank support which is awesome)

I'm curious as to the ticket and bleed balance tho. I'm assuming the American are gonna loose A LOT of tickets fighting to get those first 3 WNs on the draw. I just hope it's not too much to put them at an insurmountable disadvantage when they have to push on the town. I can see a lot of new people screaming "unbalanced" for the first few weeks on this map, but I trust the beta testers :P

Also, destroyer?! 8) curious to see if its just for show, but I'm hoping we get to use the guns ;)

Edit: out of curiosity, how long has this map been in the works? was this the one lobo was rumored to have started a looooong time ago? or did that never exist?

1385
Developer Blogs / Re: Guess what: Omaha Beach
« on: 28-03-2014, 23:03:05 »
Awwww yea!!! 8) it's finally here! A realistic layout of Omaha Beach, and by the screenshots it looks just as beautiful and historically accurate as we can expect from an FH2 map.

I can't wait to see the flag layout and assets in the next update (and next video hopefully.)

Also, be sure to post this on every WW2 gaming site you know about. I have a feeling the COD/SPR fans are gonna eat this up when they see that Omaha beach is being featured, hopefully we can drag in a bunch more players with this. :P (just brace yourself for "th1s 1s n0ting l1k3 SPR!!!" comments)

1386
Modding / Re: Harmonikater tries static modelling
« on: 28-03-2014, 16:03:05 »
Hey VERY well done 8) good to see someone eager to learn all the steps from creation to export of statics. Keep plugging away at this and I hope your interest stays peaked, there's never not a need for static modelers.   

1387
Developer Blogs / Re: The guessing game
« on: 28-03-2014, 03:03:28 »
Oh look, a manor! I guess I'll just check all the hundreds of small manors in the Normandy area!

Not just any manor. is that a brand new manor static? :o or have I just not been paying attention?

1388
Developer Blogs / Re: The guessing game
« on: 27-03-2014, 00:03:26 »
Okay, I actually found the exact location on google street view. It's not my initial guess, but I don't want to spoil the game just yet though.

:o That's crazy impressive. I know (think I know) what the map is and I still couldn't find it on google. :P

I really like the game idea tho 8)

1389
Siege of Giarabub / Re: Siege of Giarabub 32
« on: 23-03-2014, 02:03:10 »
Damn, thought I had given my feedback on this map already ???

For what it's worth I just got off a round of this today, but I've played it several times in the past. I like the concept, Aussies running to capture oasis then 2 flags to hold in the fort itself, then one more flag. I love fighting in the Oasis because it gives the map such a different 'feel.'

For the times I've played this map tho it seems as if the Aussies are at a real disadvantage the whole time. Pushing into the foliage of the well entrenched Italians is suicide and it takes a lot of good teamwork and a very good mortar man at the helm to get the first flag. I like that the first flag is tough but usually I've never seen the Aussies even cap it. I also feel this map plays a bit too short, the tickets might be set pretty low and the Aussies bleed until they hold 2 flags in Giarabub itself (imo it's a bit of a stretch to take those first 3 flags before you team has anything more than 50 tickets left to the Italians 200) imo I'd maybe stop the Aussie bleed once they grab Oasis.

BUG REPORT ???
However today I was on a good, well coordinated Aussie team and we grabbed the first 2 flags in the fort with about 80 tickets left. We then set about taking the Village flag (the only one open at the time) and then assumed the East Gia flag would be next. But once we capped the village flag, it was over for the Italians. They just started rapidly bleeding as if they didn't hold any flags (East Gia flag was open to cap at this point) and we won about 40-0.

I've honestly never seen the map play out this far before so I'd never seen this bug and I'm not sure if it's been brought to the devs attention. For what it's worth I'd really like to see this map tweaked and balanced in the future. It's a really good and really unique layer of a good map so when it pops up on the rotation when the server is dying down I quite enjoy it. :)

also, just my two cents but I'd love to see the sandstorm effect from tell el aqqaqir flag in Supercharge placed on one of the alt layers of this map ;)       

1390
Off-Topic / Re: Picture of the Day
« on: 17-03-2014, 01:03:29 »
A quote from the story on the Scorpion photo
Quote
Soon after this our artillery put down an ill~conceived smoke screen, which in the still night failed to rise at all, and soon we were groping and stumbling along in a dense fog which made us cough and stung our throats.

Does this mean that smoke artillery was sort of 'weather dependent?' In that you needed some wind to kick up and disperse the smoke to make it effective?

1391
damn this video already has 2k+ views on shake's channel in 5 days 8) (and only 3 of those were me rewatching :P) it's already one of his most popular vids. A great win-win cooperation between devs and fans. This was a great idea guys.   

1392
General Discussion / Re: Conspiracies Thread Mk II
« on: 11-03-2014, 20:03:25 »
Dunkirk is north of all those points ;) just sayin'

But I'd say Randoom's got the closest guess so far ;D

1393
Made this off a screenshot I took. It was real quick & I'm trying to think of other stuff to do to it, but here it is so far.


1394
General Discussion / Re: Post your FH2 Screenshots
« on: 09-03-2014, 16:03:25 »

wish I could say this was all the result of my grease gun, but I only got one :P

that's what happens when I try and take a screen of my flag. The little Italian head behind the rocks gunned me down shortly after :-[

1395
Off-Topic / Re: In the news...
« on: 09-03-2014, 01:03:49 »
American gang members in Syria:

https://www.youtube.com/watch?v=trfEc5VN-9I#t=50

Umm, who, uhhh ???

I don't speak gangbang but is there a reason they're over there?
or are they just trying to be tough?

Pages: 1 ... 91 92 [93] 94 95 ... 129