So back to the critique of the Crete map... Is it possible to make a flag on the ground turn into an uncap for the Germans when they capture it? I think Suda or the Airfield would be the best candidates. They seem the hardest flags to capture so it would make the fighting intense and finally provide a stable flag to push out from. I am also liking the parachute bug when a guy gets trapped above ground. It's fun to stand there and tease him until I get bored and stab him in the face. Now on a side note as a question to the Devs... Given that Crete is a faithful conversion map, will the FH2 team allow for other faithful map conversions (by fans or not)? I am not that familiar with FH1 maps but some of them sound plain awesome. Provided they are faithful recreations and with prior permission from the map creator, this would be a good way to bring in maps and content fast. I am loving Crete (DarkPepe did a good job) and just want to do anything to encourage more maps.
FH1 Maps on FH2 would be like FH1 with uber gfx. Im all for it :).
Yesterday on hslan, a rare treat, the Crete map! Yippie! I'm on the Axis side too! Airborne antics and parachuting action and some intense ground battles ahead (methinks!) Ok, entire round spent getting :- (not in alphabetical order) run over by the Plane, pilots taking off with 5-6 empty seats, pilots skimming the ocean, pilots flying too low so that when you jumped you were doomed; as soon as a plane crossed land boom boom by Mr Bofors man (ad infinitum!) And yes, I have sat in that lethal bofors seat myself :smokin: When I finally got lucky and avoided mixing with mid air plane wreckage by dropping sneakily into the ocean, I got wounded from a heavy drop - apply bandage, no, you can't in the sea! And whilst being shot at, fair enough, it's a war experiance! (My grandfather had a war wound by the way...he was bitten by a prostitute in 1942) When a SL finally made it to a remote spot and I joined up there were only 40 tickets left for the Axis. I can understand a good organised clan on TS having no problems, but on public servers "oh f*ck!" An entire round wasted, the Allies were also bored waiting for a scrap. I've had good times on Crete, and yes I appreciate it is supposed to be difficult for the Axis, but when you add too many bofors to the equation and lets be kind here "inexperianced pilots" (which is the case 90% of the time) your left with one of the best FH2 maps just being put to waste. Most of us have 'been there' am I right? I've played on a server that has Axis uncap, no thrills there. Is the FH2 team considering removing some bofors in the next patch? Unless some tactical gurus can come up with a better answer than fly high! (we all but the pilots know that! :nodding: ) Cheers!
^^ Aye, I played in that round (in your squad, in fact) and it was a disaster for the Axis. I got my best ever teamkill on that round, though: I bailed out of a Junkers and pulled my chute just as our 109 was passing - the 109 hit my parachute, exploded, killed us both and I got a teamkill for it! :rofl:
But I've also seen the Axis team do very well on hslan (although not win yet), so the map must be fairly balanced as it is. These tactics work pretty well:
- Fly the Junkers way out to the right hand side of the map and hook round to drop behind the British Rearguard or Hill 107. You don't even need to fly high. Once a SL is down you need AT guys to spawn on him quickly to deal with the Vickers that prowl around that area. Get the Rearguard and you've got control of 2 mortars, get Hill 107 and you stop the Vickers from spawning. Then you can take the monastery and push on Suda, but people also need to defend or it just turns into a circular flag chase.
- Have a SL with a full squad pilot one of the planes, and just keep circling and dropping his squad mates.
- If someone decides to play air transport pilot and brings the JU back from Crete to land and pick up more troops, blow him up. Seriously, if someone does this then the Axis get hammered. Just bail the plane over Crete, let it blow up and a new one respawns quickly.
I'm all for the idea of the first flag the Axis cap becoming an uncap to give them a bridgehead. Mareth Line could use that too, as it's impossible to defend all the flags and leave enough troops to assault.
And make the Kettenkrad faster!!!! It can't get up the hills. Needs more torque!
I would suggest either reduce the amount of bofors or increase the repair time, so that you know the AA will be down for a reasonable amount of time.
Second thing is that the bleed should stop for the germans when they capture 2-3 flags, or that the germans get 50-100 more tickets.
Here's the thing - you can easily avoid AA by flying very low and landing somewhere on the mainland. I say "easily" because I've managed not to crash the plane even though it was practically my first time flying a Ju :).
The only problem with this approach is that the plane does not "autodestruct" (for a good 10 minutes at least).
And here's why you don't try to land the JUs. Full hslan server again, this time Axis lost badly.
Here comes the JU, lining up for a landing. A whole load of people waiting and waiting for the heroic pilot to fly all the way back from Crete...
BAM... just as he touches down the other JU spawns on the runway in front of him. Both planes wrecked, TKs aplenty and more hanging around losing tickets.
Actually this was pretty funny. Normally it's just frustrating when someone decides to land the planes back at base.
Ladies and gents, you're looking at the base material for a perfect new "EPIC FAIL" GIF.