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| Ideas and Suggestions Want To Help Red Orchestra Get Better? Share Your Wisdom Here |
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#1
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1) Rather than have the gun automatically reload when clicking fire, the gun should only reload when the reload button is pressed. Afterall, if a soldier panics in a firefight and keeps pulling the trigger on an empty gun, the gun won't reload itself automatically. A soldier must recognize that his weapon is indeed empty (pulling the trigger with no "bang" is a good hint) and reload it himself.
2) Another thing regarding reloading realism, while minor, would be another great addition to the already awesome attention to detail-- do weapons which already have a round in the chamber have +1 ammunition (in addition to the magazine capacity) when reloaded? For example, a weapon with a 30 round magazine + 1 in the chamber for a total of 31 rounds, in contrast to a weapon which has completely run dry, where putting a fresh magazine would only give it 30 rounds. The weapon would be chambered (taking 1 round from the magazine)... and then, for those players who have some time to spare, they could reload AGAIN so now they have 1 in the chamber and a fresh magazine. Anyway, just something to think about and something that people with guns deal with in the real world. I definitely think the first suggestion should be implemented if possible. |
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Suggestions go in the suggestion forum
__________________
![]() Pretty, what do we blow up first? - Myn Donos |
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#3
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@ 1): Not a big deal, but ok.
@ 2): Why not copy the reloading system of Ravnshield. They have dry reloads and tactical reloads and as I see it that´s all we need.
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#4
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I didn't know it was automatic, I've always reloaded with my R key.
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#5
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1) Already in game: You must press your reload key to reload the weapon.
2) Also already in game: RO has proper weapons handling, and that means the ability for automatic weapons to have "+1" rounds, or rounds in the chamber. And yes, a competent user is able to judge when to reload so that the chamber is not empty, thus speeding his reload process.
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#6
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It does not reload automatically, at least not for me.
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#7
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how do you get it to reload automatically? lol
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#8
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My bad about #1, I must have been thinking about working the bolt on rifles.
And if #2 is already in the game... well... I guess I'm done then. This game just continues to impress me.
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#9
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Why need to change the key to work the bolt? Theres only so much "realism" a video game can portray, the fact that you have to click again to work the bolt should be sufficient. Binding another key to this function seems pointless to me.
__________________
![]() Trucking the bread all over your @$$! Bread is nutritious and delicious... B*tch! |
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#10
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#11
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it's not really necesary, it's just gonna become a hassle.
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#12
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Given that you never need to use both buttons at once there is no reason to have them seperate. Would you suggest a seperate button to fire the tank cannons, mounted MGs, etc? |
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#13
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#14
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But honestly, I'm just playing devil's advocate at this point. As I already said, I agree with you guys. The game is great the way it is. |
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#15
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Bolting a rifle should be done like this:
- Keep the bolting-key pressed (this to simulate your hand grasping the bolt) - While keeping the bolt-key pressed, move your mouse to the left (your hand moving the bolt upwards) - Stilling keeping the bolt-key pressed, move the mouse backwards then forward (you guessed it, it's your hand moving the bolt to reload the chamber) - Then move the mouse right to simulate the bolt being locked in it's resiting position.
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![]() Plundering the Eastern Front! Yarrr. |
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#16
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lol sometimes I wonder if people even play the game before they post their ideas.
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