What I took back from PR -1 reply

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mydjinny

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#41 11 years ago

[COLOR=black]Not too sure if these came across the first time, cuz I only see up to tank speed (My first post) so I'm reposting these other suggestions from that same lot: [/COLOR] [COLOR=black]Shell reload voice[/COLOR] [COLOR=black]Some one mentioned this earlier and I didn’t see the point until I heard it in PR – When a shell is being loaded up and ready to fire, you hear a voice from ‘someone’ in the tank saying so – It gives a feel of a complete tank crew… Or alerts from someone inside when the tank is hit (Perhaps something that may be heard once in a while) – The sound inside the tank should not be audible outside ofcourse, so you shouldn’t hear those voices outside – Also gives way for loader spent shell sounds etc heard form within – I think it should get real noisy in a tank[/COLOR] [COLOR=black]Friendly fire[/COLOR] [COLOR=black]PR also had that thing from FH1 – A guy gets hit calls out to you to cut it out – Something like that should be in FH2 - I’m not using PR as a yardstick here, just realizing that they could get across the BF2 inflexibilities[/COLOR] [COLOR=black]Command Rose[/COLOR] [COLOR=black]When a grenade is in hand, the alert command rose can be changed to a single thing ‘Grenade’ – Something bots shouldn’t fail to shout when THEY are tossing one - And various vehicles had various uses for the same command rose - Such as 'Shot over' for tankers, 'Vehicle on the way' ect... Not a bad idea[/COLOR] [COLOR=black]Other command options have multiple functionality: Go-go-go has a fall-back on It which is activated with right click rather than left – More of such can be implemented – Hell, we can have all the calls from FH1, and even have taunts alongside – Such as the alternative use for an ‘enemy spotted’ would be ‘tell Hitler I said hi’ or something like that – Personally, I’d be just die-happy if Americans on the Western front could have slightly different terms from those in the Pacific – Basically, if you wear camo, you say Jap, if you wear brown, you say Jerry or Kraut. Not too many command roses would require this difference, just enough to make their calls a little less generic ‘Enemy spotted’ stuff[/COLOR] [COLOR=black]Oh, and bots should say them too - If possible [/COLOR] [COLOR=black]Blocked exits if the vehicle is closed on that side[/COLOR] [COLOR=black]Basically, if a car or tank flips, firstly it shouldn’t blow up so quick – A good amount of time I’d add – Also, if you are in the side facing down, you shouldn’t be able to exit unless you move to another side which isn’t blocked[/COLOR] [COLOR=black]Vehicle debris should stay a bit longer – It takes a while for them to re-appear anyway, so why don’t they remain a bit longer, let us get a feel of the gore and destruction of a battlefield for a while before the cleaners come in – And perhaps let planes join the fray – And no one re-explodes after being blown up and damaging near-by vehicles for no good reason – One of those re-explosions can take up to 40% health from a fully functional tank. Also perhaps ability to look a full 180 degrees in cars and for trucks (As their back is blocked), the angle shifts slightly outside (Angled to see beyond just around its axis, but to see outside the window and behind) - The overall idea being to allow reversing - That really helped in a HummWV in some tight spots in PR - Maybe no need for so many vehicles with external veiw then[/COLOR] [COLOR=black]Die if not dressed appropriately[/COLOR] [COLOR=black]I always wanted to see properly clad pilots, tankers . etc – really wish the devs would come up with something cuz I’d so love to see the complete pilot uniform and tank commander outfit - Don’t know how, but, please…[/COLOR] [COLOR=black]Weather effect, thunder clap and dust effect[/COLOR] [COLOR=black]Played desert storm in PR and some other map – The environment was so immersive simply cuz of the weather – The lightening flash in the sky and booming thunder clap was real impressive, the dust all over the place in Desert storm really made me hope for more of those in FH desert maps..Also would be crazy to see rain, and some serious blizzard dpeending on the map - Environment adds beaucoup immersion, I'm learning[/COLOR] [COLOR=black]Few seconds delay changing to gunner position[/COLOR] [COLOR=black]So you don’t jump from driver to gunner in a vehicle in some lone-commando attempt, let there be a slight delay for the guns to get working – same for MGs ontop of vehicles – Perhaps enough time to prep the gun + a prepping sound would be nice? – I think tank cannons already have that[/COLOR] [COLOR=black]Finally, ricochets and bullet whizz and guns[/COLOR] [COLOR=black]I LOVED that from PR, I must confess – There are just so many types of PINGS and zings that I really think FH2 should consider. Also every vehicle and person should fire from a further distance than they do I’d say – Although I must say, Antitank gunners shouldn’t be able to fire standing – And their bot stooges too – They snipe with AT gun![/COLOR] [COLOR=black]Also carried MG should have almost perfect accuracy when prone – They recoil up alright, but don’t return to their initial position – Kinda like Fh1 – And that’s sad cuz they are supposed to be flat on the ground - [/COLOR] [COLOR=black]*I noted that tanks stopped functioning properly in PR when it got to a certain level of damage, *Cough, idea, devs, cough, cough*[/COLOR] [COLOR=black]However, I must say, just my opinion, I always played Fh2 after PR to get back to reality – PR does make me more scared of bullets for some reason, but it doesn’t look half as good or sound half as nice, too many protocols equals less of a fun game - And yet Fh2 is practically as realistic – And hey, its not WW2 – But it sure has something I’d like the Fh2 devs to consider[/COLOR]




mydjinny

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#42 11 years ago

[COLOR=black]Not too sure if these came across the first time, cuz I only see up to tank speed (My first post) so I'm reposting these other suggestions from that same lot:[/COLOR][COLOR=black][/COLOR] [COLOR=black][/COLOR] [COLOR=black]Shell reload voice[/COLOR] [COLOR=black]Some one mentioned this earlier and I didn’t see the point until I heard it in PR – When a shell is being loaded up and ready to fire, you hear a voice from ‘someone’ in the tank saying so – It gives a feel of a complete tank crew… Or alerts from someone inside when the tank is hit (Perhaps something that may be heard once in a while) – The sound inside the tank should not be audible outside ofcourse, so you shouldn’t hear those voices outside – Also gives way for loader spent shell sounds etc heard form within – I think it should get real noisy in a tank[/COLOR] [COLOR=black]Friendly fire[/COLOR] [COLOR=black]PR also had that thing from FH1 – A guy gets hit calls out to you to cut it out – Something like that should be in FH2 - I’m not using PR as a yardstick here, just realizing that they could get across the BF2 inflexibilities[/COLOR] [COLOR=black]Command Rose[/COLOR] [COLOR=black]When a grenade is in hand, the alert command rose can be changed to a single thing ‘Grenade’ – Something bots shouldn’t fail to shout when THEY are tossing one - And various vehicles had various uses for the same command rose - Such as 'Shot over' for tankers, 'Vehicle on the way' ect... Not a bad idea[/COLOR] [COLOR=black]Other command options have multiple functionality: Go-go-go has a fall-back on It which is activated with right click rather than left – More of such can be implemented – Hell, we can have all the calls from FH1, and even have taunts alongside – Such as the alternative use for an ‘enemy spotted’ would be ‘tell Hitler I said hi’ or something like that – Personally, I’d be just die-happy if Americans on the Western front could have slightly different terms from those in the Pacific – Basically, if you wear camo, you say Jap, if you wear brown, you say Jerry or Kraut. Not too many command roses would require this difference, just enough to make their calls a little less generic ‘Enemy spotted’ stuff[/COLOR] [COLOR=black]Oh, and bots should say them too - If possible [/COLOR] [COLOR=black]Blocked exits if the vehicle is closed on that side[/COLOR] [COLOR=black]Basically, if a car or tank flips, firstly it shouldn’t blow up so quick – A good amount of time I’d add – Also, if you are in the side facing down, you shouldn’t be able to exit unless you move to another side which isn’t blocked[/COLOR] [COLOR=black]Vehicle debris should stay a bit longer – It takes a while for them to re-appear anyway, so why don’t they remain a bit longer, let us get a feel of the gore and destruction of a battlefield for a while before the cleaners come in – And perhaps let planes join the fray – And no one re-explodes after being blown up and damaging near-by vehicles for no good reason – One of those re-explosions can take up to 40% health from a fully functional tank. Also perhaps ability to look a full 180 degrees in cars and for trucks (As their back is blocked), the angle shifts slightly outside (Angled to see beyond just around its axis, but to see outside the window and behind) - The overall idea being to allow reversing - That really helped in a HummWV in some tight spots in PR - Maybe no need for so many vehicles with external veiw then[/COLOR] [COLOR=black]Die if not dressed appropriately[/COLOR] [COLOR=black]I always wanted to see properly clad pilots, tankers . etc – really wish the devs would come up with something cuz I’d so love to see the complete pilot uniform and tank commander outfit - Don’t know how, but, please…[/COLOR] [COLOR=black]Weather effect, thunder clap and dust effect[/COLOR] [COLOR=black]Played desert storm in PR and some other map – The environment was so immersive simply cuz of the weather – The lightening flash in the sky and booming thunder clap was real impressive, the dust all over the place in Desert storm really made me hope for more of those in FH desert maps..Also would be crazy to see rain, and some serious blizzard dpeending on the map - Environment adds beaucoup immersion, I'm learning[/COLOR] [COLOR=black]Few seconds delay changing to gunner position[/COLOR] [COLOR=black]So you don’t jump from driver to gunner in a vehicle in some lone-commando attempt, let there be a slight delay for the guns to get working – same for MGs ontop of vehicles – Perhaps enough time to prep the gun + a prepping sound would be nice? – I think tank cannons already have that[/COLOR] [COLOR=black]Finally, ricochets and bullet whizz and guns[/COLOR] [COLOR=black]I LOVED that from PR, I must confess – There are just so many types of PINGS and zings that I really think FH2 should consider. Also every vehicle and person should fire from a further distance than they do I’d say – Although I must say, Antitank gunners shouldn’t be able to fire standing – And their bot stooges too – They snipe with AT gun![/COLOR] [COLOR=black]Also carried MG should have almost perfect accuracy when prone – They recoil up alright, but don’t return to their initial position – Kinda like Fh1 – And that’s sad cuz they are supposed to be flat on the ground - [/COLOR] [COLOR=black]*I noted that tanks stopped functioning properly in PR when it got to a certain level of damage, *Cough, idea, devs, cough, cough*[/COLOR] [COLOR=black]However, I must say, just my opinion, I always played Fh2 after PR to get back to reality – PR does make me more scared of bullets for some reason, but it doesn’t look half as good or sound half as nice, too many protocols equals less of a fun game - And yet Fh2 is practically as realistic – And hey, its not WW2 – But it sure has something I’d like the Fh2 devs to consider[/COLOR]




N24Reporter

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#43 11 years ago

mydjinny;4294673[COLOR=black]Not too sure if these came across the first time, cuz I only see up to tank speed (My first post) so I'm reposting these other suggestions from that same lot: [/COLOR] [COLOR=black]Shell reload voice[/COLOR] [COLOR=black]I think it should get real noisy in a tank[/COLOR]

---> Sounds good

[COLOR=black]Friendly fire[/COLOR] [COLOR=black]PR also had that thing from FH1 – A guy gets hit calls out to you to cut it out – Something like that should be in FH2 - I’m not using PR as a yardstick here, just realizing that they could get across the BF2 inflexibilities[/COLOR]

---> thats a possibility but most of the time the friendly guys are too far away for you to be able to hear him scream "cut it out" since only SLs and Spotters have radios in FH2

[COLOR=black]Command Rose[/COLOR] [COLOR=black]When a grenade is in hand, the alert command rose can be changed to a single thing ‘Grenade’ – Something bots shouldn’t fail to shout when THEY are tossing one - And various vehicles had various uses for the same command rose - Such as 'Shot over' for tankers, 'Vehicle on the way' ect... Not a bad idea[/COLOR]

---> True, but why do you need them when you're alone in a tank?

[COLOR=black]Other command options have multiple functionality: Go-go-go has a fall-back on It which is activated with right click rather than left – More of such can be implemented – Hell, we can have all the calls from FH1, and even have taunts alongside – Such as the alternative use for an ‘enemy spotted’ would be ‘tell Hitler I said hi’ or something like that – Personally, I’d be just die-happy if Americans on the Western front could have slightly different terms from those in the Pacific – Basically, if you wear camo, you say Jap, if you wear brown, you say Jerry or Kraut. Not too many command roses would require this difference, just enough to make their calls a little less generic ‘Enemy spotted’ stuff[/COLOR]

---> A nice idea, lets see when the devs get round to doing some voices. We had that discussion just a while back during a bbq on how to get some resources for the voices.

[COLOR=black]Oh, and bots should say them too - If possible [/COLOR]

[COLOR=black]Blocked exits if the vehicle is closed on that side[/COLOR] [COLOR=black]Basically, if a car or tank flips, firstly it shouldn’t blow up so quick – A good amount of time I’d add – Also, if you are in the side facing down, you shouldn’t be able to exit unless you move to another side which isn’t blocked[/COLOR]

---> sounds good for some vehicles like trucks, but I don't know how much extra work it takes to set all exitpoints to the correct side. It is as far as I know a bit like this at the moment. Try parking a truck next to a wall and your stuck in it.

[COLOR=black]Vehicle debris should stay a bit longer – It takes a while for them to re-appear anyway, so why don’t they remain a bit longer, let us get a feel of the gore and destruction of a battlefield for a while before the cleaners come in – And perhaps let planes join the fray – And no one re-explodes after being blown up and damaging near-by vehicles for no good reason – One of those re-explosions can take up to 40% health from a fully functional tank. Also perhaps ability to look a full 180 degrees in cars and for trucks (As their back is blocked), the angle shifts slightly outside (Angled to see beyond just around its axis, but to see outside the window and behind) - The overall idea being to allow reversing - That really helped in a HummWV in some tight spots in PR - Maybe no need for so many vehicles with external veiw then[/COLOR]

---> The idea with the re-explosions was scraped early on. Nothing is more frustrating than dying from a secondary explosion while hiding behind or walking close to a wreck. Noone would do this in RL, but this is deadly for the gameplay in the open desert.

[COLOR=black]Die if not dressed appropriately[/COLOR] [COLOR=black]I always wanted to see properly clad pilots, tankers . etc – really wish the devs would come up with something cuz I’d so love to see the complete pilot uniform and tank commander outfit - Don’t know how, but, please…[/COLOR]

---> I believe once the devs find the time someone will look into this.

[COLOR=black]Weather effect, thunder clap and dust effect[/COLOR] [COLOR=black]Played desert storm in PR and some other map – The environment was so immersive simply cuz of the weather – The lightening flash in the sky and booming thunder clap was real impressive, the dust all over the place in Desert storm really made me hope for more of those in FH desert maps..Also would be crazy to see rain, and some serious blizzard dpeending on the map - Environment adds beaucoup immersion, I'm learning[/COLOR]

---> You just wait till you see the new maps. :)

[COLOR=black]Few seconds delay changing to gunner position[/COLOR] [COLOR=black]So you don’t jump from driver to gunner in a vehicle in some lone-commando attempt, let there be a slight delay for the guns to get working – same for MGs ontop of vehicles – Perhaps enough time to prep the gun + a prepping sound would be nice? – I think tank cannons already have that[/COLOR]

---> Sounds like a nice idea, but since FH2 uses 1man tanks this would only work for Guns on Trucks and Jeeps. Which are fully loaded and ready during combat. So I don't think this would be practical.

[COLOR=black]Finally, ricochets and bullet whizz and guns[/COLOR] [COLOR=black]I LOVED that from PR, I must confess – There are just so many types of PINGS and zings that I really think FH2 should consider. Also every vehicle and person should fire from a further distance than they do I’d say – Although I must say, Antitank gunners shouldn’t be able to fire standing – And their bot stooges too – They snipe with AT gun![/COLOR]

---> There are some nice sounds in FH2 but they just don't seem to work online and I hope Ctz finds a solution for this soon. But safe to say sounds were also edited for the new patch. Hmmm AT Guns can't be fired standing. You can carry them in zoom mode but they won't let you fire.

[COLOR=black]Also carried MG should have almost perfect accuracy when prone – They recoil up alright, but don’t return to their initial position – Kinda like Fh1 – And that’s sad cuz they are supposed to be flat on the ground - [/COLOR]

---> The Problem here is that there is no workaround to the BF2 dolphin diving and shooting problem with MGs. That's why any almost perfect accuracy would just further this lame gamefeature. Even if in RL having a tripod or lafette would increase the accuracy immensly. I think it is ok as it is atm.

[COLOR=black]*I noted that tanks stopped functioning properly in PR when it got to a certain level of damage, *Cough, idea, devs, cough, cough*[/COLOR]

---> Tanks in FH2 do as well. If your tank drops below a certain HP (I believe it was 25%) your tracks will be blown and your tank won't be able to move properly anymore.

Thx for the vote of confidence at the end. :)




[FtN|GT] Die Happy

FH2 Betatester

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#44 11 years ago

[COLOR=black]Command Rose[/COLOR] [COLOR=black]When a grenade is in hand, the alert command rose can be changed to a single thing ‘Grenade’ – Something bots shouldn’t fail to shout when THEY are tossing one - And various vehicles had various uses for the same command rose - Such as 'Shot over' for tankers, 'Vehicle on the way' ect... when you toss a grenade they almost always shout "grenade" or "Splittergranate" (=german for frag grenade") or tossing smoke or something like that, no need to use com rose for that imo

[/COLOR][COLOR=black]Friendly fire[/COLOR] [COLOR=black]PR also had that thing from FH1 – A guy gets hit calls out to you to cut it out – Something like that should be in FH2 - I’m not using PR as a yardstick here, just realizing that they could get across the BF2 inflexibilities

you know when you damage a friendly vehicle or player there pops up a small massage telling you that you are shooting friendlies in the lover left of the HUD, then there is also the voice sound, what more do you want a red flashlight and a ringing bell ? (sry had to do that ;))

[/COLOR][COLOR=black]Blocked exits if the vehicle is closed on that side[/COLOR] [COLOR=black]Basically, if a car or tank flips, firstly it shouldn’t blow up so quick – A good amount of time I’d add – Also, if you are in the side facing down, you shouldn’t be able to exit unless you move to another side which isn’t blocked[/COLOR] [COLOR=black]Vehicle debris should stay a bit longer – It takes a while for them to re-appear anyway, so why don’t they remain a bit longer, let us get a feel of the gore and destruction of a battlefield for a while before the cleaners come in – And perhaps let planes join the fray – And no one re-explodes after being blown up and damaging near-by vehicles for no good reason – One of those re-explosions can take up to 40% health from a fully functional tank. Also perhaps ability to look a full 180 degrees in cars and for trucks (As their back is blocked), the angle shifts slightly outside (Angled to see beyond just around its axis, but to see outside the window and behind) - The overall idea being to allow reversing - That really helped in a HummWV in some tight spots in PR - Maybe no need for so many vehicles with external veiw then you can enter most tanks only on specific positions, when you drive a tank into a close space like under a camo net you wont be able to get out, so i guess this is already ingame, but most vehicles have multiple enter/exit points so that the chance of not being able to get out are rather small

[/COLOR][COLOR=black]Finally, ricochets and bullet whizz and guns[/COLOR] [COLOR=black]I LOVED that from PR, I must confess – There are just so many types of PINGS and zings that I really think FH2 should consider. Also every vehicle and person should fire from a further distance than they do I’d say – Although I must say, Antitank gunners shouldn’t be able to fire standing – And their bot stooges too – They snipe with AT gun![/COLOR] [COLOR=black]Also carried MG should have almost perfect accuracy when prone – They recoil up alright, but don’t return to their initial position – Kinda like Fh1 – And that’s sad cuz they are supposed to be flat on the ground - you got the sonic crack of bullets passing close by you you got ricochets on most surfaces (guess hat sand doesn't do ricochets so well, but try firering with a 20mm flak or tank gun like the panzer 2 on a solid target like a rock or a matila and you will see ricochets !) you got suppression effect by MG fire and we are working on the MG recoils, we know he are very accurate when fired prone but this plays into the hands of dolphin divers, so finding the right balance isnt that easy

see most of the stuff is either already ingame, or will be next patch, or just isnt working that good right now wait for the patch and come again thx for the input

[/COLOR]




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#45 11 years ago

I love the whole idea of spawning at rally points som much (it just works so well in PR) that it keeps me from playing as much FH2 :( I don't want to be a "good" squad leader when all I do is camp by the flag behind some rock...




[FtN|GT] Die Happy

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#46 11 years ago

you still can spawn at flags you know AFAIk thats not possible in PR

so even as squad leader you dont have to hide also on non infantrie only maps as squad leader sitting in a tank is very usefull




mydjinny

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#47 11 years ago

Quote: when you toss a grenade they almost always shout "grenade" or "Splittergranate" (=german for frag grenade") or tossing smoke or something like that, no need to use com rose for that imo response: I don't hear this in SP though - And bots certainly don't say it Quote: True, but why do you need them when you're alone in a tank? response: Since tanks have radio overs, their communication would be useful if they decided to move in a group. Also useful for other people in the tank such as hull gunner etc... Alone, you just don't use that command rose option is all Quote: you know when you damage a friendly vehicle or player there pops up a small massage telling you that you are shooting friendlies in the lover left of the HUD, then there is also the voice sound, what more do you want a red flashlight and a ringing bell ? response: Point taken, but I miss the 'Your mother's a beaver' etc - Fact is, I'd really like there to be alot more talking across the battlefield. some automated like the grenade shout, some on the command rose - stuff like taunts fo rinstance and the ability of bots to use them if hit by enemy fire but not dead - Or if they kill an enemy (Basically, some architecture that allows Germans, bots or players to be heard shouting across the battlefield, cursing at the Brits and the same the other way - ) - what if you want to sneak you might say? Well, bots don't sneak is why theirs happens on (probability) queue, while players should have that as part of their command rose... Quote: you still can spawn at flags you know AFAIk thats not possible in PR response: Well, the flags are really far apart in the desert and so a smart captain would usually hide behind a rock in a deadly assaulty so that enough of his squad can take a flag and spawn on him if they die - Instead of this, it would be nice to have both the captain spawn and a rally point so that the captian can play captain again (Leading the offensive) and yet get a similar result (i.e. a real sqaud size of men at the point of attack) Quote: Sounds like a nice idea, but since FH2 uses 1man tanks this would only work for Guns on Trucks and Jeeps. Which are fully loaded and ready during combat. So I don't think this would be practical. response: I mean changing from position 1 to position 2 for instance - Even for a 1-man tanker, there should be a prep-delay when changing to the hull MG - And if ever tanks get top MGs, same thing there... same for hanomag MGs, same for any other armord car with one position having either a cannon or MG Quote: Tanks in FH2 do as well. If your tank drops below a certain HP (I believe it was 25%) your tracks will be blown and your tank won't be able to move properly anymore. response: I think this should be used especially in the use of sticky bombs and Mines... ie. A sticky bomb on a track, depending on tank should take out the tracks rather than destroy it outright... A mine should never cause a tank to go off like that unless its havily damaged.. Like the way Fh1 did it Quote: Thx for the vote of confidence at the end. reponse: Hey, I know these devs and testers... :-)




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#48 11 years ago

mydjinny;4294982Quote: Tanks in FH2 do as well. If your tank drops below a certain HP (I believe it was 25%) your tracks will be blown and your tank won't be able to move properly anymore.

response: I think this should be used especially in the use of sticky bombs and Mines... ie. A sticky bomb on a track, depending on tank should take out the tracks rather than destroy it outright... A mine should never cause a tank to go off like that unless its havily damaged.. Like the way Fh1 did it

Problem is the BF2 Engine has no specific damage areas. The BF2142 Engine has those but noone has that game... So having a Sticky bomb or mine damage a tank will always result in just a damage value and no specific value at that... would be nice if you'd be able to disable certain parts of a tank... but not with the BF2 engine...

And all the things about the SP bit... well BF2 is still an Online Game Bizness is doing his best I'm sure, but as it seems the engine isn't very AI friendly




Ronin Pedroshin

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#49 11 years ago
mydjinny;4294982Quote: when you toss a grenade they almost always shout "grenade" or "Splittergranate" (=german for frag grenade") or tossing smoke or something like that, no need to use com rose for that imo response

In PR you would always hear yourself shouting "Grenade!" and "Ammo here!" etc unlike in vBF2 where only other people would hear you. In FH2 it's the same as in vBF2, but I hope it'll be changed. Even better in PR in the last updates is that you don't shout it automatically, but rather get an option to shout that appears in the secondary comm-rose only when you are holding a grenade etc. There are also 2-in-1 comm voices I never heard before that are great, such as instead of pressing Mouse1 to choose "Go, Go, Go" you press Mouse2 and you'll say "Fall Back! Retreat" or something among those lines. Hope to see it in FH2 as well. The retreat voice was something that was in BF42 & FH1 and wouldn't hurt to have it back, among others :nodding:




[130.Pz]W.Fuchs

Requiescat in Pace

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#50 11 years ago
Ronin Pedroshin;4297981In PR you would always hear yourself shouting "Grenade!" and "Ammo here!" etc unlike in vBF2 where only other people would hear you. In FH2 it's the same as in vBF2, but I hope it'll be changed.

I'm with that one. Thats one of the things I like about PR, you can hear yourself if you throw a grenade. Hopefully FH will do this to.