FH2 Class suggestions -1 reply

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Swellick

The Internet ends at GF

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30th March 2005

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#1 13 years ago

Since it's confirmed that there will be FH2 I have a suggestion for the classes. Now that there are seven classes and the removal of permanent ammo and health stations FH will obviously have to revise the system. :deal: To add to the realism it would be cool if each class was namedd in the alphabet of the nation it's from. So, instead of rifleman for every nation, it would be rifleman written in German, Russian, Finnish... etc etc etc Specific: 1. Officer - on all maps; same as it is in normal FH 2. Rifleman - on all maps; issued 4 grenades, rifle, melee weapon 3. Support - on all maps; issued MG, sandbags (like in DCX), ammo resupply 4. Tank Commander - on all maps with tanks (duh), same as it is now; it would be replaced by medic on maps without tanks. 5. Assault - on all maps; SMG troopers with assault rifles in later maps, american assault on later maps would recieve the M1A2 carbine (full auto version), and grenades. replaces close quarters. 6. Scout - NOT SNIPER; this kit would be a lightly armed trooper with a rifle, binoculars, and anti tank grenade (gebalte, RPG-43, molotov cocktail... etc) fastest soldier 7. Special Service - optional; this would be a sniper kit on most maps, but could be replaced with US Rangers, Stormtroopers, SAS, Spetznaz, etc




Lordbutter

Dread thinks I'm a special person

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9th June 2004

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#2 13 years ago
SwellickSince it's confirmed that there will be FH2 I have a suggestion for the classes. Now that there are seven classes and the removal of permanent ammo and health stations FH will obviously have to revise the system. :deal: To add to the realism it would be cool if each class was namedd in the alphabet of the nation it's from. So, instead of rifleman for every nation, it would be rifleman written in German, Russian, Finnish... etc etc etc Specific: 1. Officer - on all maps; same as it is in normal FH 2. Rifleman - on all maps; issued 4 grenades, rifle, melee weapon 3. Support - on all maps; issued MG, sandbags (like in DCX), ammo resupply 4. Tank Commander - on all maps with tanks (duh), same as it is now; it would be replaced by medic on maps without tanks. 5. Assault - on all maps; SMG troopers with assault rifles in later maps, american assault on later maps would recieve the M1A2 carbine (full auto version), and grenades. replaces close quarters. 6. Scout - NOT SNIPER; this kit would be a lightly armed trooper with a rifle, binoculars, and anti tank grenade (gebalte, RPG-43, molotov cocktail... etc) fastest soldier 7. Special Service - optional; this would be a sniper kit on most maps, but could be replaced with US Rangers, Stormtroopers, SAS, Spetznaz, etc

1. I like it...Except maybe in BF2 we will get a new abillity of officers. Then only give them a pistol. Maybe. 2. Woah...too many gernades there...cut it to 2. But good too. 3. Make sure the support weapon CANNOT be fired while running. DEPLOYABLE ONLY! 4.Tank commander and medic, good. 5.Assualt...this is your rifleman in WWII. Not an SMG. You could say close quarters assualt. This class needs to be limited unless real restraints are placed on the weapon. Also no gernades..this helps with spray and die, rinse, repeat ideals of smgers. 6.Scout. I would say no to the anti-gernade. They are scouts. They dont want to ingage enemy tanks. Just spot them. But light class is good. 7.You forgot ANTI-TANK.




azndethman

..............

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6th December 2004

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#3 13 years ago

medic!!!! well it could be a pickup kit i guess.....and they can't heal themself




Archangel85

Customtitles rock!

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30th June 2003

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#4 13 years ago

my proposal:

assault engineer: Smg, Grenades, explosives: replaces Spec Ops on certain maps, for example Omaha beach or Stalingrad

Officer: pistol, Smg, grenades - replaces Spec ops on certain maps.

Paratrooper: paraspecific gun (Sten Mk5/Mk2, FG42, M1 with folding stock, grenades) - replaces Spec ops when historically accurate

Rifleman: Rifle, grenades, Riflegrenades - as it is now. Carries ammo for support and AT.

support: automatic support rifle (MG34/42, Bren, BAR, DP) - as used to. Should be able to fire while standing, with ridiculus accuracy.

engineer - rifle, wrench, explosives/mines, depending on map - repairs and helps defending positions

medic: if necessary, only with a pistol (german medics carried sidearms on the eastern front - it helped better then the red cross).

Tank commander: smg/pistol, wrench - replaces medic on some maps.

sniper/expert marksman : scoped rifle, pistol - pickup-kit?

AT: Rifle/pistol, one-shot At weapon. Has to relay on riflemen to rearm.




Swellick

The Internet ends at GF

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30th March 2005

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#5 13 years ago

My suggestions were merely suggestions... I wanted to open this as a fourm for discussion to see what ideas everyone else had, then the FH devs can figure out whats best.

Carries ammo for support and AT.

That's a great idea. Here's how I suggest it be implemented. We have an AT trooper and support. AT trooper carries: AT weapon (AT rifle, rocket, etc), SMG or carbine (random), and one AT projectile or one clip of AT rifle rounds, and a kinfe. Support carries: Ammo, rifle or carbine (depending on nation), pistol, grenades, and a knife. This builds up a two man team just like it is in combat. Also, the MG kit would have to be revised. Machine gun, sandbags, pistol, kinfe, and binoculars. Basicly, these three kits would be able to work together very well because of the various limits and abilites of each kit. Since each would be slow moving yet powerful they would form a defensive posture while the other kits: scout, assault, rifleman would provide the offensive side. The good old sniper could do both.




[tR]Mad Mac

Aerospace Engineering FTW!

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19th May 2004

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#6 13 years ago

I like the idea of the AT/HMG guys having the rely on their teamates for ammo support. That is one of the best suggestions I have seen in this forum.




G.I. Bob

GF makes me horny

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11th December 2003

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#7 13 years ago
SwellickSince it's confirmed that there will be FH2 I have a suggestion for the classes. Now that there are seven classes and the removal of permanent ammo and health stations FH will obviously have to revise the system. :deal: To add to the realism it would be cool if each class was namedd in the alphabet of the nation it's from. So, instead of rifleman for every nation, it would be rifleman written in German, Russian, Finnish... etc etc etc Specific: 1. Officer - on all maps; same as it is in normal FH 2. Rifleman - on all maps; issued 4 grenades, rifle, melee weapon 3. Support - on all maps; issued MG, sandbags (like in DCX), ammo resupply 4. Tank Commander - on all maps with tanks (duh), same as it is now; it would be replaced by medic on maps without tanks. 5. Assault - on all maps; SMG troopers with assault rifles in later maps, american assault on later maps would recieve the M1A2 carbine (full auto version), and grenades. replaces close quarters. 6. Scout - NOT SNIPER; this kit would be a lightly armed trooper with a rifle, binoculars, and anti tank grenade (gebalte, RPG-43, molotov cocktail... etc) fastest soldier 7. Special Service - optional; this would be a sniper kit on most maps, but could be replaced with US Rangers, Stormtroopers, SAS, Spetznaz, etc

1. Sounds good 2. Still good. Maybe not four grenades though...having just two grenades forces you to think about what you're doing with them. 3. Deployable sandbag walls are a bit unrealistic. Open field standing between you and where you want to go? No problem, if you start taking fire you'll have instant cover! 4. Sounds good, they'd have to be careful with how they do medics though (the current FH medic is good). 5. Still good. The devs would just have to be careful about not turning the game into the original Battlefield 1942...it should be a WWII combat game, not a WWII-themed shooter. Basically what I'm saying here is that if the Germans have an assault rifle, you don't have to find an American equivelant and give it to the Allies. If the Americans would have been using a Thompson in a similar role in the battle, give the Americans a Thompson. 6. Dual-role scout and anti-tank? I'm not sure if increased speed would ever be worth losing the standard rifleman's grenades. In my opinion at least a dedicated anti-tank soldier (rifle or SMG depending on the map with anti-tank grenades, explosive satchels, panzerfaust, etc) would be best. 7. Don't listen to Desert Combat...SAS, Ranger, and Spetsnaz (Guards Minelayers actually, predecessors to spetsnaz) type special forces didn't really fight alongside normal soldiers. The SS was an elite fighting force, but they weren't special forces for the most part.

I like the trend FH is taking now of customizing soldier classes to each individual map, though, so I don't really think you can make one concrete set of unit classes.




Swellick

The Internet ends at GF

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#8 13 years ago

Guards Minelayers was only the code name as I understand it. They DID expertly lay mines though - along with the 6 million other things the spetznaz do expertly! While it's true that elite units generally didn't fight alongside normal troops they DID occastionally. Also, I was saying that was only when it wasn't the sniper class. SAS, Ranger, spetznaz etc would only be used on a few select maps. I would like to see sniper as a spawnable kit again. Scout might only be something a few civs would use - Finnland and Russia in particular. It might be cool to have non-sterotyped units that follow a universal template. FH and other mods have several of these but the other side usually has an equivalant.




Flodgy

I'm way cooler than n0e (who isn't though?)

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27th May 2004

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#9 13 years ago
SwellickSince it's confirmed that there will be FH2 I have a suggestion for the classes. Now that there are seven classes and the removal of permanent ammo and health stations FH will obviously have to revise the system. :deal: To add to the realism it would be cool if each class was namedd in the alphabet of the nation it's from. So, instead of rifleman for every nation, it would be rifleman written in German, Russian, Finnish... etc etc etc Specific: 1. Officer - on all maps; same as it is in normal FH 2. Rifleman - on all maps; issued 4 grenades, rifle, melee weapon 3. Support - on all maps; issued MG, sandbags (like in DCX), ammo resupply 4. Tank Commander - on all maps with tanks (duh), same as it is now; it would be replaced by medic on maps without tanks. 5. Assault - on all maps; SMG troopers with assault rifles in later maps, american assault on later maps would recieve the M1A2 carbine (full auto version), and grenades. replaces close quarters. 6. Scout - NOT SNIPER; this kit would be a lightly armed trooper with a rifle, binoculars, and anti tank grenade (gebalte, RPG-43, molotov cocktail... etc) fastest soldier 7. Special Service - optional; this would be a sniper kit on most maps, but could be replaced with US Rangers, Stormtroopers, SAS, Spetznaz, etc

My thoughts: 1. yes yes officer 2. your assualt troop would be here, and be armed with an smg or automatic rifle. 3. im happy with this except for the sandbags part. Im fairly confidnt soldiers didnt carry sandbags around as well as a heavy weapon like a BAR. 4. tank commander idea yea little obvious, Im happier with leaving medics as a pick up kit. 5. Dont like the ideas in this one. 6. scouts werent usually armed with rifles. more like a light smg. boniculers work and maybe a few grenades. or something like a smoke or radio pack to signal for air/artillery strikes. 7. why dont you just have special forces as this and sniper as a different one? not all SF used sniper weapons. Forgotten hope is a realism mod, and I didnt find too many of your ideas realistic.:uhm:




silian

40 years of the Ford Escort!

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10th October 2004

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#10 13 years ago

What is the point of having both Officer and Scout classes if they are going to perform the same roles? I think it should be: 1 - Officer 2 - Assault 3 - Close Quarters 4 - Anti-Tank (projectile weapons) 5 - Tank hunter 6 - Support 7 - Tank crewman/Engineer I wonder if the unlockable weapons could be modified so each class has a choice of two different primary weapons? i.e. Support class with LMG or Mortar