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12-17-2007, 04:18 PM #16
Re: FH2 Server Suggestions
"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
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12-17-2007, 07:03 PM #17
Re: FH2 Server Suggestions
This is pretty laughable Khan.... "pretty simple" *rolleyes*... I guess you haven't been on the receiving end of someone (or a whole group of people) using them... even at close range. Try it yourself too, you don't even need to be 100% accurate with the rifle to take down infantry in one shot.
But I don't care about people sniping infantry with AT so much, it is just the AMOUNT of people doing it and not focusing on capping flags. They are just off on the side of the map or on a mountain doing their own thing. Lone-wolfing is annoying when the team needs efforts to actually win and cap/defend flags. They are 'limited', but not enough that only a few people can use them... and again, there are also pickup kits available.
You can't debunk the rifle just for its ironsights and slow reload, there is PLENTY of time to kill people left and right. On Skafia I was picking off people at a spawn for 5 minutes, and was 17-0 already, never missed. Success rate with a normal rifle is not as high, and if you miss a shot or don't get a perfect kill, they see you or hear you. Especially for long range ACROSS the bay on that map from the Monastery.
Whatever, seems nobody can take a suggestion (that so many people have been stressing on teamspeak) seriously.
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12-17-2007, 07:31 PM #18
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12-18-2007, 09:20 AM #19
Re: FH2 Server Suggestions
Not that I can't take it seriously, it's just I have yet to see what you speak of in action. I find AT riflemen easy targets and find the rifle too cumbersome to use over the standard rifle. The action you are describing is against TG policy anyway, lone wolfing is a kick/ban offense. With the lack of optics, I still don't see any real advantage. I guess what you are saying is there is splash damage associated with the AT rounds and it means less accuracy is necessary to get kills. I've laid in some grass near a friendly flag with an MG and racked up that many kills without getting noticed. When the teamplay rules are followed, I don't think this would be an issue. Spawn camping a flag as a sniper doesn't exactly fit the whole teamwork thing.
This is what I have seen as well. The Speed and mobility is far better for killing, however I guess if you are a static spawn camping sniper the AT rifle might be a better choice with splash damage.|TG-12th| tHa_KhAn

XBL GT: Khan58






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12-18-2007, 12:44 PM #20
Re: FH2 Server Suggestions
I've noticed when doing SL sometimes that it is a job in itself trying to get people to actually get their butts into the flag zone. Or to get people to get to a rally point, especially when they are in armor. Seems like every time they see an enemy they want to stop and just start shooting.
Perhaps this is just a function of people still getting to know the mod or maybe its just a function of combining more realistic game play with a capping mechanism that requires speed and complete disregard for life. lol
In any case, I don't see the AT rifle as being the root of the problem. No matter which rifle you are using it encourages longer distance engagements which the sniper types in particular must love. And we all know sniping is usually more of a solo endeavor. Spawn camping sucks but I really don't think the attackers have much choice with busy flags. And in other circumstances we as players need to be reporting the offenders.
Bernout
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12-18-2007, 03:39 PM #21
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12-18-2007, 04:57 PM #22
- Join Date
- Sep 2007
- Location
- England
- Age
- 22
- Posts
- 151
Re: FH2 Server Suggestions
At the moment virtually all the maps have far too many tanks. Combined with their respawn time it makes being an infantryman pointless. The AT rifle is useless against heavy tanks and i have spent 20 minutes with my squad trying to defend a flag against one tank. The tank spawn camped for that entire time and nothing we did could destroy it. Finally when we got close enough to sticky bomb it the round was almost over and all we had done was be repeatedly killed by the same tank.
Smurfs law - Though Shalt back track wherever possible

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12-18-2007, 05:50 PM #23
Re: FH2 Server Suggestions
This is a tough situation for sure, especially when they get inside the base perimeter past the AT guns. Best thing is to try to hang on to the flag as best you can with some of your squad while the rest goes to get armor of your own.
As someone mentioned before, FH2 really stresses combined arms. An all infantry squad or all armor squad is not usually the best way to go if you want to be capping or defending flags.
Bernout
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12-18-2007, 05:52 PM #24
Re: FH2 Server Suggestions
Guys, not following SL or CO orders (without reasonable explanation of course) is a violation of TG rules - report it via teamspeak (preffered) or text and an admin will respond quickly! This is especially important when we have a full server. Think about it - every non-team player that is removed from the server can open a slot for a potential team player.
Call out the lone wolves, AWOLs and anyone else in violation of TG rules and operating procedures - the admins count on the community to give this feedback as we cannot always see it for ourselves.
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12-18-2007, 05:58 PM #25
Re: FH2 Server Suggestions
Indeed - remember, most of the time, there's a line of people waiting to get on the server - we're happy to remove people that aren't following the rules - it makes room for another team player to join!

|TG-12th|WhiskeySix
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12-18-2007, 06:12 PM #26
Re: FH2 Server Suggestions
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12-18-2007, 07:25 PM #27
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12-19-2007, 04:38 AM #28
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