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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 May 3rd, 2003   #1
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Lightbulb Classes

is there a way to change tohe class system to one simular to Return to Castle Wolfinstein, if their is that would be awesome, and if possible could u give (if you have an officer class in this mod) a smoke grenade, that can be a signal for pilots were air support is needed (ex:blue smoke for allies, red for axis). Also will their be flametrowers, if so will they be able to take out tanks?
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Old May 4th, 2003   #2
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Originally posted by TheNightmare
is there a way to change tohe class system to one simular to Return to Castle Wolfinstein, if their is that would be awesome, and if possible could u give (if you have an officer class in this mod) a smoke grenade, that can be a signal for pilots were air support is needed (ex:blue smoke for allies, red for axis). Also will their be flametrowers, if so will they be able to take out tanks?
yea i think there was some talking about Smoke grenades a while ago... and i think some one needed Bluprints/pictures on a flamethrower a while ago to! :
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Old May 4th, 2003   #3
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no i meant like 4 major classes
soldier medic engineer officer
then out of them have each one be required knife, pistol, grenade. then for soldier have multipal weapons for your main weapons to choose from. ex. < M1Garand > then click the arrow to switch it < Thompson >. Smoke grenades are ok but i was talking more like smoke markers to mark were air support is needed.
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Old May 4th, 2003   #4
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The thing with smokegrenades is that enemies will avoid those areas. And then there are alot of noobs use those nades for their own sake.
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Old May 5th, 2003   #5
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Putting in smoke grenades in the game is a good idea. Unfortunatly many dumbasses would use them as a cover or to blind people in close spaces. It would abuse the smoke grenades when in the Real war they were only ever used as signalers and nothing more (infantry smoke grenades.. tank smoke is a different story).
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Old May 5th, 2003   #6
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i love
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Old May 5th, 2003   #7
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|Malsa The thing with smokegrenades is that enemies will avoid those areas. And then there are alot of noobs use those nades for their own sake.|
Planes would aready be in the air it would give them more of an idea of the area where support is needed.

|Lord Nova Putting in smoke grenades in the game is a good idea. Unfortunatly many dumbasses would use them as a cover or to blind people in close spaces. It would abuse the smoke grenades when in the Real war they were only ever used as signalers and nothing more (infantry smoke grenades.. tank smoke is a different story). |
I know but if you were able to make a 4 class system like i earlier posted
giving a soldier a chose between any main weapon then limit the medic, engineer to sub-machine guns/rifles and give the officer 1 smokemarker(as a capacity for it),knife,pistol,grenades, and sub-machine gun
I think most would choose to be a soldier
Then for the smokemarker it should be simular to the ones in RTCW
Also couldn t someone use for a flamethrower the model (as with for a smokemarker) from RTCW they use ghoul2 and quake 3 format as does BF1942
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Old May 6th, 2003   #8
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RTCW does not use Ghoul2 technology... thats what Raven software uses and BF1942 is in no way based on the quake3 engine.
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Old May 6th, 2003   #9
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It would be even better to have the "Commandos" class, with the silenced O.S.S. pistol, silenced Sten LMG, throwable knife aaaaaaaand... SMOKE GRANADE oooooooooor... MOLOTOV BOMB! :lol:
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Old May 6th, 2003   #10
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Problem No.1 with smokegrenades: LAAAAAAAAAAAGGGGGGGGGGGG.
just imagine 2 or 3 soldiers near you throw one each....

About classes: There will be 6 classes in the normal spawnmenu, and probably some surprises to be found on each map.

Dulce et decorum est pro patria mori
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