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  #61  
Old 03-09-2010, 06:09 AM
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Originally Posted by The_Emperor View Post
The only "suppliers" I know of were mg gunner 2 and 3. As most of you know a german mg squad consisted of 3 people. 1st was the actual marksman carrying the mg, Zwo (German slang for "two) was the man carrying the ammo boxes, he was armed with a luger and third was a standard rifleman carrying an ammo box and the extra barrel.

And this is what I am talking about. It is not uncommon for machine gunners to deplete all ammo in RO:OST. There is going to be actual teamwork if they have to coordinate assaults on strongpoints with their supply men in such a way so that they dont get isolated.

The other point is, Tripwire needs to make maps where the machine gunner can exploit the range advantage against riflemen, so that they need to close the distance to afford a shot.
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  #62  
Old 03-17-2010, 11:29 AM
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Keep in 1st page this
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  #63  
Old 03-17-2010, 08:46 PM
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I would add some other things still to the list from say this post plenty of suggestions can be thought up from it:

http://forums.tripwireinteractive.co...ad.php?t=35598

Like the ability to interrupt animations, aka if you're reloading your rifle and a grenade next to you, you don't continue to reload it you run.

Or the scaling of weapon slots and reinforcements on the actual amount of players in the server, rather than the maximum amount of players the server can have.

An improved capturing system, consisting less off just getting more people in the zone, but actually controlling an area.

The ability to use stealth and surprise the enemy, without the enemy being automatically alerted of your actions.
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  #64  
Old 03-17-2010, 11:28 PM
NoxNoctum NoxNoctum is offline
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You need to bolden the suppression for MGs thing and throw some orange text under it. That's the most important point on there I'd say (along with an easy pickup system). SMGs should be able to do it too. Getting 70 rounds sprayed at you out of a PPsh is nearly as scary I'm sure, if it's on target.

I think it's important though that they make it so that it doesn't always activate... i.e. if you run into a smg guy 2 feet in front of you, you shouldnt get supressed.
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  #65  
Old 03-18-2010, 04:15 AM
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suppression is not a concept liked by all though, even though a majority seems to like it, it would probably be better off under the considered group.
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  #66  
Old 03-18-2010, 05:54 AM
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Quote:
Originally Posted by RiccardoTheBeAst View Post
Keep in 1st page this
thanx for the backup.
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  #67  
Old 03-18-2010, 04:27 PM
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Originally Posted by TT33 View Post
You are probably right Mormegil, however that won't stop me for posting.

AT-guns ( like the Pak-38 not as in rifles) I think should be in standard to realistically supplement infantry vs tanks instead of "satchel charges or doom".

Anyway for tanks off the top of my head at lest some of these things would be nice to add to the tanking system:

-Realistic ballistic data for tank cannon rounds.
-Realistic armor for tanks
-Differing armor values based on armor type for example FHA vs RHA.
-Different round types: AP, APC,APCBC, APHE, HEAT, APCR/HVAP, ect.
-Difference between APCBC and AP as well as other round types in terms of penetration effects and damage to vehicle.
-Shatter-Gap
-Over-match
-Reverse slope (sloped armor needs flat ground to work properly being on unlevel ground worsens the protection gained by the slope)
-All tank armor modeled for example Turret armor, lower front armor, DFP, roof armor, etc.
-Realistic round deviation rate for tank shells.
-Realistic MG rounds amount in tanks
-Realistic tank cannon reload rates
-Realistic depression and elevation of tank cannon and of hull MG
-Realistic turn rate on the vehicles
-Realistic traverse of inclines as well as wading through water.
-Realistic magnification and FOV for tank optics
-Realistic tank weapon load-out: 1 Smg and a few grenades.
-Realistic damage if tanks fall of cliffs or ram into objects.
-Realistic Armor for APCS (APC's should not be subject to damage from small arms fire!)
-Realistic weight so that you can flip tanks with a HT any more
-NO BAILING OUT UNLESS THE VEHICLE COMES TO A COMPLETE STOP!
-Working escape hatches
-Ability to blow off parts of the tank (turret, hatches,fuel cainisters etc.)
-Implementation of GEARS for all vehicles
-Engine overheat for going top speed all the time
-Terrain distinction so that vehicle speeds will be modeled more realistically
-Working tank instruments no floating speedometers.
-Overheating MG in tanks and spare Mg barrels ( they had a box with a few spare barrels in tanks)
-Ability to damage to tank cannon and hull MG
-Damage based off damage to tank components/crew rather than Health value....( possibility to have "knocked out tank")
- Dynamic and Specific wheel,track and suspension damage (not all damage equals immobility)
- Damage which does not immobilize the tank should cause very noticeable degradation/worsening of driving operation.
- Vehicles with track "damage" should not instantly disappear when you vacate them adding a "knocked out tank scenario" ( pesky tankers went back into knocked out tanks and used them to blast enemy tanks whom assumed they were empty).
-Rank system to insure the best vehicles go to the good players
-Spawning inside the vehicle rather than the mad dash to a vehicle that ends with some one tking you either on purpose (shot by a friendly out of cupola) or accident ( run over by tank)
I think that adding all this improvement in the next RO is almost imposible, nevertheless i fully agree with you.

....except with the highlighted part: i think that the ranking system can be applied for "Tank commander" and "Squad commander" that are extremely important roles, but for the tanks i think that this is not needed. If one noob takes Tiger he will die soon and then you can take the Tiger when it respawn, in this way the noob is happy because he used the Tiger and he will continue to play (is important to makes the players happy ) and you can take the Tiger afterwards.
A good tanker is good even with weak tanks.
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  #68  
Old 03-18-2010, 05:27 PM
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Quote:
Originally Posted by RiccardoTheBeAst View Post
A good tanker is good even with weak tanks.
yea, thats right Rico!


Quote:
Originally Posted by RiccardoTheBeAst View Post
...If one noob takes Tiger he will die soon and then you can take the Tiger when it respawn...
uhm, not really.
If the noob dies, he will respawn at the tankspawn, and the new tiger will respawn at the tankspawn too. And he can take it again.
And chances that YOU are exactly at the same time at the tankspawn when the new tiger spawn is VERY low.

Spawning inside the vehicle (next point of TT33 suggestions) is the best solution for that.
Or at least much better than the system we have now in RO...
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  #69  
Old 03-19-2010, 06:48 AM
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Cpt. Cool, start adding in the "approved" and "disapproved" categories all the new suggestions posted in this section. There is a full new page of new suggestions. Add them all before they collapse in the last page of forum. (bad bad english )
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  #70  
Old 03-21-2010, 11:42 AM
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New ideas added. Too lazy to list them.
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  #71  
Old 03-21-2010, 02:57 PM
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Good list. How about being able to use your SMG or grenades when looking out of the tank hatch.
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  #72  
Old 03-21-2010, 05:44 PM
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Quote:
Originally Posted by Capt.Cool View Post
New ideas added. Too lazy to list them.
You will receve a medal for this great work
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  #73  
Old 03-23-2010, 03:22 PM
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I do not know if this have been added or said before so I am sorry if it has been.

MG reloading. It should be made possible without having to deploy it.
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  #74  
Old 03-23-2010, 05:43 PM
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it probably is possible but you wouldn't be able to walk while doing it. The main thing for me would be the ability to basically reload behind cover.
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  #75  
Old 03-24-2010, 09:26 AM
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Quote:
Originally Posted by Apos View Post
Capt. Cool great job. That list was needed.
Quote:
Originally Posted by RiccardoTheBeAst View Post
i think that this thread MUST be TOP-thread
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Originally Posted by D3terioNation View Post
All good ideas ... we've been suggesting these for years
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Originally Posted by kid Charlemagne View Post
great thread have been waiting for someone to collect suggestions for a long time.
keep up the good work!
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Originally Posted by COOL SHADOW View Post
GOOD JOB! Real good summary of suggestions!!! This deserves a sticky!
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Originally Posted by LogisticEarth View Post
What would be useful is making a sticky thread of ideas that are frequently suggested.
Like bullet penetration, flyable aircraft, hip-firing the MG-42, etc.
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Originally Posted by VariousNames View Post
Great thread.
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Originally Posted by Zetsumei View Post
the list is a lot better now.
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Originally Posted by Mormegil View Post
it's nice to see which are considered the most important to the community.
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Originally Posted by Ermac View Post
Good list.
Quote:
Originally Posted by RiccardoTheBeAst View Post
You will receve a medal for this great work


Thanx for the positive feedback guys! I really appreciate that.
Dear mods, can you plz sticky this thread now?
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  #76  
Old 03-24-2010, 09:32 AM
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putting it like that won't persuade anybody though, as its outputted in a biased way. Giving an opposite effect of what you want. If you want it stickyfied the best bet would be pming a mod.
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Last edited by Zetsumei; 03-24-2010 at 09:08 PM.
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  #77  
Old 03-24-2010, 08:26 PM
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There is 100% TWI will read/check those suggestion anyway. It shouldn't be sticked cos all threads here have same rights.

For people who doesnt like suggestions posted here - make your own list. You're free to do it, but im pretty sure that over 70% suggestions from Cpt.Cools list will be on yours.

Cpt.Cool when are you going to update your list? I dont want to force you to add my suggestion but its higly recommended: http://forums.tripwireinteractive.co...ad.php?t=41647

cheers
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  #78  
Old 03-24-2010, 10:55 PM
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Quote:
Originally Posted by Apos View Post
...but im pretty sure that over 70% suggestions from Cpt.Cools list will be on yours.
Don't you just love percentages plucked from thin air....
They are oh so meaningful and scientific.....

Floyd <I'm 95% sure you'll see I'm funnin' with ya...)
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  #79  
Old 03-25-2010, 05:26 AM
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Quote:
Originally Posted by -[SiN]-bswearer View Post
the thread is effective....
this remains to be seen.
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  #80  
Old 03-25-2010, 10:07 AM
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Quote:
Originally Posted by Floyd View Post
Don't you just love percentages plucked from thin air....
They are oh so meaningful and scientific.....

Floyd <I'm 95% sure you'll see I'm funnin' with ya...)
I work as computer nerd in tax office in Poland, so thats why percentages all kind are so important for me

Last edited by Apos; 03-25-2010 at 10:18 AM.
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