Overall feel - exactly what I was looking for. Intense. Hard. Scary. Difficulty is a bit high to start, I think because there's no little transparent map up in the corner of the screen, you have to pull a map up and stop moving/fighting to view it (as far as I can tell) and because it seems pretty tough to determine friend or foe - I see the blue names of friends when close enough, but no red over enemy? Do you just have to be able to discern via location and uniform?
quote]
RO's focus has been on realism.
It isnt the most realistic game out there, but it is the most realistic online game out there (IMO).
Things you can do easy in real life, should be easy to do ingame, and things hard to do in real life, should also be hard to do ingame, has been the motivation behind things.
IRL you dont get handy blinking icons over friendly soldiers, so you wont get them in RO. (and in my very honest opinion, even the names over friendlies closeby should be removed as well, but its no biggie)
It's why teammates arent visible on the minimap either. If you want to know where your team is, keep track of them yourself, or coordinate with them (cause people will walk away when your not looking
)
If you are in doubt if a soldier is friendly or not, check the colour on your arm sleave and compare it to the enemy.
Yes that is all so true! BTW there is also bullet drop too for both tank shells, and all bullets in the game. So if you lead your target and still miss it may be that your leading too much/too little, or that he is so fare away you need to aim above him a bit more. Not like in BF mind you where you would have to aim like well above the target, but it's more realistic.
Agian there is no cone of fire in ROOST eathier. It's all baised soly on recoil and it works well. The PPSH is great for close combat, and can lay down alot of bullets for a long time, but it's recoild is a major draw back because you have to keep it in control or your not going to hit anything other than your own team that is if they run in front of you.
There are also Nade duds. Yes thats right, some times your nade will not go off and it will just sit there till it goes away. Means you have to make every toss count. Because if it turns out the one you tossed is a dud you will have to toss another nade out there. Nades are also not nukes ala COD, but they are deadly in close combat. Most of the time you will only take minor damage from a nade that is 20 feet away, but you still take damage.
Also arty can be deadly but it's not over powering like it is in BF2. IE 40 feet away from the blast and behind a rock/in a building will save you big time in ROOST. there are also different types of arty in the game:
Random arty: This is for infantry maps that are too small for players to be able to place arty without killing their whole team. It acts like a ambiants but it can still take you out if your not paying attention. IE I had a whole advance of 8 men cut down to 3 by one random shell in the Winter map of a Stalingrad. It was funny, but it realy made us lose the round because both teams had no more tickets left LOL!
Player arty: as the name shows this is controled by the Squad Leader and only the Squad Leader. Mind you he dose not place it anywhere on the map by useing his map he has to get to a near by Radio, place it useing his binoculars, then call in the fire mission, and then wait for command to respond. if they can you should hear the thumps of arty in the background, then hear the roar of the shells over head then simply watch the fire works as the shells impact the ground and leave a cool black scorch mark where they land.