Author Topic: Ramelle 64  (Read 13564 times)

Offline evhgear

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Re: Ramelle 64
« Reply #120 on: 12-03-2012, 19:03:10 »
have it spawn only one time (if this is codeable).

I think it's possible in a certain way. Spawntime is the time before the vehicle will spawn at base if the vehicle is destroyed. If you put a verry high time, I imagine that once he spawned, he will not spawn again before the end of the round.

Offline Ts4EVER

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Re: Ramelle 64
« Reply #121 on: 12-03-2012, 19:03:52 »
There is a function for spawning only once.

Offline Natty

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Re: Ramelle 64
« Reply #122 on: 13-03-2012, 23:03:35 »
Yea... but that goes against the core of multiplayer design. Better suited for singleplayer experience.

In a MP map, you dont play one scenario, once. You're kind of like stuck in a "loop" like groundhog's day with Bill Murray :) There is no time and space in MP design... WW2 never ends...

to add to that there's bunch of other things to consider.. what about the guy who joins mid-round to use this tank, how does he know it wont respawn. what if some noob destroys it immediately as it spawns..etcetc... Battlefield differs alot from ex CS in this way. It's more forgiving. if you screw up you get a fresh start again and again. To have one feature suddenly  break that, it just feels icky.

Offline Turkish007

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Re: Ramelle 64
« Reply #123 on: 07-09-2012, 16:09:04 »
A suggestion, can you remove the smoke grenades from both sides and add a grenade to the rifleman kit, please?

Everytime I play Ramelle both on SP and MP I just cant see anything because everywhere is covered with useless smoke. Also I didn't see any smoke grenades used on the Ramelle fights in the movie SPR. (It's based on that movie afaik?)

Also about the grenades, the rifleman kit is just so pale and useless with only the M1 Garand, bayonet, and field dressing. A grenade would sure decrease the mildness IMO.
« Last Edit: 25-10-2012, 20:10:18 by TurkishCommando007/2 »

Offline Turkish007

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Re: Ramelle 64
« Reply #124 on: 25-10-2012, 20:10:11 »
Another one, add some hawkins mine pickup kits which you encounter frequently on the battlefield, the movie had them.
« Last Edit: 26-10-2012, 16:10:39 by TurkishCommando007/2 »

Offline Natty

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Re: Ramelle 64
« Reply #125 on: 26-10-2012, 08:10:11 »
no smoke in SPR final battle scenes? :D
http://www.youtube.com/watch?v=2-pMP1cHDAA

Offline Slayer

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Re: Ramelle 64
« Reply #126 on: 26-10-2012, 15:10:10 »
no smoke in SPR final battle scenes? :D
http://www.youtube.com/watch?v=2-pMP1cHDAA
Huh? That's a clip from Stalingrad.

Offline Flippy Warbear

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Re: Ramelle 64
« Reply #127 on: 26-10-2012, 19:10:03 »
no smoke in SPR final battle scenes? :D
http://www.youtube.com/watch?v=2-pMP1cHDAA
Huh? That's a clip from Stalingrad.

Wait until he proves you wrong. You only THINK it's Stalingrad, it's clever design.  ;)

Offline McCloskey

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Re: Ramelle 64
« Reply #128 on: 26-10-2012, 23:10:08 »
lmao

Offline Berkolok

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Re: Ramelle 64
« Reply #129 on: 27-10-2012, 06:10:14 »
2nd tiger spawn its worst thing of fh2 yesterday we lost all flag till alamo as well as germans always send us a tiger wecan destroy but as soon as a new tiger seen on the horizon

Offline gavrant

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Re: Ramelle 64
« Reply #130 on: 09-04-2014, 13:04:05 »
2.46 changelog for Ramelle-Neuville 64 (Allied bias!)

  • The after-Alamo sector push was replaced with the 2.4-style push (no sectors, the Americans can counter-attack).
  • Raised the speed of the German ticket bleed  from 11 to 13 tickets per minute.
  • The current order of German armour spawning:
    - The first Tiger spawns until the Germans capture all flags of the first sector: Ruins, Right Flank and Fountain, with 5 minutes delay at the start.
    - The second Tiger and one of the Marders spawn until the Germans capture Right Flank.
    - One Marder spawns whole round.
  • Right Flank is now controlled by the Americans from the start.
  • The Marders I were replaced with Marders III M.
  • Lowered the spawntimes of the reinforcement Shermans to 120 sec instead of 150 and 300 sec.
  • The 57mm mobile AT gun at US Reinforcements was replaced with 2 76mm mobile AT guns at US Reinforcements and Crossroads.
  • Raised the limit for the Bazooka kit by 1 (for 32 players in the team).
  • US spawnpoint tweaks.
  • Fixed misplaced M1919A4 tripod and some pickup kits.
  • Multiple cosmetic (visual) fixes.

Minimap for reference:
« Last Edit: 09-04-2014, 17:04:08 by gavrant »

Offline Mudzin

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Re: Ramelle 64
« Reply #131 on: 09-04-2014, 17:04:20 »
So no more "don't cap right flag or I will kill you all" in US team!  ;D

Offline gavrant

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Re: Ramelle 64
« Reply #132 on: 09-04-2014, 17:04:14 »
Oops, yes, I forgot to add that most important change to the changelog, fixed now.

Offline Mudzin

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Re: Ramelle 64
« Reply #133 on: 09-04-2014, 23:04:54 »
Well, I noticed the change basing on minimap ;)

Offline gavrant

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Re: Ramelle 64
« Reply #134 on: 08-02-2016, 15:02:03 »
2.5 changelog for Ramelle 64

  • One of the Tigers now spawns the whole round, again.
  • Closed some "secret" sneaky routes behind ruins and fences, mostly in the first half of the map.
  • The mobile Flak now spawns when the German team captures Ruins (instead of spawning with a 3 minutes delay from the start, no matter if the Germans control Ruins or not).
  • Minor cosmetic fixes.

Minimap for reference:
« Last Edit: 08-02-2016, 16:02:58 by gavrant »