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Forgotten Hope 2 June Content Update

 
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PostPosted: Sun Jun 24, 2012 5:27 pm    
ikhoppa2
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During June developers of Forgotten Hope 2 have released number of content updates in form of developer blogs. These blogs will give us a glimpse of what's coming up in the next release of Forgotten Hope 2.

They've showed us:

  • New gamemodes: Sector Push & King of the Hill
  • Map Tweaks
  • Another animation preview
  • Changes to antitank combat
  • 2 new vehicles


Sector Push

Explained by FH2 moderator Ts4EVER:

Ts4EVER wrote:

Sector push is a new game mode that will be available on several new and old FH2 maps. It was designed to create a new tactical experience in FH2 and has been applied to maps that required a true progression in order to work as intended. In the standard push mode, the attackers risk losing all their progress and be set back to square one if the defenders re-take all their newly aquired control points, whilst in Sector Push, they have a possibility to secure a certain stage (a sector) of the map. This mechanic is not prefered on maps like Siege Of Tobruk, which is a classic push map where we'd actually want the defenders to be able to reclaim their lines, but on maps like Falaise Pocket or Purple Heart Lane we rather wanted the action to move on.

A sector push map is divided into several sectors, each of which consists of two or more flags that have to be captured by the attacking team. Once they accomplish this, all flags in this sector are locked and the next sector is opened for attack. The task of the defending team is to hold their position and to mount immediate counter attack once a flag is taken. If it comes to the worst and a sector falls, they have to fall back and fight in the next.

Sector Push uses the same ticket system that was already introduced on Ramelle and Hurtgen Forest in Forgotten Hope 2.4. That means the attackers have to keep attacking until the last sector is cleared. Kills have but a small effect on the final victory, it is all about playing the objective and capturing or defending ground. This means that only aggressive and dynamic tactics will lead to success: there is no leaning back and camping it out on a sector push map!

Many maps have been redesigned to use this new game mode. In future dev blogs we will go into more detail about some of those. In most cases the loading screen description will inform the player that he is joining a Sector Push map, but in some cases only one sector has been added (such in the case of Pointe du Hoc, Supercharge and Operation Cobra) A sector is easily recognised in game by control points being locked with the red X icons, so a player will always know if he can or can not attack a control point.


King of the Hill

This new gamemode has been designed for fast infantry action, perfect for starting up the server. In this gamemode teams will be fighting over a single flag in the middle of map. The teams must hold the one flag for set amount of time to win the round. The gamemode was made by Natty and will be featured in 16 player layers of Vossenack, Gazala, Purple Heart Lane, Mount Olympus, Tunis, Anctoville and Eppeldorf.

Operation Cobra Tweaks

Operation Cobra has received major visual and gameplay overhaul by Natty.
Graphical changes include new lightning, textures and terrain.





Operation Cobra will feature a semi-sector push mode. Gone are the days when a lonely back capper in a jeep could ruin everyone's day by driving back to farm or water mill: Once these two flags are captured, the fight moves on into the city!






The city and its environs have also received a much-needed overhaul. New routes have been opened for the sneaky infantry player and tanks will find the streets of Herbecrévon a lot more enjoyable to navigate. The airfield has also been completely reworked, adding cover for spawning players and tanks and making it a lot more appealing visually. On top of that, a new flag named “Crossroads” has been added in the north, making the fight for the city more dynamic.







When the Germans lose all flags in 2.4, it is almost impossible for them to come back into the fight. In 2.45, the Allies will have to face a formidable German counter attack, consisting of Panthers, Stug IVs and more planes. However, the Germans bleed fast, so get a move on, soldier!

The Americans don't come into the fight empty handed either. They now use the better armoured M4A3 Sherman variant, allowing them to have a more sporting chance against the panzers.


Battle of Crete

Another map tweaked by Natty. Unique gameplay of Crete made it fan favourite in both FH1 and FH2. However graphically it wasn't up to the standards. Let's take a look at changes made by Natty








There also have been several gameplay changes. Some allied AA guns have been removed, to make it easier for Germans to land troops on the island. The rearguard flag was deleted to focus and tighten gameplay and several flags have been reworked to make their gameplay more interesting, especially Maleme airfield.






Falaise Pocket

Falaise Pocket released in 2.2 has received a facelift before but this time it will be the final version of the map. Changes were made by Remdul.






The map has received a thorough gameplay overhaul in addition to the great new graphics. It was converted into a sector push map. The Germans first have to capture the church and the destroyed battery, followed by the first two flags in St. Lambert. The last sector consists of the St. Lambert west flag and the former Canadian mainbase. The Germans will not stop to bleed until all sectors are cleared, so aggressive tactics and teamwork are a must!






Nightmaps

In 2.45 will introduce night-time versions of some of the maps. Developer Schism-RvtL has developed a new technique to create nightmaps. These nightmaps will be the 32 player layer of the map.

First, a map introduced in 2.4, Eppeldorf. In this version American will be counter-attacking the Germans who managed to capture the city in daytime version.






Second map showed will be released in 2.45, Battle of Keren






Firearm Preview

Chad509 released 3rd part of his Firearm Animation Preview. The preview will feature new animations made by him. You can also spot new models for some old weapons.



Antitank Combat

HEAT riflegrenades have been modified to be historically more accurate. This change will affect the Germans more than the Allies as these riflegrenades will be replacing the Panzerfaust 30 in German tankhunter kits. They have lower damage and penetration but you will be able to carry more of them and they also have longer range. Together with K98 carbine these grenades will make the German tankhunter one of the most versatile kits in-game.

New Vehicles

In the hedgerows of Normandy infantry support vehicles play important role in capturing enemy objectives and now developers of FH2 have introduced new infantry support vehicles for both US and Germany.

US Army will receive Sherman 105, yes 105mm cannon intended for direct-fire support. Also to defend itself against other tanks it will have few HEAT shells. Germany counters Americans by replacing the 75mm gun StuG III with 105 cannon. Instead of firing from mainbase these vehicles will be out on the frontline taking out enemy infantry.




Read more about changes coming in the next patch on FH2 forums


Gr1zu wrote:
I don't always win FH2 campaigns..
..but when I do, the opposing team surrenders two battles before the end.
 


Last edited by ikhoppa2 on Mon Jun 25, 2012 5:45 pm; edited 4 times in total 
 
PostPosted: Tue Jun 26, 2012 9:56 am    
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 I'm still not a fan of the soundtrack of weapons. Confused
  
 
PostPosted: Tue Jun 26, 2012 11:45 am    
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 Looking forward to check what they have changed in the upcoming patch.

 
 
 
PostPosted: Tue Jun 26, 2012 6:20 pm    
Mike_the_Spike
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 The took out the faust 30 to stop the tankers from crying. I swear more than half the changes to this mod are made just for tanker cry babies. Not all tankers are cry babies but an assload of them are.

Now the tank hunter really won't be a tank hunter kit it will be a jeep, truck and other lightly armored vehicle hunting kit. Have you noticed how hard those vehicles are to hit when they are on the move compared to tanks? Allied tanks will likely roll over the German inf. As it was, most of the time a tank on a map with any cover, was a target, not as much as in FH1 but still targets. Now if they added more cover so the inf can hide from/avoid the tanks better that would be kinda ok and more realistic. I like anti tanking, in case you can't tell but I guess I will be doing it on some other mod/game.

Of course the zook stays in game and it is over powered. When playing German I will always drop anything but a shreck to pick up a zook. This allied slant to the mod continues from FH1.

The night maps with snow, just almost like daylight but not quite, cool, the other pics, without snow, dark like it should be.

Sector push, meh, sure it will be great to stop all the back capping which was godawful on Falaise Pocket. Hell the Germans would have all but the last flag and someone would sneak all the way back to destroyed battery and cap it. Of course most of the time on pubby even if you have enough to defend all the flags no one defends. The worst part is you can't retake the sector, ever.

Cobra, I will have to see if it makes it better, I liked it the way it was but maybe this will be better. I know one thing when your playing German, 5 damn people or less are defending the city flags and they are the only flags that really count for the bleed. Mostly the only ones back there are tank/plane whoring. The rest are running all over hell but hey I was one of those guys, hunting tanks LOL. But tank hunting will go now go to the one who is swiftest to the few faust 60 and very rare shreck pickup kits. The useless heat kits, the devs can shove those up their butts and pull the trigger.

The devs may have finally made the US and Brit tanks the king of the battlefield, on tank maps, maybe. They under armor the German tanks and over power and over armor the Allied tanks. Maybe to make up for the fact you really can't replicate the numbers advantage the Allies had. But when I'm playing that is not what I think of, I think, I have listened to the old Allied tankers on the History channel, German 75/88 shells, even half ass well placed always severely damaged or killed the sherman. One old guy after some improvements to the armor on the sherman was asked by a general how those improvements worked out. The old tanker told the general the German shells no longer went in one side and out the other, now they went in and bounced around awhile. The shell the old tanker was talking about had bounced around and killed all but he and one other member of the crew. He couldn't count how many shells his crew had fired that bounced off German armor, they didn't get inside to bounce around.

Some of the people who defend the way FH 2 does the tank armor and guns say the devs go by the numbers, this is what this tank was made of and here is how thick it was here and here is the velocity of this gun and how much that would penetrate this by the numbers. I go by what the guys who fought in the things said. The actual reality as it was actually lived. Numbers and air power were the main deciding factor for the allies, not better armor and guns. Plus the US was an unreachable/unbombable factory that churned out food, fuel and weapons faster than anyone else could at the time.


What the hell though, FH2 is a dead mod, as far as pubby play anyway, so who cares. It really only lives here and over at the other place. Neither of the tournaments uses the pubby setup.

They should have made it more fun. Like FH1. Only with FH2/BF2 they had more to work with to make it fun but they went the other way. Only room for one semi realistic BF2 mod and PR somehow made theirs more fun than FH2 which is less realistic.

All the bitching I did about the AT kits assumes the faust 60 will not be a spawnable on those maps that the 30 will be taken off of. Thats what it sounds like, I see no mention of them taking the place of the 30, just the stupid heat nade.

I guess most of that is why I don't play much FH2 anymore.

End wall of text/rant. LOL. Why can't I ever make a short post when bitching about FH2.

Part of me says I can't keep drinking like this.
The other part of me says, "Don't listen to that guy. He's drunk".


Your Horoscope: As soon as it's confirmed that you are indeed the world's most arrogant jackass, you'll be traded to the Yankees for a left-handed reliever.

I tend to ramble so read carefully anything I write before getting offended.  
 
 
PostPosted: Tue Jun 26, 2012 6:25 pm    
Taz18
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Mike_the_Spike wrote:
The took out the faust 30 to stop the tankers from crying. I swear more than half the changes to this mod are made just for tanker cry babies. Not all tankers are cry babies but an assload of them are.

Now the tank hunter really won't be a tank hunter kit it will be a jeep, truck and other lightly armored vehicle hunting kit. Have you noticed how hard those vehicles are to hit when they are on the move compared to tanks? Allied tanks will likely roll over the German inf. As it was, most of the time a tank on a map with any cover, was a target, not as much as in FH1 but still targets. Now if they added more cover so the inf can hide from/avoid the tanks better that would be kinda ok and more realistic. I like anti tanking, in case you can't tell but I guess I will be doing it on some other mod/game.

Of course the zook stays in game and it is over powered. When playing German I will always drop anything but a shreck to pick up a zook. This allied slant to the mod continues from FH1.

The night maps with snow, just almost like daylight but not quite, cool, the other pics, without snow, dark like it should be.

Sector push, meh, sure it will be great to stop all the back capping which was godawful on Falaise Pocket. Hell the Germans would have all but the last flag and someone would sneak all the way back to destroyed battery and cap it. Of course most of the time on pubby even if you have enough to defend all the flags no one defends. The worst part is you can't retake the sector, ever.

Cobra, I will have to see if it makes it better, I liked it the way it was but maybe this will be better. I know one thing when your playing German, 5 damn people or less are defending the city flags and they are the only flags that really count for the bleed. Mostly the only ones back there are tank/plane whoring. The rest are running all over hell but hey I was one of those guys, hunting tanks LOL. But tank hunting will go now go to the one who is swiftest to the few faust 60 and very rare shreck pickup kits. The useless heat kits, the devs can shove those up their butts and pull the trigger.

The devs may have finally made the US and Brit tanks the king of the battlefield, on tank maps, maybe. They under armor the German tanks and over power and over armor the Allied tanks. Maybe to make up for the fact you really can't replicate the numbers advantage the Allies had. But when I'm playing that is not what I think of, I think, I have listened to the old Allied tankers on the History channel, German 75/88 shells, even half ass well placed always severely damaged or killed the sherman. One old guy after some improvements to the armor on the sherman was asked by a general how those improvements worked out. The old tanker told the general the German shells no longer went in one side and out the other, now they went in and bounced around awhile. The shell the old tanker was talking about had bounced around and killed all but he and one other member of the crew. He couldn't count how many shells his crew had fired that bounced off German armor, they didn't get inside to bounce around.

Some of the people who defend the way FH 2 does the tank armor and guns say the devs go by the numbers, this is what this tank was made of and here is how thick it was here and here is the velocity of this gun and how much that would penetrate this by the numbers. I go by what the guys who fought in the things said. The actual reality as it was actually lived. Numbers and air power were the main deciding factor for the allies, not better armor and guns. Plus the US was an unreachable/unbombable factory that churned out food, fuel and weapons faster than anyone else could at the time.


What the hell though, FH2 is a dead mod, as far as pubby play anyway, so who cares. It really only lives here and over at the other place. Neither of the tournaments uses the pubby setup.

They should have made it more fun. Like FH1. Only with FH2/BF2 they had more to work with to make it fun but they went the other way. Only room for one semi realistic BF2 mod and PR somehow made theirs more fun than FH2 which is less realistic.

All the bitching I did about the AT kits assumes the faust 60 will not be a spawnable on those maps that the 30 will be taken off of. Thats what it sounds like, I see no mention of them taking the place of the 30, just the stupid heat nade.

I guess most of that is why I don't play much FH2 anymore.

End wall of text/rant. LOL. Why can't I ever make a short post when bitching about FH2.


Seriously, why say anything at all. Until you have played it with the new patch you don't know shit.

As far as I am concerned your post is spam. If you want to spam a forum go to the Off Topic and do it there. You do not do it here!
  
 
PostPosted: Tue Jun 26, 2012 6:28 pm    
ikhoppa2
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 German AT riflegrenade can easily penetrate Shermans side armour (70mm penetration) plus with 200m range I think it will be better than Panzerfaust 30.


Gr1zu wrote:
I don't always win FH2 campaigns..
..but when I do, the opposing team surrenders two battles before the end.
 


Last edited by ikhoppa2 on Tue Jun 26, 2012 6:43 pm; edited 1 time in total 
 
PostPosted: Tue Jun 26, 2012 6:35 pm    
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 Nice rant Mike!
Alas, I'm looking forward to the new version, nice stuff, thx for this appetizer!
And, as a dedicated Allied tanker, I don't think I'll run out of reasons for bitching around and blaming / claiming Axis superiority over Allied tanks, even with the Panzerfaust 30 being replace Rolling Eyes

Cheers, Papillon

 
 
 
PostPosted: Tue Jun 26, 2012 7:08 pm    
Khaine
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 I think I'll stick with Geballte Ladungs Smile
  
 
PostPosted: Tue Jun 26, 2012 8:22 pm    
Papillon
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 Yeah, for example......

 
 
 
PostPosted: Wed Jun 27, 2012 7:06 pm    
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 Hi
The HEAT nade will only replace the Panzerfaust 30 on Cobra, not on any other map. On Lüttich it will also be replaced, but by the magnetic at mine (due to the close combat focus of that map). The American Bazooka will also be replaced on that map, with the Hawkins mine I think.
So no reason to cry about allied superiority.
Also, you seem to be crassly underestimating the influence of training on WW2 tank balance:

http://www.ibiblio.org/hyperwar/USA/USA-E-Lorraine/USA-E-Lorraine-5.html
  
 
PostPosted: Wed Jul 04, 2012 11:21 pm    
DanielNL
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 Awesome stuff going on... Very Happy



 
 
 
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