Just came out of a conversation with some clan mates, and they were all quite vocal about wanting to be able to choose which unlocks to use, the ability to attach/detach their bayonets, the fact that enemy/rare weapons are selected in the role selection panel by default, and the widespread availibility of certain upgrades, not to mention weapons.
None of them bother to look at these forums very often, but they have exactly the same concerns as many of us frequent posters. I should add that we are in no way shape or form a realism unit.
Some of the members in particular have been around since the mod, and they were hopeful for change, but saddened by what they percieved as Tripwire's identity crisis.
One of them had just noticed that the magazine on the DP-28 in-game actually REVOLVES as you shoot it, meaning that you can look at the little metal handle that starts facing you as you shoot, knowing that when it faces you once more, you are out of ammunition. :IS2::IS2::IS2:
An astonishing detail that blew me away as soon as I saw it. I also tried the MP40/II today in a near-empty server as well (on a wall, I must say, as I am a sworn crusader against its widespread adoption) and I was impressed with the animations and mechanics (save the even further decreased recoil due to the addition of the second magazine). Still, the weapon impressed me, and I am convinced that if sparingly seen, it would actually add to the game.
What my friend said, however, really struck me, and that was that the loving attention to detail shown by such hard work over the DP-28's operation in-game really doesn't have a chance to shine when the game attempts to be two things at once.
All this is constructive criticism, none of it my own, none of it from forum members.
In fact, I must say--that little detail my clanmate pointed out actually gave me hope that in the future the side of Tripwire responsible for such innovation will prevail.
The three reload animations for semiautomatic rifles, the exquisite tank interiors, the suppression system, the cover mechanics for machine gunners, the adjustable sights, the ability to blindfire grenades, the beautiful scale maps based on historical locations, the penetration system, the medical bag left on the disheveled bunk on the second floor of the Infirmary, the war cries of the Russian team exiting spawn, the excitement of a melee duel, the ballistic bullet drop, the tension from waiting for a kill message--THIS is where Red Orchestra shines. That unique focus and passion is what
almost every reviewer has truly applauded. It's Tripwire's genuine strength, its trump card, its secret weapon. THAT is what can convert an arcade shooter player into a realism addict. :IS2:
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See below for the amazing DP-28. The handle is seen on the left side of the sight picture. As the magazine empties, it rotates clockwise, and the handle ends slightly to the right, directly facing the gunner, signaling that a magazine change is needed.
Hats off.