Got a few questions for the FH team if they don't mind answering them in their spare time. With the release of the BF2 demo and the way arty works in that game, I'm increasingly worried for the arty-whores such as myself. There's nothing more satisfying to me than getting a spot on an enemy emplacement or tank and shelling the crap out of it. Will there be a way to change the entire commander/squad interface in FH2? I'm talking taking away point-and-click artillery strikes and leaving it to the bad boys down in the 105s and Wespes, or adjusting squad size, taking out UAVs, etc. Is it posiblé?
it would propably possible to remove it, but i prefer another solution: both. there was in most of the times arty far behind the front line and some, more mobile arty close behind the front. so i prefer having for example the schwere feldhaubitze 18 as a static long range arty controled by the commander and for example the wespe as a movable mobily middle to short range player controled arty.
UAV and MapScan can be easily removed: simply remove the UAV trailer and the radar tower, or have them hidden somewhere under the map, permamently destroyed. Same goes for arty (to remove it), but the commander's arty in BF2 is awsome. There is nothing more satisfying the leading your infantry squad to the enemy outpost, hiding next to it, spotting that it's full of enemies in defence, then calling in the commander for the arty strike... and then watching bodies fly. And once the dust is settled, have the squad move in and secure the outpost. The arty is very in-precise, it covers a wide area and hits randomly. Great for attacking the outpost, but impossible to hit anything specific with it. Plus it has a long reload time. Furthermore, the enemy special operatives can sneak to the arty and destroy it. In all my time playing BF2, i am yet to see the arty owning the map. It's devastating when it hits, but it only fires for a short time with long reloads. Plus the good thing is that you can see the arty explosions when they start raining down, so you can start running for cover. My only concern is the commander's ability to zoom in on the map and see the enemy movements. It maybe fine in modern warfare (satellites), but for 1942, this really needs to be disabled
so i sumn it up: 1)arty by commander = yes keep that in, maybe modify it (never saw arty coming form directly above) and the reloading time might be longer, but the strike stronger or whatever 2)the ingame arty should be kept in aswell 3)UAV+satellite view must be removed 4) is it possible to get the coordinates back? Missing them sucks!
YES, we need the grids back!!! I don't know why the hell they removed them, those are needed. I am ending up saying "Assualt the base kinda near the river in the northeast, but not quite northeast...."
Why don't use just make a squad, and give your squad members an assault order on that base with the minimap? And if you can see the base you want to assault, you don't even need the minimap, you can do it right on the screen. But yeah, i miss the coordinates, but for spotting enemies. When someone says "enemy armor spotted", it doesn't show it on your map, unless you are relativelly close to it. Had i known the coordinates, i could have went to that location. But now, unless i am close, i have no idea where it is.
I could see FH keeping the UAV usage and using the L-4 model instead.
If the maps are bigger as some have said, then I could see having more onboard arty.
I´s suggest to keep the UAV in in some some maps, but make it a scout plane with very long reload time. Also, in FH2 the commander should only be able to give commands and look in the first 2 zoom levels, as in looking on a map. Theres no need for the commander to have a satelite view where he can see everything. Scanning should be removed totally.
that makes me wonder...could it be coded so you can shoot down the scoutplane?
The UAV in BF2 is invisible, and it doesn't actually move, it stays at the same location all the time. But, if BF2 is going to be as moddable as they say it should, then maybe try the following: UAV gets destroyed when the UAV trailer is destroyed. If it's possible to assign the this "UAV trailer" role to a custom object, then you could assign this role to some AI-controlled plane, which when destroyed will take down the UAV. Now, the only thing that needs to be done is to make the UAV itself move with the plane, rather then sit in 1 place