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FH2 Suggestions
Do you have a suggestion for the future release of FH2? Post it here!

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Old February 16th, 2006   #11
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Default Re: tanks vs. trees in Fh2

I also can't stand not being able to drive through a flimsy wooden fence in a KT.
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Old February 16th, 2006   #12
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Default Re: tanks vs. trees in Fh2

I'm not to worried about trees, just the wooden fences, sandbag walls. Why not test with these first, if they don't cause major slow down then add in the ability to knock over small to medium sized trees. Possibly adding it a damage percentage for when hitting a sizeable tree because they are much more firmly grounded than a wooden fence or sandbags.

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Old February 16th, 2006   #13
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Default Re: tanks vs. trees in Fh2

Yeah but it doesnt matter how solid they are most trees are screwed when they get hit by 50+ tons behemoths going 20 Km/h. I hate maps like Nordwind when you have to worry more about hitting a damn tree than getting shot. Plus it would be SO cool if you heard like tree snapping from 500m away and new something big was coming. Would add to the atmosphere of the game and make gameplay better. Wood fences are annoying too, so are the little wood things that hold up barbwire. Let's see what happens.


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Old February 16th, 2006   #14
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Default Re: tanks vs. trees in Fh2

There are well documented cases of P-47's hitting medium sized trees and even walls and making it out alive. Can we cover that as well as tanks

But seriously, it's a good idea. But I've no idea if it can be implimented, but I hope so. The limits of the BF2 engine aren't as widely known (at least by me!)
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Old February 16th, 2006   #15
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Default Re: tanks vs. trees in Fh2

ok so what happens once a tree has been crushed? Does it respawn after a bit? Same thing for fences? I think fences could be made into 2 D objects much like the signposts used in BF2. I think in this way, destroyable fences could be feasible more so than trees..But Im not a dev, they should answer this.
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