Announcement

Collapse

Forum Rules

CHANGES
  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.
Global Rules
  • Forum moderators may or may not be Tripwire Interactive staff members, but either way, please respect them, as they are the authority of the forums. Speaking to them with intentional spite will not be tolerated and may result in the loss of your forum privileges.
  • Any decisions made by any member of staff or moderator are final and not subject to discussion. Doing so may result in a ban from the site. The owners of Tripwire Interactive Forums reserve the right to remove, edit, move or close any thread for any reason, as well as to remove access to the forums for any individuals with or without warning for breaches of the rules.
  • If you have a complaint regarding another user, PM the appropriate moderators, or if you have an administrative issue, [RO]schneidzekk.
General Behaviour
  • Use the search function before posting. Chances are your question has already been answered.
  • Use a title that describes the content of your post. Don't use all caps or special characters to draw attention either in the title or the body of the post.
  • Up to 10 emoticons are allowed in a post
  • Political discussions are prohibited.
  • Flaming - We do not tolerate abusive, malicious, personal attacks. You will be banned if you persist in this behavior.
  • Trolls - Anyone deliberately antagonizing other forum users by posting 'flame bait' type messages is not welcome. You will be banned (possibly without warning depending on the severity of the issue) if you persist in this behavior.
  • Personal insults (directed at anyone) will result in a ban. If the behavior is not corrected, it will be made more permanent.
  • Constructive criticism is welcome. However keep in mind we (and other forums goers) may not agree with you. If you can't keep the conversation civil, you will be removed from the forums.
  • The use of hyperbole, one liners, and images as part of a forum debate is likely to get you infracted. You have many ways to participate and be a constructive part of this community, even when you disagree.
  • To make the highlighted bits above 100% clear to everyone, the following WILL NOT BE TOLERATED:
    1. Personal attacks, insults, antagonism of any forum-goers, moderators or Tripwire Interactive staff.
    2. Breaches of confidentiality and privacy of any sort.
    3. Any form of racism, bigotry or attacks on race, creed or color.
    4. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.
  • There has been too much in the way of abhorrent personal behaviors in the past. These will cease. It doesn't matter who started it or who reacted to it - it will all result in moderator action. If you have to indulge your hatreds, for whatever reason, go do it elsewhere - and do not try and drag our forum-goers over to enjoy your hatreds.
  • We understand that people have strong feelings about our games, what we do for a living and how we respond (or don't) to comments on the forums. We all aren't going to agree about everything. So, BE CIVIL in your disagreements!
DO NOTs
  • DO NOT Transmit any message, information, data, text, software or graphic files, or other materials ("Content") that is unlawful (including illegal drug usage), harmful, threatening, abusive, harassing, defamatory, vulgar, obscene, libelous, hateful or racially, ethnically, sexually or otherwise objectionable. This includes publicizing private information, such as individual's real names, IP addresses and anything else that might be used to identify them to the freakier members of the internet. This also means you may NOT publically share private communications (PM, email or anything else) without the original poster's permission.
  • DO NOT Post or transmit any Content that contains a virus, Trojan horse or other mischievous Content.
  • DO NOT Post or transmit any unsolicited advertising, promotional materials, "junk mail", "spam", "chain letters", "pyramid schemes" or any other form of solicitation.
  • DO NOT link to posts on any other forums, or any other form of media, that breaches our rules. It will be treated just the same as if you had posted it here.
  • DO NOT Double Post, cross Post or restart closed threads.
  • DO NOT Intentionally or unintentionally violate any applicable local, state, national or international law, rule or regulation.
  • DO NOT Upload or transmit any Content that infringes any patent, trademark, trade secret, copyright or other proprietary rights ("Rights") of any party.
  • DO NOT post cheats or exploits; THIS INCLUDES ALL/ANY REFERENCES TO HACKING, PIRATED SOFTWARE etc.
  • DO NOT complain about being banned from a server and DO NOT complain about other players on servers - that is between you and the admin, no need to get the community involved.
Username, Avatar and Signature Rules
  • Multiple registrations result in a ban.
  • No offensive user names
  • Avatars:
    Avatars are disabled.
  • All signatures should not exceed the following size limits, you can have both text and images
  • - For text signatures: 4 lines normal size, 8 lines small size and up to 100 chars per line. Font sizes above 2 are not allowed. (Blank lines count as lines.)
  • - For images in signatures: 1 image up to 400 pixels wide, 150 pixels tall and 100kb in size plus 2 lines normal size text and up to 100 chars per line
Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.
Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.
A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
See more
See less

All Modes--Tank Armor Bug Fixes

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    you also still slide on hills sometimes while trying to aim which is mega annoying this was in ro1 and Dh was hoping it would be a thing of the past guessin its hard to fix tho

    Comment


    • #17
      [QUOTE=defektive;1055972](Even games like BF don

      Comment


      • #18
        Originally posted by Mekhazzio View Post
        The idea that an M1's longevity is massively increased by someone following it around with a power wrench is just patently ridiculous and has no possible analogue in reality.
        Not so, the uber-engie does have a greater foundation in plausibility than the RO2 equiv.: Nomad's (insta-repair in his mind, apparently) mobile repair crews. The TF2 Engie is an entity that is mobile, has to reach the asset and can be killed whilst attempting to repair said asset; whereas the nanite potato delivery vessels are fixed, indestructible, everlasting, are located in silly places and cannot be stolen (so you can make a dash for that nanite potato stack that's currently within enemy terrirory and it will dutifully fix you up just as readily as it will still fix up enemy tanks). Make no mistake, both approaches are ***-backward and worthy of raspberries but the BF silliness-approach is more authentic than the RO2 silliness-approach. Of course, one of these two game is meant to be silly, the other isn't.

        Pulling back to a safe location for AFV field repair should only mean one thing in RO2: the initial spawn point. (That
        [B][COLOR="White"]defekt[/COLOR][/B]

        Comment


        • #19
          Originally posted by defektive View Post
          Not so, the uber-engie does have a greater foundation in plausibility than the RO2 equiv.: Nomad's (insta-repair in his mind, apparently) mobile repair crews. The TF2 Engie is an entity that is mobile, has to reach the asset and can be killed whilst attempting to repair said asset; whereas the nanite potato delivery vessels are fixed, indestructible, everlasting, are located in silly places and cannot be stolen (so you can make a dash for that nanite potato stack that's currently within enemy terrirory and it will dutifully fix you up just as readily as it will still fix up enemy tanks). Make no mistake, both approaches are ***-backward and worthy of raspberries but the BF silliness-approach is more authentic than the RO2 silliness-approach. Of course, one of these two game is meant to be silly, the other isn't.

          Pulling back to a safe location for AFV field repair should only mean one thing in RO2: the initial spawn point. (That’s assuming that tanks need to be repaired at all during matches which are typically over in far less than one hour – which I am of the mind that they shouldn’t be.) Anything less would just be a watered down McTank drive-thru.

          None of this was a problem in ROx and it all leads back to not being able to get out of your iron coffin in RO2.
          Go back and re-read my post.... I am all for being able to get in and out of any vehicle.

          Insta repair?? NOT hardly... there were however complete sections equipped (an example) to make reasonable field repairs - not right on the front line but relatively close in the rear.

          Knock off the sarcastic BS.
          Last edited by Mike_Nomad; 04-11-2012, 01:31 PM.

          Comment


          • #20
            Originally posted by Mike_Nomad View Post
            Go back and re-read my post.... I am all for being able to get in and out of any vehicle.

            Insta repair?? NOT hardly... there were however complete sections equipped (an example) to make reasonable field repairs - not right on the front line but relatively close in the rear.
            Here's the rub: in defending your claim about field repairs, you've doubled back to a statement that actually supports the idea that you started out arguing against. Because while now you admit that "field" repairs are done not on the front line but "relatively" (relative to what, I wonder) close in the rear, the only thing even remotely resembling the "rear" of a front line in RO2 is guess what? the rearmost spawn point! The only place it could ever be considered reasonably safe enough for a crew to perform major repairs. So: if we don't get rid of field repairs altogether, let's have them only available at the rearmost spawn point, as Mike has exemplified here.

            Originally posted by Mike_Nomad View Post

            I notice how conveniently you ignored the points illustrated.... why?

            Two things needed.
            • The aiming & other trubs pointed out in the OP. (good post BTW)
            • Allowing the tankers to dismount/remount and allowing infantry to hitch a ride.
            Why? 2 reasons. Firstly because they don't mitigate my disagreement on the other point because they have nothing to do with it, so ignoring them is hardly "convenient" in this context. Secondly because point one is essentially a "yea, what he said"...hardly anything to comment on as far as your contribution there.

            Comment


            • #21
              The main point of this thread is the armor system, not tank repair. In fact, until the armor system is fixed, I think we need the insta-repair supply points to stay around. If your loader gets killed, for instance, you need a way to get new crew members if you can't reload on your own. If an AT-rifle can wreck your main gun and leave your tank combat ineffective, then you need some way, however unrealistic, of fixing that, because it shouldn't have happened in the first place.

              Once the armor system behaves a little more predictably, I wouldn't mind not being able to repair your tank at all.
              sigpic
              Classic forever.

              Comment


              • #22
                Originally posted by MarioBava View Post
                Here's the rub: in defending your claim about field repairs, you've doubled back to a statement that actually supports the idea that you started out arguing against. Because while now you admit that "field" repairs are done not on the front line but "relatively" (relative to what, I wonder) close in the rear, the only thing even remotely resembling the "rear" of a front line in RO2 is guess what? the rearmost spawn point! The only place it could ever be considered reasonably safe enough for a crew to perform major repairs. So: if we don't get rid of field repairs altogether, let's have them only available at the rearmost spawn point, as Mike has exemplified here.



                Why? 2 reasons. Firstly because they don't mitigate my disagreement on the other point because they have nothing to do with it, so ignoring them is hardly "convenient" in this context. Secondly because point one is essentially a "yea, what he said"...hardly anything to comment on as far as your contribution there.
                Rave on........... We are enjoying the game. Are you?

                @ Nikita; You mean like in RO and DH?
                Last edited by Mike_Nomad; 04-11-2012, 04:34 PM.

                Comment


                • #23
                  Originally posted by Nikita View Post
                  The main point of this thread is the armor system, not tank repair. In fact, until the armor system is fixed, I think we need the insta-repair supply points to stay around.
                  That was my first reaction to hearing that they were removing it, too. As long as there's such a huge difference in durability between the Pz4 and T-34, the only way the T-34 can even attempt to maintain an equivalent battlefield pressure to its counterpart is to blatantly abuse the nanopotatos to fix the constant stream of damage and crew loss that comes from virtually any hit to the thing. It can't just find a good hull-down position and fire from there forever like the Pz-4 can.

                  Comment


                  • #24
                    Originally posted by Mike_Nomad View Post
                    Knock off the sarcastic BS.
                    You may call it sarcasm, Mike, but I call it a tool to highlight the inconsistencies in your arguments.

                    Originally posted by MarioBava View Post
                    Here's the rub: in defending your claim about field repairs, you've doubled back to a statement that actually supports the idea that you started out arguing against.
                    HANNIBAL
                    (lights up a cigar)
                    I love it when a plan comes together.
                    (winks at the camera)

                    Nanite potato repair stations probably are helping to counteract the weakness of the T-34 but there's not much, aside from placement, to stop the PzIVs from similarly benefiting from the 27th century auto-repair facilities. However, the problem seems to sit within the way that the tank damage model works and if the playing field between the T-34 and the PzIV is to be levelled – if you’re in any doubt that the playing field currently is not level then see how badly AI T-34s do against AI PzIVs - then the fault needs to be tackled directly and not bandaged over with strange field repair measures.

                    The day that an engagement between a T-34 and a PzIV is generally decided by which ever tank scores the first hit on t’other will be a happy day indeed. Both tanks should be able to fairly reliably knock each other out without too much difficulty (or sniping ‘weak’ spots) within ~800 yards.
                    [B][COLOR="White"]defekt[/COLOR][/B]

                    Comment


                    • #25
                      Originally posted by Nikita View Post
                      I mean, the PTRS couldn't possibly have been intended to penetrate the T34's turret, killing the commander, wrecking the front turret mantlet...
                      Why not? Judging from their previous game (RO I), I believe it was deliberately intended for the PTRS to penetrate said things with the very same overpowered capability that the RO I PTRD was capable of:

                      Red Orchestra NoWay#01 PTRD-41 on Arad - YouTube


                      Hedgehog's T60's 20 mm weapon is another example of deliberate overpowering.



                      .
                      Last edited by Field Marshal Rommel; 04-13-2012, 02:40 AM.

                      Comment


                      • #26
                        More armor headaches:



                        This is more of a map issue, but it's possible to accidentally get your T34 stuck while trying to repair it here on Pavlov's House. No amount of throttle manipulation or turning will get you unstuck. Quite annoying.



                        Yep. That's right--I just lost my driver, loader, and hull machine gunner, and had my turret's front armor destroyed... by the PTRS. At the range I was, with the angle I had to the building with the anti-tank gunner in it, there should be no way that the PTRS should do more than scratch my tank's armor.



                        I couldn't scuttle the tank, either, forcing me to wait until an enemy tank emerged. Unable to return fire because of the death of my loader, I simply hosed it down with my coaxial MG, watching the bullets bounce off its armor, until it finished me off.
                        sigpic
                        Classic forever.

                        Comment


                        • #27
                          It's discretely embarassing, i must say.
                          [LEFT][URL="http://forums.tripwireinteractive.com/showthread.php?t=50276"][IMG]http://forums.tripwireinteractive.com/image.php?type=sigpic&userid=19388&dateline=1315599415[/IMG][/URL]
                          [/LEFT]

                          Comment


                          • #28
                            Remaining issues...

                            Reviving this thread because one somewhat vexating issue remains... and I have a few comments that might be helpful.

                            The armor penetration fixes with the GOTY patch seem to work pretty well now... armor-wise, the tanks are behaving much more accurately, and the anti-tank rifles are now more limited in their abilities.

                            If your loader is killed, however, your tank remains completely and utterly helpless. Your gunner/commander simply will not swallow his pride and load the main gun himself... Why not just force the gunner out of the gunsight view during the reload and greatly slow the rate of main gun loading? Or something! 4x slower reloading would be a more than adequate penalty. This issue does not come up with every tank duel, but when it does, the system is extraordinarly frustrating.

                            Another emerging issue is that of tank respawns. Waiting even thirty seconds for another spawn is simply not long enough. On a map like Pavlov's House, with two tanks on a restrictive playing field, the resultant armored footprint becomes far too great. The battle literally sees a steady stream of tanks arriving on the tiny battlefield for twenty minutes.

                            Some system increasing the length of time required for tanks to respawn would be excellent. Such an addition would also mean that killing an enemy tank becomes a much bigger deal, since it removes the tank for a long period of time. Tankers begin playing more conservatively, even retreating to repair and recrew, and AT riflemen and Engineers start feeling like their efforts actually make a difference. Tanks should also cost more reinforcement points.

                            Thirdly, currently, crew inside a tank are knocked around and "suppressed" to a degree when an enemy shell hits and penetrates--but if the player is looking through any sort of optics, this effect does not occur. The screen desaturates slightly, but a player looking through optics is not "knocked around". Possible bug or oversight?

                            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                            Finally, here's a suggestion that would probably take a little more effort to implement, but it would solve that immersion-breaking explosion that occurs when you "scuttle" your tank.

                            --Replace "Tank Heavily Damaged--Press K to scuttle tank" with "Tank Heavily Damaged--Press K to abandon tank"
                            --Create a new animation where the tank's hatches open and smoke billows out of the tank.
                            --Enemy gunner recieves notification "Enemy Vehicle Abandoned! +5 Team Points"
                            --Abandonment of the tank results in only half the loss of reinforcement points that would have been lost had the tank been destroyed outright.

                            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                            Just food for thought. The tanks themselves work pretty well now, it's just a few bugs and a few incongruities with how they mesh with gameplay.
                            Last edited by Nikita; 06-17-2012, 03:31 PM.
                            sigpic
                            Classic forever.

                            Comment


                            • #29
                              It would be nice to see more lethal rounds too. Sometimes tanks can take 3-4 or in rare cases even more penetrations before getting knocked out. This of course is completely unrealistic. IRL tanks were usually abandoned after 1-2 penetrations due to the massive effects on the crew.

                              Also, it would be cool to see some new destroyed /knocked out models.
                              Like the tank won't explode every time it gets knocked out, instead it would more often just stop and drop smoke or start burning out of one or two of the hatches.

                              Comment


                              • #30
                                Originally posted by Nikita View Post


                                Another emerging issue is that of tank respawns. Waiting even thirty seconds for another spawn is simply not long enough. On a map like Pavlov's House, with two tanks on a restrictive playing field, the resultant armored footprint becomes far too great. The battle literally sees a steady stream of tanks arriving on the tiny battlefield for twenty minutes.

                                Some system increasing the length of time required for tanks to respawn would be excellent. Such an addition would also mean that killing an enemy tank becomes a much bigger deal, since it removes the tank for a long period of time. Tankers begin playing more conservatively, even retreating to repair and recrew, and AT riflemen and Engineers start feeling like their efforts actually make a difference. Tanks should also cost more reinforcement points.
                                I definately agree that something must be done about tank respawn. Also see threads:

                                http://forums.tripwireinteractive.co...ad.php?t=79897

                                http://forums.tripwireinteractive.co...ad.php?t=80377

                                The other suggestions I can agree with as well.
                                Supporting:
                                Disapproving: progression, spawn on SL, spawns close to cap (RSOD)
                                Since: beta 1.0 UT2003

                                Comment

                                Working...
                                X