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FH2 Suggestions
Do you have a suggestion for the future release of FH2? Post it here!

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Old January 20th, 2005   #21
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Default Re: Midway Suggestion

Nice drawing of Midway Islands

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Old January 21st, 2005   #22
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Default Re: Midway Suggestion

Hm... would be nice to have the reef in the game. So Ships need to take a route to get to the enemy and cant just cross the map...
What you guys think about it ?


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Old January 21st, 2005   #23
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Default Re: Midway Suggestion

The map as I have it now is like Myrddraal's picture (with reef) if it was the center square of a 9-square grid, which is how Midway is currently. There is no airfield on Sand Island, at least when the battle took place. I should probably move it to the bottom right square but that might be a lot of work, considering how far I am.
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Old January 21st, 2005   #24
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Default Re: Midway Suggestion

well i would like to see NO invading of islands (cappable flags), dividing the forces and taking away from the naval battle. midway is suppose to be a carrier showdown. maybe have stuff to air-attack on the island (planes, hangers, etc.)
and have spawning planes on island, dependent on health of hanger
i.e. no hanger= no planes from island (b17s and b26s)

to be honest coral sea has always felt more like a midway map, then the orginal midway dice map ever did! its a carrier showdown and nothing more
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Old January 21st, 2005   #25
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Default Re: Midway Suggestion

Could be that Midway isn't very realistic with the islands...
But i like it that way much more then Coral sea!!


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Old January 21st, 2005   #26
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Default Re: Midway Suggestion

yes coral is just ok, because you cant move the carriers.
and the map is smaller than midway is.
plus theres no other ships in coral but the imoveable carriers.

but i meant it "feels" like midway compared to the original dice map, because its a carrier showdown with no flag capping.

i personally hate flag capping part of the game and find it completely unrealistic.
i thinks everything should spawn (equip and soldiers) from a back mainbase.
and all units move forward from there.
with the bleed coming from destroyed enemy units alone!
flag cappin forces a team to attack an area (for a flag because of bleed) when it never would IRL.
it should be, a team moves forward with no bleed, to just destroy the enemy thru attrition
and attacking an area should be for its strategic value!
not to stop the bleed because mapper put flag there!

people and equipment dont magically appear at the front line.
and as far as i know, we still dont have transporter technology..
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Old January 22nd, 2005   #27
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Default Re: Midway Suggestion

Hm....
yes that would be way cooler than the flag stuff,
but it would also be cool if the flags are just an outpost without taking tickets if the enemy has to much of em.


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Old January 23rd, 2005   #28
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Default Re: Midway Suggestion

I like how you can fight over the island now, but it would be wonderful if the islands were more realistic than they currently are. Maybe make it start with American control and give the Japanese a larger navy. Perhaps give the IJN two carriers, a cruiser, a destroyer or two, and the tanker; and give the USN a carrier, a destroyer or two, and a submarine. Giving the US the Nautilus class sub they had there would be interesting, with its 4 forward and 2 rear torpedo tubes and two 6" deck guns.

Another issue that really bothers me is the Japanese bombers. What is up with their defensive guns? They seem to have the same power as the 40mm Bofors guns. I often find myself frantically dodging those bombers while in a fighter instead of it being the other way around. :/
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Old January 24th, 2005   #29
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Default Re: Midway Suggestion

Quote:
Originally Posted by Pickerel
Another issue that really bothers me is the Japanese bombers. What is up with their defensive guns? They seem to have the same power as the 40mm Bofors guns. I often find myself frantically dodging those bombers while in a fighter instead of it being the other way around. :/
I'm guessing that it's because every bullet that hits you is likely hitting the engine, whereas most of yours won't hit the bomber's engine, unless you have a nice deflection pass set up (if you do, the rear gun probably won't be able to elevate enough anyway)

The worst thing a bomber pilot can do is try to dodge your fire with his more unwieldy plane. A combination of a smart pilot and a decent gunner should force you to use different attack angles. Especially if it's not a Jap bomber, but an American one with twin .50 cals.
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Old January 24th, 2005   #30
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Default Re: Midway Suggestion

Thoughts for equipment:

Imperial Japanese Navy;
1BB
2 Destroyers
2 Carriers
2 Subs
1 Search and Rescue plane

US Navy;
1BB
1 Destroyer
1 Carrier
2 Subs

US Army (On Midway, Uncappable, all vehicles locked);
2 Wildcats
1 Devistator
1 SBD
1 B17
1 Catalina w/ depth charges

Thought for map:
Midway in lower right hand corner
USN fleet in upper right corner
IJN fleet in lower left corner
1 Flag with huge cap radius in center (flag radius should be bigger then veiw distance)
Destroyable hangers on midway to hurt supply of US equipment (respawn time should be at least as long as carrier respawn but probably longer)
Give Midway some AAA and 5in guns to defend itself
Attached Thumbnails
Midway Suggestion-battle-midway.jpg  

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