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About Akinaba

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Faction & Soldier

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    Soviet Union
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  1. Akinaba

    Offensive grenades

    Here's the quick suggestion for adding an offensive grenades for each faction: GE: Eierhandgranate 39 https://en.wikipedia.org/wiki/Model_39_grenade US: Mk III https://en.wikipedia.org/wiki/MK3_grenade SU: F1 https://en.wikipedia.org/wiki/F-1_grenade_(Russia)
  2. Akinaba

    1000th war

    Is it just me or the 1k war is allready going on???
  3. Akinaba

    Reto-Moto internal visual level design language

    Are there plans to hire someone up for this purpose anytime? Cause let alone old maps but you have almost done still unfinished an Eastern Front themed map or two...
  4. Akinaba

    Spawn locations, the hidden cause of many map problems

    me too! ) at least a there is something to think about Btw. Just looked at d/e line mockups and kinda have feeling that we (players) got some mutual points on where some assets should go: - I see like the stone dridgw tends to ask for have more cover and hard travel "snakelike" path for a vehicle. - I see the mutual feel of lack cover for the attacker side of the stone bridge - I see request of enlarged tree patch on the attacker (spawn) side of the D1 and - I see reques for taking a look at A line once again
  5. Akinaba

    I Want to Apologize

    @RadicalEdward2 the thing is that devs are slightly but constantly tuning maps here and there, but if you're a constant player those changes are almost no noticable for you. Yet take a break for a moth or better half a year and you will see them instantly. It takes me only to remember what maps were when i just started HnG 1.5 years ago to actually see how many changes were implemented. Though ofcourse I would like to see even more and further. But on the other hand I do believe they will come at least some time. And yes that's an interesting question, couls I like times we were discussing it with at least someone. The other question is would that person actually do what people tell him and if not how the community will react? So im not sure what's better. P.s. i'm pretty sure that RedBjarne is kinda in charge for maps (at least for now) P.p.s. I'm really glad that it seems to me that RETO started to look and player map performance and kill and spawn and travel heatmaps to improve them. It's really a kind of one unbiased way to go. I even have a feeling they did some kind of auto-tweaker there (though can not imagine how they could write it).
  6. Akinaba

    Prototype test: Flamethrowers!

    What's more interesting is if the more stable FPS flamethrower performing gets us ever closer to an actuall inflammable bottles? Oh wait. just thought that a flamethrower "line of flame" (which is currently almost straight) could use a throwing weapon-like travel curve (or sime custom curve), if you know what I mean.
  7. Akinaba

    Prototype test: Flamethrowers!

    Oh those screams... May be a little bit more silent BTW.
  8. Akinaba

    Prototype test: Flamethrowers!

    So you actually asking for a buff rather then for a nerf. Clevery clever
  9. Akinaba

    Prototype test: Flamethrowers!

    Im not an expert onto this but it pretty much may be as it actually worked and thus intended. Tho I dunno.
  10. Akinaba

    Prototype test: Flamethrowers!

    Okay, so instant feedback @Reto.Hades What I liked at flamethrowers: 1, ALMOST EVERTHING: - the fact the do exist - the factr how they actually operate - so realistic and awesome. thanks dear reto historican guy! - the fact they are awesome - the fact they are fun to use - the fact they are actually dangerous What I DIDN'T liked in flamethrowers (and that's the most important part): 1. You actually CAN use them CQB. And by CQB i mean you can actually use them indoors as long as you re clever enough not to run into your own flames. Which is kinda cool but hey it's so damn unrealistic. 2. You CANT hit an enemy hidden behind any cover. I mean flamthrowers supposed to flood surfaces with the flames yet you have to actually be able to draw an imaginable straight line between you and your enemy to hit him. That makes any cover like half-person-height walls pretty effective and making unable to hit an enemy inside the buildings uless he peeks straight on you. 3. It probably too deadly. So either it should be less percise/more hard to use or inflict slightly less damage. What changes Id like to see in the flamethrowers; 1. It MAY be interesting to make the flamethrower "bullet" fly in an ARC rather then a straigh line. Meaning it starts at the nosle of the gun and then it should drop at the floor close to the end of it's effective range. Thus you will remove that feel of flamethrower being a superfast machinegun and also will make hitting an enemy behind the covers available. Also it will require some more skill to use such a weapon 2. Increase a burning time like a 15-20% and a burning area like 3-5% to make them actually feel like throwing a burning liquid that stays at the place it was flood. 3. Probably may use a slight DPS decreasing.
  11. Akinaba

    Prototype test: Flamethrowers!

    It all sounds really cool but could you look into more overcast matches in the future? Currently it's really hard to meet the match with the weather aside from good.
  12. Akinaba

    1000th war

    I bellieve what we COULD do is do an actual and true WAR, including (or trying) to bring back all our clans and whales to their MAIN factions. But you guys, the clanners should manage it and take care for as many people to show up as possible. Another very major problem would be alts. I believe those who like to use those alternative accounts should at least once try and NOT PLAY THAM. Thus, I hope we can truly experience the biggest, unprecedented and maybe last that large war. Or at leas I hope so...
  13. Akinaba

    Project 'Close Combat' Tech Tree Explanation

    Kinda feel good on anythiing that will bring more historical accuracy to the game so YAY, why not? Though gameplay wise I can't see how we could make difference between 5 tier of close combat weapons (3kinves +2stabbers (showel and a bat)). And on the tier distribution I will spread weapons in the opposite order putting an older and longer bayonets at Tier1 and faster and shorter knives at tier3.
  14. Akinaba

    Russian WWII related quality talk videos

    EDIT: On a disclamer note and translations see the first post (edited today). So the next video today would be fresh-new interview with an experienced tank reconstructor Vadim Elistratov called: "I drived T-34 and a Panther". Pretty huge load of information about various aspects of wide range of vehicles not only German and Soviet but also Hungarian and Japan. Famous "bad t-34 engine" topic is also tuched. Hope you'll enjoy!
  15. Could not agree more.