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#41
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No. It's a little
I also don't like the bonuses, but we got to call them for that they are.Quote:
Easier to shoot will always imply in easier to getting hit. Be mindful of that. I really think your criticism is not quite targeted at that, but rather something else. Specifically at how in RO2 it is easier to do those things in relation to RO1, how our characters are more realistic now, and somethings such as headshots at 50 meters are not so much of a challenge anymore. That is true, but again... is easier for everyone else. Or at least I think that is what you meant.
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#42
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Hmm. I think his point was RO2 requires speed and little else. RO1 a player could succeed with a much broader strategy, even taking their time. If you try that in RO2 you'll usually end up sitting in safe spots because God forbid you wander into a zone with twitch players; they'll ping you in fractions of a second.
This wasn't easy in RO1, even accounting for the aiming fast-clicking trick. An RO1 vet would be at home on Barashka or Winterwald, and even Bridges, but maps like Station, Apartments etc are like playing other games; ones much more associated with the casual KDR-sniffing crowd. Last edited by Sulman; 12-13-2012 at 08:35 PM. |
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#43
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I think that would actually make it closer to real life...
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#44
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The difference in rifle accuracy is almost irrelevant - due to very low value chosen for zoom and the aggressive atmospheric effects, effective combat range generally tops out at 250 meters or nearer, which is easy spitting distance for your typical rifle (much less MG) of the era. The difference in subgun accuracy is clearly an intentional exaggeration to try to keep them from being dominant at all practical ranges in the game, as they otherwise would be. As for the "astoundingly high kill probability", it's not very astounding. WW1 stagnated into trench warfare precisely because of the sheer lethality of industrial-era combat. Conventional military tactics up until that point were created under the assumption that most shots would miss. The War to End All Wars (heh) was such a shock because suddenly that truism was reversed: most aimed shots would hit. An exposed person was, now, a dead person, guaranteed. Thus, the trenches. Fast-forward over 20 years which saw the widespread introduction of LMGs and SMGs... When you place these weapons into tightly confined urban areas, as we always do in RO2, if there is any other result than a bloody meat grinder, the simulation is doing something very wrong. Quote:
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#45
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Vietnam was a very different story, much, much ammunition was expended vs kills. When I speak here of probability of kill, I mean a player's whole engagement cycle. In realism, players can engage very rapidly from any stance and be guaranteed their barrel is pointing where they command it. That has a huge effect on play. Last edited by Sulman; 12-13-2012 at 10:37 PM. |
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#46
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Shamefully, leveling bonuses practically kill the inherent sway. Crouching kills the arms tiring sway. Holding your breath kills the breath sway. But even still, we miss a lot more than we hit. Why else shouldn't our barrels not point to where we command them? Aside from the effects of sway, that are currently not perfected in RO2.
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ Last edited by Sarkis.; 12-13-2012 at 10:47 PM. |
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#47
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The shots-to-kill figures from that have pretty much nothing to do with weapon accuracy. The Vietnam War is the just the best example of the universal phenomenon: most shots are fired without even having a target, because nobody wants to expose themselves enough, or wait long enough for the target to show itself, to take an aimed shot. It's no mystery why that is... |
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#48
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Are you sure nothing improves accuracy?! I am pretty sure my accuracy improved over 50%. If the game stats isn't improving my accuracy then it must be that new mouse I got.
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#49
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Aside from all that, the game did receive Client side hit detection a few months ago, thanks in great part to Mek himself, and his antilag mutator which had penetration improvements and bullet ricochets among other small fixes. Bullet ricochets TWI, ricochets! A mutator, a mutator that added fully functional bullet ricochets! You hear TWI!? Good to know you're hearing ![]() Bayoneting people over windows was also nice, too bad we can't quite do that in RO2 yet. Removing hitscan was also a pretty big thing TWI, you still there? Oh great! Yeah, hitscan on small arms, and tank guns and pretty much anywhere really sucks massive king kongs balls. While we're at it... Bullets coming out from their barrels no matter whether you are looking through your sights or not is also very welcomed! TWI, you should probably be looking back at that mutator and stealing some of its features. Thank you!
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♩ Wenn wir marschieren, ziehn wir zum deutschen tor hinaus, schwarzbraunes Mädel, du bleibst zu Haus... ♫ |
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#50
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