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i think 1 nade per life on this map still op
it should be removed + bloody xpack spam
how to encounter a tank? get a bazooka.....
Yes agreed! Makes it practically impossible for allies.
Can anyone tell me how the 1-nade mod is done? I'd love to do that on some of our maps but I've always had the map crash when I try.
i think 2 way to implement this:
1.EDIT ObjectTemplate.roundOfFire 1,But i forget how to set it , you can have a try, finally you cant throw the second nade except you pick up another kit.
2.USE SCRIPT ObjectTemplate.addFireArmsPosition , set more firearmspositions which is fake(for example,set the position 2000m high),then when you click mouse to throw one nade, actually you throw 2 or 3 nade,this method allow people to reload nades.
thanks, doing ObjectTemplate.magSize 1 on the grenade results in a crash unfortunately.
Unfortunately, the removal of the 1 nade makes the tanks - particularly the axis tank - too powerful. The axis tank can always retreat from the ramps a little, and be out of zook range for the allies. The allied tank has nowhere to fall back to, and is easy pickings for the axis zookers in the bunker above.
It is great for the 1 guy who gets to score whore in the axis tank though.
Also, no nades make clearing out all the axis medics/ assaults milling around in the bunkers more difficult, another disadvantage to the allies.
Overall, if the nades are going to stay removed, the tanks + priest should go too. The defguns and APCs will be enough of a challenge to kill for the 3 guys who spawn anti-tank.
thanks, doing ObjectTemplate.magSize 1 on the grenade results in a crash unfortunately.
Hi wasabi, is BF1942 still popular among Japanese players? I remember there were a lot of funny BF1942 videos from Japanese clans back in the day.
Unfortunately, the removal of the 1 nade makes the tanks - particularly the axis tank - too powerful. The axis tank can always retreat from the ramps a little, and be out of zook range for the allies. The allied tank has nowhere to fall back to, and is easy pickings for the axis zookers in the bunker above.
It is great for the 1 guy who gets to score whore in the axis tank though.
Also, no nades make clearing out all the axis medics/ assaults milling around in the bunkers more difficult, another disadvantage to the allies.
Overall, if the nades are going to stay removed, the tanks + priest should go too. The defguns and APCs will be enough of a challenge to kill for the 3 guys who spawn anti-tank.
unless if they r removed for axis side only
wasabi wrote:thanks, doing ObjectTemplate.magSize 1 on the grenade results in a crash unfortunately.
Hi wasabi, is BF1942 still popular among Japanese players? I remember there were a lot of funny BF1942 videos from Japanese clans back in the day.
FHSW on Kabu.server is very popular, their server fills up to 70+ players during weekend evenings. I don't live in Japan though so I don't really play there.
Don't see that many vanilla players anymore.
Last edited by wasabi (2021-06-11 23:08:46)
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@mediocre!
It's not like that.
There is just 1 Tank, and it can't be everywhere.
Anyway, ... i promise you, i buy a Bazooka and hunt it down quickly, perhaps it needs a second Bazooka.
But without Nades and specially Expacks there's a chance for soldiers to get to the Bunkers. One side or the other.
The Bunkers are no problem. You can clean them out with MP, Bazooka, Pistol, Knife. Good enough.
Just remove the explosives, and let the rest as it is.
Even with just 1 Nade it would be better, but additionally those expacks and the mines are too much.
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Last edited by Arkos (2021-06-12 01:26:10)
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Na, there's just one direction... up the hill and then further into the Hinterland
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Last edited by Arkos (2021-06-12 16:22:29)
Omaha is an art. Naval artillery with scout support is critical for the Allies. Use it to take out the defguns and the tanks - then infantry can push up. If the tanks are too hard to kill then you need Engineers and Anti-Tank making suicide runs up the ramps to overwhelm them while they repair. If there's only one tank, the infantry can just ignore it and push up the other ramp (obviously it relies on the Defguns being dead)
Can anyone tell me how the 1-nade mod is done? I'd love to do that on some of our maps but I've always had the map crash when I try.
If i remember it right, it should work with two nades without crashing. You can also set it to throw these two nades at the same time (looks lite one) and if you want you could change the damage values to match that with one nade. There is an old thread here somewhere discussing this.
https://team-simple.org/forum/viewtopic … 1300#p1300
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Today we took the Omaha Beach
It was a nerve-wracking fight.
Axis destroyed 3-4 times the Cruizer and were holding/camping the beach.
TeamTurkKebab was such annoyed in his Panzer IV at the beach bec. we stayed in our boats at open sea, until the Cruizer spawned again.
He asked me to run next, but i said, "if Axis camp the beach they have to live with the consequences".
A Cuizer-Spawn later i destroyed this Beach Camping Tank with two Cruizer Shots
Later Axis hunted us in groups with our own boats to search the fight at the sea, but we throwed them back.
Short later the Cruizer spawned again. I managed Canone 2 and killed the Panzer IV at the mid Bunkers right side.
(I could see and shell the Bunkers in Artillerie view. But the Sniper was on the ship. Impossible to see the Bunkers from there. (?)
Short later a clever Sneaker could pass the Axis Soldats and took the upper Flag.
We immediatly spawned there and started to fight downhill.
The Round was really good and so i asked and decided to fight it out.
That was a nice little Battle
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Last edited by Arkos (2021-06-17 19:06:17)
it was a real boring match, 30 minutes waiting for allied to spawn every 4 minutes for a cruiser.
The server was close to empty. Thats why i said you should runnext. As a proper admin probably would have done.
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I joined when Omaha was already running, the Cruizer was down, somehow two boats left.
You know, there is allways a way and a chance to change the game.
The Boat fights and those at the beach were nice.
At the end it was a really good round.
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In the pictures arkos posted it shows 44 players, thats not even close to empty?
Does he has screenshots of the moment allied didnt had a beach flag?
bud wrote:In the pictures arkos posted it shows 44 players, thats not even close to empty?
Does he has screenshots of the moment allied didnt had a beach flag?
You got a point there. Omaha is a rape map by design, so it's not strange if people dont like it.
Timmos wrote:bud wrote:In the pictures arkos posted it shows 44 players, thats not even close to empty?
Does he has screenshots of the moment allied didnt had a beach flag?
You got a point there. Omaha is a rape map by design, so it's not strange if people dont like it.
its not bad map for allies, ONCE THEY HAVE TEAMWORK AND COORDINATION
What about:
> fully remove nades (or keep 1/kit),
> and make tanks/apcs/priest spawn ONLY once allies get the middle flag ? (I mean for both sides)
It makes tanks act only as grateful reinforcement for allies efforts and counteroffensive for axis...
Last edited by Meow (2021-06-22 03:27:17)
bud wrote:Timmos wrote:Does he has screenshots of the moment allied didnt had a beach flag?
You got a point there. Omaha is a rape map by design, so it's not strange if people dont like it.
its not bad map for allies, ONCE THEY HAVE TEAMWORK AND COORDINATION
sure sure, but unfortunately THAT ALMOST NEVER HAPPENS.
I do not understand what the axis is complaining about and what is it unhappy with? 1. Throughout the game, she rapes the sniper and throws expacks at the allies. 2. About grenades. Pomegranates and expacks so one at a time, why completely remove them? and how then to resist the tanks of the alliance?
> and make tanks/apcs/priest spawn ONLY once allies get the middle flag ? (I mean for both sides)
bring my expacks back!!
I like how it is now, at least it brought more variety into this map.
Ferd hoe is het met je schoonmoeder?