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Forgotten Hope General Yib-Yab (Off Topic)
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Old September 27th, 2005   #41
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Default Re: FH2 Classes/kits

So? And what should they do? Commit suicide after blowing your tank up? Or be stuck with a Walthers?
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Old September 27th, 2005   #42
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Default Re: FH2 Classes/kits

Lol, no, it's not them walking away what bothers me, it's dozens of people acting like spawn-and-shoot AT soldiers, when they clearly have no intention to go AT at all, other than for revenging their death 5 seconds ago.

A similar thing happens with AT-using tank drivers, when for instance, a poor Allied soldier has just managed to outsmart them and get them from the rear (which still could demand like 3 shots to take them down, depending on the tank), instead of bothering trying to turn their slow turrets before the other tank can fire three times, they wait until the crappier tank has to reload, bail out, Panzerfaust it, and bye bye.

And don't even think it's the Panzerfaust soldier's rifle what bothers me, I actually think it's pretty cool that they have a k98 just like it happened in reality, and actually wish the HMG soldiers had a pistol as well, since every single one of them carried one.
Probably now that there'll be just one support soldier for every six players in the best case, the devs will be kind enough to give them pistols.
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Old September 27th, 2005   #43
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Default Re: FH2 Classes/kits

Dios, as long as they leave the Pioneer/Engineer kit be I am fine with it (No wrentch, I dont care about it)
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Old September 27th, 2005   #44
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Default Re: FH2 Classes/kits

Hehe, yeah, engineer is my favorite class, both in FH and in ordinary BF1942, we need a variant in FH2, even if it's just a pick-up kit, with non-timed charges remotely detonated, for blowing up bridges, barricades, bunker doors and such.
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Old September 27th, 2005   #45
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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)
YES for realism!!! However......Been playing BF2 now since the demo. My point whoring days for rank are at an end now that I have my G3 and whatever that gay ass brit gun is called. So for the past couple weeks I have been doing the whole sqaud leader thing. That being said.....The best sqaud leaders get there team just outside a spawn point and camp while there guys attack in waves from a concealed position. With an SMG the best thing you can do is hide out for 15 minutes while your sqaud keeps the pressure on the enemy. Kinda boring for the leader....I like spawning with the sniper rifle or the brit gun so I can be doing a little long range cover for my guys instead of just sitting there. So please.......Let the officers have there choice of weapons. I never see as much action as my guys but at least it lets us officers feel a bit on the important side. I know I have said this before but instead of giving us the officer's kit just give sqaud leaders there own uniforms and a cap.
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Old September 27th, 2005   #46
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by lumpeh
The moar gibsie writes, the moar i want FH2 right noooowww!!!! :lol:
Yes: McGibs is the Zane Grey of FoHo. Us gun-tottin' Galoots can hardly wait!!


It's not the bullet with my name on it that worries me.
It's the one that says, "To Whom it may concern".
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Old September 27th, 2005   #47
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Al Capone
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
Except for the Germans the Anti-Tank kit should come with a Knife, K98, and Panzerfaust.

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Old September 28th, 2005   #48
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Al Capone
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
Fair enough, but I'd be very careful to not sacrifice balance for accuracy. It'd suck to be stuck with a bunch of POS Shermans facing MAD RABID TIGER ARMADA, with not much you can do about it infantry-wise. There's just not enough infantry relative to tanks on most maps to turn tanks into total insane uber beasts.

If you want to be realistic, there'd also be way more teamwork between infantry and tanks, which is one of many things I really can't see being encouraged or enforced through a technical element of the game (such as score.) Your infantry would also have molotov cocktails, be able to jump on top of tanks and nail the driver through the vision slit, and other fun stuff that human ingenuity can come up with to deal with a tank.

Did that make any sense at all? (I'm a bit tired :-)
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Old September 28th, 2005   #49
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Default Re: FH2 Classes/kits

I doubt a officer would only have a pistol, not unless it's the commander....
And a bazookaman would likely carry a carbine, because who honestly carried just a bazooka, look up pictures if you want. They should get a carbine.
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Old October 4th, 2005   #50
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Default Re: FH2 Classes/kits

Quote:
Originally Posted by Creighton W. Abrams jr.
signed,
biggest crap ever: mg34/42 that do not have to be deployed
Well there well assault versions, so its pretty close.
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