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-   -   What purpose will all the new FH2 classes serve? (http://forums.filefront.com/forgotten-hope-general-discussion/228099-what-purpose-will-all-new-fh2-classes-serve.html)

McGibs November 28th, 2005 08:07 PM

Re: What purpose will all the new FH2 classes serve?
 
Main difference between LMG and GPMG is that LMGs can use thier iron sights when undeployed. GPMGs can fire from the hip, but cannot use sights unless the bipods are deployed. But they also have a larger ammo capacity, and a higher ROF.

General Un-Co November 29th, 2005 01:40 AM

Re: What purpose will all the new FH2 classes serve?
 
One problem with your list; officer kits for comander/squad leaders; I'm not a coder, but I'm not sure if thats codable. I may be wrong, but it doesn't seem possible Bf2 is very limited in what can be coded. Also if it is codable every time a squad leader/commander wanted that kit they would have to spawn at the base containing the armoury unless these officer only kits spawned at every flag. This would probbably be the best option, just have a crate or cupboard with officers kits at each flag.

Frenkan November 29th, 2005 02:07 AM

Re: What purpose will all the new FH2 classes serve?
 
Must say that I really like all that is planned for FH2, this mod can´t go wrong. Btw, do we know yet if deployable MGs are possible (as in Day of Defeat)?

[BFE]Adder November 29th, 2005 03:59 AM

Re: What purpose will all the new FH2 classes serve?
 
Quote:

Originally Posted by Frenkan
Must say that I really like all that is planned for FH2, this mod canīt go wrong. Btw, do we know yet if deployable MGs are possible (as in Day of Defeat)?

They are possible from what they say.

Here's to hoping, I need to stop reading these boards as I every time I pick up a nerf launcher in BF2: Special Forces, I keep wishing it was a good old K98 I know will drop people with a single shot.


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