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| View Poll Results: Do you want the addition of an official Authentic Mode? Tripwire willing. | |||
| Yes |
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95 | 67.86% |
| No |
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31 | 22.14% |
| I don't care |
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14 | 10.00% |
| Voters: 140. You may not vote on this poll | |||
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| Thread Tools | Display Modes |
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#481
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Quote:
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#482
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Edited OP
Maximum zoom is now set at 5.0x
Spoiler!
Spoiler!
After much consideration has this number been set. And I mean much. Days of discussion with people, exchange of arguments, points of view regarding gameplay, and many other relevant points, constant reading of the forums. Also some research and real life observations compared to what the game can produce at it's finest settings, and even over that. Also taking in consideration the current state of monitor technology, and what would and would not be considerable as a cheat for people with better monitors to allow us mortals with 1680x1050 or 1920x1080 to see things properly at distant ranges ( over 300m ) or closer with a lot of visual clutter. That number is not a holy grail of zooming in FPS or something like that. Is just what feels good for RO2, without going any further to replicate human view in the game. That would be a person with 20/20 view seeing other people with their full bodies visible and no visual clutter what so ever at up to 600 meters with a good background highlighting those people. With the intent of making soldiers barely visible in game at those ranges. Instead of what they would currently look like with 2.3 zoom: Mostly Subpixels. That number can still go up or down, however is unlikely to go up. Unless more evidence and good arguments can be brought foward. I am not trying to impose this amount of zoom to no one, much less in current modes of RO2. Its is just a number to fulfill a need for a better zoom amount for my suggested game mode, and I also did not get to that number alone so is perfectly fair. Now how 5.0x Zoom looks like without the full rendering of the scene:
Spoiler!
Spoiler!
Spoiler!
Spoiler!
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ Last edited by Sarkis.; 07-19-2012 at 03:48 PM. |
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#483
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Still not happy to go above 3.5
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![]() Current name ingame - killallmkb42s.exe |
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#484
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edited above with a pic of 3.5x
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#485
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Edited OP
• Ammo differentiation PPSh's 7.62x25mm Tokarev rounds differentiated from 9x19mm They are the same bullet in game
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ Last edited by Sarkis.; 07-19-2012 at 08:00 PM. |
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#486
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Eh? The damage values on players is the same, but they've got different muzzle velocity, ballistic coefficient and material penetration values.
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#487
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Suggestion taken down then, since it is already in game
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#488
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''Keep dreaming, keep creating, keep beleiving, keep spreading the word, keep it real, keep it tight, fight consensus, rewrite rules, HOOAH ?!'' by Proud_God
-Thanks man. Hooah! ![]() The plans, to John Gibson a.k.a. Ramm Jaeger. He shall receive it in PM form Simplified Authentic Mode Cherry picked sensibly from the original post, to provide Tripwire with a easy to make mode suggestion, and to hopefully give our Red Orchestra community a very nice Christmas Present
Spoiler!
I'm sure John has many other imperial matters to tend to, but I hope he understands that giving his take on this would also make the Emperor proud ![]() Long Live the Empire!
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ Last edited by Sarkis.; 07-20-2012 at 12:19 PM. |
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#489
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If they have different velocities and calibres, they shouldn't do the same damage.
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#490
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The stock damage model is so broad that a small difference wouldn't matter....or, at least, it wouldn't, if they weren't right on the edge of a breakpoint. As an example, see the MKb42. It has 50% more damage value than the stronger pistol rounds, but in almost all cases has exactly the same hits-to-kill.
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#491
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This is a real told mine. Thanks for all the effort you guys put in articulating and posting pictures (Sarkis).
I was curious, and I think you guys mention how our players call out grenades and such, and sometimes even randomly taunt. I think there should be player stance modes that can be toggled. (regarding their chatter which enemies can hear.) To be more clear, I don't know how else to describe it other than stealth mode where the soldier doesn't taunt or make unneccessary chatter for the enemy to hear. The other would be hardcore soldier mode, where the soldier will call out enemies sighted (assuming he's being engaged or clearly sees the enemy - I wouldn't know how to make this judgement, like with z key but more automatic.) The soldier also while in this toggled mode, may randomly taunt and scream while charging with the bayonet ready, as opposed to stealth mode which will quietly wield bayonets. Considering that I haven't gone through this entire thread, this may have been mentioned, but let me know what your think regardless. It seems appropriate. Looking at these discussed hit boxes, I may have an opinion but I'll post with detail ASAP. |
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#492
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I did suggest something like this:
• Optional Communications Widget Option to revert Communications Widget, the com. rose, to the Old Speech Menu from ROOST, with Achtung Shambeh Bambeh and a new one to make the player shut up ![]() And thanks, but if you go reading this entire thread you'll end up crazy and locked up somewhere
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#493
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Quote:
![]() Firstly well done, it's a really well-thought-out proposal, and smart suggestions. I agree with/don't have a problem with pretty much everything, except for a few changes I would suggest: • Overhead Map Recon Plane spotted targets, map friendlies, only visible to Commander and Squad Leaders, but as a heatmaps, indistinguishable blobs of green, blue and red. Team deaths (red crosses) not visible. Wouldn’t do it this way personally– in WW2 they didn’t have IR cameras that would generate heatmaps. Instead would simulate a photo-recon plane – plane flies over (one pass only) then a few seconds later the enemy indicators appear on the commander’s map, a few seconds after that they appear on the SL’s maps, and a few seconds after that they appear on the troops maps. This simulates the info being passed down the chain of command. Also it would only show the enemy positions as they were when the plane flew over, so it only gave you an indication, but would have changed by the time everyone saw it. • Capping an Objective What if an undefended capzone was capped instantly, as it’s completely uncontested, as a punishment to the defending team for leaving the capzone empty? Only the Commander can call arty still but it will take 30 seconds more for it to start after confirmed by the HQ. I understand the reasoning but disagree, because in 30 seconds your team could be in that location instead of the enemy. Also, commander can’t walk away from the radio while calling artillery, and killing the commander AFTER he finishes the artillery call, but before the HQ confirms, DOESN’T cancel it. (So long as the commander has finished his little speech.) New Proposed System of Zoom and Free Head Movement I disagree with having zoom in this fashion; you can’t zoom your eyes IRL. (I do support the iron sights zoom however, because it’s not ‘zoom’ per se: as has been discussed endlessly on these forums, it’s merely returning to the correct angle of vision, since the normal one is a lot wider than real life to compensate for viewing on a screen) For Free Head Movement, would be a lot simpler just to use the F key and move the orders widget key to G to replace grenade throw, instead of remapping the entire keyboard. If you want to keep your incremental zoom, then just use the + and – keys perhaps. Having the keyboard layout change between game modes = pain in the arse. Last edited by Rabid Penguin; 07-21-2012 at 06:16 PM. |
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#494
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Thanks for the feedback, responses in blue
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#495
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#496
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I don't think that would work. There are many Attack/Defend maps in which the defending team also has to make a run for the first objective, like the germans in spartanovka, that would mean they always would start with A capped because a german dude can always get there first. Or the russians in Commissars House. It's kind of a balance thing.
The capping thing is there mostly to mean assimilated territory, not actual who controls the territory at the present time.
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#497
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Edited OP
• Tank Spawn This is the only change to game type rules introduced by Authentic Mode Tank spawn untied from waves. Tanks take 50 seconds to respawn, in countdown timer once killed form. Countdown timer should be tied to the class and not the player, Panzer IV takes 70 seconds. Other player picking that class of a tank recently destroyed will not reset that timer, and hence will not allow immediate spawn. If there is another tank commander class available, the game will interpret and change the timer for that of the other tank class that is not being currently used. Combined Arms maps only • Tank Combat Rounds that shatter and penetrate should kill all the crew. Rounds that have enough energy to always penetrate, ''overmatch'', should have a greater probability of killing more crew members, if not the entire crew. A tank having lost all it's crew will not blow up, instead only disappear like a normal wreckage moments later. Panzer IV's main gun increased success rate dramatically against T-34, also against the frontal glacis, but not so much. Shots that penetrate should always stun the crew from performing their duties momentarily. Opening Up the hatches allow crew members to leave tank, à la Darkest Hour. Tank threads running over infantry have more success of killing, instead of dragging them foward. Panzer IV spawn countdown time 20 seconds greater than T34's 50 seconds
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#498
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I'll agree that the proposed keyboard layout seems horribly clunky. But then, I don't think the free-look feature would be used much (Actually, I doubt I'd use it at all), and certainly not enough to take a dominant place on the keyboard. |
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#499
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So you admit that the normal view is zoomed out to compensate for the narrower field of view. Therefore what I said about iron sight zoom is correct: its not zoom per se, its the level of zoom we SHOULD be able to have all the time.
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#500
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I'll just quote something from very old topic:
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Last edited by Holy.Death; 07-22-2012 at 07:40 PM. |
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