ACTUAL Combat engineers for FH2 ? -1 reply

Please wait...

[tR]Mad Mac

Aerospace Engineering FTW!

50 XP

19th May 2004

0 Uploads

1,242 Posts

0 Threads

#1 13 years ago

What are the plans for implementing the engineer in FH2? Is the class still going to be used as an auxilary anti-tank class, or with the new destructable/repairable object system, will we actually see this class being used in a more realistic fashion? I would like to see the engineers being used in more of a support role whether assaulting or defending. Their responsibility should be to maintain/destroy defensive structures (barbed wire, hedgehogs, mines, mg nests)... not banzai charge enemy armor. My suggestion would be to modify the kit as follows: Knife Carbine/Similar small arm 1 10 second Satchel 4 Mines (AT/AP random???) Wrench* *less magical, will repair small vehicles/remove mines as it does now, but repairing structures and tanks should take A LONG TIME. To repair these larger elements, several engineers or a repair vehicle would be needed to get the job done quickly. What are your thoughts?




Dime_a_Dozen

FH Dev Team Member

50 XP

1st January 2003

0 Uploads

324 Posts

0 Threads

#2 13 years ago

Well for me at least, I always wanted to make a map for FH in the pacific that tied most if not all Japanese spawn points to "objective" bunkers/caves/pillboxes.

"Tactically, when combating a Japanese stronghold, a Marine "pin-up" team consisting of a bazooka, 2 automatic riflemen, and an M-1 rifle would direct heavy fire against a target. Once a base of fire was laid, the demolition teams were sent in. One team was armed with various explosives or bangalore torpedoes; the other team had 2 flamethrowers, which in turn was protected by two riflemen. The infantry tactic became known as the "corkscrew and blowtorch" method.




Sjoert

Dread thinks I'm a special person

50 XP

23rd August 2004

0 Uploads

308 Posts

0 Threads

#3 13 years ago
'[tRMad Mac']What are the plans for implementing the engineer in FH2? Is the class still going to be used as an auxilary anti-tank class, or with the new destructable/repairable object system, will we actually see this class being used in a more realistic fashion? I would like to see the engineers being used in more of a support role whether assaulting or defending. Their responsibility should be to maintain/destroy defensive structures (barbed wire, hedgehogs, mines, mg nests)... not banzai charge enemy armor. My suggestion would be to modify the kit as follows: Knife Carbine/Similar small arm 1 10 second Satchel 4 Mines (AT/AP random???) Wrench* *less magical, will repair small vehicles/remove mines as it does now, but repairing structures and tanks should take A LONG TIME. To repair these larger elements, several engineers or a repair vehicle would be needed to get the job done quickly. What are your thoughts?

Hmm, good idea. But how about more weapons? For example: Pole Charges Smoke Grenades Tube Charges Flamethrowers Wire cutters Hollow Charges Also satchels should under no circumstances be able to destroy a tank, it should only be capable of disabling the tracks of a tank. And even then it should be something different then throw a satchel and voila. Because in real life it was difficult if not nearly suicidal to try and approach a tank. I also found a link to a site wich has interesting information on alot of things. Including information on how the Germans used tanks, and artillery. And how the Russians used tanks in city's. Wich is, to be honest, pretty interesting if you ask me. Engineer link http://www.lonesentry.com/articles/engassault/index.html\ General link http://www.lonesentry.com/




McGibs

FHdev

50 XP

3rd October 2003

0 Uploads

4,064 Posts

0 Threads

#4 13 years ago

My concept for the Sapper class is to act as a demolition soldier for destroying structures (there will be plenty to blow up. destroyable objects in the map, as well as tactical structures used by the other team). They are the only infantry cabable of destroying these structures, and some are required for winning some maps (objective maps)

1: Knife (also disarms mines) 2: 2x Smoke Grenades 3: Carbine (or equivilent) 4: 3x AP mines 5: 2x Satchels

Satchels are only effective on vehicals smaller then medium tanks (trucks, apcs, light tanks) and are intened to be used for demolition. AP mines are designed to defend bottlenecks against infantry. They are visible/flagged to enemy sappers (who wont set them off) and can be disarmed with the sapper's knife.




[SYN] hydraSlav

SYNERGY Member

50 XP

2nd October 2003

0 Uploads

2,372 Posts

0 Threads

#5 13 years ago
McGibsMy concept for the Sapper class is to act as a demolition soldier for destroying structures (there will be plenty to blow up. destroyable objects in the map, as well as tactical structures used by the other team). They are the only infantry cabable of destroying these structures, and some are required for winning some maps (objective maps) 1: Knife (also disarms mines) 2: 2x Smoke Grenades 3: Carbine (or equivilent) 4: 3x AP mines 5: 2x Satchels Satchels are only effective on vehicals smaller then medium tanks (trucks, apcs, light tanks) and are intened to be used for demolition. AP mines are designed to defend bottlenecks against infantry. They are visible/flagged to enemy sappers (who wont set them off) and can be disarmed with the sapper's knife.

Wow! Some info about FH2 is revealed :naughty:




Tas

Serious business brigade

50 XP

4th September 2004

0 Uploads

7,275 Posts

0 Threads

#6 13 years ago
McGibsMy concept for the Sapper class is to act as a demolition soldier for destroying structures (there will be plenty to blow up. destroyable objects in the map, as well as tactical structures used by the other team). They are the only infantry cabable of destroying these structures, and some are required for winning some maps (objective maps) 1: Knife (also disarms mines) 2: 2x Smoke Grenades 3: Carbine (or equivilent) 4: 3x AP mines 5: 2x Satchels Satchels are only effective on vehicals smaller then medium tanks (trucks, apcs, light tanks) and are intened to be used for demolition. AP mines are designed to defend bottlenecks against infantry. They are visible/flagged to enemy sappers (who wont set them off) and can be disarmed with the sapper's knife.

Holy.. Mcgibs.. thats WAY to much stuff.. unless those satchels have no effect on medium/heavy tanks. And i mean NO effect. splash damage should be limited too, unless you want them to be used as granades. Otherwise, its all cool.. especially those AP mines, oh how am i going to LOVE blowing up those thompsonwhores :naughty: Did they have bouncing betties back then, btw? :D




McGibs

FHdev

50 XP

3rd October 2003

0 Uploads

4,064 Posts

0 Threads

#7 13 years ago

durr.... reading is fun!

Satchels are only effective on vehicals smaller then medium tanks (trucks, apcs, light tanks) and are intened to be used for demolition.



Tas

Serious business brigade

50 XP

4th September 2004

0 Uploads

7,275 Posts

0 Threads

#8 13 years ago
McGibsdurr.... reading is fun!

Not effective is not quite the same as "Not damaging at all" smilie.gif




McGibs

FHdev

50 XP

3rd October 2003

0 Uploads

4,064 Posts

0 Threads

#9 13 years ago

unless you plan on chucking 20 of them onto the back of a panther, "not effective" is exactly the same as "not damageing at all"




Tas

Serious business brigade

50 XP

4th September 2004

0 Uploads

7,275 Posts

0 Threads

#10 13 years ago
McGibsunless you plan on chucking 20 of them onto the back of a panther, "not effective" is exactly the same as "not damageing at all"

Whatever you say yeltongue.gif