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Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
To be honest, I don't really even think it's a problem of "not listening to the community". It's a lack of a coherent design for the game. There's lots of "oh hey lets try THIS out!" stuff. It has super detailed tank interiors...that do nothing but sit there and significantly increase the...
I feel like I got totally screwed on the product, as it's missing a bunch of features, has a schizophrenic design, and a lot of bugs/wonky problems.
I played RO1 and DH for four years before RO2, and was totally hyped about the game. The funny thing is, when I was in the pre-purchase beta, I...
Skip the KV-1S for now and go to the KV-1 itself. That tank needs more respect in the early-war battles.
My ideal "vanilla" (ie. no mods) tank line-up for the Stalingrad period would be something like this:
Soviet:
KV-1
T-34-42
T-34-41
T-60
T-26
BT-7 (45mm gun)
BT-7A (76mm howitzer)
SU-76...
The problem is that when shot, your aim isn't jostled or moved at all. You can talk all you want about adrenaline and taking time to notice that you're injured, but that doesn't change physics. A full power rifle round to your arm will cause damage to bone, muscle, ligaments, etc. that will...
I've made +100m shots while in slow death mode. You simply should not be able to use your iron sights, and recoil should be increased. That would solve most problems.
You also realize you're hampering the enemy team by cheating them out of a longer time until respawn, right? :)
Seriously, this talk of a suicide key to jump onto a respawn is a non-starter. There are not large numbers of people offing themselves on the battlefield. If you're gravely wounded...
Does opening the console and typing "suicide" not work in slow death? Or does wating another three seconds really cause that much of an issue. If you miss a respawn wave, too bad, them's the breaks. Should have gotten killed sooner, ha.
Along with the limb-damage issues affecting your play, I think a simple change to the current bandaging system should be implemented:
1.) Greatly increase the bleedout time
2.) Slightly increase the bandage time to 5-7 seconds
As it stands now, you either start bleeding "a little", at which...
It's not just the commander. The loader is the REAL problem. Apparently, probably because the loader is not a player position and required for the gun to work, the other AI crew will instantly teleport to the position if he's killed. So, penetrating a certain area kills the loader, AI crew...
They lower/increase the rate of fire. Good for conserving ammo, or ramping it up to hit more targets. Normally I just keep it at the high setting as the guns have unlimited ammo capacity.
As for team support, that's important. But I think the problem most people have is that the guns are...
Creeping or rolling barrages were usually achieved by having sections (~2 guns) or batteries (~4 guns) of artillery fire on different targets in sequence, not having the actual guns adjust during the salvo. So Battery A fires first, then Battery B fires a bit behind, Battery A then fires behind...
Granted, there are a few well-placed MGs, but I ignore most of them as half thier field of fire is obstructed by a wall or something. I'm not so confident that we'll get any official TWI maps that use the HMGs very effectively.
Could be for 2 reasons:
1.) They're afraid of balance, and...
The squad system should be as follows:
Squad 1&2 (Regular squad):
8 Riflemen
Light MG
Squad Leader
Squad 3 (Heavy Infantry):
4 Riflemen
2 Elite Riflemen (really this class should be nixed, SLs get auto rifles anyway)
2 Assault troopers
Light MG
Squad Leader
Squad 4 (Support and Commander)...
Lol, that would be ridiculous. In reality this whole "mark artillery with your binoculars" stuff is absurd anyway. In the real world, the platoon leader or whoever was making the call would just give them corodinates on the map. Only after the round started falling would they call in for...
Yeah, watch out. Whatever the marker tool is, the game treats it as some huge object, making it next to impossible to aim through things like windows with frames on them, or holes in fences.
Yeah, you need to rank them up and it gets a little better. Off the bat, they're horribly inaccurate past the first shot. It's a really needless nerf. Even firing in short bursts, the first round is on but everything after that seems to jump all over the place because of recoil.
Yeah, that's true too. The number of guys in my squad usually dictates how I play SL. If it's full, I'm in spawn-point-mode. If it's only two or three guys, then I'm up there throwing my smoke and assaulting.
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