FH2 SquadLeader system -1 reply

  • 1
  • 2

Please wait...

Guest

I didn't make it!

0 XP

 
#1 10 years ago

Ill start with a small introduction before i go to the core of the question.

I've been a player of FH since 0.5 version and an avid spectator of these forums for quite a while. I have played in severel clans and tournaments along my "FH Life".

The devs over at FH have done a fantastic job providing us with some stunning and mindblowing gaming. So my thanks to them and keep up the fantastic job.

Now to the point.

After playing FH2 since the release, having some top quality sessions (public and tournament), i still believe that the SquadLeader system afects the teamplay a great deal comparing to FH1 teamplay.

Maybe im being nostalgic here but im missing the felling of FH1 in which we could see trucks with 6 players attacking flags, moving behind tanks for cover. We could see massive sneak attacks behind enemy lines without one single shot being fired so that enemys would not hear were you are coming. Every single player counted and was important to capture flags and teamplay was simply amazing.

Contrary to FH2 that it seems that only the SquadLeader matters.

What i see in public server and tournaments is that the squadmembers will only spawn on the SquadLeader when he is near a flagzone and that ruins teamplay in my opinion. Squads are meant to move has one when attacking a flag.

This in my opinion has changed the whole FH feeling for me. Dont get me wrong, i still enjoy playing FH2, but somehow that feeling of being part of a bigger army has faded away.

One single player ( SquadLeader ) can change the tide of a battle just by going all alone near a flag, finding a good spot to hide and having 6 players spawning on him.

Conclusion.

I know that is hard or even impossible to alter this system but maybe disable the squaleader spawnpoint completely would make players and squads move as one instead of waiting for a good spawnpoint thus improving teamplay a great deal.

Stay cool.

RAnDOOm




Guest

I didn't make it!

0 XP

 
#2 10 years ago

Well, I don't know.

I think that this whole "Spawn at SL" system is what has made BF2 and it's mods so popular. It's the way and it's working and it makes things go fast and smoother.

But yeah, I agree with you on the point that it ain't that fun when five players spawn at a flag and hide.

But still, just as in real war. You have to go after the SL every time




[11PzG]matyast

[11PzG] clan leader

50 XP

5th October 2003

0 Uploads

3,175 Posts

0 Threads

#3 10 years ago

The problem is the map size. Most maps are too large for traditional spawn points.

It might work with 16 player, but not 64 player maps.




Lobo

All your base are belong to FH

50 XP

27th April 2003

0 Uploads

6,883 Posts

0 Threads

#4 10 years ago

Maybe is a bit of nostalgia, yeah :lol:

In FH2 you can do the same tactic movements with the buddies like in the good old FH1 + we have the SL spawn, a teamplay addon without doubt. Personally I never experienced so good teamplay in FH1 publics like in FH2...of course some rounds can be horrible, it's a fact of gaming.

Matyast, the map are so huge in FH1 like in FH2, I don't know why people says the FH2 maps are bigger, compare a big FH1 map with a big FH2 one (ex: both alameins)




Guest

I didn't make it!

0 XP

 
#5 10 years ago

Is possible to make SL's mobile spawns deactivate (become "red") when they are within a given distance from a flag?

This seems the best solution to me, you can still use the mobile spawn feature to cut the distance needed to walk to your squad, but you can't use it to blitz an enemy flag or instantly reinforce a white flag.




[11PzG]matyast

[11PzG] clan leader

50 XP

5th October 2003

0 Uploads

3,175 Posts

0 Threads

#6 10 years ago

Lobo;4190559

Matyast, the map are so huge in FH1 like in FH2, I don't know why people says the FH2 maps are bigger, compare a big FH1 map with a big FH2 one (ex: both alameins)

It just feels larger. Perhaps the the monotomy of the desert, or maybe because all the important positions were closer together.

Lets take original El Alamein, basically you had 3 flags, north south and middle. Similar to the current El Alamein except 1 flag less. But the time it took for 1 infantry guy to get to the middle flag from axis, or allied main was considerably less than in FH2. Or maybe the vehicles were larger compared to terrain details.

I am not saying FH2 maps are larger, I know they are not, but somehow the feeling you get running from flag to flag, is that your travel distances have increased. Maybe its just nostalgia...




Dukat

wasn't around for some years

50 XP

10th June 2004

0 Uploads

552 Posts

0 Threads

#7 10 years ago

The system of squadmembers spawning on their leader changed the whole gameplay. For the best effort, the squadleader is hiding in a good spot, simply doing nothing, only defending himself when being attacked. Unfortunately this is hilariously boring for the SL. Nobody wants to be the squadleader, ever. On the other hand there are squadleaders, that do not hide, but attack the enemy. Accordingly those squadleaders are dieing quiete often, with the effect of the squad being disrupted. Quite often these squadleaders just leave me behind, spawning elsewhere, while I am still alive at the place where they have been before. Its "byebye squad" then. The whole squadsystem appears to be a good idea, but suffers in details. It is only half-baked. Honestly, I didn't expect FH2 to adopt to the squadleader-system at all. Spes saepe fallit. I really adored the system of spawning on certain vehicles, like the LVT, thereby forming squads from nowhere, simply depending on the direction each individual was heading for. But FH2 isn't the game for individual decisions. People are bound to squadleaders, bound to the skill of the squadleader. If the squadleader sucks, your whole round will be boring, giving you no chance at all to score. In the end I'm totally reliant to my SL, falling far short of my own prospects. Screwed.

And honestly, this reliance(Edit:/dependence) is what many people drove away from playing FH2 in public.




{dBd}SSgt.DickVanDyke

Survivor of Little Big Spam

50 XP

30th June 2006

0 Uploads

123 Posts

0 Threads

#8 10 years ago

Without the whole spawn on squadleader effect, squad members wouldn't even ever be within five miles of eachother.




FoolOfADrunkard

I don't spend enough time here

50 XP

2nd November 2006

0 Uploads

17 Posts

0 Threads

#9 10 years ago

I think it has actually had the complete opposite effect. Nowadays I see a lot more groups running around together than i did in FH1, 'cus you can always spawn on your squadleader. I think its especially important in big maps like the desert ones we have now.




N24Reporter

Betatesting FH2 is fun

50 XP

24th October 2006

0 Uploads

981 Posts

0 Threads

#10 10 years ago

Dukat;4191149The system of squadmembers spawning on their leader changed the whole gameplay. For the best effort, the squadleader is hiding in a good spot, simply doing nothing, only defending himself when being attacked. Unfortunately this is hilariously boring for the SL. Nobody wants to be the squadleader, ever. [/quote]

What on earth are you rambling on about? There are few things less rewarding than being a good SL and giving your m8s support from behind and thus winning a map. If a SL attacks its up to him and he has to face the consequence for his teams loss.

[QUOTE=Dukat;4191149]... But FH2 isn't the game for individual decisions. People are bound to squadleaders, bound to the skill of the squadleader. If the squadleader sucks, your whole round will be boring, giving you no chance at all to score. In the end I'm totally reliant to my SL, falling far short of my own prospects. Screwed. And honestly, this reliance(Edit:/dependence) is what many people drove away from playing FH2 in public.

Have you ever tried being a lone wolf then? I mean noone forces you to play with a bad SL. Thats why FH2 isn't as restrictive as PR for example, cause it gives you the chance to play alone.

Even if your hope has been mislead (quoting in latin is cheap...), why should FH2 throw out an integral part of BF2s teamplay? Perhaps we will see a return of spawnvehicles and a malus on where a Squad can spawn on a SL but I truely don't see people being turned off by the SL system...




  • 1
  • 2