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FH2 Suggestions
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Old June 14th, 2008   #71
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Default Re: FH 2.1 Suggestion thread.

SMGs do not suppress, they never did. Only machineguns suppress.

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Old June 14th, 2008   #72
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Default Re: FH 2.1 Suggestion thread.

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Originally Posted by Meadow View Post
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.

Oddly, I was thinking about that a couple days ago...u read my mind. The droppable Pak36s would be nice too. And yeah, as I recall, they were paradropped using special tandem parachutes...if memory serves correct.

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Old June 14th, 2008   #73
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Default Re: FH 2.1 Suggestion thread.

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Originally Posted by Von Mudra View Post
Actually, yes you can "pull down on the front grip." Its called pulling your mouse down as you fire.
Yep, after some practice, pulling the mouse back 1"-2" as I'm firing improves the accuracy a lot, still miss the halcyon days before it was changed though, rambo days back then
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Old June 14th, 2008   #74
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Default Re: FH 2.1 Suggestion thread.

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Originally Posted by Capten_C View Post
Yep, after some practice, pulling the mouse back 1"-2" as I'm firing improves the accuracy a lot, still miss the halcyon days before it was changed though, rambo days back then
What I figured is you can't hit shit longer then 20 meters away with the thompson on fully automatic. For some odd reason the first shot won't even hit. What you need to do is turn on semi automatic and it'll hit just fine up to 50 meters. The ROF of the thompson is simply to high. In semi it can easily outgun an mp40 at range. It'll have a bit more trouble against the beretta's 9mm high velocity though.
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Old June 14th, 2008   #75
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Default Re: FH 2.1 Suggestion thread.

Okay, for the past 3 days straight (about 10 hours each of FH2 gaming), I have used the Thompson almost exclusivly, and I can report, that the Thompson can and DOES own. If you can't hit anything with it, then you aren't good with it, simple as that :P Dont be expecting to be perfect with a weapon when you first pick it up. Practice.

That being said, you can pick people off (single shot is a rail gun), and assault just fine, and the mills grenades > everything. Unless they're in the same BUILDING as you, do not go full auto, only shoot in 3 shot bursts. Practice, move your mouse down as you shoot, it will stay in place. And don't always use aim down sight, when they're close, aim at the hip like you normally would :P Get a feel for how it shoots and it's spread.

Only thing you have to look out for, is if a rifle sees you at range before you manage to get shots off on him, unless you get behind cover you'll die. You dont have time to aim against a rifle, flank him, grenade him, get up close. Only shoot him if he doesnt see you, or you KNOW you can kill him :P

As for suggestions. Mm, possibly a bug, but AA/AT shells like to bounce off tanks/planes now, even if they 'do' hit them and cause damage/kill. Maybe it was a damaging deflective shot however? :O And some map bugs, like invisible barbwire in a bunker on Tobruk (ouch!)


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Old June 15th, 2008   #76
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Default Re: FH 2.1 Suggestion thread.

so, guys, are we going to see AIR worefare maps only? DOG fighting, planes vs bombers.. etc

It would be good to have Bombers 10-15 bombers controlled by AI circelling the sky on the biggest map. Each Player would choose if they wanna spawn in bomber plane and only controll machine guns to defend from other team's fighter planes.. It would be good that the Bomber side gets 2-4 planes of thier own for support.
It would be good to have the bombers fly by AI so they wont be all over the map. What you guys think?
oh and maybe uneven the team if lets say Bombers have it too easy, or the enemy planes have it too easy.
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Old June 15th, 2008   #77
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Default Re: FH 2.1 Suggestion thread.

They are freebies we only get after a decent amount of maps for a decent amount of theaters are completed - Especially when airplanes as awkward as they are
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Old June 16th, 2008   #78
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Default Re: FH 2.1 Suggestion thread.

Getting shot by MG34 "divers" as I call them, is NOT fun.
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Old June 17th, 2008   #79
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Default Re: FH 2.1 Suggestion thread.

Could some sort of kill assist/reward system be added for a successful kill by a arty gunner that you spotted for. I think this would encourage teamwork between forward observers and Arty gunners, since at the moment their is no reward system. Couple of nights ago on the WOLFGaming server, i went spotter for one of my mates and he got all the kills and points while i went throught the entire match with, No Points, No Assists, No Kills, and No Deaths.

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Old June 17th, 2008   #80
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Default Re: FH 2.1 Suggestion thread.

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Could some sort of kill assist/reward system be added for a successful kill by a arty gunner that you spotted for. I think this would encourage teamwork between forward observers and Arty gunners, since at the moment their is no reward system. Couple of nights ago on the WOLFGaming server, i went spotter for one of my mates and he got all the kills and points while i went throught the entire match with, No Points, No Assists, No Kills, and No Deaths.

it's those people in that server too noob to spot for arty, arty is the most deadly weapon in battlefield... but of course sometimes i can't find a gunner when i spot



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