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Forgotten Hope General Yib-Yab (Off Topic)
Discuss on the bf1942 FH mod here!

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2462692
Re: What purpose will all the new FH2 classes serve?
Uber_Bob
November 28th, 2005 07:01 PM
Since i'm guessing class limits are not going to be introduced, could you make it so you choose a class to be for the whole game?

This would balance things out a bit better and add realism since im guessing people would pick the most versatile class, the rifleman.

In a real battle, if you see a tank approaching, you dont kill yourself and respawn as an antitank soldier, you call the guy already armed with the antitank weapon..
I think this would encourage teamwork between the classes.

Thoughts?
2462700
Re: What purpose will all the new FH2 classes serve?
McGibs
November 28th, 2005 07:08 PM
Class limits will likely be on a per-map basis to prevent the whole team from being the most obvious class.. So close combat infantry maps will have a limit on SMG classes, large scale tank maps will have a limit on AT, etc etc.

picking a class for the whole game is an idea i dont like. Its just... no.
2462709
Re: What purpose will all the new FH2 classes serve?
Afterburner
November 28th, 2005 07:13 PM
I'm assuming there are also going to be all the other cnon-spawning class types from FH1? Sniper, pilot, tank commander, and mortars? Or will the spawnable classes fill those somehow?
2462736
Re: What purpose will all the new FH2 classes serve?
Nostradamouse
November 28th, 2005 07:29 PM
Sounds good for the refills
Quote:
Originally Posted by <StG>Nighthawk
I'm assuming there are also going to be all the other cnon-spawning class types from FH1? Sniper, pilot, tank commander, and mortars? Or will the spawnable classes fill those somehow?
Well yes, it has been stated in some interview that there was gonna be those classes like it is right now.
2462743
Re: What purpose will all the new FH2 classes serve?
McGibs
November 28th, 2005 07:35 PM
yes, most of which are located at the armoury.
2462775
Re: What purpose will all the new FH2 classes serve?
Afterburner
November 28th, 2005 07:52 PM
Very cool, I've been putting off buying BF2 but it just got bumped to the top of the list. CAn't wait for this mod
2462777
Re: What purpose will all the new FH2 classes serve?
Mr_Cheese
November 28th, 2005 07:52 PM
Time to update my list of "what McGibs has said about FH2 stuff" methinks! I like all the stuff I hearing too - "recon system" sounds like it's gonna be some amazing new system.

What's a GPMG? General purpose MG? like what? a BAR? (have I just answered my own question here? )

Also: the pickup kits/armouries - does this mean that each side will have only one place where the kits can be found? There won't be anymore "the secret glider kit is in the white house with pink spots in north of the village in the out of bouds behind a bush" type thing?
2462783
Re: What purpose will all the new FH2 classes serve?
Tas
November 28th, 2005 07:56 PM
Quote:
Originally Posted by Nostradamouse
Sounds good for the refills


Well yes, it has been stated in some interview that there was gonna be those classes like it is right now.
Back off Nostra, the sniper rifle is MINE!
2462787
Re: What purpose will all the new FH2 classes serve?
McGibs
November 28th, 2005 07:59 PM
GPMG is the german MGs, which are used as both LMGs and emplaced MGs (unlike, say british Bren LMG and Vickers emplaced MG)

BAR is classed as an LMG.
2462795
Re: What purpose will all the new FH2 classes serve?
Suckyshot
November 28th, 2005 08:02 PM
Quote:
Originally Posted by Mr_Cheese
Time to update my list of "what McGibs has said about FH2 stuff" methinks! I like all the stuff I hearing too - "recon system" sounds like it's gonna be some amazing new system.
What's a GPMG? General purpose MG? like what? a BAR? (have I just answered my own question here? )
Also: the pickup kits/armouries - does this mean that each side will have only one place where the kits can be found? There won't be anymore "the secret glider kit is in the white house with pink spots in north of the village in the out of bouds behind a bush" type thing?
Question one, yup you did answer your own question. Also included in said category would be the Bren, DP1928, and the Type96/99. To balance out the fact that the Germans didn't have a lightweight machine gun, the devs should actually give us realistic ROFs for the MG34 and 42. The 34 isn't bad, but there's still some room, and the 42 should be as it was, one constant flesh ripping flow of lead.
As for easter egg kits, you must be nuts if you think the devs aren't going to put any of them in. McGibs was just talking about kits that play a key role, but aren't spawnable.
As for the WACO kits, hopefully they'll be able to play a more prominent role this time around, rather than just some random easter egg on sector318.
Personally, if it were up to me, I would make it so that when you use the kit, you gain control of a glider high up in the air, that you then fly down to the ground where it acts as a temporary spawn point. It automatically destroys itself after a certain period of time, or if someone destroys it on their own.

Oh...oops I just read McGibs' post above mine, and I guess I'm wrong on the GPMG thing. Sorry...
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