RO was a masterpiece, and I feel that instead of capitalizing on very well built and polished infantry gameplay mechanic Tripwire went into the "Cawadoodie" model to attract more players! It looks great, it feels fast but its not the same game anymore, its just another arcade shooter with fancy tank interiors.
Well for me the magic of the RO mod and Ostfront is gone! But I have ideas on how RO2 can regain the charm and wisdom of its ancestors. If tripwire does not listen, i hope some modders will. Would be pretty ironic to have to mod RO to make it "RO"
Chapter 1: Weaponry
- Dramatically Increase weapon sway on rifles and heavy weapons. Based on fatigue, suppression and stance.
- Increase semi/bolt action recoil.
Reason: A lot of people including myself are complaining that the weapons are way too accurate. Well they are supposed to be accurate, keep the accuracy as is, do not add bullet dispersion or over the top recoil. Players can run stop shoot with incredible accuracy and run again. Standing is just as accurate as crouch or prone.
There is no force moving the rifle about like it did in RO1. Making the aim substantially harder. Making variables like, stance, and fatigue as well as weapon resting crucial for accurate fire.
Currently bolt actions feel like Phazers. Since neither the recoil nor bolting offset where I am pointing. Semi-auto recoil is fine it just does not feel as sharp as it did in RO1. But it should offset the rifle more like in RO1, these are insta-kill weapons after-all.
Suggestion: Revert to the RO system! Add A LOT OF WEAPON SWAY. More fatigue = more weapon sway! Stance matters. Standing sighted in should increase sway quickly, crouched not as quick, when prone slowly, when deployed sway should be non-existent.
Benefits: Would put an end to this sprint fire sprint nonsense. More tactics!
Just like in RO1 players would be resting behind a cover before attempting to engage anyone!
- Remove the zoom feature for all Non-Scoped weapons and do not zoom in while bringing up iron-sights.
Reason: This is not ArmA. Rarely do we engage targets further than 100 meters away. Ruins balance, realism and fun. Negates the advantages from scoped weapons on most maps. Makes the game feel arcadish. Insta headshot fest that any noob can participate in, instead of, epic rifle exchanges where the best pixel-hunter wins!
There is no eye-zoom in the rl
Distance Estimating from RO1 is completely killed by the zoom and its effect, since there is nothing further than a straight-shot away which destroys the purpose of adjustable sights in the first place.
Suggestion: Remove the zoom feature completely, instead make the same key hold breath which would significantly reduce weapon sway!
In RO2 Field of view and zoom levels are constantly changing when the player is sprinting, sighting in, zooming.
This is very annoying!
Do not zoom in and change the Field of view when bringing up sights, just bring the model closer to camera instead! Like it was in RO!
Benefits: Harder aiming! This would change the gameplay entirely, and for the better! Implemented together with RO weapon-sway and fatigue would bring back the RO feel and make the engagements longer and more intense!
Here is a comparison of RO and RO2 sights!
- Bring back bayonet attack holding.
Reason: Current instakill bayonet is unrealistic and aracadish. While hitting someone with the stock of the rifle takes a dozen hits before it even registers. I get more kills clearing rooms with a bayonet than with the pistol and rifle combined.
Suggestion: Bring back the old RO mechanic where the longer the melee button is held down the more damage the bayonet will do. Also maybe the speed could be factored in. Players who sprint with bayonet charged would do more damage. On the second thought, current non-bayonet melee attack is fine. Holding it down like in RO, would be silly.
Benefits: Players won't be able to arcade-insta-stab a whole room of people. Instakills will still be possible if the bayonet is "charged" enough, just like in previous game.
- Bring back detachable bayonets
Reason: Currently there is no difference between bayonet and no bayonet regarding important factors such as: Weapon Sway, Collision with environment. Bayonets have a clear advantage in melee, however it is not of balanced by disadvantages in CQB handling and weapon sway. This feature has been requested countless times.
Suggestion: Bring back the detachable bayonets from RO1. Make the weapon sway a bit larger while shooting from standing, a tiny-tiny bit larger when shooting from crouch. However from prone, or when the rifle is rested bayonet would have no effect on thew weapon sway.
Benefits: Players presented with a tactical decision instead of an arcade (COD) unlock:
A clear advantage in melee vs disadvantage in unsupported gunnery and close quarters handling. (Since the bayonet adds to overall length of the weapon)
Chapter 2: Movement
- Introduce acceleration to sprint
Reason: currently players are instantaneously jumping to full speed, this feels very arcadish and silly also subtracts from RO feeling, no sense of occasion in movement. Most people are tunnel visioned and have no idea where they are going. Running around like a headless chicken and hipfiring at point blank range.
Suggestion: Add a substantial animated acceleration delay when beginning to sprint, similar to RO
Benefits: Movement more tactical, more thought on players behalf on where to go and where not to go. Less run and gun, more fire and maneuver.
- Limit the turn angle while sprinting
Reason: currently players are able to turn on a dime while sprinting and crouch-sprinting. Again very arcadish. Turning 90-180 at full sprint is ridiculously silly.
Suggestion: Turning with mouse can rotate the player maximum 15-20 degrees while sprinting. From 11 to 1 o'clock.
Benefits: Again Movement more tactical. Players sprinting from cover to cover instead of wiggling about! More teamwork, vital to establish a base of fire or throw smoke in order to cross no mans land before cover.
- Slow down or fall over (go prone), when shot in the legs and lower body
Reason: Players Zerg through a hail of fire getting hit by bullets all over, regardless of which they are able to stab instakill everyone in the room, than simply bandage up in 1 sec. Bayonets should be a last resort when there is no ammo, or situation demands it. Not Leeroy jenkins insta-stab the whole room of submachinegunners than bandage up and frog away. Leave this feature to Cawaddody!
Suggestion: [Only while running] Getting shot in the feet or legs with a large caliber weapon would force change player in prone stance (Maybe with a fall animation). Much like in Darkest hour. [All stances] Also getting shot in the legs with smaller caliber weapons (SMG, pistols) would slow player down. (Wounded walk animation?)
Benefits: Bring back RO Feature! Less zerging, more teamwork. Another reason to employ tactics, more thought put in movement. Adds another dimension to CQB firefights.
- Slightly Increase Bandaging Time. Increase bleed out interval.
Reason: Currently even the bandaging is way too arcade, it is a health pack button, instead of an attempt at medic system. Countless times I see players gunned down in a hip fire contest where the winner of the hipfire contest is not even affected by the wounds. Run into a room Sprint n' Spray bandage within 1 second Sprint and Spray again. More than enough time to bandage up before enemy's teammates can sprint into the room.
Players should seek cover to effectively bandage up, have their teammates cover them while they are vulnerable.
Right now it goes like this on numerous occasions: Guys run across the open, get shot, bandage up in 1 sec right there in the open where they were hit, keep sprinting before another shot comes in.
Feels like this system that allows easily to get away with getting shot actually encourages lone-wolfing and going rambo for the kills (Cawadoodie style) Instead of teamwork.
Suggestion: Depending on the wound Increase the time in which player can bandage up before bleeding out. Which will allow for more time to seek cover and teammates. Increase the time it takes to bandage up. 4-5 Seconds. Possibly add something that let's your teammates know that you are wounded, so they can cover you while bandaging.
Benefits: MORE TEAMWORK, less Cawadoodie lone-wolfing. A lot more beneficial to stay in squad. Chances of survival increased with teammates covering the doors/windows while you bandage up. Less zerging.
Chapter 3: Weapon Collision with Environment and Cover system
- Scale up the character models until they are 1:1 with the game-world. Add weapon collision sound effects.
Reason: Currently character models are way too small, compared to the world that they exist in. There is another thread on that here, and i am going to steal some pictures from it to show an example. I imagine this is done due to the realistic weapon collision with environment system where if the scale of Environment vs Character had to be lowered otherwise rifles would be useless in doorways, always getting stuck, making it furosterating for newcomers.
Well This Destroyes the point of having weapon collision with environment in the first place, since no class gains advantages/disadvantages from it!
Right now the weapon scale in CQB is irrelevant. Players with long rifles (Bayonets attached), MG's, AT-Rifles, can maneuver and engage, just as well as players with SMG's and Pistols. This is incredibly unrealistic and destroys the purpose of the weapon collision system in the first place. Since more cumbersome weapons should clearly be at a disadvantage in close quarters.
If this is implemented it would make targets even easier to hit, well that is why I consider the removal of the "shift zoom" and weapon sway implementation vital to improving the overall gameplay experience. This quote explains the gunnery aspect of this:
Also This shows how "shift zoom" is more of an arcade feature. In regards that the scale is not the same between first person, character models and the gameworld. Again Distance Estimating from RO1 is completely killed by the zoom and its effect, since there is nothing further than a straight-shot away which destroys the purpose of adjustable sights in the first place.
Suggestion: Scale up the models so they are at 1:1 ratio with the surroundings. Introduce sound's for weapon collisions with environment. Another mod for the Unreal by the name of "Infiltration", modeled this exceptionally well.
Infiltration - Weapon Collisions & Interaction with the Environment
Benefits: MORE TEAMWORK. Sticking to Squad Leaders and players with SMG's to cover each other, instead of Zeging! More tactical decisions and depth to the gameplay, less arcade. Classes would be more useful and have clear advantages/disadvantages [SMG - handy indoors, rate of fire, Rifle - cumbersome indoors, great damage and penetration]. More thought and tactical decisions required on players behalf. Different choice of position, cover and field of fire.
I will be writing up more on cover system and tanks.
Nevertheless it feels weird reminding the studio who came up with these features to put them back in the game. What were you thinking Tripwire? It would make more sense to capitalize and what is already there and accepted by the player base instead of trying to squeeze into the (BF/COD) area. Why do you think Red Orchestra fans play Red Orchestra? Well i am sure it has something to do with these realistic non-arcadish features in the first two games and the "feel" of combat, certainly not the visuals.
For fast-paced shooters with great graphics there is always Cawadoodie. (Call of Duty)
Well for me the magic of the RO mod and Ostfront is gone! But I have ideas on how RO2 can regain the charm and wisdom of its ancestors. If tripwire does not listen, i hope some modders will. Would be pretty ironic to have to mod RO to make it "RO"
Chapter 1: Weaponry
- Dramatically Increase weapon sway on rifles and heavy weapons. Based on fatigue, suppression and stance.
- Increase semi/bolt action recoil.
Reason: A lot of people including myself are complaining that the weapons are way too accurate. Well they are supposed to be accurate, keep the accuracy as is, do not add bullet dispersion or over the top recoil. Players can run stop shoot with incredible accuracy and run again. Standing is just as accurate as crouch or prone.
There is no force moving the rifle about like it did in RO1. Making the aim substantially harder. Making variables like, stance, and fatigue as well as weapon resting crucial for accurate fire.
Currently bolt actions feel like Phazers. Since neither the recoil nor bolting offset where I am pointing. Semi-auto recoil is fine it just does not feel as sharp as it did in RO1. But it should offset the rifle more like in RO1, these are insta-kill weapons after-all.
Suggestion: Revert to the RO system! Add A LOT OF WEAPON SWAY. More fatigue = more weapon sway! Stance matters. Standing sighted in should increase sway quickly, crouched not as quick, when prone slowly, when deployed sway should be non-existent.
Benefits: Would put an end to this sprint fire sprint nonsense. More tactics!
Just like in RO1 players would be resting behind a cover before attempting to engage anyone!
- Remove the zoom feature for all Non-Scoped weapons and do not zoom in while bringing up iron-sights.
Reason: This is not ArmA. Rarely do we engage targets further than 100 meters away. Ruins balance, realism and fun. Negates the advantages from scoped weapons on most maps. Makes the game feel arcadish. Insta headshot fest that any noob can participate in, instead of, epic rifle exchanges where the best pixel-hunter wins!
There is no eye-zoom in the rl
Distance Estimating from RO1 is completely killed by the zoom and its effect, since there is nothing further than a straight-shot away which destroys the purpose of adjustable sights in the first place.
Suggestion: Remove the zoom feature completely, instead make the same key hold breath which would significantly reduce weapon sway!
In RO2 Field of view and zoom levels are constantly changing when the player is sprinting, sighting in, zooming.
This is very annoying!
Do not zoom in and change the Field of view when bringing up sights, just bring the model closer to camera instead! Like it was in RO!
Benefits: Harder aiming! This would change the gameplay entirely, and for the better! Implemented together with RO weapon-sway and fatigue would bring back the RO feel and make the engagements longer and more intense!
Here is a comparison of RO and RO2 sights!
- Bring back bayonet attack holding.
Reason: Current instakill bayonet is unrealistic and aracadish. While hitting someone with the stock of the rifle takes a dozen hits before it even registers. I get more kills clearing rooms with a bayonet than with the pistol and rifle combined.
Suggestion: Bring back the old RO mechanic where the longer the melee button is held down the more damage the bayonet will do. Also maybe the speed could be factored in. Players who sprint with bayonet charged would do more damage. On the second thought, current non-bayonet melee attack is fine. Holding it down like in RO, would be silly.
Benefits: Players won't be able to arcade-insta-stab a whole room of people. Instakills will still be possible if the bayonet is "charged" enough, just like in previous game.
- Bring back detachable bayonets
Reason: Currently there is no difference between bayonet and no bayonet regarding important factors such as: Weapon Sway, Collision with environment. Bayonets have a clear advantage in melee, however it is not of balanced by disadvantages in CQB handling and weapon sway. This feature has been requested countless times.
Suggestion: Bring back the detachable bayonets from RO1. Make the weapon sway a bit larger while shooting from standing, a tiny-tiny bit larger when shooting from crouch. However from prone, or when the rifle is rested bayonet would have no effect on thew weapon sway.
Benefits: Players presented with a tactical decision instead of an arcade (COD) unlock:
A clear advantage in melee vs disadvantage in unsupported gunnery and close quarters handling. (Since the bayonet adds to overall length of the weapon)
Chapter 2: Movement
- Introduce acceleration to sprint
Reason: currently players are instantaneously jumping to full speed, this feels very arcadish and silly also subtracts from RO feeling, no sense of occasion in movement. Most people are tunnel visioned and have no idea where they are going. Running around like a headless chicken and hipfiring at point blank range.
Suggestion: Add a substantial animated acceleration delay when beginning to sprint, similar to RO
Benefits: Movement more tactical, more thought on players behalf on where to go and where not to go. Less run and gun, more fire and maneuver.
- Limit the turn angle while sprinting
Reason: currently players are able to turn on a dime while sprinting and crouch-sprinting. Again very arcadish. Turning 90-180 at full sprint is ridiculously silly.
Suggestion: Turning with mouse can rotate the player maximum 15-20 degrees while sprinting. From 11 to 1 o'clock.
Benefits: Again Movement more tactical. Players sprinting from cover to cover instead of wiggling about! More teamwork, vital to establish a base of fire or throw smoke in order to cross no mans land before cover.
- Slow down or fall over (go prone), when shot in the legs and lower body
Reason: Players Zerg through a hail of fire getting hit by bullets all over, regardless of which they are able to stab instakill everyone in the room, than simply bandage up in 1 sec. Bayonets should be a last resort when there is no ammo, or situation demands it. Not Leeroy jenkins insta-stab the whole room of submachinegunners than bandage up and frog away. Leave this feature to Cawaddody!
Suggestion: [Only while running] Getting shot in the feet or legs with a large caliber weapon would force change player in prone stance (Maybe with a fall animation). Much like in Darkest hour. [All stances] Also getting shot in the legs with smaller caliber weapons (SMG, pistols) would slow player down. (Wounded walk animation?)
Benefits: Bring back RO Feature! Less zerging, more teamwork. Another reason to employ tactics, more thought put in movement. Adds another dimension to CQB firefights.
- Slightly Increase Bandaging Time. Increase bleed out interval.
Reason: Currently even the bandaging is way too arcade, it is a health pack button, instead of an attempt at medic system. Countless times I see players gunned down in a hip fire contest where the winner of the hipfire contest is not even affected by the wounds. Run into a room Sprint n' Spray bandage within 1 second Sprint and Spray again. More than enough time to bandage up before enemy's teammates can sprint into the room.
Players should seek cover to effectively bandage up, have their teammates cover them while they are vulnerable.
Right now it goes like this on numerous occasions: Guys run across the open, get shot, bandage up in 1 sec right there in the open where they were hit, keep sprinting before another shot comes in.
Feels like this system that allows easily to get away with getting shot actually encourages lone-wolfing and going rambo for the kills (Cawadoodie style) Instead of teamwork.
Suggestion: Depending on the wound Increase the time in which player can bandage up before bleeding out. Which will allow for more time to seek cover and teammates. Increase the time it takes to bandage up. 4-5 Seconds. Possibly add something that let's your teammates know that you are wounded, so they can cover you while bandaging.
Benefits: MORE TEAMWORK, less Cawadoodie lone-wolfing. A lot more beneficial to stay in squad. Chances of survival increased with teammates covering the doors/windows while you bandage up. Less zerging.
Chapter 3: Weapon Collision with Environment and Cover system
- Scale up the character models until they are 1:1 with the game-world. Add weapon collision sound effects.
Reason: Currently character models are way too small, compared to the world that they exist in. There is another thread on that here, and i am going to steal some pictures from it to show an example. I imagine this is done due to the realistic weapon collision with environment system where if the scale of Environment vs Character had to be lowered otherwise rifles would be useless in doorways, always getting stuck, making it furosterating for newcomers.
Well This Destroyes the point of having weapon collision with environment in the first place, since no class gains advantages/disadvantages from it!
Right now the weapon scale in CQB is irrelevant. Players with long rifles (Bayonets attached), MG's, AT-Rifles, can maneuver and engage, just as well as players with SMG's and Pistols. This is incredibly unrealistic and destroys the purpose of the weapon collision system in the first place. Since more cumbersome weapons should clearly be at a disadvantage in close quarters.
If this is implemented it would make targets even easier to hit, well that is why I consider the removal of the "shift zoom" and weapon sway implementation vital to improving the overall gameplay experience. This quote explains the gunnery aspect of this:
Actually it can have some impact on gameplay.
In a game with a world modelled after real life, when we look at things such as walls, doors, windows, trucks and more that we've all seen in real life we tend to use their apparent size to determine distance and to estimate what size other things in the game are going to be relative the things we've seen.
For instance, looking through a doorway, one would assume that aiming approximately 1/4 from the top would be pretty close to the head of someone walking through the door. In the game taking that shot would be over the head of someone walking through the doorway.
Same thing would apply to windows and walls. From a distance you could aim at the corner and approximate the height of a man compared to the size of bricks and how hight the windows are, but again, if the scale is different between the world and the characters, things become strange.
Now that I think about it this scale inconsistency might be the reason why I've always felt that the kill distances where a lot longer than what the game said.
Would it not be possible to increase the size of the player characters so that they fit into the world better?
Also This shows how "shift zoom" is more of an arcade feature. In regards that the scale is not the same between first person, character models and the gameworld. Again Distance Estimating from RO1 is completely killed by the zoom and its effect, since there is nothing further than a straight-shot away which destroys the purpose of adjustable sights in the first place.
Suggestion: Scale up the models so they are at 1:1 ratio with the surroundings. Introduce sound's for weapon collisions with environment. Another mod for the Unreal by the name of "Infiltration", modeled this exceptionally well.
Infiltration - Weapon Collisions & Interaction with the Environment
Benefits: MORE TEAMWORK. Sticking to Squad Leaders and players with SMG's to cover each other, instead of Zeging! More tactical decisions and depth to the gameplay, less arcade. Classes would be more useful and have clear advantages/disadvantages [SMG - handy indoors, rate of fire, Rifle - cumbersome indoors, great damage and penetration]. More thought and tactical decisions required on players behalf. Different choice of position, cover and field of fire.
I will be writing up more on cover system and tanks.
Nevertheless it feels weird reminding the studio who came up with these features to put them back in the game. What were you thinking Tripwire? It would make more sense to capitalize and what is already there and accepted by the player base instead of trying to squeeze into the (BF/COD) area. Why do you think Red Orchestra fans play Red Orchestra? Well i am sure it has something to do with these realistic non-arcadish features in the first two games and the "feel" of combat, certainly not the visuals.
For fast-paced shooters with great graphics there is always Cawadoodie. (Call of Duty)
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