.vyperIMHO this should be a standard practice in FH. It would be wonderful if they completely removed the ability to see enemy name tags and steal their vehicles (except trucks/at guns of course) as this really detracts from the realism side of the game. And realism is what FH is meant to be about.
Agree 100%. It is what we play FH mod for, battlefield realism. It is miserable to see my teammates stealing all enemy vehicles and the opposing team has to run away to avoid their own vehicles's firepower.
Puma2005Agree 100%. It is what we play FH mod for, battlefield realism. It is miserable to see my teammates stealing all enemy vehicles and the opposing team has to run away to avoid their own vehicles's firepower.
Played on a server called Ramirezzz once that did not even have hit indicators.. that was very fun even if we did often shoot our teammates. It would be even nicer if we could remove the death notacies.
@Topic: The only problem I have with the map is that tanks are pretty screwed if their team members do not help them. There are so much cover and with a faust it is even simpler.
Strumtrupp@Topic: The only problem I have with the map is that tanks are pretty screwed if their team members do not help them. There are so much cover and with a faust it is even simpler.
Just as in a real Bocage/hedgerow scenery, its pretty scary, al depends on coordination between Inf/armour. a lone tanker is death meat. Maybe that why this map is perfect for a sence of realisme. Now if i could only find a server with some more ppl.
Thx all for your suggestions!
here are the next changes in beta 2 (not sure at this time)
i agree with you with timer spawn but i don't know if i have to remove the small farm point and turn north village to axis at start.
I tough, by seeing all players suggestions, to reduce the number players needed to cap a flag(20 sec max........)
WIndmill,bigfarm and north village 3 players needed Radar station( with an artellery position maybe), south village and small farm 2 players
Axis base uncapable maybe i don t know exactly.
And the spawn point near waco wreck, i want make it spawnable only when allies have taken south village (by the way the village will give more hard fight).
tell me what your thinkin about
I didn't make it!
I agree, it's a GREAT map, but.....
WHY ON EARTH A MUSTANG :eek: they were used little on Bocage, a spitfire or Hawker tempest/typhoon would be more logical in this case......but still, a great map :nodding:
Maybe the Yanks dont like Britisch close air support, and afterall i play the Germans, and i dont like the rocket-firing Typhoons :)
I like the changes Otolikos, just the way I wanted them. Can't wait for the next beta.
My suggestions are: After crossing the bridge at E6/E7 one should be able to drive the tank NE from there through the fields, so make a hole in the wall do drive through. I know that you can also get there by driving by the crashed plane, but having the opportunity right after crossing the bridge would be better. Now most tanks drive towards the farm, where most tank hunters hide in the hedges. Put some medicine cabinets on the map. I suggest one at the littlle farm, so that flag gets some use, one somewhere in the city and one by the radar bunker. They should more or less be very close to the flags, so holding those gives you a major advantage (besides ticket bleeding). More kits! I love kits to pick up! I love seraching for them, so go and put kits all over the place and also hide the good ones very well. Alls flags should take 3 players to cap. The Allies should only be able to spawn at the crash site, if they hold the flag right north of it or if it is neutral. If Axis holds it, they shouldn't be able to spawn. Put some PAK to the radar station, and also put some air support kits and a medicine cabinet over there. That way both teams fight for that flag. Cheers, Mick
Wow lot s of ideas!
I have to make choice cause if i add all suggestions, this map will remeber me Quake 3....:)
Medic box ok Nebel werfer at radar station ok
spawnpoint near plane crash: appears when allies take a certain point (south village maybe)
it s not definitive
SMAUGJust as in a real Bocage/hedgerow scenery, its pretty scary, al depends on coordination between Inf/armour. a lone tanker is death meat. Maybe that why this map is perfect for a sence of realisme.
Hehe respawning is not really realism is it? ;)
If the infantry and armor were dependent on each other as in other maps it might actually work that way. In the few games I had it seemed as if some kinda paradox existed. Infantry would not cover tanks because the tanks would not go into the hedgerows.
Maybe if the "cells" (areas surrounded by the hedgerows) were larger or the hedgerows trimmed down a little so the tanks could see farther..