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Re: FH2 Classes/kits Quote:
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Re: FH2 Classes/kits oh my god, all the hot info in this thread is torture! must find time machine to teleport to the FH2 release date! |
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And you know we love the Hell you Devs you have created very much! :bows: |
Re: FH2 Classes/kits [quote=Sgt. Krotchrot]Thank God. Or is it McGibs? I forget. Finally someone in the wide world of Battlefield realizes that an engineer is not a mechanic. Will they (Sappers) get entrenching tool, wire cutters, mine detector or all of the above.? :cool: Oh yeah you can count on me.:yawn: :sleep:I'm all about risking my life to protect the guy ordering me into harms way.plzdie: Is there a salute hand signal cmd? I think it could be very useful in the right situtation.[/quote For some reason I dont think they will add that :P. |
Re: FH2 Classes/kits I'd go with the following. Officer - pistol, binoculars, smoke nade etc Rifleman - knife, rifle, 2 nades close quarters - Smg, knife, 1 nade anti tank - pistol, anti tank weapon (Max 5 per team) engineer - rifle, wrench, spade, 3 mines (Max 5 per team) medic - pistol, knife, medikit support - machinegun, pistol (Max 5 per team) I'd suggest only limiting the close quarters class on close combat maps, not in the desert maps of the first release of FH2 |
Re: FH2 Classes/kits I dont like the idea of class limits, esp for anti tank/engineer (not only that but I am engineer_always_). Whats the point? I have never noticed problems with that class. I could see noobs spamming the kits so players who are good with them are never able to get the kits they need. Not only that, but I would also say we need: Tank Commander Pilot |
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Oh and I know I wouln't be too happy if I drove my tank all the way across the desert just to be owned by 30 campers with anti tank guns. Tanks are there to cause complete chaos, not to present a moving target for infantry :uhoh: |
Re: FH2 Classes/kits Yet you dont wish for there to be limits on medics? I dont think the class is needed to be in the main list. One other grip is the ktis were not always in the main, so if I am a tank driver in my clan and I dont know the map, good luck finding it. Maybe I can understand the class limit for anti tank, but the engineer you wont get campers trying to satchel you. Its much harder to do that. (I should know) Personally I am always going torn to peices by PPSHs. BUt I am not wanting any class limit, despite that. Makes me a better player, to just avoid them. And if you are a good tank driver, get better at not leaving yourself open. |
Re: FH2 Classes/kits It's not a matter of letting yourself open, it's a matter of not allowing the ten people you just killed with the tank to spawn all at once with AT kits as it usually happens, specially with Panzerfaust soldiers, that after blowing you up just walk away happily to act as riflemen. And pick-up kits have always been nearby of where they're needed, so if there's a tank to drive or a plane to fly, and you can't spawn as tanker/pilot, the kits will surely be close to the vehicle. About medics, I'm not sure how it will be, but I think they'll be squad-only too, I mean, if they're only pick-up kits in FH1, I don't think they'll all of a sudden allow unlimited medics in FH2. |
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