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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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#301
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Edited OP
More realistic muzzle flashes Third person muzzle flashes should be the same ones from first person, and only appear and illuminate the environment when they actually occur, which is not for every single shot. Additionally, the illuminating effect should last only a fraction of the time it currently lasts 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. Making the last player who joined be the one auto balanced as a server option Suggestion from Ducky: More players present allows for larger player difference gap in teams: Server with up to 30 players allows for 1 player difference, with 30+ it allows for 2 player difference, and server with 60+ players allows for 3 player difference. I made a few adjustments Ducky ![]() More Realistic recoil Revision of upwards recoil of all weapons in game, specially Submachine Guns and Machine Guns, braced on surface and on bipod. Upwards Recoil should be minimal. Realistic PPSh41 recoil climb, meaning almost none, since it had a muzzle brake More realistic Movement while in Iron Sights Aiming Down Sights does not limit player to walking speed, instead only limits player to a slightly slower jog speed. Player's weapons should move more wildly accompanying the increased speed Slight changes to the ones below Realistic Hipfiring Machine guns Machine Gun constantly stays at lowered position unable to fire, the same way AT rifles are by default or when directly facing a wall. When player presses the command, ΰ la ROOST, the Machine Gun quickly raises, drains a small constant amount of stamina and limits player to a slightly slower jog speed. Aiming around should have the same molasses feel of HMGs, but less somewhat. The specific bind should be up to the player. The recoil pulls the weapon a lot more the right side. Beltfed MG34 unable to hipfire until belt has a least 50 rounds. DP-28 for being lighter drains less stamina and raises slightly quicker Machine Gunner shoulder firing Machine Gunners capable of shouldering Light Machine Guns for a constant heavy cost of stamina, when stamina is low below a certain threshold, they cannot shoulder it anymore. Shouldering limits player's slowed jog speed even more. Aiming around should have the same molasses feel of HMGs, but less somewhat. Beltfed MG34 unable to hip or shoulder fire until belt has a least 50 rounds. Other class players that pick up Machine Guns from the ground can only hipfire. To toggle shoulder fire one would not have to command hipfire mode first. The specific binds should be up to the player. When shouldering the LMG, bracing it on a surface (small white MG42 icon), all the side effects should cease, and it would be essentially the same condition as having it normally deployed on a surface in regards to sway, recoil however would be higher than deploying normally, with the cover system. The only difference being, that lateral surfaces that also brace weapons, should not work with the LMGs. DP-28 for being lighter drains less stamina and raises slightly quicker Thanks again for the feedback all, enjoy: A Bridge Too Far Suite - YouTube |
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#302
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For example a russian rifleman handles his MN-rifle on a lvl10, an elite-rifleman at lvl 20, all other classes who pick up a rifle have to use it at lvl 0. |
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#303
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I would actually keep walking-IS speed as it is, but still increase movement or change camera position so that a) it moves loosely with the weapon, and b) the player aims slightly over the sights - as suggested here.
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![]() Current name ingame - killallmkb42s.exe |
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#304
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#305
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Edited OP
• More realistic Movement while in Iron Sights Aiming Down Sights does not limit player to walking speed, instead only limits player to a slightly slower jog speed. Player's weapons should move more wildly accompanying the increased speed. Bolting becomes slower, and the player's view moves over the iron sights alignment, slowing to walking speed, walking speed button, brings the view back Meanwhile in Brazil.. http://www.youtube.com/watch?feature...&v=podqKi-q04w Last edited by Sarkis.; 07-03-2012 at 06:57 PM. |
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#306
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Edited OP
Reorganized the Topics a bit further. The three main topics describing Authentic Mode are well discriminated now. Those three are what would take to get Vanilla RO2 and make the Authentic Realism Mode, in its simple yet functional state. Hope TWI is seeing this. ![]() also some inclusions: More Realistic Free Aim Free Aim remains the same, but when out of Iron Sights the weapons will always tend back to the center after having floated away More realistic movement while in Iron Sights Aiming Down Sights does not limit player to walking speed, instead only limits player to a slightly slower jog speed. Player's weapons should move more wildly accompanying the increased speed. Bolting becomes slower, and the player's view moves over the iron sights alignment or scope, slowing to walking speed with the walking speed button, brings the view back down. Walking or Jogging while in Iron Sights wildly increased sway in relation to vanilla game, even more while crouching. If proper scope eye relief could be simulated it would be awesome Ugly AA and sky explosions Would be best to take this effect out, or improve it drastically with some search lights during night maps, copy from Band of Brothers series, Episode 2, Day of Days, right in the end when Winters stares into the burning town, and there is some AA going wild
Spoiler!
Music of the Wehrmacht-Droben im Oberland- YouTube Last edited by Sarkis.; 07-04-2012 at 05:45 AM. |
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#307
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Edited OP
Specific spawn time of specific classes Entirely new approach to the spawn system: Spawn timers are personal, which means no more waves. Each class niche has a specific spawn time. Common Riflemen get a discount. And life is also rewarded with your next spawn time already being discounted while you live, after a reasonable time threshold. Spawn Countdown Timer for Common Soldiers Rifleman.................................................. ......... 35 seconds Assault, Engineer, Elite Rifleman, Anti-Tank Soldier.... 40 seconds Spawn Countdown Timer for Support Soldiers Machine Gunner, Sniper, Squad Leader.....................45 seconds Spawn Countdown Timer for Commanders Commander.................................................. ..... 50 seconds Tank Commander and crew................................... 60 seconds When a player of any class is able to stay alive for 150 seconds, 2 minutes and a half, he earns a spawn without a timer. He will spawn instantly when killed in that one life. Getting Team Killed will always spawn you in 10 seconds Each time a player Team Kills he will recieve a 5 second increase to his personal spawn timer These values would be the same in all Territoy maps, with no attacker/defender bias Hope you people enjoy that suggestion ![]() Paul Anka-The Longest Day(Orchestra Version).mp4 - YouTube |
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#308
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its way to easy for them to stay alive for 150sec and somewhat negates their long respawntime |
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#309
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Ok, I'll discriminate for tanks, 4 minutes ok ?
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#310
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I don't know, i think it would need some testing to work out how long a tank will survive on the battlefield.
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#311
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You can't throw away wave spawning, it's a beautiful mechanic that works. If you want to make certain classes rarer, do it in another way. For example, special classes' LOAD OUT only spawn at certain intervals, and can be picked up at resupply points. For example: let's say a LMG is available every 2 minutes (as an example, not saying it should be 2 minutes). Let's say the LMG player dies at the 40 s into the game. He will now wave respawn as normal, but with a rifle. When 80 secs have passed (2 minutes - 40 s) he will receive notification that a new LMG has arrived. He can pick this up at a resupply point, or will spawn with it when dying.
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aka Wakke Last edited by Proud_God; 07-04-2012 at 10:51 AM. |
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#312
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I'd love a mutator for this. |
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#313
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I think the only ones who would get quicker spawns are the ones who achived something really sweet, like blowing up a tank with an AT grenade. They could spawn 5-15 seconds earlier but minimum respawn should stay atleast 20 seconds.
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♫Когда поют солдаты - Спокойно дети спят♫ |
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#314
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Hi,
I have nothing helpfull to contribute to this thread but I just want to say that this whole hardcore realism suggestion is superb! It has my support and I hope one day something wil come out of this. carry on the good thinking. |
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#315
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Did change the instant spawn bonus for being alive long for a 10 seconds one and other thing
Spoiler!
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#316
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Why would you want to change spawn times, which should be on a per map basis (and if I understand correctly, set by the MAPPER)? Are you assuming all maps, reinforcements etc should be exactly the same even for vastly different scenarios? Sounds like you are trying to take something that is naturally different depending on the scenario and just make it generic and unrealistic...
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#317
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Still, I could be pretty much wrong. So people have got to let me know providing feedback. |
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#318
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Edited OP
• Global Round Time Increase Added 15 Minutes to account for slower pace and to make epic lasting battles. Territory Maps Only, Lockdown On, Overtime Off • Global Tickets Increase and Symmetry Global Ticked Increase by 60%, no more Ticket bias for attackers or defenders • Artillery Entirely new approach to the Artillery. Commanders are able to set the firing coordinates directly on the map, they can still spot targets on the game world, but that will equate in the same result. Squad Leaders can and should spot targets, for the targets they spot will be corrected targets, that will be a little bit more powerfull, with more rounds impacting the ground and will equate on a shorter cooldown time by 20 seconds. Targets set by the commander will be normal. The targets on map from Squad Leaders however will only last 1 minute in the map, requiring a re-spot from time to time. The artillery types gain each its individual cooldown timer, being able to be used individually, but each adjusted accordingly: Mortars................... 3:00 Regimental Guns...... 5:00 Rockets................. 10:00 Defender/Attacker bias for cooldown timer can remain • Rocket Artillery More Katyusha and Nebelwerfer Rocket Artillery Salvos. Not only a single salvo but three. Currently calling Rocket Artillery costs a lot of cool down time, but is not always effective for the price Wohlauf Kameraden, aufs Pferd! ![]() CanΓ§Γ£o da ARTILHARIA - YouTube Last edited by Sarkis.; 07-05-2012 at 12:33 AM. |
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#319
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I would be very dubious about any global modifications to spawns or reinforcement numbers as it can rather severely turn a map against one side. Asymmetrical reinforcements are an important balance tool for mappers and on some maps I would even say they're absolutely critical.
__________________
![]() Current name ingame - killallmkb42s.exe |
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#320
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Ok. I'll keep the spawn time bias of attack/defend teams. But with 15 additional minutes for attackers to win and 60% more tickets all around, there is no need for Differential Tickets anymore. In current RO2, the tickets are winning the fight. Always best to play as an attacker, except in classic and some maps. In Authentic game mode, one thing is dead sure: you kill the enemy and he will sit on the bench for at least 35 seconds. So killing the enemy is your only concern. And it will give your team victory.
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