The importance of Single Player -1 reply

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ctz

FH Devolver

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17th May 2004

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#251 10 years ago
Apo-TTCC;4541589@ bizness Will the SP/Coop bug that flags can't be captured fixed with FH2.15? It was present in FH2.0, then iirc promised to be fixed in FH2.1 but was present again. [/QUOTE] This is bug #877, fixed in 2.15. [QUOTE=Niebler;4637438]There's also a few fan made SP patches you can get to enable them on more levels :P

Could you link to those? They probably deserve some evaluation :) I had a search and didn't come across anything.




It's Happy Fun Ball!

aka Killed in First Minute

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21st October 2005

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#252 10 years ago

I remember that show still being aired (in syndication of course) when I was 9 or 10. I never watched it though, I found the dialogue and plots too childish for my tastes...




jumjum

Write heavy; write hard.

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11th April 2005

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#253 10 years ago
It's Happy Fun Ball!;4642393I remember that show still being aired (in syndication of course) when I was 9 or 10. I never watched it though, I found the dialogue and plots too childish for my tastes...

I actually pulled up Rat Patrol and also a Combat! clip on YouTube the other day -RP was completely unwatchable, even through the nostalgia-induced tv version of beer goggles. But Combat! was surprisingly not bad.




mydjinny

I live on Gaming Forums

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2nd August 2006

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#254 10 years ago

I've actually been playing with quite impressive AI in recent days... Playing in XP instead of Vista, 2GB RAM and a graphic card to die for - Allowing me to spec everything up. The only draw back is the sound - The effects are more realistic and subtle than FH1, just not enough UMPH to them - And surely no distant sound variation... It all adds to the SP experience...

playing AJ's wepaons patch in Alamein, also adds lots to the battle with an initial barrage from the PAKs firing HE at the frontline British base and tanks firing back as they pour in...

AI in close quarters combat is also tres cool because these bots find their way around buildings and round corners alot easier than FH1 bots - Also, you can sneak up on them without them seeing you and hit them before they know it - Just don't miss...

I charged the Bofers in Mersa recently, the Southern one throwing nades and running at an angle so that his Flak wont get me, and then I got in close and finished him with a bayonet... Tres cool... Contrary to those who never have played them, bots rock... And those well coordinated group attacks puts server players to shame...

My only complaint is the bots failed use of emplaced weapons such as mortars, MGs and ATs... The 2 latter are ok at times, but they turn to respond sluggishly.... What a joy it wolud be if the 88 ridge in Supercharge was bristling with active defenses... MGs blasting away, all 3 of them, both 88s firing as fast as they can, switching b/n AT and HE and devastating troops and tanks alike and a few enemy infantry up on the hill or in the trenches picking off those that close enough....

Then it would be nice to have smoke concealment actually work as concealment...

I was also thinking about the tank speeds and how that would work so well in a map like Mersa or Alamein, with infantry moving behind and around tanks given them cover, (In Mersa), as they move from the capped outskirt base to the main Marsa Matru base, or along the beach road from the captured artillery base... Even a jeep with gunner could be quite devastating if it moved along with infantry running along it...

Ah, I can't wait for 2.15... And it aches to wonder what Normandy would bring...




Kubador

First in Hell

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19th November 2007

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#255 10 years ago

Well the coordination of bots is just an illusion imho. Yes I played with them to practice some things out and they really are dumb. The main difference is the struggle for survival, players try to not get hit - bots do not. Too bad that you don't play online mydjinny. When you get into the right squad you have a guaranteed everlasting blast.




mydjinny

I live on Gaming Forums

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2nd August 2006

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#256 10 years ago

Don't get me wrong, I appreciate a good squad - And I have been in a couple when I play online (played... We'll see what happens this christmas). But the fact that 1/10 times is good, and the rest is shit... Imagine, even if you do get a good sqaud, the rest of the fricking army is doing whatever it wants so you don't have much over-all coordination. With all bots generally following commader tactics, you get an overall coordination in SP or COOP.

Granted, the bots don't use manouver tactics, but they move in groups and with some given others covering fire (The MG gunners), they can be a challenge. I sometimes stumble across what I think is a single enemy soldier, only to have him spawn an entire squad on his person. When I am alone, I actually turn tail and flee or if I am with my squad, I decide to play like the real squad leader - Stay low, pick off who I can and try to get reinforcements when my men go down...

Sometimes, an armor group or mixed group with similar objective comes in just in time to save the day - You wont get that in multiplayer... Bots use HE sparingly, grenades apprioporately.... Humans don't

The argument can go either way, but in my personal oppinion, I find it simpler playing bots... Humans is a nice change of pace, but surely no replacement for me...

Perhaps if an advanced tactical system was developed... It might help. I have mentioned this a dozen times so I wont again, but here are some high points to team play tactics... a) 2 speed on vehicles b) PR-like suppression from all guns so that mgs only suppress more due to their ROF and not their simple fact of existence... A squad of exclusively riflemen should be able to suppress an enemy, submachine gunners too c) More visual arm movement d) An all-encompassing command rose (I wonder why such little thought was given to the version I came up with) - Commo-rose should be specific to each vehicle-driver and class of soldier e) Voice overs reflecting actual urgency and enemy type eg. Don't say 'Enemy spotted', say 'Jerries!' or 'Krauts!' or something... A small variation in this would allow for Japanese etc... And can be used differently from theater of war to theater of war... The voice over detail allows players to care more for their specific team and recognize the enemy more as Enemy... Others voice over notes should be A voice over for AA, AP, light versus heavy armor etc... f) More training manuals, vidoes and wiki regarding team tactics, suppression and manouver tactics etc... g) Some arctitecture that makes people want to follow commander orders and work for the overall goal of the team as compared to their own personal pleasure... h) More intimidating sound effect that would spook any lone wolf out of his boots and force him to join the ranks i) Some squad limiting system that forces teams to have only specific kits available to them or something... I dunno how that would work though. The idea is to let people assume a role in their squad and work for the team and not themselves. j)Morale for soldiers that somehow makes them break under pressure - What I mean is, if you are spawning at a place really often and dying really fast, you lose morale until at a certain point, you freeze (No weapon fires, meaning you can't fight for a while, so all you can do is flee that position to live to fight another day) - And at an even lower level, you simply surrender to the enemy (This is man down time - You see yourself in 3rd person surrendering, while having to have to spawn at another location to get your morale rising again). Why? Because it makes fighting sensibly crucial to the integrity of a fighting force... But this is still an Alfa idea for me... k)More architectures designed to make sole playing boring, fruitless or frustrating while increasing the perks of team play

Until then, I'm gonna LOVE my bots




Eat Uranium

Wyrd bið ful ãræd

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12th July 2008

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#257 10 years ago

I agree with the suppression on all weapons. Its been ages since I was last suppressed and I'm sort of missing it. I think the best way to stop lone wolves would be to limit the limited kits to squad members only in the same way that the NCO kit is only for the commander/SL.




mydjinny

I live on Gaming Forums

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2nd August 2006

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#258 10 years ago

Good point, cus those most likely to rush for the uber wepaons will be the lone wolves - While the team players choose the most apprioporate weapon, meaning, when they need an uber weapon, they wont get it...

Really good point