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Discussion: Game Forum Archives / Battlefield 2 - Forgotten Hope 2 Mod - FH2 Server Suggestions - Well, after playing for 2 long days of FH2 on your TG server, I'd like
  1. #1

    Tweaky's Avatar

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    Lightbulb FH2 Server Suggestions

    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:
    1. Increase the ticket count for most of the maps (except Sidi Rezegh I think it is). Rounds often end to quickly, and there are some maps that could have good hard fighting for a little while longer... But typical battles only last about 30-45 mins from what I've seen. If we could just stretch it out a little more, it would be a lot more fun, because a lot of us want to keep fighting to try and win the game back by gaining control points... but there simply is not enough time.

    2. And speaking of time, the timelimit has run out a few times on the server, and that has spoiled a game as well. Especially on Sidi Rezegh. We need more time to cap some control points!!!

    3. You need to limit certain kits, ESPECIALLY the Anti-tank Rifle. This thing is ridiculously powerful, and I believe it needs to be limited to like ONE per team. I also suggest this because there are actually a few Anti-tank Rifle pickup kits scattered around the map, so that should be plenty. But with how we can currently use this rifle in mass numbers (+pickup kit count), it just gets ridiculous on the server. Most people are using it against infantry as a one-shot sniper rifle, and other times you just cannot drive anywhere in any vehicle without getting hoarded by several anti-tank rifles. It really needs to be limited. All other kits are fine in numbers.

    4. We need some more admins active. Because this is a new release, I understand that everyone is adjusting to it, and the smacktards will soon thin out (hopefully). But admins coming and going on teamspeak was a nightmare last night. Broomish and I were having a lot of difficulty with people just intentional TK'ing, not listening to SL or CO orders, and coming into UCB and killing people.

    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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  3. #2


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    Re: FH2 Server Suggestions

    Yea also limit the SMGs as well if possible. I like it but it can ruin CQB when everyone has it. 2-3 maybe 4 per team.

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  5. #3


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    Re: FH2 Server Suggestions

    One more that just came to me, How about switching the rotation up a bit. Every time the server goes down we replay the same maps then it crashes again. I havent even play some of the maps yet.

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  7. #4


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    Re: FH2 Server Suggestions

    Yeah, i think i have played 5 maybe 6 maps in total.
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  9. #5

    Tweaky's Avatar

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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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  11. #6

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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

    Lucky Shot

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  13. #7

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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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  15. #8

    Tweaky's Avatar

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    Re: FH2 Server Suggestions

    Quote Originally Posted by Lucky Shot View Post
    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

    Lucky Shot
    I was just on a server that played 60 minute rounds, was great fun. And actually, just at 10 minutes left in the game we start to pull back the game and win in our favor. And similar cases like this are always possible on the TG server, however we don't have enough time to fight back... we usually run out. I think 60 minute rounds is plenty. Gives you a chance to have all the armor, plane, 88mm, etc... time in the world.

    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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  17. #9

    Steevo's Avatar

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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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  19. #10

    tHa_KhAn's Avatar

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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.
    |TG-12th| tHa_KhAn

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  21. #11

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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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  23. #12

    tHa_KhAn's Avatar

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    Re: FH2 Server Suggestions

    Quote Originally Posted by Bernout View Post
    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 lack at on those maps where it seems like it is an almost impossible win for the attackers.

    Bernout
    I noticed that too, but I think the longer the mod is out the better the attackers will get. Remember most people have not even played all the maps so it is hard to have developed solid strategies for defeating even simple defense. If you tweak the tickets, as people become more experienced it could upset the balance again.
    |TG-12th| tHa_KhAn

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  25. #13

    Bernout's Avatar

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    Re: FH2 Server Suggestions

    Quote Originally Posted by tHa_KhAn View Post
    I noticed that too, but I think the longer the mod is out the better the attackers will get. Remember most people have not even played all the maps so it is hard to have developed solid strategies for defeating even simple defense. If you tweak the tickets, as people become more experienced it could upset the balance again.
    That's true but I would assume the defenders are getting better at the same time.

    Bernout

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  27. #14


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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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  29. #15

    tHa_KhAn's Avatar

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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.
    |TG-12th| tHa_KhAn

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