View Full Version : The Forgotten Hope 2 Suggestions threads
Alex98uk
12-16-2007, 07:57 PM
Hopefully this thread will contain useful info for the FH2 devs to work with. Please post any bugs (with SS's if possible) and any suggestions you may have.
Any posts deemed unnecessary or spam cluttering the thread will be removed.
My suggestions
* I would like to see the single player worked on in the more distant future (FH makes a great LAN game with bots)
* Something needs to be done about the Teamkilling. The amount of it is insane, and i believe it put's off new players. Although, i'm not really sure what can be done without red tags
* Flak. Again, it's too easy to sit and rape spawn points. Not saying you nerf it, maybe add some objects between it and the spawn points to provide cover.
* Music. Can we have some sweet WWII style music. I remember the BF1918 mod having some very cool popular music back then!
Otherwise, great mod. Loving the tanks and planes! :salute:
sava700
12-16-2007, 08:13 PM
My suggestions
* I would like to see the single player worked on in the more distant future (FH makes a great LAN game with bots) I agree, I'd like to see CTF also
* Something needs to be done about the Teamkilling. The amount of it is insane, and i believe it put's off new players. Although, i'm not really sure what can be done without red tagsThis can be controlled server side
* Flak. Again, it's too easy to sit and rape spawn points. Not saying you nerf it, maybe add some objects between it and the spawn points to provide cover.agreed
* Music. Can we have some sweet WWII style music. I remember the BF1918 mod having some very cool popular music back then!play some mp3's in the background :p
Otherwise, great mod. Loving the tanks and planes! and this is interesting you say about loving the planes and tanks when you said this?(See Below quote):salute:
Bring back nose cam for planes!
And, out of interest how come you decided not to use aiming sights as the primary view for tanks. In FH1 you had a nice crosshair setup that made it easier to aim. Or maybe i have just yet to find that feature in FH2.
It'd be cool to see a Tank Drivers handbook similar to the Basic field weapons training.
Your right dead on about bringing back the nose cam...and all views or at the very least make it a server side option. As for the tank view, although change is often a good thing, its not one here. I say bring back the crosshair for the initial view.
Alex98uk
12-17-2007, 01:41 PM
Forgot to add, can the "out of bounds" limits be made further away from main bases?
It's too easy to fly over the airfield re-arming, and then straight away go out of bounds. This is especially annoy since the planes are generally slow at getting out of these situations.
Nicfurious29
12-17-2007, 04:55 PM
^^^^ Good point Alex. Had the same thing happen to me yesterday!!
The uniforms look very similar so a lot of teamkills occurr. I think as people get used to things the TKing will go down.
But it is pretty annoying trying to shoot someone from a distance only to find out it was your a teammate.
L3adCannon
12-17-2007, 05:29 PM
Well, the german mines take too long to arm imo, but maybe it`s to balance something I`m not aware of.
The sounds are good and have good bass, but way too low in volume and lack the sharpness/crack. I can barely hear the reload and some other sounds. I`m so used to Red Orchestras top quality sfx that everything else is just meh for me :D
Dunno if it`s possible in the BF2 engine but some real-time distance sounds would be cool, but only good quality and realistic ones would do.
The ironsights feel kinda akward. Maybe it`s the fact that you can`t see your arms, not fully 3D, or both. The rifles also lack the kick when you shoot em which kinda takes the immersion away. (again, RO :D)
About the crosshairs and cockpits, imo they should leave em like they are atm. The rapecams were removed for a reason.
Same with the uniforms, not that hard to make em out after time, and you can always check the map if you`re not sure if it`s an enemy or a friendly. No need to dumb the game down that much.
GrossKopf
12-17-2007, 06:10 PM
* Something needs to be done about the Teamkilling. The amount of it is insane, and i believe it put's off new players. Although, i'm not really sure what can be done without red tags
I ended up disabling tk punish on my server because too many people were punishing for unintentional TK'ers. I know that the team's going for some realism, but perhaps friendly tags as visible as vBF2 would be good. Just don't give the enemy visible tags.
(BG)Patton
12-17-2007, 06:24 PM
i would like to be giving more of a warning about minefields because when you are cruising in you bren carrier, you have almost no chance to turn or stop before you explode in the mines because they arnt marked on the minimap. (I think al alamein has minefields that arnt marked on mini-map)
Rick Astley
12-17-2007, 06:39 PM
Well, the german mines take too long to arm imo, but maybe it`s to balance something I`m not aware of.
Nah, it's only a animation that the Pioneer puts that thing in there, you can just plant the mine while it's still doing it's input thingy.
But onto fixing:
- My arty dial ups are blinking when i try to turn the gun and that makes it really hard to zero it all up.
- Also make the 9 pounder arty more ''forgiving'' I don't how it goes in real life, but really even if i zeroed it all it still doesn't fire where it's supposed to. With mortars i can be some millimeters away from the zero and still bomb the exact target.
- The Anti Tank rifles sometimes just don't do any damage, even when i'm 5 feet away and shooting directly at a tank.
- Make mortars repairable. I'm pretty sure you can't repair them, because i kept repairing one mortar like two minutes straight.
That was it, i think.
Rafterman
12-17-2007, 07:14 PM
- The Anti Tank rifles sometimes just don't do any damage, even when i'm 5 feet away and shooting directly at a tank.
That's the whole point. Anti-tank rifles were practically worthless except against unarmored vehicles, APCs, armored cars, and the very earliest of tanks.
My only suggestion would be to lessen the "fog of war" effect when a weapon impacts near your position - I like the idea of it, but it's just a bit too much, especially when your team is pinned back to one flag point.
L3adCannon
12-17-2007, 07:39 PM
The csuppression effect should be removed from all MGs, near hits, etc. It`s just retarded to represent suppression with a visual effect which looks like a heavy case of concussion that you can only get from getting knocked on the head with a bloody sledge hammer.
Same with bullets hitting near you, etc. They should inject fear of getting blown away with sounds (make the goddamn cracks and whizzes louder), effects as lots of dust n s*it kicking up, etc, but not with this blur bs.
Same with tanks, grenades and cannons going of near you. Just make the ears ring and add double vision for a sec or two.
yUP|Patriots
12-17-2007, 09:44 PM
Add as an easter egg a mig-29.
On a serious note the mod is really great. I think they should keep everything as is. If I'm not mistaken, the developers wanted to make it as realistic as possible, hence tks do occur. The only thing I can suggest is tweaking the anti tank weapon, it's very difficult to use againt heavy armor, unless I'm doing something wrong :wall:
Malsa
12-17-2007, 10:08 PM
Yes, you're doing it wrong from the beginning by even trying to hurt heavy tanks with an AT-rifle. The armour is much too thick for an AT-rifle to do anything else but dent the tanks. Use it agains light tanks, vehicles and AT-guns, then you will see how successful it actually can be when used on the right targets.
On heavy tanks, just throw those sticky grenades or geballte ladungs (explosive charges).
Rick Astley
12-18-2007, 01:20 PM
That's the whole point. Anti-tank rifles were practically worthless except against unarmored vehicles, APCs, armored cars, and the very earliest of tanks.
WTF? Then gimme my Panzerschreck back! :(
Sashimi
12-18-2007, 02:02 PM
You won't get one for a while, not until they hit the later western/ eastern fronts when panzerschrecks actually existed :P
If anything I really hope they turn down the suppression effect, it does its job, but the way its done just sucks in general. Forcing simulated suppression on the player is not a good idea.
Rafterman
12-18-2007, 03:09 PM
WTF? Then gimme my Panzerschreck back! :(
You'll begin to see Panzershrecks, bazookas, and panzerfausts in the campaigns from the later years of the war.
The FH panzerfaust was one of my favorite weapons from FH1 - one shot, one kill.
Nicfurious29
12-18-2007, 03:32 PM
So thats why everytime I take out a big tank with my rifle it says damage assist. I suppose it was already damaged. So at least now I know theres no point shooting the huge tanks. I think I will die less knowing this. The small tanks on the other hand can be taken out pretty easy.
The cuncussion effect is pretty annoying but it has its place. Im loving this mod escpecially the urban maps. I cant remember the name of the map but its basically an infantry only map with a few transport vehicles. I can already tell that will be a favorite among the community. Sniping is fantastic on that map and having to find the sniper kits make it more valuable. You find yourself staying away from the nit and grit of the fighting because you dont want to lose the rifle. SMG's are limited as well so fire fights are more intense.
All in all its a great mod and has a little of everything for everyone.
BTW....A little trick to differentiate the similar looking uniforms (allied soldiers wear short sleeved shirts and axis wears long sleeved). This helped a great deal and my accidental tking greatly decreased.
Deflex
12-19-2007, 02:49 AM
I got a few suggestions myself:
1. Why do you have to keep continuously aiming the barrel up when in a tank... it gets annoying and eventually your mouse goes off the table. It becomes impossible to shoot down infantry and you might as well run them over. So is it possible to just have it like normal where you can move it around and it stays put like a nice little puppy? :p
2. Since there are sniper pickups on the map, why can't we start off with those kits? Because there is a sniper loadout but there is no scope, just binoculars, which helps, but the scope would be a lot better.
3. When setting up a Coop server (that way I can set up a map rotation) the flags cannot be taken by any army and you get stuck at both ends and have to start over from the main base. I guess that's more of a bug issue but hopefully there is a fix.
4. Um... there is no number 4, on to #5 ;)
5. Add in new armies like Forgotten Hope 1 has. I would love to eventually have a complete mod that contains everything where I can go through the missions and experience every aspect of the different weapons, battlefields, and armies of WWII. (Since I don't have BF42 I can't play FH1 so if you make a patch with more armies, etc... then I would love this mod 50 times more)
6. Bots sometimes go retarded... (I'm not even sure what I mean by that :D)
7. Hello? Antitank kit? Bazookas were in WWII.
8. Airplanes a little hard to handle. I'm thinking that the sensitivity needs to be a tad bit lighter.
9. Bots can shoot anti-tank rifle and German support rifle standing up... (I can't - wtf?) I think it's a great idea that you have to lie down just to shoot those because it's definently more realistic but the bots need to realize that they will eventually have to follow the rules.) :D
...And that's it! Overall, Great mod!!! Absolutely amazing. I love it! Just a few tweaks, that's all. Again, it's your mod so whatever goes.
L3adCannon
12-19-2007, 07:54 AM
The airplanes, tanks and kits are the way they are because of realism and balance.
If your mouse goes off the table, pick it up and place it back on the mat.
No need to make the game even more arcadier.
Rafterman
12-19-2007, 10:40 AM
I got a few suggestions myself:
5. Add in new armies like Forgotten Hope 1 has. I would love to eventually have a complete mod that contains everything where I can go through the missions and experience every aspect of the different weapons, battlefields, and armies of WWII. (Since I don't have BF42 I can't play FH1 so if you make a patch with more armies, etc... then I would love this mod 50 times more)
7. Hello? Antitank kit? Bazookas were in WWII.
A couple of points:
-Do you even read what's put out by the Devs? This is the FIRST release. Other maps, armies, theaters will be produced.
-Bazookas were not developed yet when these battles were taking place - troops had exactly what you see antiquated anti-tank rifles that didn't do jack and anti-tank grenades. That's it.
Deflex
12-19-2007, 04:29 PM
A couple of points:
-Do you even read what's put out by the Devs? This is the FIRST release. Other maps, armies, theaters will be produced.
-Bazookas were not developed yet when these battles were taking place - troops had exactly what you see antiquated anti-tank rifles that didn't do jack and anti-tank grenades. That's it.
Duh, I know it's their first release. (Were you being funny?) :confused:
Besides, I have read the info on their site and so I know eventually they will do what they have said. So, no problem.
And about the bazookas, well I guess I'm thinking later in the war. Oops. ;)
youm0nt
12-19-2007, 08:18 PM
I got a few suggestions myself:
1. Why do you have to keep continuously aiming the barrel up when in a tank... it gets annoying and eventually your mouse goes off the table. It becomes impossible to shoot down infantry and you might as well run them over. So is it possible to just have it like normal where you can move it around and it stays put like a nice little puppy? :p
In FH1, you always had to put up the tank sights to engage enemies... If the tank sights were always up when driving a tank in FH2, your field of view would be decreased, making it harder to see what's around you.
2. Since there are sniper pickups on the map, why can't we start off with those kits? Because there is a sniper loadout but there is no scope, just binoculars, which helps, but the scope would be a lot better.
Because maybe the devs don't want everyone to choose the sniper kit every time and leave all the other kits unused. In FH1, sniper kits were limited, so why shouldn't they be in FH2? Also, there is no sniper loadout, it's called the recon class.
9. Bots can shoot anti-tank rifle and German support rifle standing up... (I can't - wtf?) I think it's a great idea that you have to lie down just to shoot those because it's definently more realistic but the bots need to realize that they will eventually have to follow the rules.) :D
The devs can improve the bots, but that's up to them.
Those are my answers...
Cherni
12-19-2007, 10:13 PM
Make the AT guns non movable. Its weird seeing the AT guns being moved and the guy is in stationary position.
Rafterman
12-20-2007, 01:34 PM
Make the AT guns non movable. Its weird seeing the AT guns being moved and the guy is in stationary position.
I agree that it does look weird, but it's a compromise - in real life you wouldn't have one guy manning an AT gun, you'd have a whole crew.
I think it's more important that they be movable than having a true-to-life animation.
[QUOTE=Deflex;1805981]Duh, I know it's their first release. (Were you being funny?) :confused:
Besides, I have read the info on their site and so I know eventually they will do what they have said. So, no problem.
[QUOTE]
Actually I wasn't being funny.
Were you being funny in suggesting something that you knew had already been addressed by the devs.
Eagle101
12-21-2007, 05:22 AM
Quote:
Originally Posted by alex98uk View Post
Bring back nose cam for planes!
And, out of interest how come you decided not to use aiming sights as the primary view for tanks. In FH1 you had a nice crosshair setup that made it easier to aim. Or maybe i have just yet to find that feature in FH2.
It'd be cool to see a Tank Drivers handbook similar to the Basic field weapons training.
Your right dead on about bringing back the nose cam...and all views or at the very least make it a server side option. As for the tank view, although change is often a good thing, its not one here. I say bring back the crosshair for the initial view.
YES i was wondering where that lovely yellow crosshairs went man i loved flying in FH0.7! oh and bring back that lovely Panzerfaust as Rafterman said i used to love it it would take one shot if u hit it right lolz! oh and i agree with alex on pushing the boundarie lines a bit further we need to roam on the maps!
Alex98uk
12-21-2007, 09:04 AM
If you press "X", it'll bring up the tanks scope and sights.
Rafterman
12-21-2007, 10:42 AM
YES i was wondering where that lovely yellow crosshairs went man i loved flying in FH0.7! oh and bring back that lovely Panzerfaust as Rafterman said i used to love it it would take one shot if u hit it right lolz! oh and i agree with alex on pushing the boundarie lines a bit further we need to roam on the maps!
Why do we even bother......
i think AP shells should detonate mines, i was in my tank, and was about to croos a bridge when i noticed the flags on the overside where the guy had placed mines, but i wish my tank shells could detonate them.
also, i dont know if this is a bug or im shooting it wrong, with the anti tank rifle, i was shooting a tank, and ther was no hit indicater, tank wasnt taking damage, and i was inrange and wasnt too close, i couldnt understand wtf was happening
K_Shizzle
12-22-2007, 02:36 AM
Bring back the plane kit!
youm0nt
12-22-2007, 02:49 AM
Bring back the plane kit!
The pilot kits are still in but not a selectable kit from the spawn menu. The pilot kits are near the planes for pilots to pick up...
Deflex
12-22-2007, 02:55 AM
Were you being funny in suggesting something that you knew had already been addressed by the devs.
lol, no I was asking a serious question but don't worry about it, I'm sure everybody knows it's their first release. Sry for the misinterpretation..
Back on topic now.
Make the AT guns non movable. Its weird seeing the AT guns being moved and the guy is in stationary position.
Yeah, either make them nonmoveable or make it more realistic where you have to have a whole crew to move it as mentioned before by Rafterman. So I guess it would work like a regular car or something where multiple people can go and press "e" to "get in" and then the more people on it, I guess the faster it would move. I guess the first person in would be the "driver" and the "gunner." So wherever he wanted to go the others would have no other choice but to follow or "get out."
THEONEANDONLY
12-22-2007, 03:01 AM
I want 2 see something that you can aim with on the tank!!!! i shoot and it goes nowhere near where i want it 2 go OMG !!! :)
[WS] Stephensolofo
12-22-2007, 03:44 AM
I want 2 see something that you can aim with on the tank!!!! i shoot and it goes nowhere near where i want it 2 go OMG !!! :)
you do press x right?
Sir. Tasty
12-22-2007, 10:19 AM
Reduce blur in the surrounding area from HMG's and smaller at guns, it sucks when you are defending a point and a 2 pounder shoots and stops the whole squad from shooting and gets overun.
Also, gameplay wise i would like to a kill assist possible for a spotter. Say a recon guy spots out a tank and a AT gun picks up on it and kills it the spotter should get some sort of reward i.e a kill assist, then this would encourage people to actually play the whole round as a spotter and encourage teamwork.
Other then that i love the mod!
|TG| Chefmoto1
12-23-2007, 10:43 PM
When and if they release an update including the pacific theatre they should give the Japanese commander an option to order a Bonzai charge which will tell all teamates to fix their bayonets and charge the enemy lines. Nothing better than seeing 32 players running out of the trees heading straight towards you with their bayonets attached.
youm0nt
12-24-2007, 12:37 AM
When and if they release an update including the pacific theatre they should give the Japanese commander an option to order a Bonzai charge which will tell all teamates to fix their bayonets and charge the enemy lines. Nothing better than seeing 32 players running out of the trees heading straight towards you with their bayonets attached.
Yeah, like all 31 players will sprint towards an enemy flag all in unison. Plus I doubt they will even listen to the commander anyways...
Rick Astley
12-24-2007, 07:13 AM
Yeah, like all 31 players will sprint towards an enemy flag all in unison. Plus I doubt they will even listen to the commander anyways...
Yeah, commander does not play a role here in this mod. You're better off being a SL and just order your squad yourself.
But i really like the Bonzai charge idea!!! :D
THEONEANDONLY
12-24-2007, 07:56 AM
you do press x right?
THX :)
Eagle101
12-24-2007, 02:53 PM
do u guys think that maybe they can upload maps for dnld like alam halfa for SP and LAN, member when DCX came for 42 the uploaded SP maps for it on Filefront do u guys think that we can see some of these individual maps or a map pack coming up in FileF.?!?!
Sashimi
12-24-2007, 03:55 PM
When and if they release an update including the pacific theatre they should give the Japanese commander an option to order a Bonzai charge which will tell all teamates to fix their bayonets and charge the enemy lines. Nothing better than seeing 32 players running out of the trees heading straight towards you with their bayonets attached.
Bonzai charge? So a horde of nicely trimmed trees would come screaming out of the jungle with branches flailing about :p I would definently like to see the bonzai charge added in, a BANZAI charge might be cool too.
youm0nt
12-24-2007, 04:17 PM
If you want to see banzai charges, go play Medal of Honor Pacific Assault. Fun game but very underrated.
LordInvictus
02-16-2008, 07:34 PM
WTF? Then gimme my Panzerschreck back! :(
If you want the Shreck you have to wait a couple of years I think..
Note that this mod is playing from 1940 to 1942 and that the Panzershreck saw it's first combat in 1943.
jadebullet
03-13-2008, 05:38 PM
My suggestion is work on the coaxial mg on some of the tanks. I was in a grant and i had a horrible time firing the secondary MG because it just fires in a strait line. I know that it technically isnt a coaxial gun but the fact that you cant aim it at all is VERY unrealistic. it had a small amount of turning just like the lower cannon on a Grant. i would like to be able to actually hit someone without swinging the entire tank back and forth trying to mow someone down. (i was playing on SP and ppl were jumping out of the tank alot which was a pain. I only discovered the coaxial gun on the upper turret after 6 minutes of turning my tank in circles lol)
Also strengthen the bots AI a bit if you can. I normally play SP squadless because the AI keeps giving me orders every 2 seconds. Its a real pain. Also its a pain when you are trying to have a full Opel Blitz truck so you can drive to the bases and overwhelm ppl only to have them get in for a second and then jump out.
7. Hello? Antitank kit? Bazookas were in WWII.
Yes bazookas were in WWII, but Super Bazookas weren't around until Korea. Regular bazookas had a very hard time penetrating the armor of the heavier german tanks. they would normally bounce off due to the thickness and slant of the armor. Also both Germany and Britain primarily used AT rifles for taking out lighter targets until Germany made the Panzershrek and Britain started to use the lighter bazookas. Panzershreks also were good at taking out the allied tanks because they were lighter armored than the german tanks which sacrificed speed for armor and firepower.
It is an amazing mod btw. That is how El Alimein (cant spell) and Tobruk are supposed to be. The battles can be summed up with the word EPIC. I love it. And watching the planes perform strafing runs is great. Good job.
mojoman0
03-22-2008, 12:32 AM
make it fun? How about some smaller infantry based maps. Will these be found in the Normandy release?
CDN-SMOKEJUMPER
03-25-2008, 11:51 PM
I got a few suggestions myself:
1. Why do you have to keep continuously aiming the barrel up when in a tank... it gets annoying and eventually your mouse goes off the table. It becomes impossible to shoot down infantry and you might as well run them over. So is it possible to just have it like normal where you can move it around and it stays put like a nice little puppy? :p
When you get to the top of the mouse pad lift it up and place it back at the bottom, or get a huge gaming mousepad. Personally I use a huge Spitfire book as my mousepad.
2. Since there are sniper pickups on the map, why can't we start off with those kits? Because there is a sniper loadout but there is no scope, just binoculars, which helps, but the scope would be a lot better.
Everyone is a sniper with those .303's!
5. Add in new armies like Forgotten Hope 1 has. I would love to eventually have a complete mod that contains everything where I can go through the missions and experience every aspect of the different weapons, battlefields, and armies of WWII. (Since I don't have BF42 I can't play FH1 so if you make a patch with more armies, etc... then I would love this mod 50 times more)
I'm sure it's in the works, this mod is not finished yet!
7. Hello? Antitank kit? Bazookas were in WWII.
They sure where just not at this stage in the war. This is in 41' and they had not been deplyed yet. In fact when the Yanks show up then we have Bazookas and the Germans copied it and created their own anti tank weapons.
8. Airplanes a little hard to handle. I'm thinking that the sensitivity needs to be a tad bit lighter.
They are fine if anything they need to be more sensitive on some of the fighters such as the Hurricane, that thing could out turn the Spits and the 109's.
...And that's it! Overall, Great mod!!! Absolutely amazing. I love it! Just a few tweaks, that's all. Again, it's your mod so whatever goes.
It's fun eh!
Deflex
03-27-2008, 04:13 AM
It's fun eh!
lol, your point? :D
Yeah, these questions have already been covered as well as many others in this thread. FYI. But thanks again CDN. ;)
btw, I think you and me both agree that the planes need to be more sensitive. You mentioned the Hurricane could out turn the Spits and 109's but I don't get what you're talking about. That's pretty much what I said.
:D Sorry though, I guess it looked like I was whining more than praising the mod itself but I figured they would continue adding on to it anyways. Keep up the hard work FH2... :D
AJED (G.Drew)
03-28-2008, 09:26 AM
make it fun? How about some smaller infantry based maps. Will these be found in the Normandy release?
yes, they did mention that normandy was the scene of some serious CQB and said the maps would be more infantry focused
LordInvictus
05-27-2008, 08:09 PM
make it fun? How about some smaller infantry based maps. Will these be found in the Normandy release?
Play maps on size 16 and you got infantry only maps.
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