Deployable and/or Mobile Spawn points? Squad Leaders are getting bored...
This is a discussion on Deployable and/or Mobile Spawn points? Squad Leaders are getting bored... within the FH2 Suggestions forums, part of the Battlefield Mod: Forgotten Hope category; I'm up for this. Would like the devs to at least consider it and do some beta testing of it. ...
| FH2 Suggestions Do you have a suggestion for the future release of FH2? Post it here! |
| View Poll Results: Yay? Nay? | |||
| Sure, an alternative spawn option will be nice. | | 52 | 59.09% |
| Nah, squad leaders should know their places and cower behind the rocks for the greater good. | | 26 | 29.55% |
| Either way's fine by me. | | 10 | 11.36% |
| Voters: 88. You may not vote on this poll | |||
![]() |
| | LinkBack | Thread Tools | Rate Thread | Display Modes |
|
#11
| ||||
| ||||
| I'm up for this. Would like the devs to at least consider it and do some beta testing of it. Mobile spawning APCs would be neat too, not all of them, just one per map perhaps.
__________________ Sustainable business practices are not endorsed by FileFront Despite what my avatar implies, I'm a card-carrying Labour Party member. |
| Remove advertisements | |
| |
| |
|
#12
| |||
| |||
| As previously stated, it's not a problem in PR. It's better than tanks + SL being the main spawn point for infantry... |
|
#13
| |||
| |||
| I dont like the idea of being able to spawn the whole team of 32 players from a single APC. If the APC was dedicate-able(excuse my fictional english) to a single fireteam, it would work much better IMO. Maybe even the possibility for the fireteam-leader to dedicate a neutral vehicle, be it an APC or a truck, to that specific fireteam once he gets inside the vehicle. That way it could be used like a mobile rallypoint, thats not particularly hideable, but still destructible by AT weapons or sufficient explosives. Im not sure if that feature can be implemented though... |
|
#14
| ||||
| ||||
| I disagree. It works fine in PR, and you will never have a whole team of 32 spawning out of it, they will keep spawning at flags as well.
__________________ Sustainable business practices are not endorsed by FileFront Despite what my avatar implies, I'm a card-carrying Labour Party member. |
|
#15
| ||||
| ||||
| Quote:
I've wondered why the devs didn't change the "Scan," "UAV," and "Vehicle Drop" commander options into something more "WWII-ish." If at all possible somehow tie them to completely different functions. For example, change the "Scan" Option to Smoke artillery (the devs said at one point, they wanted the commander arty to do more than blow stuff up, if you can already change to smoke rounds in game now, I haven't figured it out). Change the "UAV" option to paradrop certain pickup kits in a crate on a certain position (tailored to each map, for example, a sniper rifle, 2 AT kits and 2 MG kits for an open, maybe tank heavy map, but 2 sniper rifles, 3 SMGs and an MG kit on a more city/infantry map). Use the ""Drop Vehicle" option to drop spawn points, like I mentioned above. Just be sure to have a heavy cool down time on the spawn points (and maybe the pickups kits too). As it stands now, no one wants to be the commander because of a lack of options. 75% of games I play we have no commander and we lose because of no arty and no supplies. Maybe by giving the commander more options, more people would want to be a commander.
__________________ |
|
#16
| |||
| |||
| The best way is PR's rally point system and maybe a few APCs with spawning capability. But then again, PR doesn't allow spawning at cappable flags, so we could go just for some type of rally point. |
|
#17
| ||||
| ||||
| PR is PR and FH is FH, their solutions works fine in their mod and are nicely adapted to the kind of modern warfare they are showcasing, our solutions are diferent and imo are the best in a ww2 environment. About SL's, a good FH SL must decide at any given time what's best for his squad, to stay at cover or take risks to improve the chances of his soldiers. Commander, the FH2 betatesting has been a neverending fight around the comm arti reload time (our testers can say if I am lieing, haha), I think the result is a good compromise in a map per map basis, but our rounds need a good commander, that's a fact. Ionizer, unfortunately we can't use the other removed comm features to shoot smoke independently, etc, all diferent artillery types must be shot using the barriage one, you will notice most of the artillery barriages shoot also a smoke screen |
|
#18
| ||||
| ||||
| Lobo, I've found that a commander has to have artillery requested before he can place it, a la PR, but have been told on these boards just to click the button then click a spot to put it there. Does this vary?
__________________ Sustainable business practices are not endorsed by FileFront Despite what my avatar implies, I'm a card-carrying Labour Party member. |
|
#19
| ||||
| ||||
| He can use both ways. One thing, the cp of the radio must be in his team hands, but we got strange reports about some areas of the map where he can't place a barriage, not sure about the reason |
|
#20
| |||
| |||
| I like the idea of a placeable spawn point, but I think it would work better if it was squad specific--though an army-wide one might work okay. Of course, if it was just squad specific, then you'd have the problem of a squad driving up in their vehicle and hiding it, and while they were attacking, another squad could show up and carjack it for their own use.
__________________ You have been weighed. You have been measured. And you have been found wanting. |
![]() |
| Bookmarks |
« Previous Thread
|
Next Thread »
| Thread Tools | |
| Display Modes | Rate This Thread |
| |
All times are GMT -7.














Linear Mode
