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Server-side modding 0.61 (m)
mardukDate: Friday, 2017-05-19, 10:47 AM | Message # 1
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For everybody: Please feel free to post suggestions for serverside modding.
For modders: Please explicitly post the intended changes in this thread before applying them.

Applied SSMs:

A Day of Zitadelle
  • Reinstated Ferdinand; spawn is attached to the hut flag, so once Germans cap it, it won't respawn anymore
  • Removed Bergetiger
  • Removed fly-by Stukas and Il2-s

    Alaska
  • replaced B29 kit with 2 P51 kits, with 40 second respawn instead of 100 seconds
  • increased maxnumberspawn of T29 to 2

    Battle at River Don
  • Increased respawn time of 88 by 100 seconds, captured T-34's - by 30 seconds, Sd.Kfz.251 with Pak 40 - by 30 second

    Battle of Angaur
  • Replaced Lion with Jenkins (Fletcher class destroyer)
  • Removed one of the additional Japanese spawn points in the woods (south of flag 5)
  • Removed Japanese spawn APC
  • Immobilized aircraft carrier
  • Replaced LST-1 with 2x LCT Mk 5 because it's bugged and causes lags

    Battle of Foy
  • Allies now bleed until they capture flag 3
  • Decreased Goliath spawn time from 5.5 to 2.5 minutes
  • Increased minimal amount of players and time needed to capture last flag

    Battle of Luzon
  • decreased respawn time of US vehicles

    Battle over Hokkaido
  • Banzai kit that spawns in the tent at Axis main base now has an explosion power of SturmTiger's rocket
  • Two additional Tiger spawn

    Berlin Outskirts
  • Changed Maus to Elephant

    Bizerte
  • Hafthohlladung pickup kits
  • Gebalte Ladung in Italian AT kit is replaced with Kampfpistole (40 mm HEAT ammunition)

    Breakthrough
  • Vehicle layout restored to pre-v0.6 state.

    Bombing the Reich
  • lowered objective HP from 260.000 to 100.000
  • Ships' respawn time increased to 6 minutes.

    Desert Rose
  • Replaced Bf 109G-2s with Bf 109G-6

    Eagles Nest 1945
  • Doubled the respawn time of Greyhound
  • Added 15 seconds to the spawn time of Sherman w/ sandbags

    Crete
  • Restored tickets to default FH0.7 values (25% more than in FHSW)
  • Changed flag values from to 40 to 25 (default in FH), so now Germans will have to capture only 2 flags instead of 3 to stop the bleed

    Counterattack
  • French tanks in Germain main base replaced by Pz II/38 (t)

    Eagles Nest 45
  • Slightly rotated Pak 40 near the tunnel flag so that it can fire on the road below

    Eastern Blitz
  • Replaced one Pz. II with Pz. IV Ausf.
  • Decreased the total amount of spawnable Pz. IIIs at the same time from 2 to 1

    El Alamein
  • replaced Leopard with Pz III Ausf. J
  • replaced towable Flak 18 with one on SdFkz 8 to avoid AA spamming
  • When Axis/Allies take North flag at the buildings in F1 spawns:
    -halftruck with permanent spawn
    -one stationary 88 mm gun (that also respawns when Allies take that flag)
    -two stationary PAKs (50 mm for Germans (with APCR rounds), 57 mm for Allies)
    -two MG-kits with mines
    -one sniper rifle
    -one 2 cm-/Bofors-Flak on the roof

    Fall Gelb-1940
  • added killer cage around French which dissapears after Germans capture all other flags
  • fixed mobile Flak 18 and Stug double spawn
  • Char B1's spawn time decreased by 45 seconds
  • One of the R35 tanks replaced with a Somua S-35
  • Removed one remote Stuka kit, also they don't respawn anymore
  • increased (30%) bleedrate for both teams

    Fall Weiß
  • Replaced Pz. III Ausf. E with Pz. IV Ausf. D

    Fht Operation Dracula
  • Immobilized Allied carrier
  • Removed the British destroyer
  • Added Chi-Ha APC that spawns after Allies capture the docks flag

    Guadalcanal
  • fixed a bug which made the Japanese cruiser Agano not spawn, now spawns when Allies take the village flag because the Allied cruiser also only spawns when the Japanese take that flag

    Hungary Forest
  • Increased ticket ratio by 75%

    Ilomantsi
  • Teamlocked ISU-152

    In the Hell of Bocage
  • Decreased Firefly respawn time from 150 to 100 seconds

    Kasserine Pass
  • Removed death zones at Allied base.

    Kharkov Winter
  • added 2 Schwimmwagens to German main base
  • 37 mm AA gun now spawns when Soviets take hill flag
  • added SdKfz 10/5 instead of Kettenkrad with Flak 30
  • added M3A1 with towable Bofors for Soviets
  • removed obstacles at the north bridge
  • Changed Axis spotter kit to Ju 88 with bombload of 6x250kg and 28x50kg
  • added one sniper kit to each main base
  • peplaced Carro Armato M13/40 and Semovente da 47/32 with Panzer IV
  • peplaced one of the fighters on both sides with Ju87D and IL2 respectively
  • added Flak 18 on Sd.Kfz. 8 chassis as countermeasure Soviet heavy tanks (spawns when they capture eastern flag)
  • Replaced Bf 109G-6 with Bf 109E

    Khota Bharu
  • Bleed ratio increased by the 20% percent for both teams

    Operation Forager
  •  D4 flag removed

    Operation Goodwood
  • The double Tortoise spawner now releases only one tank

    Op. Kikusui Day 1
  • Removed wrenches from Japanese kits
  • Lowered Yamato HP from 108k to 98k (the lowest option availible in map files)

    Op. Kikusui Day 2
  • Moved American fleet and spawnrotator planes closer to the Japanese base.

    Pakfront
  • Churchill Kangaroo in Russian main base does not respawn once the flag is capped by Germans.

    Midway
  • Replaced usual Daihatsu boats on Tsurumi oiler with tanks and field guns
  • Added one halftruck to each flag on the island
  • Added spawnable AT kit for Allies
  • Increased the range of sight from 500 to 1000m
  • Axis are in poccession of sea flags from the start
  • respawn time of submarines increased to 2 mins
  • self-destroy timer for unused ships removed

    Raseiniai
  • Made flags marked by number 4 on the minimap recappable

    Reichsbahn
  • Removed Jagdtiger that spawns at 3rd flag
  • Replaced Maus with Jagdtiger

    Sandstorm
  • Tiger with autoloading cannon now counterspawns in Axis main base

    Saipan
  • Moved plane spawnpoints at the last flag, so they don't explode immediately after spawning.
  • Increased time needed to capture flags from 10 to 15 seconds.

    Seelow Heights
  • Axis reinforcements (spawn-PZ IV + 2 * Panther and 2 * Stug) spawn on the road leading from the southeastern border of the map when Axis main gets taken

    Stalingrad Redsquare
  • four flags removed
  • train remove

    Stashuv Area
  • Changed Soviet assault kit with PPSh to officer's kit w/ binoculars
  • Added sniper kit to the Soviet main base (in one of the tents)
  • teamlocked ISU-152

    The Merville Battery
  • Increased the bleedrate by 30%

    The Nebelwerfer Hunt
  • Removed "Giesskanne"

    Trois Points
  • Replaced usual 6pdr's with longer barrel version

    Tulagi Island
  • Increased tickets amount by 100%

    Westminster 1942
  • Additional Typhoon w/ rockets kit, which spawns near a pile of barrels at British main base.

    Westwall
  • Lowered insane Axis bleed from 100 to 8 tickets per min (twice as much as Allied)
  • Removed two SP Tortoises which spawn at the second flag
  • Slightly raised position of the static MG42 overlooking the wooden bridge at flag 2

    Zveroboy
  • Restored missing knife in German AT kit

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

    Quid pro quo.

    Marduk aka Postduk
  •  
    Robert_von_EberhahnDate: Friday, 2018-08-24, 8:32 PM | Message # 241
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    wink  v

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    starking018Date: Saturday, 2018-08-25, 1:09 PM | Message # 242
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    The ships already have a hard time against planes because:
      * pilots can choose to attack from directions which are hard or impossible for AA to defend from (e.g. often the top);
      * very often planes are able to aim and drop/fire their payload, even if they get shot down later on;
      * bomb effectiveness was increased quite significantly in one of the latest FHSW versions;
      * the turrets or mounts usually can't be controlled individually, but are instead tied together in 1 position and they all fire in parallel lines that are often far from each other and far from the line of sight - this makes light AA close to useless in many cases (when realistically it should be very useful);


    This is a mod about advanced weapons, so it makes sense to have heavy AA with the effectiveness of proximity fuzed shells (which were not discussed in the video). When the US and UK adopted them they increased AAA effectiveness dramatically, and apparently other countries such as Germany were also prototyping them during the war.

    For these reasons I wouldn't decrease ship-mounted heavy AA gun effectiveness without also very carefully changing other things to keep the balance.


    Air Troll a.k.a. starking018
     
    mardukDate: Thursday, 2018-08-30, 2:49 AM | Message # 243
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    @starking: Alright. But I still think that it is to easy when you can shot down any airplane with two cannonades of ship flak batteries. I see all your points and I agree, but Flakers still have an easy life in FSHW, don't they?!

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

    Quid pro quo.

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    starking018Date: Thursday, 2018-08-30, 3:37 PM | Message # 244
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    Yes, strong AA can have an easy life in FSHW until they get targeted strategically and attacked with the right assets and right tactics, like anything else in the game. Big ships are supposed to be hard to kill.

    Air Troll a.k.a. starking018
     
    chamochochDate: Friday, 2018-09-21, 4:09 PM | Message # 245
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    On Eagles Nest - 1945(?) (i mean the one with small tanks, not the one with sturmtiger etc), there are two issues:

    - the village flag can always be recapped by axis, even when they hold all the flags -- this is a push map but this one flag is not in the push system? (not sure if this can be SSM'd)

    - When allies take the last push flag (house at mountaintop), axis tanks keep respawning up there, including their Munitionspanzer Spawn APC and a panther etc, while bleeding at a very slow rate. So it's very very tough for allies to win the map, even if they overran the mountain defenses.
     
    Robert_von_EberhahnDate: Saturday, 2018-09-22, 0:00 AM | Message # 246
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    Battle of Foy: Axis are bleeding if they loose the city. As I understand this is an attacking map for the allies but they only have to hold the city and wait.
    Thats senseless. Bleeding for axis should begin after flag 4 is lost and they only have their "mainbase"


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    Message edited by Robert_von_Eberhahn - Sunday, 2018-09-23, 6:04 PM
     
    bubuDate: Sunday, 2018-09-23, 4:49 PM | Message # 247
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    +1 to Robert's suggestion
     
    XenanabDate: Sunday, 2018-09-23, 5:40 PM | Message # 248
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    Quote chamochoch ()
    On Eagles Nest - 1945(?) (i mean the one with small tanks, not the one with sturmtiger etc), there are two issues:- the village flag can always be recapped by axis, even when they hold all the flags -- this is a push map but this one flag is not in the push system? (not sure if this can be SSM'd)

    - When allies take the last push flag (house at mountaintop), axis tanks keep respawning up there, including their Munitionspanzer Spawn APC and a panther etc, while bleeding at a very slow rate. So it's very very tough for allies to win the map, even if they overran the mountain defenses.

    The fact that the settlement flag can be recapped all the time is intentional. Axis always have the possibility to backcap it in order to hinder allied reinforcements comig from allied main. It's a key flag to recapture the 1st base as well because axis are strongly adviced to keep control of it. Otherwise axis cannot defeat allies by ticket bleed and have to rely on timeout. This is not supposed to be a total attacker vs defender map. Axis have to get their asses up in order to win.

    Also the Munitionspanzer is a counterspawn vehicle and can't be turned off after allies capture the last base. It's supposed to be used by axis as a comeback mechanic. I also dont think it is "tough" for allies to win on this map.
    On 1946 it is.

    Eagles Nest-1945 is still a map with some flaws and I'm trying to improve it for a future mappack release. I don't think any more SSM is needed here imo.

    Sandstorm

    Absolutely obnoxious map on a balancing standpoint, because, due to a bug, axis have access to the autoloader Tiger from the get-go. It is supposed to spawn inside a report_box static that diappeares after certain flags are captured by allies. However by pressing E next to the box you can enter the Tiger and clip through the thing without any issues.

    Is is possible to just make the auto loader Tiger a counterspawn vehicle that spawns near the last flag ? That would solve the problem immediately.

    Desert_Hill_1943

    The deadly sin of map balancing on a arena-like mirrow battle: Giving one team a piece of equipment that is extremely strong and can't be directly defeated at any point in the game. I'm talking of that one Tiger tank axis get from the beginning. I remember one game where Cleäner used it very well and died only after I sneaked up from behind with a 50 lbs charge that spawns miles away in the south in a single SAS Willy. Boy was I luuucky that nobody paid attention to his back...

    And yes, that is literally the ONLY thing allies have to destroy it. So please:
    Give allies a Defiant bomber as counterspawn on the west main base. You NEED gamechanger material on maps like these... Or it is just a total snowball effect and the map is decided after 10 minutes by a single tank.

    fht Operation Dracula

    Axis still struggle. The problem are sneaky LVT spawn APCs that sneak up on the last flag. That often results in greying the last flag by a single enemy and deciding the map prematurely. A solution would be to completely remove the LVT APCs or giving axis a counterspawn Chi-Ha APC at the last flag when the docks are taken.

    A Day of Zitadelle

    The Ferdinand and Tigers are very decisive vehicles here.

    Could it be possible to make the Tiger tanks counterspawn vehicles that only spawn when the middle base at the hut is held by allies? (or the 2nd Tiger at one of the city flags) So the Tigers won't respawn as long as axis have advanced that far.

    Allies need to get a bit of air the moment axis manage to capture everything and a defending line consisting of 2 Tigers and a Ferdi + Bergetiger is almost unbreakable. Once allies are trapped in their main there is no coming back.

    Operation Forager:

    I'm still inconvinced with the way this map is balanced:

    Quote
    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.

    I know on certain maps the Japanese are supposed to have weaker firearms than allies but this map is clearly an arena-like mirrow match. In fact we now have Luzon for asymetric infantry gameplay with a great difference in soldier spawn equipment.
    So we might overthink the way the allied engineer class is portayed here...
     
    Born-1942Date: Monday, 2018-09-24, 6:15 AM | Message # 249
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    I think the idea of Robert interesting, but what Xenanab says makes more sense to me, although several rounds I had in foy I think many or most allies win. but the axis also has a good chance of winning because it is a defensive map for them. I think this map is quite distruibuido, I just think that the last flag that makes the blood axis should have an extra time to be captured and also would only be captured with +2.

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    mardukDate: Monday, 2018-09-24, 11:43 AM | Message # 250
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    I summarize others and my suggestions:

    A Day of Zitadelle

    remove Bergetiger

    Battle of Foy
    increase time for capturing last Axis flag + it can only be captured with 2 players (requires a minimum of teamplay for Allies)

    Operation Forager
    remove middle flag (not the one in the very north though!)

    Desert_Hill_1943
    add Hurricane (with 2 * 250 kg bombs) as counterspawn on the west main base

    No opinion about Sandstorm and fht Operation Dracula.


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

    Quid pro quo.

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    RADIOSMERSHDate: Monday, 2018-09-24, 11:07 PM | Message # 251
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    Quote marduk ()
    Operation Forager
    remove middle flag (not the one in the very north though!)


    Quote Xenanab ()
    Operation Forager:

    I'm still inconvinced with the way this map is balanced:

    Quote
    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.

    I know on certain maps the Japanese are supposed to have weaker firearms than allies but this map is clearly an arena-like mirrow match. In fact we now have Luzon for asymetric infantry gameplay with a great difference in soldier spawn equipment.
    So we might overthink the way the allied engineer class is portayed here...


    I agree with Xenanab here, this map supposed to be mirrorly balanced (and it was indeed in vanilla), and besides, just look at the stats: 19 vs 5 rounds in favour of Allies. Nonetheless, if anyone has different opionion on this, post it here.

    A Day of Zitadelle
  • Removed Bergetiger

    Battle of Foy
  • Increased minimal amount of players and time needed to capture last flag

    Desert Hill 1943
  • Added counterspawn Defiant

    Operation Sandstorm
  • Tiger with autoloading cannon now counterspawns in Axis main base

    Operation Dracula
  • Added Chi-Ha APC that spawns after Allies capture the docks flag

    Message edited by RADIOSMERSH - Tuesday, 2018-09-25, 10:46 AM
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    Robert_von_EberhahnDate: Monday, 2018-09-24, 11:50 PM | Message # 252
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    to Foy: The changes quote above don´t make any difference because allies still have to hold the city and wait, or did u switch bleed beginning if allies capture the bridge flag? Needing 2 people to cap the last flag is a nice idea but it is the last flag and there is no need at last to "capture" it but to make it grey so no german can spawn anymore and for that u only need one soldier ... so this equation can be so nice and balanced, but if at its beginning is 3+2=6 all following is wrong how genius it might be for itself.

    to desert hill: that Hurricane is such overpowered choice ... it has 2 bombs and 4x20mm which can inflict heavy damage even to enemy tanks !!! Why not choose a Defiant ? did u add mobile AA for germans in addition btw? did u check if its possible to rearm the plane with ammotruck? if yes the whole map is messed up now!!!
    (all in all I don´t like that map so much because it has absolutly nothing to do with FHSW , all units are regular. If I remember right Xenanab made this map and he is famous for refusing to use prototypes or other secret stuff on his maps. I don´t know why but I experienced this in a few situations even on maps in FHT campaign he moded. Ortona for example if anyone remember. Please don´t feel offended Xenanab but encouraged in being more creative in choosing some special things in ur maps wink

    Added (2018-09-24, 11:04 PM)
    ---------------------------------------------

    Quote luiscarlosred ()
    I think the idea of Robert interesting, but what Xenanab says makes more sense to me, although several rounds I had in foy I think many or most allies win

    What did Xenanab said about Foy ?! I can´t find anything, please help


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    Message edited by Robert_von_Eberhahn - Tuesday, 2018-09-25, 0:00 AM
     
    Born-1942Date: Tuesday, 2018-09-25, 3:12 AM | Message # 253
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    Quote Xenanab ()
    The fact that the settlement flag can be recapped all the time is intentional. Axis always have the possibility to backcap it in order to hinder allied reinforcements comig from allied main. It's a key flag to recapture the 1st base as well because axis are strongly adviced to keep control of it. Otherwise axis cannot defeat allies by ticket bleed and have to rely on timeout. This is not supposed to be a total attacker vs defender map. Axis have to get their asses up in order to win.Also the Munitionspanzer is a counterspawn vehicle and can't be turned off after allies capture the last base. It's supposed to be used by axis as a comeback mechanic. I also dont think it is "tough" for allies to win on this map.
    On 1946 it is.

    Eagles Nest-1945 is still a map with some flaws and I'm trying to improve it for a future mappack release. I don't think any more SSM is needed here imo.

    Quote Robert_von_Eberhahn ()
    What did Xenanab said about Foy ?! I can´t find anything, please help

    ops, I got confused I thought he was talking about foy, sorry. but my opinion on foy is that, to improve the map requires extra time and +2 to capture, this would give the axis team the chance to pick up the flag and stop the bleed.


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    Robert_von_EberhahnDate: Tuesday, 2018-09-25, 3:32 AM | Message # 254
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    Quote luiscarlosred ()
    ops, I got confused I thought he was talking about foy, sorry. but my opinion on foy is that, to improve the map requires extra time and +2 to capture, this would give the axis team the chance to pick up the flag and stop the bleed.

    U really have to be more precise! Which flag do u mean?


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    Born-1942Date: Tuesday, 2018-09-25, 6:21 AM | Message # 255
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    the last flag after the bleeding.

    Nicknames BornDarkness and Soldado da Wehrmacht
     
    mardukDate: Tuesday, 2018-09-25, 7:22 AM | Message # 256
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    @Radio: I did not post the suggestions to say they must be implemented but to summarize them and keep the discussion going as it does now. That was a misunderstanding.

    @Robert:

    Battle of Foy
    I agree luiscarlosreds idea for the changes on Foy don't fix the problem you are talking about. But I still like his idea because it prevents the last flag to get capped easily by a single paratrooper.

    Desert Hill
    I like the map as it is and don't think it needs extra FHSW vehicles. Maybe Hurricane is too strong but the Defiant has not been used in the desert war because it was out of service already. So adding it would turn the idea of FHSW upside down imo. So I still prefer the Hurricane. Maybe add Sd.Kfz. 7/1 for Germans.


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

    Quid pro quo.

    Marduk aka Postduk
     
    RADIOSMERSHDate: Tuesday, 2018-09-25, 10:49 AM | Message # 257
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    Quote Robert_von_Eberhahn ()
    to desert hill: that Hurricane is such overpowered choice ... it has 2 bombs and 4x20mm which can inflict heavy damage even to enemy tanks !!! Why not choose a Defiant ? did u add mobile AA for germans in addition btw? did u check if its possible to rearm the plane with ammotruck? if yes the whole map is messed up now!!!
    (all in all I don´t like that map so much because it has absolutly nothing to do with FHSW , all units are regular. If I remember right Xenanab made this map and he is famous for refusing to use prototypes or other secret stuff on his maps. I don´t know why but I experienced this in a few situations even on maps in FHT campaign he moded. Ortona for example if anyone remember. Please don´t feel offended Xenanab but encouraged in being more creative in choosing some special things in ur maps wink


    Quote marduk ()
    Desert Hill
    I like the map as it is and don't think it needs extra FHSW vehicles. Maybe Hurricane is too strong but the Defiant has not been used in the desert war because it was out of service already. So adding it would turn the idea of FHSW upside down imo. So I still prefer the Hurricane. Maybe add Sd.Kfz. 7/1 for Germans.


    Sry, I put Defiant ofc, just mixed it up with Hurricane in the change description.


    Message edited by RADIOSMERSH - Tuesday, 2018-09-25, 10:59 AM
     
    XenanabDate: Tuesday, 2018-09-25, 10:57 AM | Message # 258
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    Thank you very much Radio !

    Quote Rpbert_von_Eberhahn ()
    to desert hill: that Hurricane is such overpowered choice ... it has 2 bombs and 4x20mm which can inflict heavy damage even to enemy tanks !!! Why not choose a Defiant ? did u add mobile AA for germans in addition btw? did u check if its possible to rearm the plane with ammotruck? if yes the whole map is messed up now!!!(all in all I don´t like that map so much because it has absolutly nothing to do with FHSW , all units are regular.

    I suggested only a Defiant but didn't know that these were already out of comission at that time.
    I also think adding a Hurricane has almost the same result as having that Tiger: It's a vehicle that can't be directly defeated. Therefore axis need a mobile AA that spawns the same time the plane appeares on the battlefield.
    I've forgotten that there are no fixed AAs at the flag bases.

    Quote Robert_von_Eberhahn ()
    If I remember right Xenanab made this map and he is famous for refusing to use prototypes or other secret stuff on his maps. I don´t know why but I experienced this in a few situations even on maps in FHT campaign he moded. Ortona for example if anyone remember. Please don´t feel offended Xenanab but encouraged in being more creative in choosing some special things in ur maps wink

    And no I havn't been working on Desert Hill at all. Personally I don't like this map that much either; but in case it is played on the server, the balancing must ensure that both teams have fun.

    I'm famous for that? I literally created a map with a totally weird ass scenario (Ocean Town) and Ortona was my first project for fht so I didnt want to change the total vehicle layout. On High Apennines I was the one who wanted to add Sturmpanther, Leopard and that howitzer Pershing to make the vehicles more interesting. My map version was later completely rejected without them telling me, which for me was the time to decide to never work with FHT ever again. The reason why Eagles Nest 45 is so tame is because 46 exists. Golf Hotel now features unusual specops kits for both teams that make the infantry gameplay more special.

    And I have already made plans to incorporate a very unusal and secret weapon layout for a renewed Blackknight as well. So please don't write me off already biggrin

    I havn't commented on Foy; I havn't been playing this map for a very long time now.


    Message edited by Xenanab - Tuesday, 2018-09-25, 2:05 PM
     
    mardukDate: Friday, 2018-09-28, 4:23 PM | Message # 259
    General
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    Desert Hill
    I suggest to just remove the Tiger and not to add any airplane. The Tiger should be replaced by two Pz IVF2 in this case.
    Or, if you want planes, then u also must give the Germans some. Basically the map is big enough for planes so maybe this could also be a way to make it more interesting?
    In this case I would recommend to add one Hurricane with 2 * 40 mm, a Spitfire, one Hs 129 with 30 mm and a Me 109F. With that many planes the Tiger wouldn't make the difference anymore I think.


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

    Quid pro quo.

    Marduk aka Postduk
     
    RADIOSMERSHDate: Friday, 2018-09-28, 5:05 PM | Message # 260
    FHSW Wikia Co-Admin
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    Quote marduk ()
    I suggest to just remove the Tiger and not to add any airplane. The Tiger should be replaced by two Pz IVF2 in this case.

    Done.
     
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