Lesson 1 - FH
With Forgotten Hope 0.65 a few new features were
implemented that you should actually know. But as we noticed on the
forums many of you were not attentive to what the teachers said. So pay
attention now and learn something!
Lesson 1.1 - Ballistics
Ballistics are the study of the movements and forces
involved in the propulsion of objects through the air. In simple words,
ballistics affect the trajectory of your projectile. What does that mean
for you and especially your aiming?
First of all: The farther away your victim is the more the trajectory is affected. Due to earth's gravitational pull and
aerodynamic resistance your projectile flies in a curve. The result is
that you have to aim higher on long ranges.
The second important thing you have to keep in mind is
that the projectile has an initial velocity affected by the calibre of
the weapon, as well as other factors. This value is important because it
determines how fast your projectile reaches its destination and how much
gravity and resistance will affect it. That's especially important with
moving targets. You have to have to aim a little bit in front of your
target, or, “lead“ the target. This effect might also be intensified by
your ping. The higher it is the more you have to lead your target.
Lesson 1.2 -
You think we removed the crosshair? You are right!
think you can't aim anymore? You are wrong! We added tank sights to most
tanks. So if you don't have a crosshair try pressing "ENABLE NOSECAM"
(usually F9) and the sight should show up.
Lesson 1.3 - How to cap a flag
Forgotten Hope plays better in a team. Actually we don't
want to see "one man armies" or "Rambos" around on the servers. So we
implemented a little feature that forces both sides to operate in little
squads, because some of the flags need more than one soldier to cap it.
How many players are needed to take control over the outpost are shown
on a sign at the mast of the flag.
Lesson 1.4 - 360° artillery
Artillery is unmovable at the moment? More or less
actually. it is right that you are not able to move the stationary
artillery from one location to another(that's the reason it's stationary
:p) but you can turn the artillery 360°. To do that simply press the
"MOVE LEFT" or "MOVE RIGHT" keys and the artillery will turn slowly but
Lesson 1.5 - Transportplanes
Transport planes have one special advantage: They can be
used to build up the focal points of an attack very quick. But to be
able to do that you need more than flying over. The door needs to be
opened so your comrades can bail out. Sadly too few pilots did. In FH
0.65 the door is always open unless you close it. To do so press your
"PRIMARY FIRE" key and hold it. Once you release the button the door
will open again. Be sure to use that because otherwise your buddies
might fall out of the plane before you gave them the green light.
|opened door (standard)
||closed door (fire
Lesson 1.6 - Parachutes
In the lesson before you learned how to use the
transport planes correctly. Only thing you need to know now is how to
use a chute and you a ready to start your paradropinvasion. Important is
that the class you pick or the kit you pickup has a chute. Only thing to
do then is to press the "OPEN PARACHUTE" key once you are bailed out.
The following symbol in the classmenu shows wether the class has a chute
Lesson 1.7 - Weaponkits
We just spoke about weaponkits with the lesson about
parachutes. But there are many more kits. Some of them are placed
apparent on the map - others are hidden more or less as a goody (like
the StG44ZF). You can pickup a kit by using the "PICKUP WEAPON" key.
Watch out for packages looking like these:
||Example 2: StG44
Within some kits you get deploayable weapons. To place
it simply choose it from the weaponsselectionmenu and press the "PRIMARY
FIRE" button. You can use the weapon afterwards by using the "ENTER
VEHICLE" key. To pick the weapon up again exit it and go next to it. An
ammunition symbol will appear and you will pick up the weapon
Lesson 1.8 - Random Handweapons
Some classes are equipped with random heandweapons. That means you
get a weapon by chance. The tank commander class p.e. will wether get a
pistol or a smg. To see if your pick is equipped with a random weapon
watch out for the following icon within the weapon selections menu:
Lesson 1.9 - Firemodes
Some weapons have alternate firemodes. That applies to
handguns and stationary weapons.
If your handweapons
has different firemodes for you to choose you can select the one you
want within the weapons selection menu.
Satchels have two different fuses - 5 seconds and 10 seconds. But be
careful: No fuse works 100% precisely. That means that the 5 second
variant actually has a fuse time between 4 and 6 seconds and the 10
second version's time is somewhere between 9 and 11 seconds.
And don't forget: Different firemodes does not mean that they use
different ammunition! They share the same ammo!
b.) Stationary weapons
stationary weapon allows you to select a different ammunition type you
can change the mode by pressing "MOVE FORWARD" or "MOVE BACKWARDS" key.
A small indicator will show which shell is selected at the moment.
Lesson 1.10 - Ammoboxes and their limits
Ammunition is always limited--it doesn't matter which
type. Use the reserves in your ammoboxes wisely and try to use other
ways to rearm. Read Lesson 1.14 for more informations on how to rearm
without an ammobox.
Lesson 1.11 - Minefields
Minefields were pretty common in WW2.
Good luck for you is that warning signs will help you to avoid them.
Lesson 1.12 - Seaplanes - catapult start
Some ships have planes for reconaissance. These planes
need a catapult to start. To activate it press "SECONDARY FIRE" once the
engines are running at 100%. After the plane takes off "SECONDARY FIRE"
will have another function:
Artillery targets can be assigned.
Lesson 1.13 - Flaps on Vehicles
Some vehicles have flaps that protect the cargo while
driving. These flaps can be lowered/raised with the "OPEN SCUTTLE" and
"CLOSE SCUTTLE" keys.
Lesson 1.14 - All about truckin'
Trucks are well known as vehicles with the ability to
transport everything. That's the reason
Forgotten Hope has many variants including troop
transports in combination with ambulance and ammunition trucks.
Lesson 1.15 - StuG Commander
The german Sturmgeschütz has a real weakness: The
drivers view is very limited.
But the Sturmgeschütz also has a real strength: The commanders hatch!
Pressing key "3" will get you into that position and allow you a 360°
view and the abilitiy to assign artillery targets.
Lesson 2 - FH
Let's head to lesson 2. Have a closer look because new
features of 0.66 will be introduced. And what you miss now might be the
reason for losing your life on the field.
Lesson 2.1 - Cargoships
Cargo ships are more or less useless within a battle?
That was before 0.66! They have now the ability to repair and rearm all
the naval vessels on your side. Use them wisely because a naval battle
might be decideded by how you use them!
Lesson 2.2 - Mortars
We guess all of you hate mortars, as they were quite
useless within 0.65 and were part of the reason
that the Pacific maps weren’t working properly in 0.65. But believe us:
You will love them within 0.66!
The only hurdle you will have to get used to the aiming. Looking down
will increase the mortar’s range et vice versae.
Lesson 2.3 - Special Kits
a.) Call Airborne Reinforcements
With this kit you can call a transport plane as mobile spawnpoint. When
you select it from your weapons selectionmenu and press the "PRIMARY
FIRE" key you will find yourself in the pilots position. You can steer
the plane you called with the "MOVE LEFT" and "MOVE RIGHT" keys.
A special version of this kit is the Waco version where your buddies who
spawn in the plane can take control and pilot themselves to their
||Minimap with Waco
b.) Call Air Support
remotebomberkit you will find yourself in a bomber with a bombingsight.
You can steer the plane you called with the "MOVE LEFT" and "MOVE RIGHT"
keys. The height of the plane depends on the angle you choose with the
binocs when calling it.
Be careful when exiting the plane because you will be pushed forward a
little bit. That might cause you to fall to your death if you are in
c.) Japanese Suidice Kit
will give you a TNT charge that you can use for a kamikaze attack. And
this charge is fully loaded. Don't try this at home kids and be sure
there are not too many of your buddies around - otherwise the game might
be over faster than you think because you get kicked from the server for
too many TK's ;)
Lesson 3 - New Features for FH 0.7
Let's look at Lesson 3. Lesson 3 explains some important new gameplay features that will affect the balance of forces in Forgotten Hope.
Lesson 3.1 - Sloped Armor
Tank designers in World War 2 realized that a tank shell did less damage to an armor plate when it did not hit that plate vertical, at a certain angle it even tended to richochet. This lead to the use of sloped armor on tanks to increase the armor without actually using thicker armor.
This feature has been reworked and is now in Forgotten Hope, a tank that has sloped armor will now be a force to reckon with. A good example of the good use of sloped armor is the T34-76, try to hit the parts that are less sloped to deal more damage to this kind of tank.
Lesson 3.2 - Sandbags and Skirts
With the introduction of the hollow charge in World War II tanks faced a serious threat from infantry armed with Bazookas, PIATs, Panzerfausts and Panzerschrecks. These Infantry AT weapons all use the concept of the hollow charge.
Some armored vehicles were designed to carry light armored shields or skirts, and on others, the crews added spare sandbags and other equipment in order to reduce the danger these infantry AT weapons posed to their tanks.
Sandbags and Skirts will reduce the damage dealt by Hollow Charges. Tank shells, however, are not affected by these upgrades and will punch through them as though they were not there. This feature can be found on many tanks in FH but keep in mind that there are still unprotected areas on any tank.
Lesson 3.3 - Ironsights
MG gunners and Anti Tank soldier in the second World War did not have the benefit of a crosshair in the middle of their view telling them exactly where they would hit. They had to know how to use their weapon's sights to aim.
Forgotten Hope tries to simulate this reality by presenting fully functional 3D ironsights for AT weapons like the British PIAT and heavy machine guns like the German MG42. The AT weapons in particular now require skill and cool nerves. Don't forget to wait a few seconds for your aim to steady, or your projectile may not go where you expect.
Lesson 3.4 - Anti Basecamp mod
You know that frustrating feeling when you spawn in your own mainbase and you get immediatly killed by some enemy waiting 3 meters away in a Tank? Don't worry, this won't happen anymore on certain selected maps. The Anti Basecamp Mod will quickly drain the health of all enemies who, instead of fighting with the rest of their team, try to get cheap kills in the enemies main base.
The Minimap will show you if the Anti Basecamp Mod is in effect or not. Areas
surrounded by red lines can not be entered by the allied team. Areas behind a
blue line are tabu for Axis soldiers. You better not dare stepping into a base
where you are not wanted.
Lesson 3.5 - Armory
Ever wonder why every single guy on the other team seems to be running around with an MG42? Did the Germans really equip every single soldier with heavy support weapons? No, they didn't. Certain weapons were less available than others during the war and most soldiers were usually equipped with rifles. And where to get those less available weapons? In the Armory of course.
There will be maps where you can't just spawn with an Mp40, Panzerfaust or Piat, you gotta get it from the Armory. This way the mappers can make sure there is only a certain amount of the given weapon. What kind of weapons are limited this way varies from map to map and there will still be maps where you can spawn with your favourite weapon right away.
Lesson 3.6 - World Kits
Still remember the awkward Backpacks dead soldiers dropped in the old Battlefield 1942 ? Those are now gone forever, each kit now has its own main weapon model as the new world kit. That means you know exactly which main weapon you will pick up.
Lesson 3.7 - Windshields
APCs and Jeeps in the new Forgotten Hope version will feature a nice
little goody for all you drivers out there. The windshield of certain vehicles can be moved up and down, using the same keys as for the ramp of a landing craft. You decide whether you want to have a better view on the road. In some cases, having an armored windshield up will provide more protection, at the cost of limited visibility.
Cruise to the frontline in style with the windshield of your GAZ up or
Lesson 3.8 - Push mode
A lot of maps can get spoiled by a Rambo in a jeep capping a back flag while everyone else was fighting at the frontline, Push-Mode will prevent this on certain maps. Push-Mode is a feature which was already in Forgotten Hope 0.67a and will continue to focus the action in FH 0.7.
There is an easy way to spot maps with the Push-Mode--your minimap will look different. It has the flags numbered. Your team either needs to attack these flags in numerical order or defend the flags in that order. In some cases, flags cannot be recaptured, once they have been lost to the enemy.
Lesson 3.9 - Mobile Spawns
Attacking an Island with a well-prepared enemy on it is not an easy thing. Mobile spawn points such as the LVT-4 or the GPA come in handy for such a task.
These vehicles can determine the outcome of a battle. They are teamwork vehicles so use them accordingly. If the driver can bring it into a good position your team can spawn in on it and attack from there. Make sure to clear the seats once you spawned in, to give the rest of the team a chance to spawn in there as well. Use this feature wisely. Sure, a mobile spawn point right on the enemy flag is dandy but it can get destroyed easily there, so it is usually better to keep it in a safer location nearby.
Lesson 3.10 - Saipan 1944 for Dummies
This new 0.7 map is sort of an experiment because it has a very extreme game play design, feedback will be appreciated, and could influemnce our FH2 map designs. Saipan 1944 must be played with very good teamwork and concentration or your side will lose quickly.
Allies: Take the whole island or you will lose, you will bleed points until you cap the last flag, and the Japanese have very good defensive positions. It is essential to coordinate your naval, aerial and ground forces to achieve success. Your side spawns no tanks on the island so you need to use your LCT's to get armor support.
Axis: It's a push map...BUT you can't recap the flags 1 to 4, so you must defend them till the last. If you lose them there is no returning. ALWAYS defend the back flag because there may be Allied infiltrators waiting for their mates to take the previous flag. If you are not careful about this you can loose 4 flags in 30 seconds. Also, if you loose one of these flags you must fall back fast
to defend the next one, even suicide and spawn there because the axis team doesn't care about tickets, they just need to hold one flag to win. A last tip,if you see the Ford GPA destroy it ASAP, it's a fast mobile spawn.
Lesson 3.10 - Midway 1942 for Dummies
Midway is a mixed objective-conquest map: It has one sea flag, the team that looses it bleeds, but either team can win if it destroys the enemy objectives.
- Destroy the hangar in the west island and the Allies will lose that island's spawns and bombers.
- Destroy the four huts in the east island and the americans will loose their spawns in that island and fighters.
- Destroy the ships.
- Destroy all these objectives and when the last enemy is dead you win.
- Destroy the enemy ships and when the last enemy is dead you win.
Move your ships, avoid the enemy, and protect them with your AA. Destroyers and fighters must support and protetct the carriers, a B17 bomb attack or a torpedo/dive bomber can destroy them. It's recommended (and very fun) to have support gunners in your bomber. The island has reef so ships can't operate inside the atoll, even the U.S. PT boats can't pass them.
All AA, planes and ships are locked for the enemy so don't waste your time trying to do use them, a bailed pilot is not useful for your team, die with honour in your plane.
Winning this battle requires a combined effort, if the Allies just use planes and forget their ships they will soon find the Axis have destroyed them and taken the sea flag. They need also to use the AA defences of the islands. The Axis also need to use the ships efficiently or those Allied bombers will eat them for breakfast.
Take care of what you have learned and use the knowledge
wisely. It might serve you well on the battlefield.