Announcement

Collapse
1 of 2 < >

Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



For more information about our privacy practices, please review the new Privacy Policy found here: http://tripwireinteractive.com/policies/privacy-notice
2 of 2 < >

Forum Rules

CHANGES
  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

Global Rules
  • Forum moderators may or may not be Tripwire Interactive staff members, but either way, please respect them, as they are the authority of the forums. Speaking to them with intentional spite will not be tolerated and may result in the loss of your forum privileges.
  • Any decisions made by any member of staff or moderator are final and not subject to discussion. Doing so may result in a ban from the site. The owners of Tripwire Interactive Forums reserve the right to remove, edit, move or close any thread for any reason, as well as to remove access to the forums for any individuals with or without warning for breaches of the rules.
  • If you have a complaint regarding another user, PM the appropriate moderators, or if you have an administrative issue, [RO]schneidzekk.

General Behaviour
  • Use the search function before posting. Chances are your question has already been answered.
  • Use a title that describes the content of your post. Don't use all caps or special characters to draw attention either in the title or the body of the post.
  • Up to 10 emoticons are allowed in a post
  • Political discussions are prohibited.
  • Flaming - We do not tolerate abusive, malicious, personal attacks. You will be banned if you persist in this behavior.
  • Trolls - Anyone deliberately antagonizing other forum users by posting 'flame bait' type messages is not welcome. You will be banned (possibly without warning depending on the severity of the issue) if you persist in this behavior.
  • Personal insults (directed at anyone) will result in a ban. If the behavior is not corrected, it will be made more permanent.
  • Constructive criticism is welcome. However keep in mind we (and other forums goers) may not agree with you. If you can't keep the conversation civil, you will be removed from the forums.
  • The use of hyperbole, one liners, and images as part of a forum debate is likely to get you infracted. You have many ways to participate and be a constructive part of this community, even when you disagree.
  • To make the highlighted bits above 100% clear to everyone, the following WILL NOT BE TOLERATED:
    1. Personal attacks, insults, antagonism of any forum-goers, moderators or Tripwire Interactive staff.
    2. Name Shaming and Public "Witch Hunts" are also not allowed.
    3. Breaches of confidentiality and privacy of any sort.
    4. Any form of racism, bigotry or attacks on race, creed or color.
    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.

  • There has been too much in the way of abhorrent personal behaviors in the past. These will cease. It doesn't matter who started it or who reacted to it - it will all result in moderator action. If you have to indulge your hatreds, for whatever reason, go do it elsewhere - and do not try and drag our forum-goers over to enjoy your hatreds.
  • We understand that people have strong feelings about our games, what we do for a living and how we respond (or don't) to comments on the forums. We all aren't going to agree about everything. So, BE CIVIL in your disagreements!

DO NOTs
  • DO NOT Transmit any message, information, data, text, software or graphic files, or other materials ("Content") that is unlawful (including illegal drug usage), harmful, threatening, abusive, harassing, defamatory, vulgar, obscene, libelous, hateful or racially, ethnically, sexually or otherwise objectionable. This includes publicizing private information, such as individual's real names, IP addresses and anything else that might be used to identify them to the freakier members of the internet. This also means you may NOT publically share private communications (PM, email or anything else) without the original poster's permission.
  • DO NOT Post or transmit any Content that contains a virus, Trojan horse or other mischievous Content.
  • DO NOT Post or transmit any unsolicited advertising, promotional materials, "junk mail", "spam", "chain letters", "pyramid schemes" or any other form of solicitation.
  • DO NOT link to posts on any other forums, or any other form of media, that breaches our rules. It will be treated just the same as if you had posted it here.
  • DO NOT Double Post, cross Post, "necro post" or restart closed threads.
  • DO NOT Intentionally or unintentionally violate any applicable local, state, national or international law, rule or regulation.
  • DO NOT Upload or transmit any Content that infringes any patent, trademark, trade secret, copyright or other proprietary rights ("Rights") of any party.
  • DO NOT post cheats or exploits; THIS INCLUDES ALL/ANY REFERENCES TO HACKING, PIRATED SOFTWARE etc.
  • DO NOT complain about being banned from a server and DO NOT complain about other players on servers - that is between you and the admin, no need to get the community involved.

Username, Avatar and Signature Rules
  • Multiple registrations result in a ban.
  • No offensive user names
  • Avatars:
    Avatars are disabled.
  • All signatures should not exceed the following size limits, you can have both text and images
  • - For text signatures: 4 lines normal size, 8 lines small size and up to 100 chars per line. Font sizes above 2 are not allowed. (Blank lines count as lines.)
  • - For images in signatures: 1 image up to 400 pixels wide, 150 pixels tall and 100kb in size plus 2 lines normal size text and up to 100 chars per line
Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
See more
See less

Vietnam And The Planned Changes For 2019!

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Vietnam And The Planned Changes For 2019!

    Happy New Year everyone!
    We want to start 2019 off on the right foot by communicating what we have planned for the next 2 updates. Please note that some of this information may be vague as details can change through playtesting and feedback. Our goal is to share with you the high level goals for these updates so we can start a public discussion regarding major changes to the game.

    What about “X”?
    You’re probably wondering, where is the M113? Are we getting any new weapons? Etc.

    All of that is still being worked on, but the point of this discussion is to highlight what is changing, not what is new. We will be discussing all newly coming content in a future post.

    Anti-Vote Kicking Abuse
    We’ve heard your complaints about griefers abusing the vote kicking system, plus microphone spamming as Spectators. Changes are coming to address these issues and here are the highlights:
    • Players will not be allowed to change teams if a vote against them is in progress
    • Disallow Spectators from communicating via Voice Chat
    • Limit how often players can change teams
    • Additional logging for Admins to see who is starting vote kicks and who is being voted against


    I was boosted to level 99 but want to go back my original level
    Some players were boosted to level 99 by a modified community server around the time the Christmas event kicked off. We do not have the capability to revert or rollback accounts to a previous level. However, we want to implement an option that allows the player to reset themselves to any level they want if they are currently level 99.

    Map Balance
    The following maps will be reviewed and modified to allow for a better balance between attacker and defender wins/loss ratios.
    • VNTE-ASau
    • VNTE-Resort
    • VNTE-AnLaoValley
    • VNTE-QuangTri
    • VNTE-LongTan
    • VNSU-HueCity


    Major Revision to Territories Song Be
    The Territories version of Song Be does not get played very often so we are planning a major revision to make this map more interesting and fun to play. Stay tuned for more details.

    Overhauled Leaning System
    Currently in progress is a major overhaul of how Leaning works in RS2. Currently the Leaning system does not allow you to move and lean at the same time. There are other legacy issues with the current system such as a lack of animation support for rotation, stance changes, or weapon actions.

    http://media.tripwirecdn.com/011419/lean_hue.webm

    The new system supports movement while leaning as well as stance changes and various weapon actions. This makes “slicing the pie”, or the ability to aim while rounding a corner, easier while maintaining a leaned stance. You will also be able to switch to a grenade, weapon, reload, etc, without moving out of your leaned position.

    http://media.tripwirecdn.com/011419/lean_cuchi.webm

    Weapon Balance
    According to the recent Community Survey, a majority of you agree that the Australian weapons really underperform. We agree too. Recoil and general weapon handling is being reviewed - these weapons will receive buffs:
    • L1A1
    • L2A1
    • Owen Gun
    • F1 SMG


    Additionally, there are other weapons that are due for a buff. I won’t get into details about those changes yet, but we will have a round or two of CTB feedback regarding these changes when they are ready.
    • M1917 Revolver
    • MAT-49
    • Makarov
    • M1911
    • M3A1 Grease Gun
    • SKS
    • M1 and M2 Carbine
    • M18 Claymore
    • Type 56 / 56-1
    • M1918 BAR


    There are few weapons which will receive a nerf:
    • M1 Garand
    • M1A1 Thompson
    • 00 Buckshot


    Sniper Scopes
    Overall, sniper scopes have been moved closer to the camera, allowing for more zoomable screen real estate. Smaller optics like the scope found on the 1891/30 PU have their iron sight sensitivity increased, allowing them to be more agile for medium distance shooting.

    Additionally, the 1891/30 PU’s reticle will be centered like it was in RO2. Its current reticle position is realistic but not user friendly at all.

    Loadout Changes
    Loadout changes are coming to every faction. The goal here is to better distribute primary weapons between different roles and allow for more weapon choices.

    The following images show primary weapon selection for each Army’s Roles throughout the war, including Early, Mid and Late War weapon loadouts. Weapon names that are bold are new additions to the Role and a strike-thru weapon name means it has been removed from the Role.

    Early War (1965-1967)



    Mid War (1968-1972)



    Late War (1973-1975)



    Feedback regarding Campaign weapon loadouts are welcomed. We are looking to finalize these changes for update 1.3.

    Campaign Ability and Initiative Changes
    Currently both teams have one “special ability” that can be used every 3 turns during the Campaign. This will be changed to be automatically applied Army specific bonuses. When a specific Army is used during the Campaign, its bonus will be applied to the results of the battle automatically. Some Armies will be more useful than other Armies, depending on the situation in the war.

    Additionally, we want to introduce mechanics for the Initiative to exchange hands more often, rather than always going to the winner of the previous battle. This will give both teams more chances to decide the staging area of the next battle.

    Level Requirements for More Roles
    We are looking at introducing level requirements to roles that tend to require more skill such as Pilots and Marksman. New level requirements would not be very high but will allow us to funnel players through simpler infantry roles before moving on to roles that have a bigger impact on the team.

    Changes to Objectives
    Points will be awarded incrementally every few seconds while spending time in a Objective that’s being captured. Players will still receive points for a completed capture on an enemy objective.

    Squad Leader and Squad bonuses will be allowed to stack, rewarding teams who put whole squads in the objective with faster capture / uncapture rates.

    Objectives already being captured lose the “progress” if the attackers on the objective are killed - they will now lose that progress much slower than before, if there is no-one on the objective. This allows attacking waves more time to take advantage of progress already made on an objective after a team wipe.

    Objectives that are occupied by more than 1 enemy will block an Objective’s capture but will not block capture progress. An objective will be allowed to progress to 99% but will not fully complete if more than one enemy occupies the Objective’s capture area. Two or more enemies in an objective can stall out an opposing force from completing capturing a point, allowing reinforcements to provide backup to the contested objective. Additionally, this means that attacking teams cannot just overpower an objective by having more players in the objective and avoiding engagements with the enemy altogether.

    We are going to try out reducing the distance North Vietnamese’s Squad Tunnels can be placed from an objective to help Squad Leaders find useful spots for their tunnels close to an objective when attacking or defending.

    Radioman
    Radioman will have an option to spawn on the team’s Commander in addition to the other spawns normally available to a squad member.

    Changes to AH-1 Cobra Gunner Ammunition
    Currently the Cobra’s Gunner position has 50 grenades in its chin turret (M129 Grenade Launcher). This number of grenades allows the Cobra Gunner to shoot wildly into the jungle and destroy tunnels / squads of players without any concern for precision.

    The number of grenades given to the Cobra’s Gunner position will be reduced to 30 from 50.

    We'll have more on future additions soon, so stay tuned!
    Pretty, what do we blow up first? - Myn Donos

  • #2
    Spreadsheet says IZH-43. In game it is called IZH-58. 3D model is that of an IZH-43. IZH-43 was introduced in 1984. I doubt the Soviets would have sent even the IZH-58 to Vietnam. Oh well. Good changes.

    Comment


    • #3
      I'm pleased to see you're nerfing buckshot, it was getting a bit rediculous being killed by it at over 100 metres.

      One thing about the loadouts is that I'd personally get rid of the RPD totally for PAVN early war and just give them access to the RP-46. The RPD only really started being introduced when they'd switched to AK47, they used the same round so it made sense logistically. Plus doing this gives a nice spread of different weapons being used.


      I see the XM177 has now been added to the Commander which is brilliant, is it possible to allow US Army and Marine Squad Leaders to also get it? I've seen alot of photos where the Squad Leader opted for this weapon. Plus in the film Platoon most of the Squad Leaders and COs are carrying it, I know this isn't exactly a good historical reference but Oliver Stone Directed it and Dale Dye was the Historical Advisor for the film and they were both Vietnam Veterans, so you can't exactly argue with that!

      Comment


      • #4
        Originally posted by Zammo76 View Post

        One thing about the loadouts is that I'd personally get rid of the RPD totally for PAVN early war and just give them access to the RP-46. The RPD only really started being introduced when they'd switched to AK47, they used the same round so it made sense logistically. Plus doing this gives a nice spread of different weapons being used.
        the Soviets started phasing out the RPD for the RPK starting in 1961. So by 1965 when the game st there would likely have been a large surplus of them available to be sent to Vietnam. The were in use in 1965, how many, I don't know for sure, but I guess a good amount, same with AK. The RPD uses 7.62x39, same as the AK but also the SKS, so there is no logistical issue even if they didn't have AKs, which they did.

        Originally posted by Zammo76 View Post
        see the XM177 has now been added to the Commander which is brilliant, is it possible to allow US Army and Marine Squad Leaders to also get it? I've seen alot of photos where the Squad Leader opted for this weapon. Plus in the film Platoon most of the Squad Leaders and COs are carrying it, I know this isn't exactly a good historical reference but Oliver Stone Directed it and Dale Dye was the Historical Advisor for the film and they were both Vietnam Veterans, so you can't exactly argue with that!
        I'd like to see those pictures of Marines using any varriation of XM177, it was not a marine weapon. I'm sure it happened because the rule with Vietnam is never say never but it would be uncommon.

        Typically the only man in an army platoon (roughly equivalent to a 32 man team in game) that might have an XM177E1 or E2 would be the platoon leader, who is roughly equivalent to the commander in game. Some times other men like SLs, RTOs, medics, or even riflemen got them, but not too often. I might not object to SLs getting the XM177E2 in game if the squads were real size. An squad was 9 men (if at full strength, which they rarely were, but still) that's 150% the size of a squad in game. Usually a platoon would have 3 squads. But in game there are usually 5 or 6 squads and can be up to 10. The army pointman already gets the Xm177e1, and most maps have like 6 pointmen. So currently like 7 people can have the Xm177e1, and if SLs were given them there could be 13 with full squads or 18 with empty squads. So now you've gone from being a fairly uncommon weapon to potentially 2/3rds of the team. Now of course not everybody will pick it, but it should not be as common as an M16 or M14.

        Comment


        • #5
          Take them off the pointmen then, doesn't really make much sense that they have them anyhow. And amybe only allow it to Army.

          I'm all for having bigger squads too.

          As for the RPD I have reference book 'Weapons of the Vietnam War by Anthony Robinson' which has the following passage:

          "Until the Sino-Soviet split in 1960 shipments had come directly from Russia by rail, across China, but thereafter shipment was by sea to Haiphong, and Soviet freighters now began bringing in munitions in massive quantities. The field armies benefitted first; out went the old M1944 carbines and the Simonov rifles, and the Kalashnikov AK47 became the universal infantry weapon.

          The old Degtyarev machine gun, which dated from 1926, used a rimmed 7.62mm cartridge which dated from the 1890s. The Simonov carbine and AK47 rifles, on the other hand, were chambered for a rimless 7.62mm cartridge with a thinner and shorter case which was developed at the end of WW2. The NVA had put up with the logistic problem of having to carry two kinds of ammunition for the basic infantry squad for long enough, and they now asked for, and received, a machine gun which fired the same cartridge as the rifles. This was the RPD."


          The NVA were also using the RP-46 which was basically a belt fed version of the DP, so it's not much of a stretch to give them this early war and also keeps things fresh rather than having the RPD in the campaign right from the start.

          One more point your talking about the RPK saying that it was being replaced in Soviet service in 1961, however the Soviets only supplied surplus old stock to the NVA so this wouldn't have included the RPK. I've never seen any photos of the RPK in Vietnam and I've even asked Vets if they ever saw it there and they said no. Also I have two separate reference books saying that the RPK wasn't sighted in military service until the May day Parade in Moscow in 1966.
          Last edited by Zammo76; 01-16-2019, 05:46 AM.

          Comment


          • #6
            Not sure if I agree with changing the objective capture to be prevented by 1+ defender. While the goal is to prevent players from avoiding contact in order to capture the objective, I think it's more of a strategy instead of a hinderance. Preventing the capture with defenders on the cap allows defenders to essentially do the same thing--avoid contact by hiding. Capping while defenders are in the cap forces defenders to be more aggressive and encourages contact since attackers would theoretically be unable to hide as easily as defenders. If this is implemented, having a server setting that could use old capture logic would be appreciated, since small matches and realism scrims use objective capture as a strategy (force defenders to make a move, objectives being recaptured by defenders in the cap).

            I think an alternative would be that any defenders left in the cap after capture must be cleared out of the cap before the next objective and attackers' spawns become active. This would allow a defending team to set up in new positions until the previous caps are cleared out. Or perhaps just increasing time to capture per number of defenders in the cap/ratio of attackers to defenders.

            Comment


            • #7
              I disagree specifically with the buffs/nerfs:
              -Guns that need buffs: M1A1 Thompson, L1A1, Owens, F1 SMG, M1/M2 Carbine
              -Guns that need nerf: M1918 BAR, Buckshot and RPD

              Based on the amount I have played, Buckshot can be fairly OP and the M1918 BAR handles like an M1 Carbine but with more power than an M14. It has far too much maneuveribility and excellent handling while not maintaining any increase is sway/accuracy. This gun is supposed to be closed to 25lbs, and it should handle like other LMGs.

              Also, concerning loadouts:
              -ARVN should always have the M1 Garand available. It is the only faction that currently gets use of it, in addition to historical accuracy.
              -M1 Garand should be offered to early war USMC and should also be offered from early to late war NLF as a specialist weapon, possibly for Scout or Radioman
              -M1918 should be made available to early war USMC/Army as well as PAVN/NLF
              -Remove RPD from early war PAVN
              -M1 Thompson should also be offered to early war PAVN and offered from early to late war for NLF.


              Concerning level requirements; please try to add a feature that promotes the highest rank in a squad to squad leader, or allow voting/kick. Too often I get put in a squad and the leader is level 16 and it won't automatically promote me as a level 88.

              Comment


              • #8
                Zammo,
                i believe the rp 46 is planned to be added to the game, a good addition.

                You misunderstand me. While the RPK was used in small numbers in Vietnam, and Vietnam MAY have even made some RPKs of their own, that was not my point.

                What I said was, the Soviets started phasing out the RPD for the RPK starting in 1961. So then the RPD became the "surplus old stock" sent to the PAVN.

                As for the may day parade, the Soviets knew that Western intelligence watched it and would often wait several years before parading new weapons systems.

                Comment


                • #9
                  Understood.

                  TBH I wouldn't be averse of the RPK being added but it'd have to be a late war weapon. Btw the Vietnamese version of it was called the TUL-1 (unfortunately no photo):

                  https://collections.royalarmouries.o...ct-283825.html

                  Comment


                  • #10
                    Thanks for the link Zammo.

                    Comment

                    Working...
                    X