What purpose will all the new FH2 classes serve? -1 reply

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Suckyshot

meh I got nothin...

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15th June 2005

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#21 13 years ago
Mr_CheeseTime to update my list of "what McGibs has said about FH2 stuff" methinks! I like all the stuff I hearing too - "recon system" sounds like it's gonna be some amazing new system. What's a GPMG? General purpose MG? like what? a BAR? (have I just answered my own question here? :) ) Also: the pickup kits/armouries - does this mean that each side will have only one place where the kits can be found? There won't be anymore "the secret glider kit is in the white house with pink spots in north of the village in the out of bouds behind a bush" type thing?

Question one, yup you did answer your own question. Also included in said category would be the Bren, DP1928, and the Type96/99. To balance out the fact that the Germans didn't have a lightweight machine gun, the devs should actually give us realistic ROFs for the MG34 and 42. The 34 isn't bad, but there's still some room, and the 42 should be as it was, one constant flesh ripping flow of lead. As for easter egg kits, you must be nuts if you think the devs aren't going to put any of them in. McGibs was just talking about kits that play a key role, but aren't spawnable. As for the WACO kits, hopefully they'll be able to play a more prominent role this time around, rather than just some random easter egg on sector318. Personally, if it were up to me, I would make it so that when you use the kit, you gain control of a glider high up in the air, that you then fly down to the ground where it acts as a temporary spawn point. It automatically destroys itself after a certain period of time, or if someone destroys it on their own.

Oh...oops I just read McGibs' post above mine, and I guess I'm wrong on the GPMG thing. Sorry...:0wned:




McGibs

FHdev

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3rd October 2003

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#22 13 years ago

Main difference between LMG and GPMG is that LMGs can use thier iron sights when undeployed. GPMGs can fire from the hip, but cannot use sights unless the bipods are deployed. But they also have a larger ammo capacity, and a higher ROF.




General Un-Co

Slightly cooler than a n00b

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7th November 2005

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#23 13 years ago

One problem with your list; officer kits for comander/squad leaders; I'm not a coder, but I'm not sure if thats codable. I may be wrong, but it doesn't seem possible Bf2 is very limited in what can be coded. Also if it is codable every time a squad leader/commander wanted that kit they would have to spawn at the base containing the armoury unless these officer only kits spawned at every flag. This would probbably be the best option, just have a crate or cupboard with officers kits at each flag.




Frenkan

Trying to stay out of room 101

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30th April 2004

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#24 13 years ago

Must say that I really like all that is planned for FH2, this mod can´t go wrong. Btw, do we know yet if deployable MGs are possible (as in Day of Defeat)?




[BFE]Adder

Lord of Irony

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4th June 2005

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#25 13 years ago
FrenkanMust say that I really like all that is planned for FH2, this mod can´t go wrong. Btw, do we know yet if deployable MGs are possible (as in Day of Defeat)?

They are possible from what they say.

Here's to hoping, I need to stop reading these boards as I every time I pick up a nerf launcher in BF2: Special Forces, I keep wishing it was a good old K98 I know will drop people with a single shot.