What I took back from PR -1 reply

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Lobo

All your base are belong to FH

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27th April 2003

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#31 11 years ago

Fly me to the moon Let me sing among those stars Let me see what spring is like On jupiter and mars

In other words, hold my hand In other words, baby kiss me

Fill my heart with song Let me sing for ever more You are all I long for All I worship and adore

In other words, please be true In other words, I love you




Seth_Soldier

"Mort aux cons !"

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23rd December 2003

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#32 11 years ago

lovely, great song

YouTube - Frank Sinatra - Fly Me to the Moon Lyrics

(off topic, but i like this song - =p and it reminds me space cowboy end)




[79th]Sgt-D

Netdahe

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6th May 2006

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#33 11 years ago

Why are you killing our hopes?

Spoiler: Show
Great-Black-Americans---Martin-Luther-King-Jr-Poster-C10085288.jpeg



Kubador

First in Hell

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19th November 2007

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#34 11 years ago

Yesterday I checked what is that PR all about and I have to say that's a hell of a mod. FH2 is a great mode also but it has a different style, much different.

Remember that FH2 is a lot faster (a felt a slow motion when I played PR). You also can respawn on a flag you captured - cant find that in PR. Flags are changing hand pretty quickly (as it was in WWII). I don't see reason for Rally Points though I must say that's the main reason everyone is in squad in PR. But it wouldn't work as such in FH2. Why? Well, You don't have to run so much, have a lot of ways of easy transport. Also RP would more of annoying than helpfull thing - to defenders as atackers as well. Therefore I'm against implementing Rally Points to FH2. Though both mods are marvelous they simply don't mach.

There's one thing I would be happy to see in FH2 - "If you teamkill someone and pick up a limited kit with the name of your victim's kit (within 3 minutes) you die instantly (lasts 3 minutes after TK)". Taken from PR manual.

P.S. I would leave the crossairs as they are.




phoenizz

-

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3rd March 2008

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#35 11 years ago

BTW is it possible to determine what vehicles can work as spawns when SL is in them, I mean without just removing the passanger seats? Cause tanks should not be mobile spawns, trucks and halftracks and such should be only.




[79th]Sgt-D

Netdahe

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6th May 2006

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#36 11 years ago

Kubador;4290354Yesterday I checked what is that PR all about and I have to say that's a hell of a mod. FH2 is a great mode also but it has a different style, much different.

Remember that FH2 is a lot faster (a felt a slow motion when I played PR). You also can respawn on a flag you captured - cant find that in PR. Flags are changing hand pretty quickly (as it was in WWII). I don't see reason for Rally Points though I must say that's the main reason everyone is in squad in PR. But it wouldn't work as such in FH2. Why? Well, You don't have to run so much, have a lot of ways of easy transport. Also RP would more of annoying than helpfull thing - to defenders as atackers as well. Therefore I'm against implementing Rally Points to FH2. Though both mods are marvelous they simply don't mach.

There's one thing I would be happy to see in FH2 - "If you teamkill someone and pick up a limited kit with the name of your victim's kit (within 3 minutes) you die instantly (lasts 3 minutes after TK)". Taken from PR manual.

P.S. I would leave the crossairs as they are.

Right, as a single player, you can individually manage to reach fast the main action, as in FH1. But even if FH2 tooks place in Africa, I don't feel it as Hemingway safari hunting.

So Rally Points could help to maintain the pressure and an intense action : WWII infantry assaults were not lonely soldiers getting their way one by one, but wide waves of charging riflemen, covered by MGs, mortars and arty.

So even if ATM you could join the action alone in FH2, it's long and difficult to gather wholes squads permanently (except if the squad leader is sacrificed, let in a safe place as an alive spawnpoint - boring for him, and that's one man less for the fight)

I admit I far more rather attack than defense, but for now attack is often a pain because you have to spend minutes to reach a point, then, BAM, get camped instantly, and you have to start again the boring travel. And defense is even more boring, because you are many defenders waiting, and annoying, and once a poor enemy dares to show up, everyone is fighting over to get the frag. If there were more intensive assaulting movements involving many opponents, every defender would be busy, specially when the MG gunner have to reload, and we would see a wiser way of setting antipersonnel mines.

And that would be possible with exclusive outposts flags for attackers, or temporary rally points (say, lasting 10 minutes for example)




Kubador

First in Hell

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19th November 2007

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#37 11 years ago

Ok, I might agree with short time RP, but what to with an issue of overusing that feature? Like waves of attackers behind your back?

Besides FH2 could make waves of attackers rly easy... it's just a matter of teamplay. And judging from what I've seen in PR lately FH2 is nothing in campare what's a real shame...




[79th]Sgt-D

Netdahe

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6th May 2006

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#38 11 years ago

Hmmm you're right, I didn't think about that. Maybe it's possible to allow the RPs only in a zone in front of the cappables flags, to simulate a frontline?

And setting the RPs should mean to gather at least 2 or 3 squad members around the leader, so it would be not so easy to set it behind the frontline.

And I agree FH2 could have all this without an improved mapping suystem in a tactical way, but FFA is FFA, often a bloody mess, so I don't mean to lay a storyline, but to wisely guide and point the main action for the advantage of all.




mydjinny

I live on Gaming Forums

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2nd August 2006

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#39 11 years ago

Kubador;4290656Ok, I might agree with short time RP, but what to with an issue of overusing that feature? Like waves of attackers behind your back?

Besides FH2 could make waves of attackers rly easy... it's just a matter of teamplay. And judging from what I've seen in PR lately FH2 is nothing in campare what's a real shame...

Tht can't happen cuz, unless I'm mistaking, a squad spawn is exclusive to the squad so you get like 5 - 6 people tops per wave. The idea is to increase the amount of people at the point of an attack - The actual numbers per wave don't increase. And if you have 2 squads put Rps close to each other, well, then expect 10 -12 per wave... After all, if the defenders are from 1 squad, then they should realise they are holding out against 2 squads and should expect that sort of numbers (10x and 12x depending on how many times the group respawns to attack)




Dukat

wasn't around for some years

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10th June 2004

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#40 11 years ago

From my point of view it is clear how spawns should be handled. If an army is launching an attack, they first meet in the assembly area. Then the spearhead goes ahead. This might be a jeep, a bike or an APC. It could also be a tank or a complete group of tanks. Trucks and APCs follow. Whenever there is danger, the soldiers are dismounting from the vehicles. The vehicles are the place where the soldiers start. The vehicles also mark the target area where reinfocements would arrive. Accordingly, to be realistic, soldiers should be able to spawn on those vehicles instead of plopping out the ground. But maybe I got a twisted view of warfare.