The mode, while featuring no weapon or player upgrades or perks, will be ranked. So players who do enjoy receiving those upgrades and perks can play in this mode and earn them for the other modes. We feel this will allow players to experiment with the mode who might not normally play it, and feel rewarded for their play.
Sounds good. Although just to add in I think upgrades should be able to be disabled/enabled by the player like COD's(Shutup members, I know i just compared RO to COD)weapon system where you get to choose what you like. Forcing 'upgrades' just doesn't feel right.
Loadouts and weapon availability will be more similar to what could be found in RO 1. Towards that end, the Squad Leader will be loosing his access to sub-machine guns and semi-automatic rifles to bring the ratio in line. The weapons selectable by each class will also more closely reflect that of RO 1 with PPSH w/ drum mag being the standard loadout and many of the other weapons not having access to their upgrades or limited to a specific upgrade (such as weapons with bayonets for that functionality)
Honestly I think it would be nice to let the squad leader choose if he/she wants a rifle or smg. In RO1 I always added bolts to the SL map loadout for variety(RO1 stock maps only gave smgs). I would prefer(My opinion) to have squad leaders be able to pick between rifle or smg depending on their needs.
This is the list we are currently looking at:
- PPSH w/drum mag and select fire (Level 3)
- Kar98 w/bayonet (Level 2)
- Kar98 Sniper w/4X scope (Level 1)
- Mosin Nagant Sniper w/3.5X scope (Level 1)
- G41 Sniper w/4X Scope (Level 2)
- SVT40 Sniper w/3.5X scope (Level 1)
- MP40 with single 32 round mag (Level 1)
- MKB42 with bayonet (no scope) (Level 1)
- P38 Pistol (Level 1)
- C96 w/10 round mag (Level 1)
- MG34 w/50 round drum (Level 1)
- MG34 Tripod (no ranking anyway)
- PTRS (Level 1, no ranking on this anyway)
- Pzb 784 (r) (Level 1, no ranking on this anyway)
- MN 9130 w/bayonet (Level 2)
- G41 (W) w/bayonet (Level 2)
- SVT40 w/bayo (Level 3)
- AVT40 w/bayo (Level 2)
- TT33 (Level 1)
- M1895 (Level 1)
- DP28 (Level 1)
- Maxim 1910 (no ranking anyway)
- All other weapons and equipment as normally given (binocs, satchels, smoke nades, etc)
We are also looking at the inclusion of the Elite Assault role back into the game in case the creator of a map wants the MKB/AVT to be available.
But this wouldn't be a "RO Classic" mode with just weapon changes. We also have an initial list of functionality changes and removal as well. This list is designed to emulate the "feel" of RO 1 by making distance engagements a bit more of an uncertainty. You can find that list below. This is once again a look at the initial changes we are going to make for the mode and take feedback on in beta:
- Removal of peripheral action indicators A good feature, I think it just needs to be adjusted so it can not be exploited.
- Removal of spawn on Squad Leader Again I think this is a good feature however it could be refined. I understand it was not in RO1 but if it were refined so it were more reliable and cohesive, it would be a good thing to keep.
- Keep spawning tighter around squad leader. Less spawning behind enemy lines.
- Make it so when you select to spawn on squadleader, it won't spawn you on Spawn A/B/C if the timer runs out. Have it wait until spawn conditions are met.
- 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, not in RO1 but I feel it is a well intentioned feature. Same applies in RO2, good feature but needs refinement. The timers as they are now make it feel tacked on and gimmicky. Adjustment to timers combined/achieving synergy with wound system could possibly add to the gameplay without feeling arcade like or overly punishing.
- Players will have a movement speed penalty after being shot in the feet. Good, does this apply to legs too or only feet?
- Stamina will have a much greater effect on weapon sway and recoil.+
- Stance will have an increased effect on weapon sway/recoil (with the default standing state having more sway then the current game modes)+
- Removal of "controlled breathing" zoom, but retaining the functionality to help steady the weapon as well as the slight iron sight zoom. Sounds good, however Zetsumi brought up some good points for player choice.
- Stamina will recharge at a slower rate
- No AI Tank Gunnery Drivers are still in though I presume? That is an improvement over RO1 that should be kept.
- No Lockdown I think I like this. Drawn out battles where players can turn the tide at the last minute is something that was missing from RO2.