The Forgotten Hope 2 Suggestions threads

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  • Nicfurious29
    Member
    • Feb 2006
    • 382

    #16
    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.

    Comment

    • Deflex

      #17
      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 )

      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.)

      ...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.

      Comment

      • L3adcannon

        #18
        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.

        Comment

        • imported_Rafterman
          Member
          • May 2005
          • 1105

          #19
          Originally posted by Deflex
          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.

          Comment

          • Deflex

            #20
            Originally posted by Rafterman
            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?)

            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.

            Comment

            • imported_youm0nt
              Member
              • Jul 2007
              • 868

              #21
              Originally posted by Deflex
              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.)
              The devs can improve the bots, but that's up to them.
              Those are my answers...

              Comment

              • Guest

                #22
                Make the AT guns non movable. Its weird seeing the AT guns being moved and the guy is in stationary position.

                Comment

                • imported_Rafterman
                  Member
                  • May 2005
                  • 1105

                  #23
                  Originally posted by Cherni
                  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?)

                  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.

                  Comment

                  • Eagle101

                    #24
                    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!

                    Comment

                    • =98=
                      Member
                      • Oct 2006
                      • 10299

                      #25
                      If you press "X", it'll bring up the tanks scope and sights.

                      Comment

                      • imported_Rafterman
                        Member
                        • May 2005
                        • 1105

                        #26
                        Originally posted by Eagle101


                        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......

                        Comment

                        • Sike
                          Member
                          • Jun 2006
                          • 1742

                          #27
                          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

                          Comment

                          • K_Shizzle

                            #28
                            Bring back the plane kit!

                            Comment

                            • imported_youm0nt
                              Member
                              • Jul 2007
                              • 868

                              #29
                              Originally posted by K_Shizzle
                              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...

                              Comment

                              • Deflex

                                #30
                                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.

                                Originally posted by Cherni
                                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."

                                Comment

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