How to handle those other classes...... -1 reply

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Lainer

[130.Pz] Obgr. Lainer Grn.

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1st July 2005

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#1 13 years ago

Just wondering how FH might handle those other classes in FH2? Thinking maybe somewhat how Day of Defeat used to be before they balenced the living crap out of all the weapons. Maybe make it so you need to have at least 3 K98 fellas before you can have a MP40 guy. Maybe for every 6 people you can have a MG42 and or a sniper rifle. And make that 42 bad ass! Sure that one guy will get alot of kills but only when he laying down with the bipod setup. And of course unlike now in BF2 the riflemen should be giving him the ammo not the other way around. Sure people might complain but I thought it worked real well. If someone was really sucking with the sniper rifle he would often give it up after a bit of coaxing to help the team as a whole. Another thing......What of bipods and being deployed on sandbags and out windows? What of deployible bipods at all? This would very much rock! And please if you would fix the damn MP40 animation! Be the first WWII mod ever to get it right! All mods show the gun ready to fire with the bolt closed! Its an open bolt gun. It should only be closed when it is empty. Picture.jpg Notice the bolt handle back at the rear sight. Bolt is open and ready to fire. Picture004.jpg Here it is again from the side...The bolts a bit hard to make out. One other note....The bolt handle is an MP38 early MP40 hook style...And the non ribbed mag houseing is also an early MP40 example. FH is right to have the newer type saftey style bolt handle on theres as most were converted by '42. Oh and don't load MP-40's at home kids...There is a reason they replaced those bolt handles.....Love to hear from any devs if these ideas will be implamented in FH2.




Suckyshot

meh I got nothin...

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15th June 2005

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#2 13 years ago

I have brought up deployable bi/tripods before, and I'm hoping the devs are going to come up with something creative. One person (Ohioan I if can remember) suggested that it be done similiar to FH, where you pick up the kit and press fire and the gun appears as an enterable gun in front of you, except just add more options, such as an AA tripod, or one that is at full height to be set up behind walls and such.




solodude23-FH

The Internet ends at GF

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22nd June 2005

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#3 13 years ago

I wish it could be possible to have like CoD: UO with HMG's. If your standing on semi-level ground or whatever it deploys on the ground and you go prone. However if you are at a windowsill, are in a foxhole, etc then it automaticall deploys on that, instead of you going prone. I somehow doubt this would be possible with BF2 though...




Tsunami Bomb

The Internet ends at GF

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19th June 2005

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#4 13 years ago

I like the idea on with the 3 rifleman to 1 SMG. There were usually only 1 sniper to a battalion of infantry. So, i suggest we have 1 sniper to a team.




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#5 13 years ago

How about only 1 or 2 SMG's per squad? Would keep the numbers right.




Lainer

[130.Pz] Obgr. Lainer Grn.

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1st July 2005

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#6 13 years ago

It should maybe vary from map to map....1 to 1 ratio with the SMG's and rifles on the urban maps. May not be that historically accurate but we don't wanna suck all the fun out for realism. Oh and with that secondary fire button! How about giving those 98's a stabbing bayo in the urban maps. Hell I dunno pick up kits just don't do it for me. As to the Bipod thing I hope it can be done like Day of Defeat. On that game the map makers could determine where on the map you could set up the bipod while standing. So every window and sandbag could get one easy. And the guns where more then useless without the bipod out so it balenced out very well. No more storming the base running full tilt with the 42 fireing away. Defence and major covering fire only. Also is there anyway to adjust the speed you can actully turn around? A 42 is gonna be a little harder then say a pistol or a SMG to swing about. I guess we will have to see what magic the devs can work out with the EA code.




McGibs

FHdev

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3rd October 2003

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#7 13 years ago

I'm designing the infantry gameplay of FH2, and this is a summery of what Ive come up with.

7 spawn classes, that are divided into two groups, infantry and support. the classes will be the same on most maps (with exeptions like air or commando maps) but the equipment loadout will vary theater to theater.

infantry classes are Rifleman, Assualt, Scout (dont worry, its not a sniper.). Any player can pick these classes, with the exeption of Assualt, which is limited to 25% of the teams players (or some other % number. it will change with testing)

Support classes are limited to a total of 2 per SQUAD, and you must be in a squad in order to pick them. They are Gunner, AT, Sapper, and Medic. So you can have a 6 man squad with 1 officer (squad leaders will automaticly get officer kits), 2 riflemen, 1 assualt (if theyr lucky) a medic, and a gunner (or two AT, or a gunner and sapper, whatver combination). If the people who are playing these support roles are doing a shitty job, they can be voted out by the squad.

Pickup kits are located at mainbase supply depots and boslter the variety of infantry in play.

If youve thought of a loophole, I've probly thought of it first and designed a fix. this is a one paragraph summery of about 5 pages of design document.




[BFE]Adder

Lord of Irony

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4th June 2005

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#8 13 years ago

Ok so everyone will be in squads because evryone will want to be able to pick a support kit even if they ignore every and all orders by their commanders. Heck might even promote teamplay.




Dee-Jaý

Always 1 point ahead of you

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17th February 2004

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#9 13 years ago
McGibsI'm designing the infantry gameplay of FH2, and this is a summery of what Ive come up with. 7 spawn classes, that are divided into two groups, infantry and support. the classes will be the same on most maps (with exeptions like air or commando maps) but the equipment loadout will vary theater to theater. infantry classes are Rifleman, Assualt, Scout (dont worry, its not a sniper.). Any player can pick these classes, with the exeption of Assualt, which is limited to 25% of the teams players (or some other % number. it will change with testing) Support classes are limited to a total of 2 per SQUAD, and you must be in a squad in order to pick them. They are Gunner, AT, Sapper, and Medic. So you can have a 6 man squad with 1 officer (squad leaders will automaticly get officer kits), 2 riflemen, 1 assualt (if theyr lucky) a medic, and a gunner (or two AT, or a gunner and sapper, whatver combination). If the people who are playing these support roles are doing a shitty job, they can be voted out by the squad. Pickup kits are located at mainbase supply depots and boslter the variety of infantry in play. If youve thought of a loophole, I've probly thought of it first and designed a fix. this is a one paragraph summery of about 5 pages of design document.

Sounds alright however I am a bit concerned about the limitations you've set. I prefer to be able to pick any class I want, whenever I want. Surley it must be possible to balance each class and make it attractive without having to force balance the classes. And could you tell us what loadouts you have planned for the individual classes ?




Rad-FH

Pro-Filer thinks I'm cool!!

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12th November 2003

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#10 13 years ago

mp40ad.jpg