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Re: FH2 Classes/kits ^heh heh no kidding.. I truely hope that FH2 will keep the kill damage assists, repair/heal etc. points. that is just to good to throw away. When I am shooting down a bomber, and a flak gets the last hit, I want to get a point also! |
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Re: FH2 Classes/kits FROM MEMORY - NOT 100% ACCURATE Knife/Saber/Katana Pistol SMG Binoculars Coloured smoke McGibs, am I right? |
Re: FH2 Classes/kits Rifleman: (Light movement class) Provides the backbone of infantry combat, and the majority of soldiers in play. The rifleman is equipped with bayonet, service rifle, and hand grenades (some variants may carry light AT weapons as well.). Excels in long range combat, but suffers in close range combat. Assault: (Light movement class.Provides excellent close combat automatic fire abilities. The assault troop is equipped with a knife, SMG, and hand grenades. Excels in close quarters combat, but suffers in long range combat. Scout: (Light movement class) Provides battlefield reconnaissance. The scout is equipped with a knife, carbine or equivalent, binoculars, and signal smoke grenades. Scouts are a recon unit. Gunner: (Heavy movement class) Provides automatic fire support and suppressive fire. The gunner is equipped with a knife, LMG and smoke grenades. Excels in long and short range combat, and providing large volume of fire, but is vulnerable while mobile. Sapper: (Heavy movement class) Provides demolition abilities. The sapper is equipped with a knife, carbine or equivalent, satchel charges, and AP mines. Excels in laying traps and destroying enemy equipment, but suffers in infantry combat abilities. Anti-Tank: (Heavy movement class) Provides AT abilities. The AT troop is equipped with a knife, pistol, AT weapon, and AT grenades/magnetic mines. Excels in destroying enemy vehicles, but suffers greatly in infantry combat abilities. Medic: (Light movement class) Provides healing and resurrection abilities. The medic is armed with a knife, pistol, bandages, and med-kit. Excels in keeping the squad alive, but suffers greatly in infantry combat. Officer: (Light movement class) Not a spawn class, each squad leader is given the officer class upon their next respawn. The officer is equipped with a knife, pistol, SMG, binoculars and signal smoke grenades. Excels in close combat, but suffers in long range combat. The squad command menu is available to squad leaders (as in stock BF2) and can be used for issuing orders, or spotting for artillery |
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So the rifleman won't have a riflegrenade? |
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Most rifle grenade use will fall to a grenadier pickup kit who has a large ammount of HE and AT rifle grenades. |
Re: FH2 Classes/kits Sounds good. I hope we can sellect what rifles we get in FH2. An option to choose between M1 Garand, M1A1 Carbine or M1 Carbine would be welcomed. I'm kinda tired of seeing the M1 Carbine placed in 'special' kits instead of just rifleman. Some people seem to forget that there were more M1 Carbines in service in some theatres of war and battles than the M1 Garand. I'd also like to see a choice of SMG for the British. Putting in order of percentage, as follows: - Sten Mk2 (About 30% - but 50% towards later African battles) - Thompson M1928 (About 20%) - M1 Thompson (50% - but with 30% towards later African battles) |
Re: FH2 Classes/kits M1928 was the most common smg used by the commonwealth in africa. Quote:
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Re: FH2 Classes/kits McGibs, the gunner will still not have a pistol in FH2? Since there'll be no crosshair bug, nor insta-deploy weapons, and they'll be a limited class (I think you said they're squad-only, right?), maybe they could have something more than just a knife as secondary weapons and not be unbalancing. You guys have made the ammo and weaponry of almost everything and everyone else in the game historically accurate, so why not the weapons of the gunner class? |
Re: FH2 Classes/kits oh, woops typo. yeah, gunners will have sidearms. |
Re: FH2 Classes/kits Hehe, must be the habit of the current setting :). Great news then, all those classes look spectacular, I like the idea of rifle grenades being more limited, and to know that AT class will have AT grenades as well as their AT weapon. You'll keep certain weapons being random like now, true? would be cool if the use of that idea were extended to other things than handguns, like varying between shovel and knife in certain classes, random grenade types for the riflemen/assault classes of some armies, timed/remoted charges for sappers (or maybe more smaller 1kg charges instead of one or two 3kg ones), or random SMGs like NCOL said. |
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In FH2 will certain German Panzers have zimmerit for anti-magnetic mines defence? Such as the Elefant? |
Re: FH2 Classes/kits Very interesting as MG34's and MG42's were the emphasis of the Wehrmacht Heer squad including Waffen SS.. So Squad Leaders, when they become one, could have their 5th/6th weapon slot instantenously Binoculars? |
Re: FH2 Classes/kits I think we can do that, what with the spiffy materials code in BF2. Not that the allies have any magnetic mines... (i never really got that. the germans put all this antimagnetic crap on thier tanks, but the allies never used alot of magnetic AT devices) Quote:
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Re: FH2 Classes/kits McGib's they concepted that the Allied nations would use them agains their AFV's. Also literally it wasnt all over the tank, underneith, belly. |
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(purely speculation) |
Re: FH2 Classes/kits so it was kinda fixing what wasnt broken. |
Re: FH2 Classes/kits Well, the germans had magnetic mines (and developed anti-zimmerit ones as well, hehe) so it's reasonable that they considered having some protection against them, in case the allies used them too. By the end of the war anyways, they stopped applying the zimmerit cover to the tanks because they believed it increased the chances of the tank catching fire when it was hit. Anti-magnetic protection, if possible to have in-game, would be nice for the Pacific maps anyways, didn't the Shermans and Tank Destroyers used to have wooden boxes and other stuff around them to avoid the magnetic mines? |
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Re: FH2 Classes/kits Will we have the option of different kits like how BF2 if you gain rank you get a new gun & you can look between them, Willt here be a system where you can change your main gun for example, Kar 98 or G 43 & so on or MP 40 / Stg 44, Would bring a wider rank of weapons into the game, I think by doing that you could have 12 custom spawnable kits. Im not fully sure, So every different kind of job could be supported by kits if you wanted. |
Re: FH2 Classes/kits I suggest to not do any unlocks, it's just unrealistic to have something like that, oficcer would allways get a pistol, mg gunner didn't get heavier model with promotion, weapons depended on their types and how much were they nececary on battlefield. I would also suggest to have random weapons for assult class for example, because if there would be choice beteween better and less good weapon the players choice would almost allways be the better one, we need it to be more realistic. |
Re: FH2 Classes/kits i have some other questions: How many classes can there be in the class selection menu? is it possible in the BF2 engine to place bipod weapons on sand bags or any flat surface like in DOD? if possible, when deployed there should be an accuracy bonus equivlent to being prone is it possible to make a binocular NOT waste a weapon slot? |
Re: FH2 Classes/kits I'd rather see the 'unlocks' option on the gui to allow for some choice variants in kits like more at grenades & less inf grenades or trade all that in for several rifle grenades etc. |
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Thats what I meant |
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The only thing that, personally, I'd find cool to have IF the rank system were used, tho could probably be impossible to do, is to have arm patches and other insignia according to the player's ranking (would vary if you're a regular soldier or an officer). Of course that promotions should be quite hard to achieve, or limited in numbers, so not every single soldier in a battle is a corporal or a sergeant. For different setups of common classes, maybe they can already be in the class selection menu if there are enough available spots (which might be the case depending on how many of the classes are squad only). Have a couple of riflemen variants, like for instance the regular one, and then one with a pistol but half the rifle clips, etc. |
Re: FH2 Classes/kits Bump, and a few more questions and comments: - The Brits never used the M1A1 Thompson, and as McGibs said, the M1928 'Tommy Gun' was the most common North Africa SMG. The Sten came into common use in Italy. - What kit will Commanders spawn with? If Squad Leaders have Officer kits, will a Commander have a Major or Colonel's uniform? Or will Squad Leaders be NCOs? |
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& Squad leaders are NCO's |
Re: FH2 Classes/kits I would like to have like a 1/75 cahnce in getting an eneys gun,because some of the time the enemy would pick up an enemys gun if it was better(or cool like the sexy luger). |
Re: FH2 Classes/kits Major? Colonel? Gah, no way. Something in the Sergant, Lieutenant range. |
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Re: FH2 Classes/kits Yes you can just pick up your enemies gun after you've killed him. If you do a good job your enemy would be scattered all around you...large choice of weaponry. |
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Frederf - remember the Commander shouldn't really be doing any fighting, and let's face it, a Colonel would be the one overlooking a battlefield with recon and artillery, not a Sergeant. But yes, I suppose considering Commanders in BF2 can't be stopped from fighting, the squad leaders = NCOs, commanders = captains thing would work. How about a sexy British Officer cap in FH2? I felt let down by the beret in FH1. |
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Oberst / Oberstleutnant & Majors are field Offiziers in the American system in the german there Stabsoffiziere. So it is a weird grey area. |
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