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-   -   FH 2.1 Suggestion thread. (http://forums.filefront.com/fh2-suggestions/362513-fh-2-1-suggestion-thread.html)

hslan.Lord Helmchen May 27th, 2008 03:04 PM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by imlittlev (Post 4359986)
a "parking brake" so they wont move while shooting

Hell yeah, exactly my opinion. These goddamn tanks even slide while on an even ground.

General_Henry May 27th, 2008 05:52 PM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by hslan.Lord Helmchen (Post 4360337)
Hell yeah, exactly my opinion. These goddamn tanks even slide while on an even ground.


it needs to brake even not shooting!...

Meadow May 28th, 2008 03:07 AM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by Lobo (Post 4359944)
Meadow, I have seen a pic of a WW2 locomotive at north africa amazingly similar like the vanilla one, I swear

Really? I could just about accept a Diesel, but the design looks really quite moden - and American. But by all means reject me if real proof is out there. Could it perhaps be reskinned to be more black and grimy?

Admiral Donutz May 28th, 2008 03:46 AM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by Meadow (Post 4360903)
Really? I could just about accept a Diesel, but the design looks really quite moden - and American. But by all means reject me if real proof is out there. Could it perhaps be reskinned to be more black and grimy?

I share the same view. A steamlocomotive would make the most sense they were the most common, diesel and electric trains were not around in equally high numbers.

A diesel or electric train would be fine though, but indeed the design of the train looks too modern, both the loco and the train wagons suggest that it's a quite modern American train.

Hehe, this makes me remind me on my comments on the railroad signs, which looked too American too me. Got quite some people shouting at me for being too picky... =p I opted for a wooden red and white coloured Andreas cross with no text. A comon design throughout most of the European continent (and forner coolinies and such so it would also influence Africa). The actual colour pattern is different from country to country, and some countries may have the cross angled 90 degrees (so either vertical or horizontal) but even I wouldn't mind a more or less base design cross..

Links:
Level crossing - Wikipedia, the free encyclopedia
Overweg - Wikipedia
National variants of the Andreas cross and Crossbuck
Warning signs, level crossings, etc.

*runs*

:rofl:

Edit: Apparantly St Andreas' cross (St. andreas kruis in Dutch) for a railroadcrossing sign translates to a St Andrew's Cross in English... :clueless:

imlittlev May 28th, 2008 09:32 AM

Re: FH 2.1 Suggestion thread.
 
so can a parking brake be implemented?

Lobo May 28th, 2008 09:55 AM

Re: FH 2.1 Suggestion thread.
 
1 Attachment(s)
Here we go, one pic of a long serie of a locomotive carried in a ship, in an african harbor, in the desert. My jaw dropped when I saw it

Meadow May 28th, 2008 11:06 AM

Re: FH 2.1 Suggestion thread.
 
Yeah, I see what you mean - the chassis is similar. However the big differences are the size - it looks smaller than the American loco, and the coupling rod and size of wheels. The current loco has driving bogies, like modern diesels, not 'steam style' external coupling rods.

I still think it ought to be removed or replaced, but I am a closet railway buff :P Thanks for digging up the pic though, interesting stuff.

mydjinny May 30th, 2008 01:27 PM

Re: FH 2.1 Suggestion thread.
 
Only issues I have are....
  • No bot support whatsoever! Maybe 2.15 will fix this
  • No improvement for the Stuka dive horn
  • I don't see the airplane view adjustment mentioned - I still see nose in my Spitfire view
  • Distant sound has actually been reduced making immersion even less in this regard
  • The JUs are shot down too easy making me wonder, perhaps the AAs should have a little worse handling.... Or weaker damage..Or more JUs, there's such a queue for planes in that map... And that's the only vehicle that side of the map - Be generous with em
  • Field of vision is tres cool, but could be a bit more blurred at the edges to avoid the eye issues many are getting - Currently, I think its simply an eye ache cause it might confuse the eye to try to focus on something that can't be focused on... A complete blurr like in the case of Call of Duty 4 may solve this
  • I can't tell the difference in Alamein's distant shelling, it still sounds like a dull thud
  • I really hoped cannon sounds will be louder and specific to the tank, but ah well... maybe there'd be a Mr Cheese and Brutwurst patch for Fh2 also... Cuz that really did it for Fh1...
  • The toolbox doesn't fix its original version's issues...
  • No COOP uncap fix either....Basically, after installing 2.1 (And I needed to uninstall 2.0 to undo my patches), I need to patch it all over again, Coop uncap, Stuka horn, Toolbox... And funny thing is, Fh 2.0 doesn't even uninstall - Its says it does, but everything remains, maybe, just my copy, I dunno....
Inspite of this,
  • I love the shell ejection
  • The 3 maps are masterpieces
  • The new plane smoke effect is tres cool...
  • Airplane handling and Mg damage really, really a blessing - Both airplane guns and MG recoil reduction
  • I don't know if I love the new Flak fx compared to the original...
I still feel a lot more tweaks can be done and certain things added such as multiple vehicle speeds and bot improvements, but otherwise... I foresee Fh2 pwning Fh1 by Normandy, if not by 2.15

ps. don't get some thing also
  • Can't pilot headgear (The auto hats when you sit in a plane) encompass parts of the body so that the guy looks like a full pilot - Ofcourse, this may be due to the fact that there IS no pilot uniform yet, but how doable is making an auto hat- more than a hat...
  • Also about the pilot kit, why do I get a normal kit first and when drop it, onlt then does it become a parachute backpack?
  • Also about auto-hats, can there be a tank commander headgeear for anyone atop a tank also... Maybe the more-than-a-hat effect here also
  • Why are so many Tommies, Sarge Peter Broadfoot (major)... I thought they'd more often be Private Peter Nortons - He looks more regular infantry... Besides, the best Tommy face should be reserved for the select few
  • Can tank gun's be rebalanced - A bit b/n realism and gameplay cuz the one shot kill for most tanks is annoying... This is a scaled game, there are only so many tanks.... Fh1 had a bit more interesting a tank damage that meant you could at least do a bit of manouvering - With this, if you are a lighter tank you are pretty much buggered from the get-go
  • Finally, I get the cliche regarding the Wermatch, but do they all have to have the same face...It's almost Nazi propaganda-like, the way they all look the same - So Aryan. Any chance of having 2 more faces... Not neccesariliy in the near future, but perhaps when doing the Yanks...? Same for the Italians, but I resepct the fact that they aren't the focus yet...

Raizok May 30th, 2008 03:40 PM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by hslan.Lord Helmchen (Post 4360337)
Hell yeah, exactly my opinion. These goddamn tanks even slide while on an even ground.

Oh yes please. I rather embarrassingly lost a duel against a 2-pounder (myself having a Panzer III) because of this.

Mokusaku May 30th, 2008 03:52 PM

Re: FH 2.1 Suggestion thread.
 
I'd want tanks to handle differently than now as they feel more like sportcars than tanks: turning and moving fast. BGF had better tank movement imo (nooo I don't want them to be so darn slow as in BGF but in that mod they actually felt like tanks).

Tanks sliding is engine issue as devs have already told and now that tanks got zoomed sights that annoying sliding seems more drastic than it actually is.

Deadmonkiefart May 30th, 2008 07:06 PM

Re: FH 2.1 Suggestion thread.
 
There have been times when I was or 20 less yards away from someone, turned the corner and used up an entire 50rd magazine without the enemy getting a scratch. I don't use submachineguns anymore.

Some of you argue that WWII submachineguns really did have muzzle climb and recoil this bad. I am telling you that they cannot have, because if they really were this innefective, they probably wouldn't have been used.

I agree that the Thompson is FAIL right now. I'd rather have a rifle in just about every situation. I have tried going entire days only using the Thompson to see if I just needed to practice with it, but I have found it to be useless. With a rifle, I get a 1 hit kill in close combat if I can hit the enemy first, which I can about 90% of the time. The Thomson is useless at medium to long range, even using single shots. It is only useful if you are facing more than one enemy and they are both closer than 10 yards from you. By that time, a knife would do almost as well anyway. I don't think that the submachineguns should be nerfed just to prevent everybody form using them. They should just decrease the number of submachineguns available. Both the Thompson and the MP-40 should have their muzzle climb slightly decreased, at least.

Mokusaku May 31st, 2008 02:10 AM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by Deadmonkiefart (Post 4363904)
The Thomson is useless at medium to long range, even using single shots.

And thats how they should be, not like before patch when you could snipe with them like they were rifles! SMG's for close quarters combat and rifles for medium to long ranges.

Von Mudra May 31st, 2008 02:21 AM

Re: FH 2.1 Suggestion thread.
 
Try bursting instead of randomly spraying a clip at the enemy. SMGs are not used the way they are in movies. To hit anything with a Thompson, you need to fire 2-3 shot bursts, and it needs to be CLOSE. The max effective range on the Thompson was 50 yards, and the MP40 was 100. Do NOT expect to be sniping with the damn thing. IRL, it was meant for very close in work, suppression, and personal defense for the commanding NCO.

General_Henry May 31st, 2008 03:32 AM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by Deadmonkiefart (Post 4363904)
There have been times when I was or 20 less yards away from someone, turned the corner and used up an entire 50rd magazine without the enemy getting a scratch. I don't use submachineguns anymore.

Some of you argue that WWII submachineguns really did have muzzle climb and recoil this bad. I am telling you that they cannot have, because if they really were this innefective, they probably wouldn't have been used.

I agree that the Thompson is FAIL right now. I'd rather have a rifle in just about every situation. I have tried going entire days only using the Thompson to see if I just needed to practice with it, but I have found it to be useless. With a rifle, I get a 1 hit kill in close combat if I can hit the enemy first, which I can about 90% of the time. The Thomson is useless at medium to long range, even using single shots. It is only useful if you are facing more than one enemy and they are both closer than 10 yards from you. By that time, a knife would do almost as well anyway. I don't think that the submachineguns should be nerfed just to prevent everybody form using them. They should just decrease the number of submachineguns available. Both the Thompson and the MP-40 should have their muzzle climb slightly decreased, at least.



you joking, they are one of the most deadly if used correctly... rifle just have very minimal chance..

don't blame if you use them incorrectly.

21stPz-Montandon May 31st, 2008 10:47 AM

Re: FH 2.1 Suggestion thread.
 
Eh, I'm not really buying the whole "it's more realistic!" line on the Thompson.

If it needs to be more inaccurate at longer range, that's something that can be coded without modifying close-range recoil. Remember, this is a game, we can't do things like pull-down on the front grip of an SMG to compensate for muzzle climb. I'd have been happy to see the Thompson's recoil increased somewhat over 2.0, but what was done was a bit absurd.

And that Italian self-propelled gun seems somewhat over-armored to the front - I don't know for sure, as the only thing I've ever had a chance to shoot it with are 2lbers, and we all know how weak those are.

We definitely need some sort of mouse-look in aircraft, given the lack of nose-cam (which I agree with). You just can't look around like should be possible.

Oh, and I'd still like to know if it's possible to get a reload graphic when you switch ammo on tank guns, so I know when the new round is loaded, rather than just sitting there pressing "fire" to no effect.

And I am glad to see that repairing the 2lber no longer takes twice as long as repairing the 6lber - because that just made no sense at all in the first release.

And thanks for not putting an MG on the Krad - the FH1 version should never have had one, I have no idea why it did. It is, however, kind of frustrating to jump into a UC, drive it too a good guarding spot, switch to the second position ... realize it's just a plain Universal Carrier, not a Bren Carrier. Whoops. Of course, they probably shouldn't exist on Crete, as I believe the British didn't actually have any there.

Oh, and the Germans on Crete had a type of recoilless rifle. Any chance of adding it in? Oh, and gliders! They used gliders, which would be awesome.

And maybe, just maybe, use a high-altitude spawn for the Germans, like on Cretan Village. Because the Ju-52s just get murdered way, way too easily. You could even do a migrating spawn point, which was possible in BF42, but I don't know if it is in BF2 (that is, a spawn point that slowly moves back and forth - people who played Desert Combat will recognize that concept from the parachute drop in some versions of Basrah's Edge).

Von Mudra May 31st, 2008 11:07 AM

Re: FH 2.1 Suggestion thread.
 
Actually, yes you can "pull down on the front grip." Its called pulling your mouse down as you fire.

The armour glitch on the Itie tanks is known of, and will be fixed in 2.15.

Mouse look in aircraft is possible, its just hard to use while flying. Last i checked, for BF42 there were ways to be able to use the hat button to look around, perhaps there is one for BF2.

The british did have Bren carriers on crete, and the germans made use of them as well.

I agree the recoilless rifle, Pak36, and such would be nice to see on Crete at some time in the future, but although the Pak36 is ingame, the recoilless rifle simply does not have priority.

A high altitude spawn point would be bad. Either everyone would be dropping at the same point, making it a turkey shoot for the entire british team, or they would be dropping along a preplanned arc that would also create a turkey shoot for the british team. Or, if you go the XWW2 route of randomly spawning on the map, which works fine on a night map of D-Day, your left with people being totally scattered to hell and gone on Crete, which is not realistic. Unlike allied paradroppers, German dropped very, very low to the ground, the lowest in Operation Merkur was 250 feet. That, and it being in the daytime, would make it wholly unrealistic to randomly spawn on the map.

Meadow May 31st, 2008 11:59 AM

Re: FH 2.1 Suggestion thread.
 
Throwing something out here - How about the recoilless rifle drops from a parachute placed by the commander using the 'Vehicle Drop' icon? Assuming of course they were paradropped rather than glider-borne. Having it paradrop fully functional rather than in bits is simply the same as having Germans jump with rifles rather than Lugers.

Deadmonkiefart June 1st, 2008 03:47 PM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by Von Mudra (Post 4364216)
Try bursting instead of randomly spraying a clip at the enemy. SMGs are not used the way they are in movies. To hit anything with a Thompson, you need to fire 2-3 shot bursts, and it needs to be CLOSE. The max effective range on the Thompson was 50 yards, and the MP40 was 100. Do NOT expect to be sniping with the damn thing. IRL, it was meant for very close in work, suppression, and personal defense for the commanding NCO.

I agree that they aren't meant to be used past 50 yards, but inside 40 yards, they should be kicking ass. I fire in bursts at everything over 10 yards, but the Thompson just doesn't work for me. The automatic fire is useless at suppressing. I can fire bursts at a guy crouched behind a wall every second and he will still jump up ant pop me with his rifle while I'm firing at him! The suppressive fire effect needs to be brought back if the Thompson is going to be left the way it is. Either fix the Thompson or bring back the suppression effect.

I'm not asking for increased accuracy. All I want is a slight decrease in recoil.

General_Henry June 1st, 2008 07:47 PM

Re: FH 2.1 Suggestion thread.
 
huh, i gunned down 2x Germans with just about 1x deaths in a round of gazala in 150 box... it's almost still as powerful as before, just you have to fire calmly.

Fritz_Fraghof June 14th, 2008 08:30 AM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by Deadmonkiefart (Post 4366153)
the Thompson just doesn't work for me. The automatic fire is useless at suppressing. I can fire bursts at a guy crouched behind a wall every second and he will still jump up ant pop me with his rifle while I'm firing at him! The suppressive fire effect needs to be brought back if the Thompson is going to be left the way it is. Either fix the Thompson or bring back the suppression effect.

I don't agree that the Thompson is useless. It seems very effective for many people at closer ranges. Indoors I wouldn't trade one for anything else. Outdoors I have still been bettered by enemies with Thompsons at 40-50yrds. I agree with your point about the suppression effect though. In 2.1 I have yet to see an SMG suppress an enemy with a rifle.

LIGHTNING [NL] June 14th, 2008 08:37 AM

Re: FH 2.1 Suggestion thread.
 
SMGs do not suppress, they never did. Only machineguns suppress.

Von Mudra June 14th, 2008 10:10 AM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by Meadow (Post 4364681)
Throwing something out here - How about the recoilless rifle drops from a parachute placed by the commander using the 'Vehicle Drop' icon? Assuming of course they were paradropped rather than glider-borne. Having it paradrop fully functional rather than in bits is simply the same as having Germans jump with rifles rather than Lugers.


Oddly, I was thinking about that a couple days ago...u read my mind. The droppable Pak36s would be nice too. And yeah, as I recall, they were paradropped using special tandem parachutes...if memory serves correct.

Capten_C June 14th, 2008 10:12 AM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by Von Mudra (Post 4364631)
Actually, yes you can "pull down on the front grip." Its called pulling your mouse down as you fire.

Yep, after some practice, pulling the mouse back 1"-2" as I'm firing improves the accuracy a lot, still miss the halcyon days before it was changed though, rambo days back then :D

Kev4000 June 14th, 2008 11:12 AM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by Capten_C (Post 4386263)
Yep, after some practice, pulling the mouse back 1"-2" as I'm firing improves the accuracy a lot, still miss the halcyon days before it was changed though, rambo days back then :D

What I figured is you can't hit shit longer then 20 meters away with the thompson on fully automatic. For some odd reason the first shot won't even hit. What you need to do is turn on semi automatic and it'll hit just fine up to 50 meters. The ROF of the thompson is simply to high. In semi it can easily outgun an mp40 at range. It'll have a bit more trouble against the beretta's 9mm high velocity though.

Niebler June 14th, 2008 02:58 PM

Re: FH 2.1 Suggestion thread.
 
Okay, for the past 3 days straight (about 10 hours each of FH2 gaming), I have used the Thompson almost exclusivly, and I can report, that the Thompson can and DOES own. If you can't hit anything with it, then you aren't good with it, simple as that :P Dont be expecting to be perfect with a weapon when you first pick it up. Practice.

That being said, you can pick people off (single shot is a rail gun), and assault just fine, and the mills grenades > everything. Unless they're in the same BUILDING as you, do not go full auto, only shoot in 3 shot bursts. Practice, move your mouse down as you shoot, it will stay in place. And don't always use aim down sight, when they're close, aim at the hip like you normally would :P Get a feel for how it shoots and it's spread.

Only thing you have to look out for, is if a rifle sees you at range before you manage to get shots off on him, unless you get behind cover you'll die. You dont have time to aim against a rifle, flank him, grenade him, get up close. Only shoot him if he doesnt see you, or you KNOW you can kill him :P

As for suggestions. Mm, possibly a bug, but AA/AT shells like to bounce off tanks/planes now, even if they 'do' hit them and cause damage/kill. Maybe it was a damaging deflective shot however? :O And some map bugs, like invisible barbwire in a bunker on Tobruk (ouch!)

Nox Noctis Umbra June 15th, 2008 06:08 AM

Re: FH 2.1 Suggestion thread.
 
so, guys, are we going to see AIR worefare maps only? DOG fighting, planes vs bombers.. etc

It would be good to have Bombers 10-15 bombers controlled by AI circelling the sky on the biggest map. Each Player would choose if they wanna spawn in bomber plane and only controll machine guns to defend from other team's fighter planes.. It would be good that the Bomber side gets 2-4 planes of thier own for support.
It would be good to have the bombers fly by AI so they wont be all over the map. What you guys think?
oh and maybe uneven the team if lets say Bombers have it too easy, or the enemy planes have it too easy.

mydjinny June 15th, 2008 06:47 AM

Re: FH 2.1 Suggestion thread.
 
They are freebies we only get after a decent amount of maps for a decent amount of theaters are completed - Especially when airplanes as awkward as they are

angelangelv2 June 16th, 2008 02:07 PM

Re: FH 2.1 Suggestion thread.
 
Getting shot by MG34 "divers" as I call them, is NOT fun.

LtJimmy June 17th, 2008 10:04 PM

Re: FH 2.1 Suggestion thread.
 
Could some sort of kill assist/reward system be added for a successful kill by a arty gunner that you spotted for. I think this would encourage teamwork between forward observers and Arty gunners, since at the moment their is no reward system. Couple of nights ago on the WOLFGaming server, i went spotter for one of my mates and he got all the kills and points while i went throught the entire match with, No Points, No Assists, No Kills, and No Deaths.

General_Henry June 17th, 2008 10:15 PM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by LtJimmy (Post 4391129)
Could some sort of kill assist/reward system be added for a successful kill by a arty gunner that you spotted for. I think this would encourage teamwork between forward observers and Arty gunners, since at the moment their is no reward system. Couple of nights ago on the WOLFGaming server, i went spotter for one of my mates and he got all the kills and points while i went throught the entire match with, No Points, No Assists, No Kills, and No Deaths.


it's those people in that server too noob to spot for arty, arty is the most deadly weapon in battlefield... but of course sometimes i can't find a gunner when i spot :mad:

LtJimmy June 17th, 2008 11:02 PM

Re: FH 2.1 Suggestion thread.
 
Quote:

Originally Posted by General_Henry (Post 4391136)
it's those people in that server too noob to spot for arty, arty is the most deadly weapon in battlefield... but of course sometimes i can't find a gunner when i spot :mad:

None the less it would be nice to have a reward system for those people who actually cooperate and be a forward observer for a gunner.


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