1) Remove the wounding/bandaging system altogether, or improve it. If you're going to keep it, make it so there are actual CONSEQUENCES for being wounded. If you're shot in the leg, you should run slower like in RO1 (suffering a large penalty at first, then a lesser one). Being wounded in general should make it noticeably harder to handle a weapon (noticeably increased sway) and should cause the player to have less stamina. If possible, it would be great to see location-specific penalties for getting wounded, such as much worse aim if shot in the arm, and similar things. Bandaging times also need to be much longer, depending on the severity of the wound and the number of wounds. These factors (severity, number of wounds) should also effect the player's combat effectiveness -- otherwise, there's simply no point in having a wounding system.
2) Increase general weapon sway. This is especially true for when the player has just finished some sort of strenuous activity such as sprinting. It shouldn't be possible to sprint, stop on a dime, and pull off a perfect shot at 100 meters. The "hold shift to steady" is currently so overpowered that there is no point in resting your weapon against a wall or surface like in RO1, because you can hold it down indefinitely and have perfect accuracy from any stance. Thus, the "hold shift/hold breath" ability should give steadier aim for only a few seconds before aim goes off.
3) Remove or severely nerf the extra "shift zoom" that holding left shift adds. The removal of sway that you get for holding down left shift is already a major bonus to aiming -- the extra zoom is not only silly but makes every weapon into a sniper rifle. The regular zoom that happens by default when the player goes into ironsights is sufficient and superior to what RO1 had to offer (no zoom at all). Keep that the same, but remove the extra zoom that has turned RO2 into a snipe-fest.
4) Improve the suppression system so that it actually serves a purpose. Turning the screen grey does not "suppress" the player. Make the degree to which the player's gun "bounces" around their screen much more pronounced --especially when under heavy fire from weapons such as MGs so that suppression actually exists. Right now it does nothing -- its either you pop up and kill the enemy 200 meters away or they kill you. With drastic improvements to suppression and weapon sway changes (above), cool features that you guys at TWI spent so much time on such as blindfire and the first person cover system as a whole will finally have a purpose.
5) Make the bolt-action rifle to SMG/MG ratio more historically accurate (see: RO1 levels) where the vast majority of players are using bolt action rifles for both sides. Currently, though it has improved slightly, there are still FAR too many SMGs on the battlefield -- over half last time I checked on a typical 64 player server.
6) Give players any and all equipment that they should have which is historically accurate. In other words, severely reduce or remove altogether the Mkb42, AVT 40, and MP40II (the latter which didn't even see frontline service in any numbers ...). All Russian soldiers should receive the drum magazine for their PPSH by default, as it was almost nearly the only magazine being used for the PPSH at the time. Every soldier with a bolt action rifle should also receive a bayonet, as this was also standard issue for the time. The MG34 should really only have the regular drum magazine -- the double drum mag for that gun was super rare and shouldn't be seen on the battlefield.
7) Player movement needs to have inertia, like in RO1 and other realistic games. Right now players are able to run around like they're in a sci-fi universe -- able to stop, turn, spin around, and fire on a dime like they don't weigh a thing. It needs to take a little extra time to stop and start moving, and actions such as mantling should take a bit longer to perform. Also, movement speed should be slower when running upstairs -- right now it's incredibly unrealistic and basically arcade how fast players are able to sprint up stairways. These changes will slow the pace of combat down to realistic speeds and improve the entire feel of the game -- trust me. Reloads could also stand to be slowed down, (if possible) given that certain guns reload almost comically fast -- especially the box mag reload for the MG34 which is even faster than CoD4 when compared to reloads for LMGs in that game which have box mags!
8) MG34 hipshooting needs to be totally nerfed. I give this its own category because its such a glaring issue. I brought this up countless times during the pre-release beta back in July and I've been dismayed to see the problem actually get worse since that time. The beta forum was extremely against the super-ease of hipshooting this weapon back then, and forum sentiment definitely hasn't changed. I find that MGs as a whole are much more useful in a Rambo role than their intended role as a fire support weapon. This is of course partially due to the fact that suppression fire is not a viable tactic in RO2 (see above: Weapon Sway).
9. Please give us an in-game option to turn off non-native voices. This is a small detail, but it really kills the immersion for me when I hear my character say "Hehe, I think the Germans are ****ting their pants!" (a line probably stolen from Enemy at the Gates) every 5 minutes. If I have to listen to silly B-movie writing, at least force me to listen to it in my soldier's native language. I know there are ways right now to jerry-rig this to have the right voices, but it really does need to be a simple in-game toggle if possible.
10. Tanks. Oh Tanks. Where do I begin? This point really deserves a thread by itself (there are many), but there are a few big changes to tanks that must be made. First, there needs to at least be a server option that allows admins to turn off the AI hull MG gunner for all tanks. It's clear that the AI MG gunners essentially allow players to cheat and the fact that tanks have been removed from most of the populated servers for this very reason should be enough to drive this point home. Second, and this is very general: fix the armor values on the tanks. It's clear that there are some major issues with tanks often taking waaaay too many rounds to destroy -- especially the PzIV. See the other tank threads for details on this. Finally, tank spawning. There needs to be a much larger wait time on tanks respawning in the game. Right now tanks basically pop right back into action after they've been destroyed. This is neither realistic or good for gameplay -- what's the point of destroying a tank when it's going to come back in less than a minute?
:IS2:[/QUOTE]
All of this. Looks like we follow the same train of thought