Spoiler
About the fact that SL at random game often remains the role of "walking respawn", and a large part of the players treacherously runs from one SL to another: on the one hand, I want to agree with the Nighthawk on this occasion, in half of the cases it happens, but it is a drawback of BF2 as such, which will remain in mods, and which at random game for fun is not something bad (more precisely, is bad when some players and the commander are ready to work as a single team, acting systematically and authentically as and in real life, and part of - at all even remain "unsigned", outside squads). But, on the other hand, in the short time that I managed to play, there were also cases when I - being SL - acted only for the success of the whole team, and acted tactically, as it was necessary, but all the players who clung to the squad, used it only as a springboard for their tasks, and the squad was filled completely, and such cases when I opened the squad just to have a machine gun and smoke grenades, and I was connected 2-3 players who were always nearby. often asked about our further actions in the course of the game, consulted, went into battle and covered, and in moments of calm - just talked on other topics, for which the german and american comrades, i am grateful, because in the end our little party was often able to provide significant support for the whole team when 2-3 fighter could restrain the flank that the enemy had assumed that the players position is actually more, and went to attack the other flank, which was still more than 50% of the team. ;D
The same applies to teamwork - yes, it often happens that you can constantly ask for artillery or aircraft aiming at the target (being an artillery or a pilot), but for the entire first half of the game and did not get anything, although the scouts and SL in the team there, at least 5 people.
But, at the same time, on some maps it makes no sense to land the plane, as near the take-off field just will not be a random player who could assist you in repairing the aircraft (when the airfield only replenishes ammunition, but does not treat the car), even another pilot, waiting in turn, and on other maps opposite - you can sit down, make a u-turn for future takeoff, and if some noob or bastard does not fly to uncap mainbase to shoot based plane, then for the time until you make a u-turn, some player can figure out to take the kit engineer, and repair the plane just running past.
Also, if you are sensible and attentive guys in the team are (and they are) it is quite the contrary - you want to drive a tank or be a scout, but another scout is signaled the presence of enemy aircraft and/or provides route guidance for artillery and you have to run on AA or arty that the work of this man was not in vain.
Well once altogether an interesting case was - i had just started to play on servers, and just recently mastered the artillery. The map was "Purple Heart Lane", and for the USA force i took a mortar to support the team, because at that time the map was new to me, the computer capabilities I have are not so strong that you can participate well in the shootings in the bushes, so I supported both smoke and fragmentation shells. The outcome of the battle was that:
1) due to well-specified targets, I was able to suppress large amounts of enemy infantry and even machine-gun nests and artillery, thanks to the mini-map I could focus on the movement of their teammates, making the number of FF was low;
2) we won, and when on the next map I offered to participate in the support of the team through the management of a tank or a car, or as a commander, many replied: "No, stay on the artillery, it's better!". :D
But the presence of "wrong spot" is a significant disadvantage, i agree.
For example, through binoculars the enemy tank is clearly visible, in front of him there is nothing but a fence or a tree branch, but it is still not displayed, although another tank, from which only the barrel of the gun can look out from behind the barn, for some reason is determined without problems.
Or the situation when you're 5 minutes all indicate the presence of Ferdinand, writing in the chat, but neither the bomber nor the AT-players, no one is trying to knock out those ways, but all try on the T-34 to come visit him in the ass, and shoot all the ammunition, then to understand, so it does not destroy the settings of the mod. ::)
Spoiler
About the sound - I agree with Korsakov.
Indeed, it seems FH2 is my first game in which to determine the specific opponent and situation it is not necessary to increase the volume to maximum (generally better not to do, because it is stupid and unfair action) and just listen to the type of sound (the shot of a rifle or gun) and its location.
Similarly, about the elimination of the vehicle and walking - this is the only possible options for a series of BF, and this functionality of the game retains a certain balance.
The positive quality of mod is its realism and authenticity (or rather, an attempt to be so).
Therefore, front-line battles are normal, and generally rare in games. Some serious push-element I can only remember in "Enemy Territory: Quake Wars", where teamwork and generality of action was implemented through specific push-events, and it was really interesting.