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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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#281
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#282
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But I'm also getting real tired of all the restrictions the Stalingrad scheme has put upon map sizes, layouts, weapon load-outs etc etc.. It annoys me endlessly that TWI chose to limit themselves to this period, as it has brought them nothing but heartache and forced them to come up with ridiculous methods of trying to spice up gameplay whilst sacrificing historical accuracy. It should've been RO: 41-43, after which a sequel 44-45 could've been planned for 2013 or 2014 if things went well, which they probably then would have.
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JBM Ballistics | Online Conversion | CSG Kinetic Energy Calculator Let your opinion be known: http://forums.tripwireinteractive.co...ad.php?t=67980 |
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#283
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Have hope. We have many mods coming to the rescue. And also, no one said they have to limit themselves to the Stalingrad period. They can certainly fall back all the way to the start of the war in the Eastern Front. Free DLCs maybe: ''Red Orchestra 2 Road to Stalingrad'' or ''Unternehmen Barbarossa'', and also ''Red Orchestra 2 Crossing the Don''. With new gear, uniforms, maps.. Imagine it all!
![]() I know, I'm a hopeless optimist
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#284
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So pretty much what should be classic mode, yet I still can't find a server in US close enough to losangeles with players on it. go figure. RO2 is slowly dying. I'll check back in again in another month.
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#285
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Edited OP
• Specific spawn time of specific classes Longer time spawn waves in general: • Rifleman.................................................. ......... 30 second wave • Assault, Engineer, Elite Rifleman, Anti-Tank Soldier.... 40 second wave Countdown timer once killed for: • Machine Gunner, Sniper, Squad Leader, Commander...40 second timer • Tank Commander and crew................................... 60 second timer Getting Team Killed will always spawn you in at least 10 seconds, the one that comes first So, if you are more powerful, you are also harder to replenish. And for a more Tactical gameplay. In all TE maps these values would be the same. I know its harsh, but stay alive and this will not bother you • Auto balance Priority for which players gets auto balanced as follows: Players with least kills, players with least overall points, most inactive players or AFK • Beltfed Machine Gunner ammo count Ammo count for beltfed weapons displayed in the HUD when bringing up the Tactical View. Only for weapons using ammo belt • More Realistic character movement, speed, and specially inertia Realism Mode's maximum sprint speed. Classic Mode's maximum jog speed. Strafing jog, pressing A or D, made somewhat slower than going foward, its acceleration also beeing slower. More expressive Inertia and Incumbency effects. Jogging costs a very small constant amount of stamina. Player rotation obeying to a maximum rotation speed related to inertia, weapon weight already influences inertia, e.g. slower to 180º with MGs
Spoiler!
United Kingdom Military March Colonel Bogey - YouTube |
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#286
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This thread has a lot of impressive ideas in it. If it would be implemented as a realism mod for RO2, then I certainly will say YES!!!. But if it would be a change request to the current RO2, then I will say NO.
I do like many of the ideas and I think it could be a solid basis for a RO2 realism mod. But on the other hand will it be seen as an other mode for RO2, and it might split it the community even more. This is also the reason why I am against making those changes into RO2 as it currently is. RO2 is now almost 1 year old and making those changes after 1 year will change the game too much. Some people play and like RO2 as it is now. Just my 2 (euro) cents
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#287
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+1 Agreed
Truly, I'd rather see TWI's time spent fixing what we have, both the program and the SDK. Last edited by Mike_Nomad; 07-02-2012 at 11:49 AM. |
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#288
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I happened to lead the scoreboard with less than five kills on some occasions only by capping, assisting and resupplying. In general i would agree with this prioritylist if it would start on the other end. |
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#289
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I have to disagree with this one. Auto-balance should always and only select the last player(s) who joined, like in RO1 and most games. Points mean nothing. A sniper could be performing really well at his role, but even then he could be the guy with the least amount of overall points.
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#290
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#291
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![]() The great idea in the thread, I think, and people might disagree with me, is the slight change in mindset to the franchise. To provide a stronger appeal to people who have WW2 authenticity for breakfast. And a more tactical first person shooter experience. Is my personal belief that other games have done well enough in teaching us how to play these games too well, so the success lies in making them grittier and an unforgiving experience to the player. We appreciate that! But of course I do not believe that my unforgiving gameplay has to come at the expense of what we have now and what other people believe. ''A lot of impressive ideas'' is all I wanted to hear
Last edited by Sarkis.; 07-02-2012 at 08:21 PM. |
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#292
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• Auto balance Priority for which players gets auto balanced as follows: Most inactive players or AFK, players with least overall points, Players with least kills And also forgot to add • Sniper rifles' third person sound made the same as their unscoped counterparts Firing a sniper rifle in RO2 always gives away the sniper's general position no matter how many other rifles are firing all across the map Last edited by Sarkis.; 07-02-2012 at 06:19 PM. |
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#293
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As for snipers, playing well doesn't mean only having a high body count. Countersniping gives you few kills, but it can still make you a good sniper. It would be hell to be a sniper in Apartments if autobalance worked like that. Points don't tell the good players from the bad.
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#294
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It's not about who is a good player, is about who is contributing the least. I am sure a proper sniper would fare just fine. And before it came to auto balance him, it would auto balance people AFK and people with very low points, team killers and so on. It would also look for people with least kills yes, but there always is a dude with 1 or 0 kills. Don't balance guys with 10 kills in favor of those. That's my take, but sure, can be different, no problem.
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#295
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You know nothing, Lucas Sarkis. Choosing the last player who joined is the most fair solution, because if teams are uneven it's usually because of him. To be honest, anything is better than the present random autobalance system, but RO1 did this well.
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#296
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You, Mr. Nezzer, know much less. Teams become uneven because someone left the game. If anything is better, my solution will suffice hahaha !
Last edited by Sarkis.; 07-02-2012 at 11:02 PM. |
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#297
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Auto-balance is and will always be a pain to someone. I personally would like to see an autobalnce that would not use some static difference in player number, but a more dynamic one depending on the number of players on the server. The more players at present, the larger the allowed difference in teams.
For example: < 10 players, then 1 player difference >=10 < 20 players, then 2 player difference >=20 < 40 players, then 3 player difference >=40, then 4 player difference This will reduce the balance team swaps on servers with higher player count. On who to swap, well I will go with Nezzer and say the last that joined will swap. If we would go for him with the lowest score, then the newbies will always be those that pay the penalty. And that should be prevented at all times. New players need to learn the game and the feeling of the weapons step by step. It sure won't help them if they get swapped all the time. PS: To continue in the above trend: I know nothing
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#298
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Looked over the recent changes/additions, and one thing I feel I have to add is that shouldering MGs should disallow movement. Walking with it under your arm is one thing, but walking around with a four-foot-long, 10-15kg weapon with all the ergonomic features of a tree branch shouldered is another entirely... regardless of possibility IRL, it just doesn't strike me as being something that could 'work' ingame.
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![]() Current name ingame - killallmkb42s.exe |
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#299
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My plan was to make a mod for the part regarding movement being affected by terrain, slope, as I think this will have a big positive impact on gamemplay.
However, it appears you cannot compile code on a 32 bit OS, so for now, this is on hold (until I upgrade my whole PC).
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aka Wakke |
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#300
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Last edited by Sarkis.; 07-10-2012 at 10:52 AM. |
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