Author Topic: Purple Heart Lane 64  (Read 14441 times)

Offline Natty

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Re: Purple Heart Lane 64
« Reply #60 on: 28-08-2011, 11:08:46 »
It is not intended at all, it is a flaw in the tool which is used to draw combat area.

So it's being fixed in a way so you won't think you can walk there anymore.

Offline Ts4EVER

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Re: Purple Heart Lane 64
« Reply #61 on: 28-08-2011, 13:08:57 »
The problem is not that people think they can go there. They KNOW they can go there, so they exploit it. So just close up the whole with another hedgerow and problem solved.

Offline x4fun ODIUM

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Re: Purple Heart Lane 64
« Reply #62 on: 18-07-2012, 15:07:46 »
Hopefully this is not superfluous due to repetition, it is a screenshot I took of PHL after 30mins of playing.



Now that the first 3 flags are no more locked to "uncap" one by one, the Germans see that they can fall into the American's backs and always recap one of the first 3 flags by sneaking through backwards.

The effect is, that it is near to impossible for the Americans to cap all first 3 flags and "lock" that sector to unlock the next flags.

The times we played on PHL the Americans were not able to cross the river because of that.
I would opt for a reinstatement of the former way of locking the first 3 flags (one by one).
Kind Regards / MfG
x4fun I<ODIUM>I


Offline Natty

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Re: Purple Heart Lane 64
« Reply #63 on: 19-07-2012, 12:07:09 »
thanks for reporting!

The goal with the sectors is to offer an attack<->defense game play. but if you're telling me no allied players defend the back base (understandably, it's boring to wait there), it could be tweaked indeed.
also pls let me know if you do have rounds where the allies manages to lock the first sector.

Offline DLFReporter

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Re: Purple Heart Lane 64
« Reply #64 on: 19-07-2012, 13:07:38 »
During my last rounds the Allies managed to push the Axis out of that pocket, but it took considerably more time to do so than in 2.4.
I believe the sector push setup works best for flags which are orthogonal to the line of advance (kind of like the second and third sector on PHL). Having them parallel makes it harder for the attacking team to advance.
Gravity is a habit that is hard to shake off

Offline McCloskey

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Re: Purple Heart Lane 64
« Reply #65 on: 31-07-2012, 16:07:43 »
Question: Why is there still M1 Carbine in the NCO kit instead of the M1A1 version? I love all the changes, except perhaps for the first sector (flags need to be one time cap only), but this just eludes me. Engineer already got the paratrooper version, so why not the NCO?

Offline McCloskey

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Re: Purple Heart Lane 64
« Reply #66 on: 07-09-2012, 20:09:02 »
May I propose to replace the current M1A1 Carbine recon kit with a new, M1A1 Carbine rifleman kit? The kit would contain M1A1 Carbine, a couple of Mk2 Frag grenades and a knife. There's already enough scouts as is, and giving another weapon variation of that class only makes the number higher. Riflemen should be the most common class on the battlefield, IMO.

Offline THeTA0123

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Re: Purple Heart Lane 64
« Reply #67 on: 07-09-2012, 20:09:51 »
Can for god sake

somebody remove the ammo resupply boxes in B4 with the mortar? It is very lame that people stand there and spam grenades at attacking allies at no4 bridge, with NO possible way of striking back

This is something that should be removed
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline McCloskey

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Re: Purple Heart Lane 64
« Reply #68 on: 07-09-2012, 21:09:54 »
If there's a scout smart enough to spot that place for a mortar, it shouldn't be bothering you anymore... I agree though, it is a lame "vanilla-spammy" 'tactic'.

Offline THeTA0123

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Re: Purple Heart Lane 64
« Reply #69 on: 08-09-2012, 12:09:57 »
If there's a scout smart enough to spot that place for a mortar, it shouldn't be bothering you anymore... I agree though, it is a lame "vanilla-spammy" 'tactic'.
you cant spot it, the bocage blocks it.
-i am fairly sure that if they took porn off the internet, there would only be one website left and it would be called bring back the porn "Perry cox, Scrubs.

Offline Natty

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Re: Purple Heart Lane 64
« Reply #70 on: 12-09-2012, 07:09:06 »
remove the ammo box, or remove the mortar? Mortar has 30 shells IIRC... why should we have a static weapon that "dies"? what happens if the german blows the mortar, then repairs it? does he get 30 new shells? should there be an ammokit? IIRC there alrready is ammokit at the nebel werfer, so removing the ammo box will give us 45 seconds more, while he jogs over and grabs that ammo kit?

suggestions? :)

FYI: Im all for ripping that mortar out... germans dont need it to defend.
« Last Edit: 12-09-2012, 07:09:47 by Natty »

Offline Ts4EVER

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Re: Purple Heart Lane 64
« Reply #71 on: 12-09-2012, 13:09:22 »
Natty the problem is not with the mortar, but with Germans standing near the ammo box and spamming hand grenades over the river into the American spawn.

Offline McCloskey

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Re: Purple Heart Lane 64
« Reply #72 on: 13-09-2012, 02:09:34 »
Could you please tell me what you think of the rifleman Carbine idea, Natty? I'd like to know your opinion on the matter. Also, can we expect the NCO carbine being changed to the paratrooper version?

Offline Natty

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Re: Purple Heart Lane 64
« Reply #73 on: 13-09-2012, 20:09:16 »
hm yea, well they can do that with most ammoboxes, we can't make players play perfectly as we want, but this is a bottleneck so, of course it can be removed

@McCloskey: I really haven't any opinion about it. I dont do much weapon and kit distributions, other devs have better knowledge about such stuff than me :)

Offline McCloskey

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Re: Purple Heart Lane 64
« Reply #74 on: 14-09-2012, 01:09:35 »
Ah, alright. It's just that it's not really hard/doesn't require much work to create a kit (afaik) and I thought mappers did that and decided themselves what kits they want on their maps. :)