Mortar... Deployable -1 reply

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Raizok

Boys, Boys, Boys

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27th May 2008

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#41 10 years ago
'[FtN|GT Die Happy;4467011']right now your vickers Mg kit gets one 'shot' so you can deploy 1 mg but whe you are sitting in the MG your ammo slowly gets filled up again so you can deploy it later again, cause when you leave the MG you pick it up again(and if the ammo was not regenerated it is lost and no way to restock but wait for a new kit to spawn) because if you could reload the kit at an ammo box you could spam dozen of vikers all over the map ;)

So it doesn't work like the grappling hook or the zip line in Special Forces? Weird.




blackcat13

comment: i am Dyslexic

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22nd February 2005

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#42 10 years ago

I hope you will be abol to adust the hight of the trypot whit the airow key's that wood be awsom and a cool deplying Anemation that will probebly take like a howl minet




=7DR=von.small

for hire

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4th August 2005

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#43 10 years ago

Having read the whole thread and getting that "omg! stuff I didn't know about FH2" feeling, I was dismayed to find that the deployable mortar wasn't yet in game, but praise be that it will make it's appearence, the current static emplacements are well know by regulars and fall prey to attack - it would be great to move the mortars about on the Tobruk frontline for instance to stop them being taken out by the first arty rounds.

Ok, so lets talk about the weak point in the wall on Supercharge that you can blow up - is there just one? I've only seen one, but I'm sure there could be more on other maps, will we seymour-buts like this? I think neat little tricks like that keep the gameplay so unpredicatable.

"hey that guy just blew up the wall!" "orly" "ahh I got shot while typing" "well don't stand about chatting, get through the hole and start shooting"

pricless fh2 memories, ahh, worthers original anyone?




Anonymous_Gamer

Computer Games Rule

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25th July 2008

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#44 10 years ago

Qazitorys idea is very interesting, seeing that MGs cant be deployed on anything unless your in the prone position (damn you EA DICE) it is a reasonable solutin, but of course the devs have to see if it is worth the time and effort, when more important stuff (Normandy) has to be dealt with




[FtN|GT] Die Happy

FH2 Betatester

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19th February 2007

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#45 10 years ago

there will be some more destroyable "wall segments" in thos metal fences already know from BF2 on some of the new maps

we could make everything destroyable but then you would need a PC looking like this to run the game http://upload.wikimedia.org/wikipedia/commons/thumb/1/1f/Columbia_Supercomputer_-_NASA_Advanced_Supercomputing_Facility.jpg/800px-Columbia_Supercomputer_-_NASA_Advanced_Supercomputing_Facility.jpg

destroyable objects eat performance for breakfast




Eat Uranium

Wyrd bið ful ãræd

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12th July 2008

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#46 10 years ago

I am looking forward to these deployable machineguns, just make sure that the kit can be distinguished from the gun, otherwise you will end up with someone trying to 'enter' a kit or pick up a vehicle (gun).

Also, someone here said something about lewis guns. Those would be a good replacement for the bren in early maps (especially France 1940 etc)




ctz

FH Devolver

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17th May 2004

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#47 10 years ago
'[FtN|GT Die Happy;4467313']destroyable objects eat performance for breakfast

they only really have an impact on network performance. rendering them is not particularly any heavier than the equivalent of two statics with the same geometry/texturing characteristics. they also count towards the limit of networked objects.




Diabolos_

The semipro smacktard

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22nd January 2005

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#48 10 years ago
ctz;4467961they only really have an impact on network performance. rendering them is not particularly any heavier than the equivalent of two statics with the same geometry/texturing characteristics. they also count towards the limit of networked objects.

Hey! Now that this thread has your attention, let me ask you a question mr bigshot coding guru. :bows:

Would it be possible to make a special LAN-gaming version of FH2 with loads more destructible and deployable objects and have it work smoothly on a gigabit zero latency network with 64 players?

I remember hearing that the BF2 netcode isn't that bad to begin with but other factors force developers to make crippling compromises. What say ye, aye or nay?