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Forum » Welcome to the [FHSW] Europ Community! » Mapping » Server-side modding 0.61
Server-side modding 0.61
mardukDate: Friday, 2017-05-19, 9:47 AM | Message # 1
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Stalingrad Redsquare
If you also think it is stupid, please remove the train from the map. Also, the flags on the rims of the map could be removed because with so many flags the gameplay is more about capping those all the time instead of fighting.


This is a gaming community. People come here to relax. If you start an argument you will get kicked.

Quid pro quo.
 
luiscarlosredDate: Friday, 2017-05-19, 1:46 PM | Message # 2
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I agree to remove the flags on the border but the train I think it's cool to stay and remove it would not be cool I guess.

BornDarkness
 
Robert_von_EberhahnDate: Friday, 2017-05-19, 9:57 PM | Message # 3
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so lock it for russians, because its really nonsense that they can use it to bloch the german main ...

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xxpollenzxxDate: Saturday, 2017-05-20, 2:55 PM | Message # 4
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I thought you couldn't touch those things. But if you can, you could fix the tank lock on the maps where one side can take enemy tanks and the other can't, like Caen for example.
And about the train, I think it's ok, since looks like the german's back flag allows soviet to spawn there, when german only have the train to spawn and nothing else besides main.
 
Robert_von_EberhahnDate: Saturday, 2017-05-20, 3:16 PM | Message # 5
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Quote xxpollenzxx ()
I thought you couldn't touch those things. But if you can, you could fix the tank lock on the maps where one side can take enemy tanks and the other can't, like Caen for example.


Unfortunatly it´s not possible (situation at the moment) to teamlock vehicles that counterspawn. FSHW team rocks many miracles so far, so lets hope they manage it to handle that situation in anyway


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luiscarlosredDate: Saturday, 2017-05-20, 6:21 PM | Message # 6
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Quote xxpollenzxx ()
I thought you couldn't touch those things. But if you can, you could fix the tank lock on the maps where one side can take enemy tanks and the other can't, like Caen for example.And about the train, I think it's ok, since looks like the german's back flag allows soviet to spawn there, when german only have the train to spawn and nothing else besides main.
Great idea.


BornDarkness
 
RADIOSMERSHDate: Monday, 2017-05-22, 9:08 AM | Message # 7
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Bombing the Reich
Lower objective HP from 260.000 to 100.000

Added (2017-05-22, 9:08 AM)
---------------------------------------------
Fall Gelb
Put pushcages connected to all other flags on allied main base or even make it uncapturable


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XenanabDate: Monday, 2017-05-22, 3:00 PM | Message # 8
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Quote RADIOSMERSH ()
Fall GelbPut pushcages connected to all other flags on allied main base or even make it uncapturable

Was going to suggest that. Thank you Radio!

Concerning counterspawn vehicles and lock:

I will explain here why this is an issue and how the counterspawns work. Let's take Zveroboy for example where axis get 1 Panther, 1 StuG and 1 Luchs as counterspawns.
The counterspawns appear the moment allies take the 2nd flag. No special magic is happening. For ALLIED team spawn the tanks mentioned above on the 3rd flag when they capture the 2nd. Technically what axis team is always doing is STEALING the tanks of allies which happen to spawn in an axis base. And exactly this is the reason why you can't teamlock counterspawn vehicles; if you do the defending team can't enter the reinforcement equipment.

Is there another solution for that? Yes there actually is... a very inconvenient one. The  reinforcement vehicles spawn from the beginning but are surrounded by a Pushcage in order to prevent players from entering them. This cage disappeares the moment allies capture a certain flag and axis are free to enter their tanks. That way you can of course turn the teamlock on on these spawns.
However there is something odd about it: Players will be very confused by this technique if they aren't familiar with it and spam the chat full with bug reports (just look how new players react on the closed hangars of el alamein).
Another problem is that once you jump into a tank and axis mange to recapture the flag at that moment the cage will appear again and immediately kills you without any chance to use it. In this process the tank can also be lost completely. Cages cover an area and not a single spot. And so on some maps like Caen there isn't much free space to actually implement them in a comfortable way.
Another problem is that the attacking team can preventively destroy the counterspawn with an airbomb even with a cage around it so the defenders may stand there without any reinforcements when allies push to the next flag at all. Also not a very comfortable scenario.

Counterspawn vehicles havn't been issued by DICE back then, and that's the reason why all solutions have a bunch of disadvantages. But keep in mind that in vanilla - besides naval vessels - ALL equipment was free to enter for everyone. Counterspawns were an invention by modders and mappers.

Back to topic

Fall Gelb-1940:

I have some things to add:

- The mobile Flak 88 spawners seem to spawn twice, that is totally not intended and should be reduced to only once
- StuG A spawners also spawn twice. They should also only spawn once
- French Char B1's respawn time should be a decreased by 15 seconds I suggest

Eagles Nest-1945:
I seem to forgot to increase a few respawn times of allied equipment:

- Greyhound: double the respawn time of these
- Sherman w/ sandbags: add 15 seconds on their spawn time

This should make it easier for Germans to strike back when they lost the flags in the valley.

Naichi-1945:
Tough job but this map is currently messed up in a way that I strongly suggest to remove it from the rotation. Crashes à la Alpenfestung were fixed it seems but axis team share some soldierspawn group IDs with American spawn APCs and Spawnrotator planes! This is totally silly at the moment.

Operation Forager:
Sadly this map is still unbalanced in a way that axis don't stand a chance against the American tanks + a totally overpowered enginner class that gives soldiers rnd Winchester / M1Carbine + 2 satchels. Rarely spawnkit balance is so one sided looking on a single team than somewhere else on an infantry map.
Allied engineer class should just be Springfield + Satchels + wrench.


Message edited by Xenanab - Monday, 2017-05-22, 3:01 PM
 
RADIOSMERSHDate: Wednesday, Yesterday, 6:40 PM | Message # 9
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Battle over Hokkaido:

I just saw following SSM balance on Japanese forum and thought we could apply it too, as Japanese always struggle to win on this map.

  • Decrease japanese Tiger spawn time from 6 to 2 minutes
  • New vehicle balance:
    IS-3 → IS-1
    IS-2 → T-35E-95
    SU-85 → SU-122P
    KV-85 → KV122
    T-34/85 → T-34-85(43)x2
    PTRS Carriers → Valentine II\

    FHSW Youtube Channel

    Message edited by RADIOSMERSH - Wednesday, 2017-05-24, 6:53 PM
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