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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! |
Re: FH2 Classes/kits Quote:
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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 |
Re: FH2 Classes/kits Quote:
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. |
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