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What purpose will all the new FH2 classes serve? I know it's a little early to talk about something like this, but I wanted to know what kind of ideas the devs were cooking up. Specifically, the pioneer, sapper, scout, and engineer classes. Everything else I think is pretty self-explanitory. |
Re: What purpose will all the new FH2 classes serve? Rifleman: pretty straightforward. Most people will be playing as this class. Bread n butter soldier, does good in most combat situations. equipped with service rifle, bayonet for close combat, grenades, and a chance to get an AT device Assualt: Also pretty straightforward. Exels in close combat, but not as versitile as the rifleman. Equipped with SMG and grenades. Scout: intelegence gathering class, tied into the recon system. Used for reporting enemy targets and spotting for artillery. Armed with carbine or equivilent (rifle or smg with little ammo), binocs, and signal grenades. Anti-Tank: Vehical buster. Armed with AT weapon (rifle or rocket), sidearm, and AT devices (grenades or magnetic mines) Gunner: Heavy support trooper, vulnerable while on the move. Armed with LMG/GPMG, sidearm, and smoke grenades. Sapper: Demolition class, designed to destroy static defences such as emplaced guns, MG nests, as well as to demolish map objectives/destroyable objects such as walls/road blocks (opening up new routes of attack), bunker doors, or other such items. Armed with carbine or equivilent, satchel charges, and AP landmines. Medic: Heals/revives friendlies. Armed with a sidearm, bandages and medkit. Other important classes not in the spawn menue will be: Officer: Assigned to squad leaders and commanders. Command class, able to spot for artillery, report enemy units, and issue orders. Armed with SMG, sidearm, binocs and signal grenades. Field mechanic: Lifeblood of a team's defences (I'm strongly considereing swapping this with medic in some cases). Emplaced defences in FH2 will not respawn like in FH1, but will stay destroyed until someone comes and fixes them (the better youre team is at fixing stuff, the better your defences are). Field mechanics repair destroyed map objects such as emplaced guns, mg nests, and base structures like armouries and radio tents (trucks are also able to repair). Armed with carbine or equivilent, and tool kit. |
Re: What purpose will all the new FH2 classes serve? Sounds all good and sexy to me! But then gibs dropped hints & clues about this all over the place so it isn't very new. But its nice to see a more recen't sumarisation. I'm all for it! :thumbsup: |
Re: What purpose will all the new FH2 classes serve? wow. gee. COOL |
Re: What purpose will all the new FH2 classes serve? Cool, very nice post. Just one question - which class gets the death ray? |
Re: What purpose will all the new FH2 classes serve? Just a question... how are we gonna refull of ammo? No classes with ammo bags so I guess itll be like in fh1 but instead with weapon cache? |
Re: What purpose will all the new FH2 classes serve? We'll have trucks for infantry, and destroyable ammo dumps for vehicles. Is that right McGibs? Oh also, I like the idea of switching out field mech for medic on certain maps. We aren't going to need medics on maps like Battle of Britain now are we? |
Re: What purpose will all the new FH2 classes serve? Trucks reload, repair, and carry troops. Commanders can also drop supply crates like in BF2. Also, main bases will have an armoury, which reloads and repairs. |
Re: What purpose will all the new FH2 classes serve? Quote:
Oh and one more thing, those this is jumping back a bit. 13th Raptor brought this up in the suggestions forum; the barbed wire in the game needs to be redone. It shouldn't slow down soldiers and hurt them a whole lot, it should just plain stop them. Barbed wire was really hard to get through without someone to jump into and let his buddies step over him, or some kind of cutters. You should give the Sapper class a pair of them so that they can serve another function. |
Re: What purpose will all the new FH2 classes serve? yup, you should be able to shoot down the transport thats carrying the supplies (player flown planes can also drop crates) I'm likeing the wire cutter thing. I'm not sure how much of an effect destroyable wire will have on performance. We may have to only have certain sections that can be cut (marked with a hud icon or something), instead of all wire on the map. |
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