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-   -   FH2 Classes/kits (http://forums.filefront.com/forgotten-hope-general-discussion/217861-fh2-classes-kits.html)

Baron Von Uberstein September 25th, 2005 05:47 PM

FH2 Classes/kits
 
Quick search in the database should nothing similar, so here goes.

I am just wondering if it has been decided how FH2 will handle classes. If there are going to be any big changes (aside from there beng 7 instead of 5). I esp liked the Officer's class, with the different hat, and I hope it is possible in FH2

Oldschool September 25th, 2005 05:54 PM

Re: FH2 Classes/kits
 
Mcgibs was talking about implementing some sort of class limit system in FH2, i.e. they're can only be a certain amount of ATers on one team depending on the number players. Squads would also play a role in the class limit system, something like if you join a squad a new spawn menu opens up and you can choose from a variety of other kits not normally found in the regular spawn menu. Don't quote me on any of these things, just pulling them out of my memory and I might have remebered them incorrectly.
I think I also read somewhere that special kits like HMG and Sniper kits would be found only in the Armory building, which would be back at the main base.

Yossarian September 25th, 2005 06:14 PM

Re: FH2 Classes/kits
 
Class limits, my number 1 FH wish :(

Gotthard September 25th, 2005 06:20 PM

Re: FH2 Classes/kits
 
Class limitations would be so nice, Its no fun when you have an MP40 and all the ruskies have PPSH's....

Yossarian September 25th, 2005 06:23 PM

Re: FH2 Classes/kits
 
Its not fun when you have a Mosin and all the Axis have MP40s

Lobo September 25th, 2005 06:32 PM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by Gotthard
Class limitations would be so nice, Its no fun when you have an MP40 and all the ruskies have PPSH's....

Oh yeah, if you are alone against 40 ruskies is not fun even if you have a nuke, but 1 MP40 vs. 1 PPSh?, no big deal

Heydude235 September 25th, 2005 06:35 PM

Re: FH2 Classes/kits
 
Yes Plz Limt Them It Would Be Better

McGibs September 25th, 2005 06:55 PM

Re: FH2 Classes/kits
 
heres an exerpt from an upcoming planetBF interview I wrote on the subject.

Infantry classes in FH2 will be the same for most maps, but equipment load outs will differ depending on the theater of war, however class limits may be put in place on specific maps to avoid over-use. Riflemen will provide the backbone of any army, followed by the SMG armed Assault Trooper, speedy Scouts (don’t worry, they aren’t snipers) will provide the team with vital battlefield intelligence, Gunners with automatic support weapons can provide a lethal base of fire, Anti-Tank Infantry are able to damage and destroy vehicles with their array of tank-busting equipment, lightly armed Medics can treat and revive wounded soldiers, and the explosive laden Sapper will demolish obstacles or destroy map objectives. As in FH1, a wide variety of auxiliary kits can be found throughout the map. (though most will be centralized in an armory located at each team’s main base)

yuiop September 25th, 2005 07:05 PM

Re: FH2 Classes/kits
 
Do you know when that interview is coming out McGibs?

Artie Bucco September 25th, 2005 07:19 PM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by Heydude235
Yes Plz Limt Them It Would Be Better


Well if you wan't to be historically accurate PPsh 41s should outnumber Mp40s by about 4 to 1.


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