This is the real problem with the game. Making everyone badly shortsighted and arthritic doesn't sound like an improvement to me. I doubt anyone could fault shooting depending on real life bullet ballistics instead of fluctuating network/server lag.
some people will never be pleased, they are just too used to ripping into the game and will pick at every single detail that doesn't meet their impossible, rose tinted idea of how rost used to be and what ro2:hos ought to be (in their opinion). Fucking anoying.
-Detachable bayonets?
Why would you do that? The human eye can easily see soldiers at 400-500m. What is difficult is hitting them, not seeing them. But eliminating zoom would mean that all shooting beyond 150m is negated or just becomes pixel hunting.
I think you guys are missing the point. It's not about being realistic or even being particularly coherent game design, it's about being like RO1. Throwing the baby out with the bathwater is pretty much the whole intent.I can't play RO1 anymore because I don't want that damn pixel shooting anymore!! You can't be friggin serious....
"We're not going to remove this spear stuck through his chest, but we will try to find out why the patient is losing blood." The problems that everyone sees with the networking is not exceptional behavior, it's the expected result of the design. It was less noticeable in RO1 only because everyone moved so slowly.As far as what we are doing with networking, we are not adding lag compensation or client side hit detection. But we are looking to find what is going crazy in our current system and fix it. We aim to provide a similar experience to RO 1 and much of what we are doing involves watching and digging into the engine to find out what it is doing differently so we can address it.
Proud god,
The weapon levels refer to the functionality/attachements on the weapons themselves and not to the stat bonuses.
The peripheral indicators and many other systems such as the bleeding system are ones we are looking at for refinements in the other modes. We'll see if there is enough call from the community for the updated features in classic or not. I'll probably be talking more about some of our refinements in the coming weeks along with the new map.
please, for the love of god don't listen to that guy. We do not need SMG's with level 25 stats bonuses, MG's with level 50 stats bonuses, and Bolts/Semis with level 0. That would be silly. All level 0 pls, thx, Sah.
That looks good but:
Hm, not too sure on this as NCOs revived short ranged weapons so they could focus on commanding than sniping. As I said before, all what needs to be done about NCOs is to have the class scale to player or remove Assault class for the Germans so that they are in that ratio of SMGs and give the Russian NCOs bolts w/ pistols...
- Removal of peripheral action indicators Why? They were a good thing, you only needed to fix them.
- Removal of spawn on Squad Leader Again,why? Nothing wrong with it, helps keep the squads together. See Project Realism for true teamplay, this kills it totally.
- Removal of the bleeding system (Player will always take 100% of the damage to an area on the shot and not half then bleed the rest out like in the current system) Again, why? It was a good thing, you only needed to fix and improve.
- Players will have a movement speed penalty after being shot in the feet Finally something I can agree with.
- Stamina will have a much greater effect on weapon sway and recoil Same as above.
- Stance will have an increased effect on weapon sway/recoil (with the default standing state having more sway then the current game modes)Same as above.
- Removal of "controlled breathing" zoom, but retaining the functionality to help steady the weapon as well as the slight iron sight zoom Again, good feature that only needed fixing.
- Stamina will recharge at a slower rate Depends on how it is, can't comment yet.
- No AI Tank Gunnery Exactly as it should've been since the start
- No Lockdown Exactly as it should've been since the start
-Detachable bayonets?
Have you tried the LMGs at lvl 0? they have more vertical climb than **insert shady joke**
Zoom button should be disabled for the classic mode imo, I think they got the right idea atm. They said a slight zoom would be there for iron sights which I would rather still was not there but I would take it as a compromise.
Personally I think the lack of zoom was one of the best features of RO. Its immersion breaking to suddenly feel like you took out a pair of invisible binoculars and people should be encouraged to get up and push to the cap zones, not sit and snipe all day with easy long range shots. In RO2 the kills feel the same as in any other FPS, doesn't feel realistic or rewarding more like everyone has a sniper rifle/sniper smg
I prefer no zoom but why not make the shift zoom thesame as the max ironsight zoom. By default i have zoom fully disabled in ironsight. No shift zoom at all means that i can then never get zoom while others can.
I dont want to zoom when going into ironsights as it makes cqc claustrophobic. But i want it for long range which is why i fully disabled IS zoom.
If shift zoom is simply not any bigger than IS zoom then people can simply choose how they want to control the game.
He means: there is some zoom while going into IS. Then you have a button to control your breathing, but it doesn't add extra zoom.
I hope you're trolling. That's a useless feature that will waste developer time to code and animate in. It didn't have any effect in RO:OST and it doesn't have any effect in RO2. So why not just let the bayonet be there all the time? Do you really want to press F every time you spawn to attach a bayonet? REALLY?
That's because they're LIGHT machine guns that you're supposed to burst-fire with, not hold the trigger and spray an area. I was in the army, and that's how we were taught. Take your complaints to Finnish Army please. Nothing against tweaking, but imo it's fine.