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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. |
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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. |
Re: What purpose will all the new FH2 classes serve? 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. :feedback: Thoughts? |
Re: What purpose will all the new FH2 classes serve? 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. |
Re: What purpose will all the new FH2 classes serve? 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? |
Re: What purpose will all the new FH2 classes serve? Sounds good for the refills Quote:
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Re: What purpose will all the new FH2 classes serve? yes, most of which are located at the armoury. |
Re: What purpose will all the new FH2 classes serve? 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:) |
Re: What purpose will all the new FH2 classes serve? 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? |
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Re: What purpose will all the new FH2 classes serve? 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. |
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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...:0wned: |
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. |
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. |
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)? |
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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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