Okay. Let's say the FH guys say " is a smart guy, so we've decided to take him on as a 'consultant' to address issues to fix in the game. Anything he says goes". To give you sort of a trial period, they say name 3 things that you would like changed/fixed/added. So name 3 things you want addressed. Of course, I'd name the 3 most important, so I think saying "OMG FIX THE HA GO BUG" is a waste, but that's just me. 1. Refine the map submission/acceptance system. Let me explain. I think one of the biggest faults in FH is the fact so many people say "this map sucks" or "I hate this map" or "this map is so unbalanced". When certain maps come up, the fact people ask "What's next?" should tell you there is a problem. Currently, I think the FH staff is WAY too accepting of what they accept for maps. It's like their only concern is if it a) has some historical accuracy b) can be ran, I.E it's not SO bug ridden it crashes on loading. I think the problem 90% of the maps fall into one of the 3 problem catagories or more: Balance issue, technical problem, or it just flat out sucks. And I personally think all of the Jap maps suffer from design problems, just some worse than others (Jap equipment sucks. Besides, fighting in the Pacific was mainly naval and infantry, not tank). I think before I map becomes an "official" part of the FH map pack, it should be tested throughly. All static weapon emplacements should be tested to make sure they don't backfire, ala a Flak cannon that will detonate in a sandbag, or a nerbelwerfer that doesn't explode into a tree or the logs that are supposed to defend it. Flag cap timings and area should also be checked. Why does it take a minute to capture the main Polish flag in Fall Weiss? How come you practically have to hump the damned thing to capture it? How come in Kharkov people can hide in the river and capture of a flag? They should also be checked for balance. I'm sorry, but Berlin-Outskirts is more of a turkey shoot, since there is a GIANT HILL WHICH THE ENEMY MOST PASS OVER INTO A LINE OF FLAK, ARTILLERY, AND TANK SHELLING. Maps should also be looked at for design. Berlin-Outskirts would be a better map if there weren't so many spots the tanks could hide at where they are completely invunerable to any attack except from the rear or sides, if the Nerbelwerfer half-track couldn't hide and spam a base, effectively dominating the map single handedly, and perhaps most importantly, if the flanks were widened so enemy infantry could bypass the wall of death in the hopes of getting in the trench system and taking over. This balance should also be taken into consideration when the numbers sound even, but the equipment isn't (10 Shermans vs 10 Ha-Gos or Chi-Has isn't even). Jap maps are a great example of this, but so is Breakthrough and The Storm. In Breakthrough, the Allies have better planes, anti-tank planes in a tank-based map. They also get more tanks. I got in an argument the other day about this map being slightly off balanced, and for some reason, some people think us getting 1 King Tiger is tantamount to getting 3 atomic bombs. We get 1 King Tiger that spawns twice, 1 Tiger Spawn, 2 Panzer 4H spawns, 2 STuG spawns, and 1 anti-air battery spawn. I can't even count how many tanks and planes the allies get. As for the Storm...why the Hell do we have so many useless trucks and only 1 damned tank that is on a capturable spawn point? 2. Realistic Artillery. As I played FH, I realized something. Realistic artillery COULD be done. How did I realize this? When I was completely annihilating enemy bases in the PrinceOW. In Wake Island, there is a battery of 4 static AA guns that while slow, basically insto-gib any plane on the planet. Why can't the same be done for artillery? My only concern is lag, but if the process is optimized, it shouldn't be as much of an issue. Since I believe it is an engine limitation, we'll never get truly realistic artillery (there really isn't any shrapnel in this game, not to mention how static objects are pretty much walls of protection). But if we can provide the same kind of suppressing artillery that I had in the PrinceOW to other maps, then we'll be golden. 3. Balance, balance, balance. I'll make this pretty simple. - Revolver pistols do little damage, are slower, and less accurate. Shouldn't a shot with this hand cannon be killing close range in 1 shot? - Aircraft armor...why the hell are people always complaining about a King Tiger when the average plane seems to take more abuse? I'm sorry, but a few well placed MG shots should rip a plane apart, not a few hundred. - Jap equipment sucks. Horribly. - The rifle grenades are completely unrealistic. Personally, I think they should be removed. I'm not sure how historically accurate they are, but I somehow doubt everyone had one, let alone used it as a close combat weapon. - Automatic weapons, mainly static emplacements, seem to be more like really fast sniper rifles. I'd like an MG42, whether it be in my bunker, tank, or hands, to lay down a surpressing fire, not a laser line of death. - Better explosions. Nothing aggrivates me more than to see a guy barely hurt from a tank shell that went off 2 feet away from him. Or a guy who just detonated an exp pack 3 feet away from him with enough juice to blow up a tank or clear out a bunker, but not hurt him. That's...about it, I think. As much as the new skins and maps are cool guys, I'd much rather see gameplay issues addressed. Perhaps we should get intermediate patches to resolve gameplay issues, and major updates to add new features (.62 = balance changes, bug fixes, .7 = new maps, skins, features, animations)?
only if the developers cared...
More early war maps and equipment
Universal vehicles that could be skinned to look like a countries vehicle which is not in fh for example, the apc is universal.It is used by britian,russia,america and canada.It could also be reskinned for a map with aussies or free french etc...
Selectable ammunition (HE/AT) on vehicles
And few very important ones too..
Plane machineguns taken back to 0.5 days, meaning multiple, simultaneously firing ones. I absolutely hate how they handled them in .6
More realistic penetration values on ALL weapons. No more Shermans and T34s surviving a direct hit from Tiger's 88mm. No more Tigers surviving from multiple Firefly grenades. No more Churchill surviving a dozen Sturmgeschütz IIIG or Panzerschreck grenades.
Damage per range modifier taken a good use of. The damage per range modifier should be taken a good use of, for example with handguns, making them one shot kill at very close range, but the damage dropping majorly from longer ranges. This should also be used in tank against tank combat, fitting the round penetration to BF view distance, like for example dividing the actual real life value of max penetration distance by three or something.
This really feels like a wasted effort...
Better plane taxiing[indent]I demand to be able to turn the bomber around in the hangar without backing up.
[/indent]Better low speed throttle control[indent]Back at one, I demand being able to stop (i'm sure they had breaks) a fighter/bomber going at low speeds. High speed throttle changes can stay how they are, but it's rediculous to have a plane going 5mph that can't stop.
[/indent]Fix the Ju88[indent]I'm tired of this thing blowing up after only one spawn. We NEED it.
Redoubts I demand
so many request threads, the developers stop caring
use the unofficial request thread, don't start a new thread
Run 4 Da Gunso many request threads, the developers stop caring
use the unofficial request thread, don't start a new thread
nothing useful to add? don't post.
Class limits (as in finn wars)
AT rifles for the russians
Vehicle crewman class (that would still allow any class to drive vehicles)
Run 4 Da Gunonly if the developers cared...
well fuck you too.