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Re: FH 2.1 Suggestion thread. Quote:
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it needs to brake even not shooting!... |
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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: |
Re: FH 2.1 Suggestion thread. so can a parking brake be implemented? |
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 |
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. |
Re: FH 2.1 Suggestion thread. Only issues I have are....
ps. don't get some thing also
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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. |
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. |
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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. |
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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. |
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). |
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. |
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. |
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I'm not asking for increased accuracy. All I want is a slight decrease in recoil. |
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. |
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Re: FH 2.1 Suggestion thread. SMGs do not suppress, they never did. Only machineguns suppress. |
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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. |
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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!) |
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. |
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 |
Re: FH 2.1 Suggestion thread. Getting shot by MG34 "divers" as I call them, is NOT fun. |
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. |
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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: |
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