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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.

Gotthard September 25th, 2005 08:43 PM

Re: FH2 Classes/kits
 
Wouldn't anyone agree the PPSH out guns the MP40?

Gotthard September 25th, 2005 08:45 PM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by McGibs
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)

I like the idea of an armory.

Baron Von Uberstein September 25th, 2005 08:52 PM

Re: FH2 Classes/kits
 
Hm, so the Officer class is being phased out? That's a shame. But the rest sounds nice. Thanks, McGibs.

ANZACSAS September 26th, 2005 03:48 AM

Re: FH2 Classes/kits
 
well how many differnt pick up kits are there now i can think of only the polit, sniper,and the bommer kits is that all (and when i say sniper i mean all the guns that get a scope)

Eglaerinion September 26th, 2005 03:54 AM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by Baron Von Uberstein
Hm, so the Officer class is being phased out? That's a shame. But the rest sounds nice. Thanks, McGibs.

The squadleaders will be officers, at least if this is still the plan.

Fuzzy Bunny September 26th, 2005 05:16 AM

Re: FH2 Classes/kits
 
To be honest, I can handle hordes of SMG-armed idiots running around. They usually spray bullets like mad and can be taken out with rifles. Maybe reducing the number of SMGs would introduce some more teamwork--for example, despite Arisakas being major junk, I've seen plenty of decent teams win Pacific maps as Japs just by careful shooting. Not to start another SMG discussion, it'd be nice to have slightly shorter ranges and accuracy for them, though--if not in the name of realism, at least for the sake of gameplay.

But please please please please, I don't care about "knife bug" or whatever you call it, but please limit the number of MG34/42 weenies at any given time...*beg* *cry*

-|DKS|- deathBOB September 26th, 2005 07:08 AM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by Gotthard
Wouldn't anyone agree the PPSH out guns the MP40?

No, the MP40 is a much better gun at range and the PPSH is better close up. It comes down to user skill 90% of the time.

Kurb King September 26th, 2005 07:48 AM

Re: FH2 Classes/kits
 
I didnt see an engineer thrown in to the list of soldier kits, will that no longer be an option in FH2?

Quote:

Originally Posted by -|DKS|- deathBOB
No, the MP40 is a much better gun at range and the PPSH is better close up. It comes down to user skill 90% of the time.

And the rifle is a much better gun than any SMG at range, however, when it comes to SMG's i would much rather have close range fire power.

silian September 26th, 2005 08:26 AM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by RandomPercision
I didnt see an engineer thrown in to the list of soldier kits, will that no longer be an option in FH2?

McGibs mentioned the Sapper class whether or not it'll have a 'magic spanner' is a different matter, IIRC trucks will do the repairing and possibly ARV's and recovery vehicles in the future as well.

Creighton W. Abrams jr. September 26th, 2005 08:44 AM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by FuzzyBunny
But please please please please, I don't care about "knife bug" or whatever you call it, but please limit the number of MG34/42 weenies at any given time...*beg* *cry*

signed,
biggest crap ever: mg34/42 that do not have to be deployed

McGibs September 26th, 2005 09:22 AM

Re: FH2 Classes/kits
 
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)

Frederf September 26th, 2005 09:26 AM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by -|DKS|- deathBOB
No, the MP40 is a much better gun at range and the PPSH is better close up. It comes down to user skill 90% of the time.

Lies, the PpSH has a longer range than some rifles.

Nurenig September 26th, 2005 10:02 AM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by Frederf
Lies, the PpSH has a longer range than some rifles.

Dont Start,

McGibs whens that interview coming out :P We need to read.

Gen'l Knight September 26th, 2005 10:24 AM

Re: FH2 Classes/kits
 
As far as Pssh v. MP40, I'll still take a Pssh.

Skill does play a big part because when I play Russian, I still die to the MP40s. My first thought is if the roles were reversed (me with the MP40), I'd die..

We are all waiting to read your interview McGibbs. :naughty:

I like the idea of the repair trucks plus the occasion repair kit. That will give the more conciencious of us a good role to play.

Medics are in as well. I can go with it even if it is a depature from most FH1 maps but I know our devs will make it work right.

I'm sure this has been discussed before but is FH2 going to borrow from the way BF2 scores - flag cap assist points, kill assist points, repair points, etc., etc.

lumpeh September 26th, 2005 10:27 AM

Re: FH2 Classes/kits
 
The moar gibsie writes, the moar i want FH2 right noooowww!!!! :lol:

Lobo September 26th, 2005 11:16 AM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by Gen'l Knight
As far as Pssh v. MP40, I'll still take a Pssh.

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 ;)

-|DKS|- deathBOB September 26th, 2005 11:21 AM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by Lobo
This is FH, lads, welcome to hell ;)

Do we get a complimentary breakfst? :lol:

pvt. Allen September 26th, 2005 11:25 AM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by Lobo
This is FH, lads, welcome to hell ;)

This is the first hell where everyone wants to get to and if it's even possible (and it is in any moment) you don't want to get out.:D

Baron Von Uberstein September 26th, 2005 02:54 PM

Re: FH2 Classes/kits
 
I honestly dont know how the sqaud system works in BF2. Reason I liked the officer class was for the 'officers' of clans would spawn in as them, and the rest of us are various classes.

Nurenig September 26th, 2005 03:50 PM

Re: FH2 Classes/kits
 
Quote:

Originally Posted by Baron Von Uberstein
I honestly dont know how the sqaud system works in BF2. Reason I liked the officer class was for the 'officers' of clans would spawn in as them, and the rest of us are various classes.

Jawohl, Its works like this in BF2, When you spawn you can make a squad once you make a squad you are the leader, all your squad mates go green on the map. You’s can talk Via Voice over IP (POS) So here is how FH is going to do it, Using the code that makes you wear a nice Rubber cap when driving a tank that same code will make squad Leaders wear uniforms, So whats this mean yo you Ratzinger it means that them GAY Snipers will have more fun hunting Offiziers :) so we will have to hide in building so this adds more to the game. If you could spawn Offizier it would take away from the idea of the Squad Leader been easy to identify & so on :) thus adding to the games balance & so on. Offizers will always be the 1st target like in real life :P so protect them ehh

Sgt. Krotchrot September 26th, 2005 04:18 PM

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.? :cool:

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.: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.

Canned Bread September 26th, 2005 04:52 PM

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.:stallard:

bjack September 26th, 2005 10:51 PM

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!

Gen'l Knight September 27th, 2005 10:02 AM

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! :bows:

Nurenig September 27th, 2005 01:20 PM

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.

Al Capone September 27th, 2005 01:30 PM

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

Baron Von Uberstein September 27th, 2005 01:38 PM

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

Al Capone September 27th, 2005 01:44 PM

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 :uhoh:

Baron Von Uberstein September 27th, 2005 01:51 PM

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.

Dios September 27th, 2005 02:05 PM

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.

Baron Von Uberstein September 27th, 2005 03:57 PM

Re: FH2 Classes/kits
 
So? And what should they do? Commit suicide after blowing your tank up? Or be stuck with a Walthers?

Dios September 27th, 2005 04:49 PM

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.:D

Baron Von Uberstein September 27th, 2005 05:19 PM

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)

Dios September 27th, 2005 05:40 PM

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.

Lainer September 27th, 2005 06:13 PM

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.

[BC] Tex Arcana September 27th, 2005 06:34 PM

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!!:bandit:

Xephian September 27th, 2005 08:17 PM

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.

Fuzzy Bunny September 28th, 2005 05:26 PM

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 :uhoh:

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 :-)

Mad Ewok September 28th, 2005 06:33 PM

Re: FH2 Classes/kits
 
I doubt a officer would only have a pistol, not unless it's the commander....:rolleyes:
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.

SgtSteinerBDS October 4th, 2005 01:35 AM

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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