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weapon weight should affect the handling

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  • weapon weight should affect the handling

    so far,i have yet to see how the gun's weight effect it's preformace, it's not really realistic, and in some cases not very balanced.

    first, the gun's weight should affect the stamnia use. the heavier the gun the more strentgth your character spends to run with it, and thus consume more stamina.

    second, the heavier the gun, the more time it should take to aim down sights, a small and light PPS should be easier to handle than the heavy and cumbersome MKB.
    also, the heavier the gun the more sway it should have. this for example can give an edge of the Mosin nagant over the Tokarev since the bolt-action rifle is lighter and as such, suffer less from sway.

    what do you think? another realism factor and not that really hard to program and will definetly add more depth to the game

  • #2
    I thought the game already did that, I could be mistaken.
    Specs, Nvidia GTX 780 TI, 32gigs of Ram, AMD FX 8350 (8 cores) at 4.00 ghz Windows 7 64bit professional



    • #3
      Originally posted by Jpz38 Hetzer View Post
      I thought the game already did that, I could be mistaken.
      i dont know about you, but it takes the exact same time to ADS the heavy and big BAR as it takes to aim the small and lightweight type 100.

      hell, even the pistols ADS time is the same as the BAR


      • #4
        Originally posted by Jolly Jew View Post
        first, the gun's weight should affect the stamnia use. the heavier the gun the more strentgth your character spends to run with it, and thus consume more stamina.
        It does this already. The carry weight of your gear affects both your speed and stamina. It gets quite notable if you carry around the AT rifle, satchels and other heavy objects at once.

        As for the other things, it would be nice to see them added but I doubt it will happen .


        • #5
          The IOM mutator is probably going to address all this.


          • #6
            It's there (I think) but it's hardly noticeable. Because of this BAR looks superior to AVT in game (less recoil because of weight but very little stamina/sway/speed penalty), despite being more than twice as heavy.


            • #7
              Originally posted by Cat_in_da_Hat View Post
              The IOM mutator is probably going to address all this.
              Already does


              • #8
                IOM is the way forward. Take a looksee:


                Become a hero, join 40-1! [url][/url]
                Join the Immersion Overhaul's group for regular events: [url][/url]


                • #9
                  right now the weight in the game is simply 'the more stuff you carry the more stamina you waste'

                  that's it.

                  it doesn't affect gun sway, ADS time and induvidual weapons.

                  and the mutator is not a good answer because it's only a used in very few servers, it needs to be incorporated into the actual game


                  • #10
                    While I agree with you in principle and I would like to see more inertia in game, I would suggest that the mutator is the only answer at this point. The odds that TWI will change anything relating to weapons and loadout behaviour far after release are slim to none, the majority of players are likely happy with it as is.


                    • #11
                      Judging by IOM's popularity they aren't, or at least they would welcome an improvement.
                      Last edited by maxim_tokarev; 05-14-2014, 10:44 AM.


                      • #12
                        While a growing small subset of players are aware of and like the IOM, the majority don't have a clue about it. Yet.

                        If it gets whitelisted, the exposure will surely change. If it then proves popular, I could see the possibility of some of it being rolled by TWI into the game, maybe as a new version of Classic or some other named mode, maybe into the base game itself.

                        I just don't see TWI focusing on adding more realistic features to RO2, the style of gameplay is as they envisioned it from the beginning and their target. Unless the majority of the playerbase clamors for it, I'd expect more of the same in the future. If the small subset of the IOM, combined arms fans and like minded gamers becomes larger, more popular and a more attractive market, we might see changes in RO3.


                        • #13
                          Originally posted by Panzer Jager '43 View Post
                          Already does
                          did you make correct 22 kg weight for PTRS?
                          Last edited by aaz777; 05-14-2014, 02:30 PM.
                          playing RO since 2009.
                          IOM 3d modeller, animator, historical research.


                          • #14
                            Originally posted by aaz777 View Post
                            did you make correct 27 kg weight for PTRS?
                            From my data:

                            ROWeap_PTRS1941_ATRifle_Content_Wartorn extends ROWeap_PTRS1941_ATRifle_Wartorn;

                            //1011gr, 3280fps, 432gr charge, 48.3lb loaded
                            //recoil impulse lbs = 22.38
                            //velocity recoil fps = 14.92
                            //recoil energy ftlbs = 166.93


                            • #15
                              Originally posted by Panzer Jager '43 View Post
                              From my data:

                              ROWeap_PTRS1941_ATRifle_Content_Wartorn extends ROWeap_PTRS1941_ATRifle_Wartorn;

                              //1011gr, 3280fps, 432gr charge, 48.3lb loaded
                              //recoil impulse lbs = 22.38
                              //velocity recoil fps = 14.92
                              //recoil energy ftlbs = 166.93
                              thats correct, i was wrong about 27 kg, actually its 20/22
                              playing RO since 2009.
                              IOM 3d modeller, animator, historical research.