Talk of RnG and nade spamming has come up. As far as TR policies regarding this are concerned, the practice must both be tactically advantageous and it's execution, situationally realistic. A few of the rules we use on the 3rd Shock Tactical-Realism server (I'll be representing us) don't correspond to the standard flavor others abide by. From what Borodin has said in this thread and Viktor in our old meetings at the 11SS ventrillo, I think the 181 are in-line with us on this. Let's tackle these issues separately ....
RnG:
Some other servers require a player to fire in iron sights at all times. An exception is made if surprised in combat ...but after firing an initial burst, you're expected to raise iron sights. This tactical-realism limitation was useful in other games where one could exploit his/her cross-hairs when not in IS, however it's an unrealistic requirement in OstFront 41-45.
Project SALVO concluded that the main factor in inflicting casualties in infantry combat was solely rounds fired — aiming had negligible impact. In 1948, the Army organized the civilian Operations Research Office (ORO). Over 3 million battlefield reports from WWII were analyzed and over the next few years they released a series of reports on their findings.
"Their basic conclusion was that most combat takes place at short range. In a highly mobile war, combat teams ran into each other largely by surprise; and the team with the higher firepower tended to win. They also found that the chance of being hit in combat was essentially random — that is, accurate "aiming" made little difference because the targets no longer sat still. The number one predictor of casualties was the total number of bullets fired." - Robert S. McNamera
^ this cold realization after FIBUA experience during WW2 lead to the adoption of smaller caliber intermediary rounds in the 50s, 60s and 70s which were less likely to hit and less likely to kill but because of their smaller size; more rounds could be carried and their weapons could fire at a higher rate with negligible recoil. This fact expresses the trust our world's militaries have in the concept of sheer small arms firepower over precision in FIBUA.
To be blunt, RnG as we've used the term before is a historically accurate technique ...and post-war studies by the US and USSR corroborate that fact.
Having said that, the 3rd Shock does have RnG rules. We've only refined the definition deciding that ...
A.) hip-shooting was OK, and that...
B.) hip shooting while in motion (either accelerating or with a static velocity) was OK.
...but that one couldn't strafe left and right while hip-shooting or to be more exact: No vector* acceleration while firing an automatic weapon. ...since RO:OST doesn't model the inertia of a firing weapon accurately, and the effect that would have on a change in direction. That definition is iron clad, and it's easy to tell weather someone is strafing, zig-zaging or looping while* firing an automatic weapon. So technically ... you can run* as you gun*, just don't change direction. This of coarse can be fixed with a mutator/mod/patch in which a weapon's inertia is modeled.
Nade Spamming:
In some other servers, throwing a grenade at an enemy you haven't seen is prohibited. Reasonable exceptions to that rule are allowed with about every other realism server. It was Soviet policy to throw a hand grenade before entering a door, window, room, hall, stairwell, or any other entry point ... while engaging in infantry combat over "built up areas". Nagels mentioned those exceptions (clearing an enemy building and nading enemy smoke) so this may be at a general concensus now ...at least in this thread.
What's everyone else's two cents on RnG and nade spamming?
Post any new thinking and keep the thread relevant.