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Forgotten Hope General Yib-Yab (Off Topic)
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Old September 26th, 2005   #21
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Default Re: FH2 Classes/kits

Officer kits will be automaticly given to squad leaders and the commander. Sappers are engineers without magic wrenches. Trucks will repair, and there will be pickup kits with repair abilities (ala tank crews and field mechanics)

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Old September 26th, 2005   #22
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by -|DKS|- deathBOB
No, the MP40 is a much better gun at range and the PPSH is better close up. It comes down to user skill 90% of the time.
Lies, the PpSH has a longer range than some rifles.
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Old September 26th, 2005   #23
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Frederf
Lies, the PpSH has a longer range than some rifles.
Dont Start,

McGibs whens that interview coming out :P We need to read.

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Old September 26th, 2005   #24
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Default Re: FH2 Classes/kits

As far as Pssh v. MP40, I'll still take a Pssh.

Skill does play a big part because when I play Russian, I still die to the MP40s. My first thought is if the roles were reversed (me with the MP40), I'd die..

We are all waiting to read your interview McGibbs.

I like the idea of the repair trucks plus the occasion repair kit. That will give the more conciencious of us a good role to play.

Medics are in as well. I can go with it even if it is a depature from most FH1 maps but I know our devs will make it work right.

I'm sure this has been discussed before but is FH2 going to borrow from the way BF2 scores - flag cap assist points, kill assist points, repair points, etc., etc.

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Old September 26th, 2005   #25
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Default Re: FH2 Classes/kits

The moar gibsie writes, the moar i want FH2 right noooowww!!!! :lol:
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Old September 26th, 2005   #26
All your base are belong to FH
 
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Gen'l Knight
As far as Pssh v. MP40, I'll still take a Pssh.
and we'll take a kingtiger over a T-34
and a sherman over a chi-ha
and a zero over a wildcat

This is FH, lads, welcome to hell

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Old September 26th, 2005   #27
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Lobo
This is FH, lads, welcome to hell
Do we get a complimentary breakfst? :lol:
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Old September 26th, 2005   #28
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Lobo
This is FH, lads, welcome to hell
This is the first hell where everyone wants to get to and if it's even possible (and it is in any moment) you don't want to get out.
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Old September 26th, 2005   #29
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Default Re: FH2 Classes/kits

I honestly dont know how the sqaud system works in BF2. Reason I liked the officer class was for the 'officers' of clans would spawn in as them, and the rest of us are various classes.
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Old September 26th, 2005   #30
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Baron Von Uberstein
I honestly dont know how the sqaud system works in BF2. Reason I liked the officer class was for the 'officers' of clans would spawn in as them, and the rest of us are various classes.
Jawohl, Its works like this in BF2, When you spawn you can make a squad once you make a squad you are the leader, all your squad mates go green on the map. You’s can talk Via Voice over IP (POS) So here is how FH is going to do it, Using the code that makes you wear a nice Rubber cap when driving a tank that same code will make squad Leaders wear uniforms, So whats this mean yo you Ratzinger it means that them GAY Snipers will have more fun hunting Offiziers so we will have to hide in building so this adds more to the game. If you could spawn Offizier it would take away from the idea of the Squad Leader been easy to identify & so on thus adding to the games balance & so on. Offizers will always be the 1st target like in real life :P so protect them ehh

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