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FH2 Suggestions
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Old May 30th, 2008   #61
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Default Re: FH 2.1 Suggestion thread.

There have been times when I was or 20 less yards away from someone, turned the corner and used up an entire 50rd magazine without the enemy getting a scratch. I don't use submachineguns anymore.

Some of you argue that WWII submachineguns really did have muzzle climb and recoil this bad. I am telling you that they cannot have, because if they really were this innefective, they probably wouldn't have been used.

I agree that the Thompson is FAIL right now. I'd rather have a rifle in just about every situation. I have tried going entire days only using the Thompson to see if I just needed to practice with it, but I have found it to be useless. With a rifle, I get a 1 hit kill in close combat if I can hit the enemy first, which I can about 90% of the time. The Thomson is useless at medium to long range, even using single shots. It is only useful if you are facing more than one enemy and they are both closer than 10 yards from you. By that time, a knife would do almost as well anyway. I don't think that the submachineguns should be nerfed just to prevent everybody form using them. They should just decrease the number of submachineguns available. Both the Thompson and the MP-40 should have their muzzle climb slightly decreased, at least.

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Old May 31st, 2008   #62
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Default Re: FH 2.1 Suggestion thread.

Quote:
Originally Posted by Deadmonkiefart View Post
The Thomson is useless at medium to long range, even using single shots.
And thats how they should be, not like before patch when you could snipe with them like they were rifles! SMG's for close quarters combat and rifles for medium to long ranges.
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Old May 31st, 2008   #63
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Default Re: FH 2.1 Suggestion thread.

Try bursting instead of randomly spraying a clip at the enemy. SMGs are not used the way they are in movies. To hit anything with a Thompson, you need to fire 2-3 shot bursts, and it needs to be CLOSE. The max effective range on the Thompson was 50 yards, and the MP40 was 100. Do NOT expect to be sniping with the damn thing. IRL, it was meant for very close in work, suppression, and personal defense for the commanding NCO.

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Old May 31st, 2008   #64
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Default Re: FH 2.1 Suggestion thread.

Quote:
Originally Posted by Deadmonkiefart View Post
There have been times when I was or 20 less yards away from someone, turned the corner and used up an entire 50rd magazine without the enemy getting a scratch. I don't use submachineguns anymore.

Some of you argue that WWII submachineguns really did have muzzle climb and recoil this bad. I am telling you that they cannot have, because if they really were this innefective, they probably wouldn't have been used.

I agree that the Thompson is FAIL right now. I'd rather have a rifle in just about every situation. I have tried going entire days only using the Thompson to see if I just needed to practice with it, but I have found it to be useless. With a rifle, I get a 1 hit kill in close combat if I can hit the enemy first, which I can about 90% of the time. The Thomson is useless at medium to long range, even using single shots. It is only useful if you are facing more than one enemy and they are both closer than 10 yards from you. By that time, a knife would do almost as well anyway. I don't think that the submachineguns should be nerfed just to prevent everybody form using them. They should just decrease the number of submachineguns available. Both the Thompson and the MP-40 should have their muzzle climb slightly decreased, at least.


you joking, they are one of the most deadly if used correctly... rifle just have very minimal chance..

don't blame if you use them incorrectly.



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Old May 31st, 2008   #65
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Default Re: FH 2.1 Suggestion thread.

Eh, I'm not really buying the whole "it's more realistic!" line on the Thompson.

If it needs to be more inaccurate at longer range, that's something that can be coded without modifying close-range recoil. Remember, this is a game, we can't do things like pull-down on the front grip of an SMG to compensate for muzzle climb. I'd have been happy to see the Thompson's recoil increased somewhat over 2.0, but what was done was a bit absurd.

And that Italian self-propelled gun seems somewhat over-armored to the front - I don't know for sure, as the only thing I've ever had a chance to shoot it with are 2lbers, and we all know how weak those are.

We definitely need some sort of mouse-look in aircraft, given the lack of nose-cam (which I agree with). You just can't look around like should be possible.

Oh, and I'd still like to know if it's possible to get a reload graphic when you switch ammo on tank guns, so I know when the new round is loaded, rather than just sitting there pressing "fire" to no effect.

And I am glad to see that repairing the 2lber no longer takes twice as long as repairing the 6lber - because that just made no sense at all in the first release.

And thanks for not putting an MG on the Krad - the FH1 version should never have had one, I have no idea why it did. It is, however, kind of frustrating to jump into a UC, drive it too a good guarding spot, switch to the second position ... realize it's just a plain Universal Carrier, not a Bren Carrier. Whoops. Of course, they probably shouldn't exist on Crete, as I believe the British didn't actually have any there.

Oh, and the Germans on Crete had a type of recoilless rifle. Any chance of adding it in? Oh, and gliders! They used gliders, which would be awesome.

And maybe, just maybe, use a high-altitude spawn for the Germans, like on Cretan Village. Because the Ju-52s just get murdered way, way too easily. You could even do a migrating spawn point, which was possible in BF42, but I don't know if it is in BF2 (that is, a spawn point that slowly moves back and forth - people who played Desert Combat will recognize that concept from the parachute drop in some versions of Basrah's Edge).
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Old May 31st, 2008   #66
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Default Re: FH 2.1 Suggestion thread.

Actually, yes you can "pull down on the front grip." Its called pulling your mouse down as you fire.

The armour glitch on the Itie tanks is known of, and will be fixed in 2.15.

Mouse look in aircraft is possible, its just hard to use while flying. Last i checked, for BF42 there were ways to be able to use the hat button to look around, perhaps there is one for BF2.

The british did have Bren carriers on crete, and the germans made use of them as well.

I agree the recoilless rifle, Pak36, and such would be nice to see on Crete at some time in the future, but although the Pak36 is ingame, the recoilless rifle simply does not have priority.

A high altitude spawn point would be bad. Either everyone would be dropping at the same point, making it a turkey shoot for the entire british team, or they would be dropping along a preplanned arc that would also create a turkey shoot for the british team. Or, if you go the XWW2 route of randomly spawning on the map, which works fine on a night map of D-Day, your left with people being totally scattered to hell and gone on Crete, which is not realistic. Unlike allied paradroppers, German dropped very, very low to the ground, the lowest in Operation Merkur was 250 feet. That, and it being in the daytime, would make it wholly unrealistic to randomly spawn on the map.

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Old May 31st, 2008   #67
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Default Re: FH 2.1 Suggestion thread.

Throwing something out here - How about the recoilless rifle drops from a parachute placed by the commander using the 'Vehicle Drop' icon? Assuming of course they were paradropped rather than glider-borne. Having it paradrop fully functional rather than in bits is simply the same as having Germans jump with rifles rather than Lugers.

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Old June 1st, 2008   #68
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Default Re: FH 2.1 Suggestion thread.

Quote:
Originally Posted by Von Mudra View Post
Try bursting instead of randomly spraying a clip at the enemy. SMGs are not used the way they are in movies. To hit anything with a Thompson, you need to fire 2-3 shot bursts, and it needs to be CLOSE. The max effective range on the Thompson was 50 yards, and the MP40 was 100. Do NOT expect to be sniping with the damn thing. IRL, it was meant for very close in work, suppression, and personal defense for the commanding NCO.
I agree that they aren't meant to be used past 50 yards, but inside 40 yards, they should be kicking ass. I fire in bursts at everything over 10 yards, but the Thompson just doesn't work for me. The automatic fire is useless at suppressing. I can fire bursts at a guy crouched behind a wall every second and he will still jump up ant pop me with his rifle while I'm firing at him! The suppressive fire effect needs to be brought back if the Thompson is going to be left the way it is. Either fix the Thompson or bring back the suppression effect.

I'm not asking for increased accuracy. All I want is a slight decrease in recoil.

The one thing that causes more deaths than any other is q7tttttttttt "Stupid cat get off my keyboard!"
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Old June 1st, 2008   #69
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Default Re: FH 2.1 Suggestion thread.

huh, i gunned down 2x Germans with just about 1x deaths in a round of gazala in 150 box... it's almost still as powerful as before, just you have to fire calmly.



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Old June 14th, 2008   #70
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Default Re: FH 2.1 Suggestion thread.

Quote:
Originally Posted by Deadmonkiefart View Post
the Thompson just doesn't work for me. The automatic fire is useless at suppressing. I can fire bursts at a guy crouched behind a wall every second and he will still jump up ant pop me with his rifle while I'm firing at him! The suppressive fire effect needs to be brought back if the Thompson is going to be left the way it is. Either fix the Thompson or bring back the suppression effect.
I don't agree that the Thompson is useless. It seems very effective for many people at closer ranges. Indoors I wouldn't trade one for anything else. Outdoors I have still been bettered by enemies with Thompsons at 40-50yrds. I agree with your point about the suppression effect though. In 2.1 I have yet to see an SMG suppress an enemy with a rifle.
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