Give Us Back The Mines! -1 reply

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MK.

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7th May 2004

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#31 14 years ago
ExelExcept when half of the time they'll spawn with satchels instead of the mines they were hoping to get. Randomizing the primary weapon of a class (the weapon the class is selected for) is probably the stupidest thing ever.

Actually, I like the randomization idea. In fact, since there's currently no way to impose class limits, making all of the main classes completely random would be an excellent way to prevent class "whoring" and maintain a realistic balance of weapons.




Exel

The stubborn Finn

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26th March 2004

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#32 14 years ago
MK.Actually, I like the randomization idea. In fact, since there's currently no way to impose class limits, making all of the main classes completely random would be an excellent way to prevent class "whoring" and maintain a realistic balance of weapons.

You are joking, right? What a better way to completely and utterly destroy all the fun in the game...




Az*

The Internet ends at GF

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3rd November 2003

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#33 14 years ago

There is plenty of BF mods with class limits,Finnwars and Silent heros are 2 mods that use a class system and it works well :)




Azik«¤»Blaze

GO FLAMES GO!!

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1st November 2003

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#34 14 years ago

If yer going to add mines to the sapper kit make them lay like the tripod MG's do, with that second or two wait before it appears. That would help the problem of kamikazi's noobishly wounding/destroying tanks. I don't like the idea of mines distributed with the classes or pick-up kits though. It certainly isn't realistic. I'd much rather see more trucks and APCs with mine-laying ability. The APCs with deployable MG should be removed in favour of more mine-layers. I've got an idea to make the sapper class have the [color=black]ability[/color] to carry mines but have them spawn with none, meaning they can carry them but need to pick them up at an APC which would give out this kind of ammo, sorta like spawning with a gun you have no clips for. This allows mining of tough to reach spots the APC cant get to and it allows the APC to remain under concealment during an attack. It'd add to the tactical value of the APC as it would need to get to the area of defense before you can set up a mine-field. So you'd have more mine-fields but with less spamming all over the map, the fields would be more around strategically important areas. It's an idea anyway :p




MK.

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#35 14 years ago
You are joking, right?

No, not at all. I think it would be a great way to diversify the game and force players to adapt to whatever equipment they've been issued. Remember, this is supposedly a realism mod.

There is plenty of BF mods with class limits,Finnwars and Silent heros are 2 mods that use a class system and it works well

I'm aware of that, but it's something FH currently lacks, and who knows when or if it'll ever be implemented. The FH team certainly knows how to make beautiful maps, models and textures, but they've never been as adept at adding new and innovative features like many of the other community mod teams have. Or so it would seem.




Exel

The stubborn Finn

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#36 14 years ago
MK.I think it would be a great way to diversify the game and force players to adapt to whatever equipment they've been issued. Remember, this is supposedly a realism mod.

No, it's a mod that endorses realism where favorable without causing unnecessary harm for gameplay. For example, we don't have tanks that require a crew of 5 to operate. Randomizing all equipment would be about as smart as making everyone go through a bootcamp, transit to frontline and a few weeks wait in the line before possibly seeing some action. It would be realistic after all...

I'm aware of that, but it's something FH currently lacks, and who knows when or if it'll ever be implemented.

Let's hope never.




MK.

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#37 14 years ago
Let's hope never.

How can you say that? It's something that is sorely needed. FH might not be going for ultra-realism, but they at least have an inclination towards realism, and 20+ players with PIATs is not at all realistic.

Implementing class limits should be one of their main priorities.




Exel

The stubborn Finn

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#38 14 years ago
MK.How can you say that? It's something that is sorely needed. FH might not be going for ultra-realism, but they at least have an inclination towards realism, and 20+ players with PIATs is not at all realistic.

The classes are very well balanced and the usage ratio is rather realistic. The only time some class is used en masse is when the situation calls for it. For example when the enemy masses tanks to a location. It is only natural in that situation that the other side then masses anti-tank weapons to counter. And since we don't have a few hundred players per server the current system simulates reality better than strict class limits.

Implementing class limits should be one of their main priorities.

No. Implementing class balance should. If they succeed in that (and imo they have), no class limits are needed.




MK.

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#39 14 years ago
The classes are very well balanced

Have you played FH lately? One class or another is always being whored, depending on the situation.

and the usage ratio is rather realistic.

What does that have to do with class limits?

The only time some class is used en masse is when the situation calls for it. For example when the enemy masses tanks to a location. It is only natural in that situation that the other side then masses anti-tank weapons to counter.

It's not realistic, or even reasonable in terms of balanced gameplay, to have an entire team equipped with PIATs or AT weapons, especially considering the boost in accuracy they just received. It's ridiculous and completely unrealistic, and there's no way you can logically argue against class limits without having a desire to see FH turn into yet another arcade-style FPS.

And since we don't have a few hundred players per server the current system simulates reality better than strict class limits.

No, it doesn't simulate reality in the least.

No. Implementing class balance should.

Class limits would provide balance--that's the main point of having class limits.




Exel

The stubborn Finn

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#40 14 years ago
MK.Have you played FH lately? One class or another is always being whored, depending on the situation.[/quote] And what class might that be now? I could understand such arguments before when PPSh and rifle grenades were more effective, but I haven't experienced any over-powerful classes in 0.65. I would be very careful with the term 'whoring' anyway; something being popular doesn't automatically mean that it's an exploit. If you are just fed up with getting constantly owned by noobs you are barking at the wrong tree. You counter a disadvantagous situation with skill, not by imposing limitations saying "you aren't allowed to own me".
[quote=Exel]and the usage ratio is rather realistic.
What does that have to do with class limits?

It has everything to do with them. You don't need to impose class limits if the class distribution is already realistic.

It's not realistic, or even reasonable in terms of balanced gameplay, to have an entire team equipped with PIATs or AT weapons, especially considering the boost in accuracy they just received. It's ridiculous and completely unrealistic, and there's no way you can logically argue against class limits without having a desire to see FH turn into yet another arcade-style FPS.

You obviously have no clue about real life tactics. If the enemy masses tanks at a location, you mass anti-tanks weapon to counter them. Since the player numbers in FH are so small, especially in comparison to the number of tanks on a map, you can't have this concentration of force simply by sending the existing anti-tankers there (and the public server matches aren't organized anyway), so you'll have to spawn more of them. In case you haven't noticed, the game force sizes are a lot smaller than irl. To compensate the class distribution must adjust according to the situation, among other things.

Class limits would provide balance--that's the main point of having class limits.

We don't need class limits for balance if we have the classes themselves balanced.