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Forgotten Hope General Yib-Yab (Off Topic)
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Old September 26th, 2005   #31
On FF's shortest leash
 
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by McGibs
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)
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.?

Quote:
Originally Posted by Nurenig
Offizers will always be the 1st target like in real life :P so protect them ehh
Oh yeah you can count on me. 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.

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Old September 26th, 2005   #32
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Creighton W. Abrams jr.
biggest crap ever: mg34/42 that do not have to be deployed
IIRC, you'll have to wait as your guy unfolds the bipod for his lmg, so the knife glitch is taken care of.

T0J0: wtf is nukes?
T0J0: holy ****holy****hoyl****!
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Old September 26th, 2005   #33
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Default 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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Old September 27th, 2005   #34
Can't ... give peace a chance?
 
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Lobo
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
Now now Lobo, I wish you would of addressed my last comments instead of this. This is just all IMHO, which, like assholes, we all have.

And you know we love the Hell you Devs you have created very much!

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Old September 27th, 2005   #35
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Default 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.?


Oh yeah you can count on me. 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.

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Old September 27th, 2005   #36
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Default 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

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Old September 27th, 2005   #37
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Default 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

Last edited by Baron Von Uberstein; September 27th, 2005 at 01:44 PM.
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Old September 27th, 2005   #38
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Baron Von Uberstein
Tank Commander Pilot
We can have them as pick up kits. Besides Engineer and Tank commander are interchangeable while pilot class can be added for maps with lots of planes.

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

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Old September 27th, 2005   #39
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Default 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.
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Old September 27th, 2005   #40
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Default 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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