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General Discussion / Re: On the current system of SL spawn
« on: 26-02-2011, 16:02:38 »
If we disable the SL spawn in flag radius we'll only have squad leaders hiding in a bush while the rest of the squad is capping.
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Old Jedi Lightsaber Duel (Return Of The Geriatric)
A quiet game of FH2 sucks compared to one with chatter.
I am okay with Handgrenades. What i find a bit silly is the amount of riflelaunchers and nades and the use of it.
I shamefully admit that i am one of these people who at the beginning of a round puts on a rifle nade to shoot it at the first enemy i see, even while running or jumping - thats because you mostly have one or two spare nades and it is way too easy to use them.
Maybe reduce the amount of them or make sure that one can just fire it while standing or crouching (thats how they were used IRL too IRC)
Kubelshreck, but thats gone so theres just a few annoyances like...
Also people who spot spam with tanks and such...
No you are right Homer.....128 players would be great for FH2. Problem is if PR will share the magic code....
^Yeah but your not going to be "blind" do to Mg suppression. Especially veterans who are fimiliar to the scenerios...okay the first couple round might initially take you off guard and cause the above effects, but after that you should be able to gather your witts and take cover, etc..
Exactly. And blinking is already modeled ingame, haven't you guys had your official FH2 brand "eyelid" adaptors installed over your eyes? I did long ago.
The best way to improve suppression is simply to return to what it was in 2.0, back when it worked.