I really do not like to make arbitrary comments, but squad movement isn't strategic.. it's tactical... in battlefield, the strategic goals are
How the teams win the map, ticketbleed / destroy all weapons caches
/ Take all controlpoints / etc.. the big stuff.
The
Tactical goals are the Squad maneuvers. The
How to take position Alpha, the Crouch behind wall, The Take observation bunker on Pdh.. etc..
FH2 has the exact same Strategical Goals as BF2. cap flags. Removing hit/kill feedback would not change that.
It would however, totally disrupt the tactical game play. You would lob nades in to trenches and bunkers and not have a clue if you hit anyone, you would shoot at figures in the hedges / horizon and not even know if you hit them or not. It would be 64 guys literary having no clue wtf is going on.
Ciupita is saying that FH2 plays out in a chaotic, large scale manner. this is what we want
it is WW2 battles, and we want 32 vs 32 to fight in
one big fight, we don't want separate mini-battles of squad V squads.
If you have the squad teamplay where it is you and 4 guys VS these 5 enemies, and that fight is the only fight you see in 20min, and if you also need to lay down and aim 5 seconds to hit, and the respawn time is 60sec, then maybe hit/killmessage is redudant
Then you can tell your squad buddy over VoIP "I hit him once" / "He's down" etc...
In FH2 (actual examples; Crater area on Pdh, Fields of PHL, Town of PeB, Tunis, Ramelle, Lebisey hedges, Luttich center, Falaise, sfakia etc) you simply can not communicate in this manner
even if you wanted to since the enemy is everywhere.
Only in a few maps in certain situations do these "squad tactic events" take place.. and yes, they are cool. But they are not the core experience of FH2.
So.... the
general gameplay flow of FH2 (like Ciupita says) is not 4-5 guys over VoIP trying to take out a bunker by VoIP:ing and covering eachother and moving forward like US troops in Afghanistan.
It is 32 guys storming one or two controlpoints. with explosions and bullets flying all over the place.
Just take Falaise Pocket as example.. germans attacking the destroyed battery.. What happens here (and at many similar controlpoints in FH2) is that you shoot defenders and wait for that tiny "gap" of resistance before you charge for the cap. You kill enemies (by lobbing in nades, or shooting them as they appear in the holes in the walls) and when you feel you have a chance to push for the cap, you do it.
Without the feedback of hit/kill, you simply wouldn't know..
You simply can't communicate all your actions and the enemy's action over VoIP in this situation, since the whole team is engaged in the same fight.. Our pace is way too high for singular hits/kills to be communicated. We
need the game to tell you if you hit or not, and if you killed or not, what killed you, who killed you. Otherwise the game would just be a
total mess.. Not just this WW2 epic mess that we like, but a
total and simply not-fun, mess.
I think you want FH2 to be a different game (mod) than it actually is... you want PR, or a slower game play overall.. Where you prone for 2minutes, see an enemy (maybe a german patrolling on a castle wall with his rifle on his back, smoking a cigarette) then take him out, communicate this to your buddies ("He's down") or that sniper scene in "Hurt Locker" where you and your spotter buddy take 25min to take down these two 'bogeys' in a house 400meters away.. This is not FH2
and never will be.
Or:: you want us to have assets that we don't have. For example when you shoot a german in a house 150meters away, his body would fall out of the window like in classic 70's war movies.. Or you want the players animation when getting hit to be so visible you can see it from this far, or blood splattering up like a fountain and his scream heard 200meters away + helmet flying off or he throws his rifle away while waving his arms as he falls down.