No rambo is going to ruin anything, and its people that demand that others play a certain way that are being selfish. I'll say it again, This belongs on a private server. Then you have a right to demand this. A public server is PUBLIC, means for EVERYBODY!! Kicking people for not playing YOUR way, is about as selfish as it gets. The last thing this mod needs is some asshat server kicking new players because they dont play the way a server operator thinks, DO US A FAVOR GO BACK TO PR. Help keep their player numbers low, not ours
I know on PR there are useless opportunist squads gathering rambos who don't care about teamwork
But what could do a player not involved in a squad?
He cannot spawn on his squad leader, he won't attack with several others players...
So... he will hide and snipe for frags? :uhm:
It's everywhere with BF2, you can still be in a squad and not have your leader/members do anything. It's very frustrating when you have a full squad and only one is spawning on you and actually helping, but when it works it's one of the more rewarding aspects of the game.
My hope is that since FH players are more inclined to act as a team anyway, so that would port over to FH2.
So? its a public server. I understand you just want clan type play, but you need to face the fact its not appropriate for public servers. New players go there, and being kicked in the first minute is enough reason to uninstall a mod. I dont want FH2 to be as small as PR, it has the potential to attract thousand of players and bring up interest in all mods. Modding needs a really popular mod, to bring in players. And making FH like PR isnt the answer, trust me. Edit: all a server has to do is run private, the guys who want this will find it and fill it up. You just wont have a fresh supply of newbies to feast on...or turn off.
I've played PR for a couple of months, and with even that little experience I can say that people don't usually defend... even if the map starts with one team defending, people have the strangest habit of running towards the enemy uncap base. Only on maps like Ejod desert where flags are quite near you can see an odd squad defending.
There was some insurgency map that featured British and Insurgents. At the time when we (insurgents) had only one flag left, the whole team decided to make a flanking attack. We went so far from east that we didnt encounter a single enemy. As we got to the (heavily guarded) British flag, our last flag suddenly turned gray. Couple of more minutes and the team without spawnpoints was slaughtered. I guess at least one squad could have stayed and defended.
So what can the lonely rambo do in FH2? Hoping that you can spawn at flags, he spawns there and starts to camp. Believe me, it sounds quite reasonable, when 95% of the team is attacking without even looking back.
Kaifa;3953961Hi guys, I've used the Search tool in this forum but I didn't find another topic telling the same things, if it exists, please forgive the repetition. I've been playing a lot FH for BF1942, and found it extremely accurate and enjoyable. The problem is that, despite the improved realism, I don't see the teamworking I expected for a real-war simulation (with all the game limitations, of course): many times I see lonely Rambos playing well or bad but without any cooperation and I run and fight doing my job as when playing in offline single player. Once discovered the BF2 Project Reality mod I've become addicted to that too, for the uber realism and teamworking at its excess (but I don't like the modern scenario). I think that taking some Project Reality suggestion could be useful to realise a really wonderful FH2, mixing the great WWII scenario and felling with a ultra realist and teamworking gaming. In primis the importance of teamworking to make bunkers, to get points when acting as squad, to specialise not only as Pilot but also as crewman. That will really improve the fun of this game and will permit even a noob to play at a decent level, learning from experts and feeling a part of a group. Not all players have a clan, maybe they are casual players like me and sometimes it's frustrating. Great is also the rule that kills you when taking a teamkilled friend's kit (you all know the fury when someone of your team shoots at the plane you just've taken after mitutes spent waiting in line or similar situations when you take the sniper kit) Second, using some other realism-based choices, like no-crossair, no health level, but this is secondary. The principal aim of this topic is to get a mod that, before clans, helps (or forces) people to cooperate and use tactics.
:ditto: Excellent! I really like the FH+PR "crossover" idea as someone posted above. Making it so that you need atleast 2-3 players at a flag to cap it really enforces/encourages teamplay alot! Very nice! One more thing, as mentioned above, if you really need to go ramboing, do it in singleplayer. Yeah, everyone can play just the way they want to, and the servers set their own rules, but... Come on, you want this mod to be like vanilla BF2? No way. This is gonna be a very special mod, with big heated battles on the ground, people supporting eachother, planes fighting above, artillery firing on the perimeter... Squadleaders moving their men from house to house, or crawling over the hot dessert... Man this is firing me up as I speak :) Anyway, the heart of it all is teamwork. I bet most of you lonewolfes have never tried one of those servers. But I don't blame you, they are very rare. I was on TexasTeamPlayers for a long time, so I know what I'm talking about :) Cheers :beer: :sleep:
I have had a FEW occasions in bf2 where rambo(ing) won us the game... The first time it was dalian, we were getting RAPED on the carrier so I took matters into my own hands(rambo). I got in cobra-- and didn't wait for teamates because I would have got blown away--and got to south docks ASAP capped the flag (one man). Everyone spawned there, eventually we won (amazing--because of me--a rambo can do some good)
played PR and its uber crazyness to realism tottally chokes the gameplay and the entire fun of even playing such a mod. i wouldnt want to see FH2 going that direction infact i would rather see it be more like the original FH with no squads and SL spawning. but i could learn to live with SL spawning if it was done right (like no SL pawn unless in a APC type vehicle)
[quote=Real-BadSeed;3956322]So? its a public server. I understand you just want clan type play, but you need to face the fact its not appropriate for public servers. New players go there, and being kicked in the first minute is enough reason to uninstall a mod. I dont want FH2 to be as small as PR, it has the potential to attract thousand of players and bring up interest in all mods. Modding needs a really popular mod, to bring in players. And making FH like PR isnt the answer, trust me. [quote] I don't believe that is a fair statement about being kicked. Unlike some mods PRM provides a great handbook and the very helpful forum. If people followed directions and could "read" what is posted in game, they wouldn't have any problems. If you think that the mod wouldn't attract "thousands" maybe you should read up on Red Orchestra. That shelf sold game is a popular realism based game and has around 1k people playing a day. Not bad for a game that has been out for over a 1 1/2. I am not saying that FH2 needs to be super realistic but I would like to see some teamwork involved. PRM might be small but they do have a working mod and several hundred people are playing it at any time. And I have been playing PRM for over a year and still love it!
It seems that GoreZiad explained in a gentler way what is my point (sadly I easily run amok against arcadey lonewolves) FH2 will not be PR, and I hope that even lonewolves will teamwork in order to make this experience incredible :nodding:, so we all get the more fun possible I guess running alone like a beheaded duck, instead of making you a bunnyhopping knifewhore, will just mean a fast brutal death About hiding in a useless spot in order to steal easy useless frags, bah, such camping franc tireur would be flushed out soon @Rumpullpus : I agree the SL spawning isn't very realistic... but it's a good compromise to balance attack and defense in FH2, while in FH defense was outrageously advantaged. But don't worry, if attackers can respawn fast in their forward squad, campers will have thus more targets... (and also more occasions to be pwned) @CLOS3D : in this case, ramboing is ok in my mind because it's the only way on a map which isn't well-balanced Man, I guess I started again flaming lonewolves, I couldn't help :p