for hipshooting you cannot paint a dot to your screen and you can see why if you watch the rohos video. On the redorchestra irc channel it was said that the recentering the freeaim bug from ostfront is gone as well.The one main fault I see with RO atm is the hip shooting, if kids paint a dot on their screen, they are snipers from the hip and this is stupid. As unrealistic as it is, this needs to be addressed because if this game becomes popular, it will get abused and ruin the game for many people. it doesn't reduce in accuracy if you are moving either, its clearly bugged at the moment, its not even realistic. I think it should be slightly nerfed just so it can't be abused. Please trust me when I say, I can hold my own with a bolt action, i actually prefer them for the challenge and I can see just stupid this is atm.
You say that less recoil on a smg is going to be so bad, but have you ever played the mod of ro. Because there was no resting of weaponry all weapons always had rested recoil (or atleast so it seemed). It didn't create a run and gun gameplay.
If you really want to talk about weapon balance, SMG's if they should stay as effective as in ostfront need to become stronger in rohos because of the fov zoom. If the playing range is increased balance wise to keep the game the same as in ostfront you need to increase the range of all weaponry.
I want a game that keeps balance of teams into mind in map design and encopes weapon superiority in balance with rarity just like ostfront. The strongest weapons in ostfront are by far the mg and sniper, the balance is kept exactly because of limiting classes. But i dont want to play mirrorred maps with mirrorered weaponry that just looks different.
If there would be a DH2 comming out they will probably aim to make the game more realistic atleast the DH team aimed for doing that over RO logically taking some things in account.
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You seem to not want run and gun gameplay, making most weapons be about fighting at more realistic ranges is exactly the opposite from run and gun gameplay. As you're forced to play more stationary to have success.
SMG rounds have bad penetrational capabilities, have massive bulletdrop, long travel time.
Rifle rounds have much better penetrational capabilities, much less bulletdrop, shorter travel time.
This should differentiate SMG's and RIfles enough to keep a form of difference.
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How would stopping power go up in the game with a different hit detection, pretty much all weapons are already a 1 hit kill. The only difference is probably that you can make more less fatal kills so that would mean less stopping power.
The rate of fire in red orchestra ostfront is exactly what the rate of fire was pretty much. 900 bullets per minute for the PPSH and 1200 bullets per minute for a mg42 (max of 20tick netspeed). So rate of fire probably wont change.
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