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Discussion: Game Forum Archives / Battlefield 2 - Forgotten Hope 2 Mod - Forgotten Hope 2 Mod Suggestions - To put us back on track here is a list of suggestions I drafted from
  1. #16

    |TG-Irr|Nixon's Avatar

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    Re: Forgotten Hope 2 Mod Suggestions

    To put us back on track here is a list of suggestions I drafted from this thread and some others on the FH2 forums.

    Tank’s Section:

    1) Special kits for tanks; a driver and a commander kit with proper equipment
    a. Driver: knife, sidearm or Sten, wrench, medical kit
    b. Commander: knife, sidearm, binoculars, medical kit

    Theses pickup kits would be needed to operate tanks. People that would like to go solo in a tank could still do it. But, the main goal of this suggestion is to promote teamwork by creating tank squad formed of drivers and tank commanders.

    Figure 1 : Australian made Sten gun painted tan for the North Africa campaign.


    2) New tank positions: The driver would steer the tank and fire the coaxial MG. He would have two views: one with the MG sight (limited view like the hatch would be closed) and a second an open hatch where he could have a wider view but would be more vulnerable to enemy fire. The commander would have the main gun and the turret MG. Two views also: one with the sight and the other the open hatch with 360 degrees rotation (would not spin the turret) and the option to use the binoculars (from the tank commander kit) to spot enemy positions (also vulnerable).

    This ideal would improve tank combat IMO, promote tank cooperation and give a chance to infantry to pickoff tank operators if they stick out theirs heads at the wrong moment.

    3) Damage system for vehicles: Basically if you shoot a tire or a fuel tank it should blow up! (At a certain extent, already done in PR)
    a. Target the tires to send a truck or a jeep swirling of a cliff!
    b. Target the engine to immobilise a target.
    c. Target the tracks to stop a tank
    d. Target exposed fuel tanks to slow down and destroy a vehicle.
    e. Target the turret and make it jam

    The main ideal here is to make the AT rifle class actually fun to play. By targeting the different parts of a vehicle this class could be more useful. Wouldn’t it be great to blow off a tank’s tracks and move in for the kill with a sticky boom/satchel charge or maybe call in a artillery strike on the poor bastard!?

    4) Supply/Repair truck: Since the tanks would be more vulnerable they will need more repairs in the field. The truck would be similar to the ones used in PR or USI.

    Commander’s Section:

    1) More artillery types: Back in 1941, commanders had a waste choice of shells and barrage types, so why only have one type as a commander? Here a few suggestions:
    a. Creeping barrage
    b. Gaz barrage
    c. Smoke barrage
    d. Phosphor barrage
    e. Concentrated barrage
    f. Spread barrage
    g. Etc.

    With all these options calling in artillery will not be an easy task. I guess that a point and click option is too basic for me. This new system will reward a good commander because is choice of barrage could really make a difference. IE: don’t drop a phosphor barrage on tanks, it wouldn’t be useful.

    2) Commander’s assets: This option would really attract people to the commander’s chair. ATM, you basically spawn as a commander then sit down for the whole game at the radio. I’ve tried to move around with the command vehicle, but it’s pretty venerable (most of the time I get blown sky-high before I get to my advance post). There are two ways to make this happen: one the commander could have a special kit and be able to build some of these assets (Basically the kit comes with standard equipment plus a few assets that he could place like a mine) or he could ask some engineers to build theses points via a command rose (PR style). Here are some assets that could help out.
    a. An advance OP (some sand bags, periscope binoculars, radio station, field canopy)
    b. MG nest (some sand bags, MG 42/Vickes, field canopy) (COHOP style)
    c. Mortar pit (some sand bags, mortar, field canopy) (COHOP style)
    d. Trenches (Since you can’t dig they would be just a two piles of dirt with a some space in the middle for cover)
    e. Road blocks (piles of debris to slow down tanks)
    f. Mine fields: A large square that the commander would place then a couple of engineers could come in and “install” it. If you played COH it would look like the “lay down mines” options.
    g. Etc. (Ideals?)

    Figure 2: Possible look of a command post and periscope binoculars



    3) Commander’s kit with proper clothes: With this kit he could drop the assets and artillery. I would base my skins on the main generals of this engagement: Bernard Law Montgomery and Erwin Johannes Eugen Rommel




    Fixes Section:

    1) The iron sight of the Lee Enfield N.4
    2) The AT gun bug
    3) Beaufighter bug (For some odd reason it’s missing some of the cockpit skins on my vista PC)
    4) Others?

    More Suggestions:

    1) Change the “many/one/none/” marker on artillery pieces to show the actual spotter’s name.

    Comment: It’s pretty hard to work in a gunner/spotter pair if theirs five or six recon units spotting things erratically. Sometimes it takes up to a minute to find the right view and when you change back to do a correction you lose your view… that pretty frustrating.

    2) Ammo crates/ammo dump/ammo bags: I can’t find ammo when I really need it! Most of the times, I need to drive all the way back to the main base to find some ammo. Also, could it be possible to pickup a few sticky booms from a box? I just hate to be stuck at an outpost with a NCO kit and be blown away by a tank because I don’t have access to an AT weapon, or I need to kill myself and spawn as an engineer and try to lay a mine in front or in the back of that tank and hope he moves over it.

    3) Medium bombers: Like on FH1 maps; Heinkel He 111H, Vickers Wellington, etc.




    4) Mediterranean map: The Battle of Malta or operation Desert Rose.

    I miss the great sea battles we had back in BF1942 or FH1. BF2 vanilla and most of the BF2 mods leave out the naval aspect of warfare. I am sure i'm not the only one that is dreaming of hoping in a U-boat, booming the coastline with the guns of my destroyer or flying off an escort carrier with an supermarine fighter.

    Figure 3 Battle of Malta Video:

    http://www.youtube.com/watch?v=UXXuAHblQD8 (BTW how do you post a youtube video on this forum? (PM me plz))

    That’s all for the moment, BTW Wiskysix could we have a poll so see witch of these suggestions is the most popular with the TG community?

    Cheers,
    Nixon



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  3. #17

    Stalin1878's Avatar

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    Re: Forgotten Hope 2 Mod Suggestions

    Those ideas seem to me to be trying to make it into PR. FH2 should not be made like PR.

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  5. #18

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    Re: Forgotten Hope 2 Mod Suggestions

    Nice list of changes, however I don't see how any of those changes would improve FH2. Every single one of those changes would make it more like PR or add some additional realism. Based on the release, I don't think they would going for an all our "realism" mod.
    I do like the "Fixes and other suggestions" section, however.

    I think the biggest issues with this mod are bleed and awareness. Most of the map related issues could be solved by better bleed conditions. Certain sides seem to always win for no other reason than they are always saved by the clock because of no bleed.

    The awareness issue I see are people so used to the power, fire control, and fire rate of modern weapons they are missing the whole different skill set needed for this mod. This mod rewards precision aiming with all weapons. There is no saving grace from automatic fire like in the other mods. For riflemen I think they did an excellent job of making the bayonet a better alternative than reloading and taking aim in CQB. They also did a good job of making the different kits especially the limited ones, useful only in their intended capacities. The more people become aware of the uses, the better the mod and less "issues" people would have.

    One glaring change I would suggest is improving the FireTeam Leader and kit. While the spotting function is useful, the FTL essentially is just a spawn point that can spot and never engage. While in a large full server battle this may be OK, with small populations those are often valuable soldiers that give the defenders the automatic number advantage. Implementing mobile spawns like PR, which has been suggested, would be a solid way to give the fire team another assaulter without changing kit mechanics as much. Maybe even add vehicle spawning. As of right now, the FT setup favors defenders which already get other map design bonuses.
    |TG-12th| tHa_KhAn

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  7. #19


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    Re: Forgotten Hope 2 Mod Suggestions

    Quote Originally Posted by Stalin1878 View Post
    Those ideas seem to me to be trying to make it into PR. FH2 should not be made like PR.

    Yeah not that there is anything wrong with any of those ideas or at least having FH2 improve some of the kit options. Bringing it up to PR style play also requires the kind of dedicated, enthusiastic community of players that TG has already fostered around PR. I would suggest encouraging new vanilla players to adapt "advanced" skills for FH2 as well as having more |TG|-lead squads will go along way toward developing a strong fan base. This is a fantastic mod team just like PR and I love WW2 era games so I may even don the TG tag to help keep the good players who may just be passing by and playing the mod for the first time. Something to keep in mind as we were all vanilla at some point.

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  9. #20

    |TG-Irr|Nixon's Avatar

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    Re: Forgotten Hope 2 Mod Suggestions

    I agree that theses ideals are bassed on PR, but they would add to the game IMO. I don't want to do an other PR, just to have a more entense game.



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  11. #21


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    Re: Forgotten Hope 2 Mod Suggestions

    Sorry mate, not everyone wants the PR model. The FH devs have been saying since 0.5 FH1 that they are committed to one-man-tanks. FH was always somewhat of a go-between version of BGF (Battle Group Frontlines) which was BF1942 Vanilla re-branded and XWW2 which is BF1942 with intense realism.

    FH has always sought, to my knowledge, a fair balance between realism and acrade-ey-ness. The "Multi-crew" tank argument has been around for a LONG time. It has been rejected everytime. FH2 is closer to POE2 than it is to PR. Remember, some people want a game, not a tactical sim.

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  13. #22

    tHa_KhAn's Avatar

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    Re: Forgotten Hope 2 Mod Suggestions

    Quote Originally Posted by |TG-Irr|Nixon View Post
    I agree that theses ideals are bassed on PR, but they would add to the game IMO. I don't want to do an other PR, just to have a more entense game.
    You bring up a good point. What makes an intense game? Fighting, movement, importance of life, immersion, tension, etc?

    I think most of the suggestions don't add much besides accuracy of loadouts and functions of weapons. Further kit division is not needed. The kits perform admirably in there intended uses and don't cross over well.

    Armor suggestions are wasted because the battles with armor are too quick if done right. The problem with the game now is you have those who "know" and those who "think they know" how to use armor. Armor engagements are 1 shot kills if done properly so adding coding for disabling is pointless. The infantry kit main weapon works well against light armor and the sticky bombs do well against heavy armor in the proper settings. Like the absence of medics, the ineffectiveness of AT infantry versus heavy tanks at range is intentional, I don't think they want a bunch of AT kits running around(potential abuse). Again the problem with infantry vs. armor is less game mechanics and more player knowledge. The heavy gun emplacements are affective against armor and an even match. I see most rounds with gun emplacements left empty at the opening of the round. They should be the primary focus as well as creating mine fields as most maps have choke points for armor. These things don't happen. What could be done to improve the use of mines and gun emplacements?
    |TG-12th| tHa_KhAn

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  15. #23

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    Re: Forgotten Hope 2 Mod Suggestions

    Quote Originally Posted by tHa_KhAn View Post
    What could be done to improve the use of mines and gun emplacements?
    I think you should be able to carry more mines, like 2 more perhaps. Leave gun emplacements the way they are. What needs to be addressed is the ability to have effective minesweeping - because you're better off running it over as opposed to being a turkey in a turkey shoot while minesweeping.
    -F-

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  17. #24

    tHa_KhAn's Avatar

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    Re: Forgotten Hope 2 Mod Suggestions

    Quote Originally Posted by ikonic View Post
    I think you should be able to carry more mines, like 2 more perhaps. Leave gun emplacements the way they are. What needs to be addressed is the ability to have effective minesweeping - because you're better off running it over as opposed to being a turkey in a turkey shoot while minesweeping.
    I agree with the mine suggestion and the assessment of mine sweeping. I think the theory of mine sweeping is tanks attack from range, infantry take flag. Infantry clears mines, then tanks move in to setup defense. While it makes sense, the execution of such is too far reaching for most teams.

    Poor wording on my part, I don't think gun emplacements should be changed themselves(at least as far as firepower), but some way to encourage their use. Too many times are they unmanned or being moved to engage infantry instead being the real anti-tank. Maybe a little more cover from long range machine gun fire. Force the tank to use the main gun to eliminate the gunner.
    |TG-12th| tHa_KhAn

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  19. #25

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    Re: Forgotten Hope 2 Mod Suggestions

    I still think they are ok the way they are, they have ample stopping power and the lower end AT guns are AT only, and the 6 pdr and 88 have HE rounds.
    -F-

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  21. #26

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    Re: Forgotten Hope 2 Mod Suggestions

    The player base, while it is not a "feature" per say, is horrible and I am astounded and deeply saddened. I can randomly join a public ranked 2142 server and find better, more mature, players than in the TG FH2 server. We need find a way to educate the players.

    (With the exception of AIX) There is no mod for bf2 that is playable without decent players. The fan base as of now seems to be, indescribable.

    Just a thought.
    BF3 is a good game, and when they finish it, it may even be a great game.


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  23. #27

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    Re: Forgotten Hope 2 Mod Suggestions

    Quote Originally Posted by mat552 View Post
    The player base, while it is not a "feature" per say, is horrible and I am astounded and deeply saddened. I can randomly join a public ranked 2142 server and find better, more mature, players than in the TG FH2 server. We need find a way to educate the players.

    (With the exception of AIX) There is no mod for bf2 that is playable without decent players. The fan base as of now seems to be, indescribable.

    Just a thought.
    If players are not following the server requirements, report them to an admin. The server won't get any better unless the hooligans are rooted out and the players are aware that we aren't taking any crap from people who don't follow rules.
    -F-

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  25. #28


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    Re: Forgotten Hope 2 Mod Suggestions

    Quote Originally Posted by |TG-Irr|Nixon View Post
    My 1st suggestion: Tanks should have a driver and a gunner and a “tanker kit”.
    herrr.. there was a thred on FH Forums, the name was "Keep the 1 man tank"

    so i think that idea will not be added, its makes confusion, but in Pr works fine

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  27. #29

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    Re: Forgotten Hope 2 Mod Suggestions

    The good thing about one-man tanks is that the mappers can put in more tanks on one battlefield whitout sacrificing the infantry versus armor ratio too much. Because WW2 battles had massive tank engagements (espessially on the North African front)
    If you will put too many crew members on one tank (most WW2 tanks had up to 5-6 crewmembers) you whould only be able to make maps with roughly the same amound of tanks as in PR. I whould like to see longer respawn times on certain key assest such as heavy tanks and Flak 18 88mm AA-guns.

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  29. #30

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    Re: Forgotten Hope 2 Mod Suggestions

    I think if they do make tanker kits it should be like in PR you need the tanker kit to drive the tank. EDIT: Oh and the same for aircraft

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