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| Battlefield 2 - Forgotten Hope 2 Mod Discussion of the Forgotten Hope 2 mod for Battlefield 2. |
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#1 (permalink) |
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Join Date: Jul 2007
Location: Bay Area, California
Posts: 58
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Well, after playing for 2 long days of FH2 on your TG server, I'd like to make some suggestions to make some gameplay a little bit more enjoyable. Here we go:
Other than this.... the gameplay has been phenomenal on your server, and we can make it a really enjoyable place to play if we take care of these issues.
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#5 (permalink) |
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Join Date: Jul 2007
Location: Bay Area, California
Posts: 58
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Re: FH2 Server Suggestions
There are 10 maps, but yeah, we rarely play Hyacinth, Supercharge, and Skafia.
I know some people are complaining about the Squad Leader in a tank deal... but I don't think there is really any way to enforce this. Even if the developers of FH2 figure something out, there could still be a Squad Leader as a passenger in a tank... I dunno. But as frustrating as it is, there are a lot of annoyances already with the mod, and we just have to deal with them I suppose. But we should at least fix a few things mentioned above to make the gameplay a bit more enjoyable on the server.
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#6 (permalink) |
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Join Date: Aug 2005
Posts: 4,639
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Re: FH2 Server Suggestions
I looked at the list and truly think that 45 minutes is fine for a round. 2-4 hours is way too long for one round and I am fine with having a game end via a timer. The anti-tank weapon isn't a powerful anti-vehicle weapon and in my opinion is fairly weak. I would hate to see an anti-vehicle class limited greater then it is now on maps that are fairly vehicle intensive. As far as admins, they are available regularly on teamspeak. If your not already on teamspeak, check it out here. http://www.tacticalgamer.com/teamspeak.php
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#7 (permalink) |
![]() ![]() ![]() Join Date: Dec 2005
Location: Some crap hole FOB in Afghanistan!
Age: 25
Posts: 3,264
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Re: FH2 Server Suggestions
Gentlemen,
If you have a problem player on the FH2 server, let me know in TS. I am generally in or around the PR side, but I will drop what I am doing to assist you. Dirt |
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#8 (permalink) | |
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Join Date: Jul 2007
Location: Bay Area, California
Posts: 58
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Re: FH2 Server Suggestions
Quote:
On Tobruk I found 6 people using Anti-tank rifles, 4 of which were just sniping infantry. It gets a little ridiculous, and they really should be limited because the map has 2 extra anti-tank rifles to pick up! The same goes for other maps where you can pick up AT rifle kits. There is plenty of other armament to kill tanks with (eg AT cannons/mortars)... so I don't see the need for a team to be using so many of those rifles. If you just give a whole selection of them to a team, you are likely to see them used for things other than cars & tanks... which is not its role. And I am always on teamspeak when on your server, and note taken Dirtboy .
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#9 (permalink) |
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Join Date: Jul 2007
Location: Emmeloord, The Netherlands
Age: 21
Posts: 218
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Re: FH2 Server Suggestions
Reminds me, when I get home I've got to test the AT rifle on aircraft, most pilots are way to relaxed in their strafing runs ATM, use those MG's and AT's to blast em to oblivion!
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#10 (permalink) |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 28
Posts: 2,249
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Re: FH2 Server Suggestions
While I wouldn't mind the rounds to be a bit longer, I'm not interested in the PR style 2-3 hour rounds over the same territory. I miss the shorter PR rounds. 45-60 minutes is fine, even for a big battle.
As far as limiting kits, they are a already limited. The SMG's should be supreme in CQB so I don't know why there is a concern. AT kit too powerful? I am baffled at that suggestion. They only work against light armor and aircraft and are far to slow reloading to be effective against infantry. Even if a whole squad was sniping infantry, one MG or SMG would ruin their day. if you are getting sniped by the AT kit, move. Pretty simple.
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#11 (permalink) |
![]() Join Date: Jul 2007
Location: Colorado Springs, CO, USA
Posts: 1,256
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Re: FH2 Server Suggestions
I did a bit of server hopping yesterday because I was playing with someone who wasn't a supporting member. One thing I noticed on the last server I played on was that the ticket counts must have been adjusted. They were far more reasonable on those maps where the defenders have a very large advantage: I think it was almost at the 2:1 ratio. I don't know if the devs have any suggestions on this but I think its something we should look at on those maps where it seems like it is an almost impossible win for the attackers.
Bernout Last edited by Bernout; 12-17-2007 at 03:17 PM. Reason: fixed typo |
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#12 (permalink) | |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 28
Posts: 2,249
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Re: FH2 Server Suggestions
Quote:
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#13 (permalink) | |
![]() Join Date: Jul 2007
Location: Colorado Springs, CO, USA
Posts: 1,256
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Re: FH2 Server Suggestions
Quote:
![]() Bernout |
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#14 (permalink) |
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Join Date: Nov 2007
Posts: 23
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Re: FH2 Server Suggestions
Ok I can live with the squads of smgs running around, and the anti tank snipers, but can we get something like changing the map rotation once a week. On PR, its not so much of a problem, but on FH sometimes we play the same 2 or 3 maps over and over. With such small maps compared to pr it gets a bit annoying
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#15 (permalink) |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 28
Posts: 2,249
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Re: FH2 Server Suggestions
Anti Tank snipers.
Can someone explain how they are more effective than the standard rifle? I get 1 shot 1 kills per standard issue rifle. The sights are worse for the AT rifles. The reload is longer. I don't see how they are being more effective than standard rifleman with those two big negatives. I would guess the larger round might have more effective range, but again the poor sights and slow reload I don't see how that is even an issue.
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