A Question for all.

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auxiliary606

FNG / Fresh Meat
Sep 20, 2011
28
28
0
Hello, over the last few days Ive started to notice something seriously lacking in RO2, namely firefights.

My question is when is the last time you remember being part of an long, intense firefight, where both sides were really letting rip on each other, trying to suppress and move etc, sort of like an actual battle?

In my opinion, I havent, ever. The reason being the ridiculous accuracy of nearly every weapon. As soon as a head appears it is blown off, especially by the terminator tank ai gunners, with the end result that the game has pretty much turned into camping or run and gun tactics, great.

Would it really be so hard for TWI to adjust the weapon accuracy? And surely this would be beneficial to all as the game may start to feel a bit more enjoyable?
 

gimpy117

FNG / Fresh Meat
Sep 6, 2011
527
111
0
31
Michigan
chilling with me and my squad on station on the top floor of the first building. I was with the Dp-28 laying down fire, and my teammates had the doors and accurate sniper fire. We kept this up 10-15 min. Epic defense
 

Cyper

Grizzled Veteran
Sep 25, 2011
1,290
1,005
113
Sweden
I haven't either. Timelimit for each match is max 20 min, a lot less if you look at the lockdown timer.
 

hulinoitsija

FNG / Fresh Meat
Aug 7, 2011
22
8
0
The accuracy of the weapons are fine, it's not like they aim themselves.
My longest single firefight against one enemy was probably around 1 minute long, on potapova square exchanging pot shots with bolties.
 

Mangeh

FNG / Fresh Meat
Dec 11, 2006
25
1
0
I kind of feel the same way, i guess it's the combination of very easy aiming and lots of automatic weapons that make it like this. Would be nice with a few adjustments to this in hardcore realism-mode.
 

leathery

FNG / Fresh Meat
Aug 20, 2011
12
1
0
the firefights most likely don't last long because most cover can be penetrated, so your better of just shooting first then hiding.
 

ron_moron

FNG / Fresh Meat
Jun 15, 2007
216
33
0
First up I have to say i really like RO2. Sure I've got some grumbles, who hasn't, but overall I thnk it's great.

But I've been wondering why I've been finding it less satisfactory than ROost. In ROost I had so many amazing matches as part of a group (and usually on pubbies) but in RO2 I seem to be on my own much more.

I've no idea why this is, whether it's game mechanics, people getting used to the game or map design, but so far nothing has come close to a group of us taking Zhitomir or the like. I've lost count of the amount of ROost matches where I ended up feeling like part of a squad with a load of guys I'd never met, giving cover, move and fire, taking a map room by room, house by house. In some games i took the lead, sometimes I hung back and gave more cover, but I always felt part of a group that was in a larger battle.

On RO2 though I feel alone. I try and follow some others from the spawn but they quickly split up, everyone going rambo off on their own and so I end up creeping along on my own, trying to help a team that doesn't seem to be so much of a team as a group of individuals.
 

monster

FNG / Fresh Meat
Jul 17, 2006
334
10
0
One thing that would make better firefights is stronger suppresion effect.

Right now, the suppresion is laughable.
 

auxiliary606

FNG / Fresh Meat
Sep 20, 2011
28
28
0
I dont really feel a 1 minute firefight is exactly representative of Staligrad, and 15-20 min defense sounds great, but I would imagine the germans were cut to pieces as soon as they tried to attack, which brings me back to my original point.

Firefights are either too short, or non existant, and the main reason is over exaggerated accuracy.

Does it really seem representive of raw russian conscripts, or beleaguered German troops fighting for survival at the limit of their endurance?
 
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hulinoitsija

FNG / Fresh Meat
Aug 7, 2011
22
8
0
I dont really feel a 1 minute firefight is exactly representative of Staligrad, and 15-20 min defense sounds great, but I would imagine the germans were cut to pieces as soon as they tried to attack, which brings me back to my original point.

Firefights are either too short, or non existant, and the main reason is over exaggerated accuracy.

Does it really seem representive of raw russian conscripts, or beleaguered German troops fighting for survival at the limit of their endurance?

In general a bullet goes where the gun pointed at the time of discharge.

forced inaccuracy does not belong in an FPS like RO2. It belongs in RPGs.
 

wake_up

FNG / Fresh Meat
Feb 12, 2008
215
81
0
MerKozy Land
Last days i startet to hate RO2.
Grain Elevator, german team: Instantly after i left the spawn, i got a heady,
from anywhere from the elevator building, 5 times in one line.

Station, german team: I saw an enemy rifleman at this wooden bridge
through my binocular, i fired with the MP40 at this far away smoothed
pixels and got him killed with some shoot - firing FA.

Spartanovka (?), russian team: I spotted an axis, about 50m away,
that was running - he saw me too and he raised his gun and killed me
so quickly, i even dont recognized he stopped running.
From run to iron sights and give me a heady at 50m in just 1/4 second???

Fallen Fighters, dont matter which side: Everyone runs out and dives
behind the nearest wall, sandbags or detroyed tank.
Noone moves or is taking the way in the middle.
Why? Cause in the same moment you got your head over the cover,
you
 

wooki

FNG / Fresh Meat
Sep 22, 2011
150
30
0
hhgallery.blogspot.com
Defend a point with a squad. See the enemy rushing out from the smoke. Mow them down again and again. Hold a position until the battle is won.
It doesn't get more intense.

Likewise if you are attacking a well defended area. When the enemy is dug in the battle becomes fierce and you will be part of several waves. But finally when the point is clear and you come out victorius... I shut down the computer and take a breather :D

Squads often stick together. Follow you sl around and others will start doing so also. If they don't hang around, disperse and stick with some others who move as a group. More people are always welcome in small fireteams.
A mg'er will always appreciate a rifleman pointing out enemies and watching his back. Most people do want buddies watching their deadzones.
I can't understand how NOT to teamplay in Stalingrad.
 

Cyper

Grizzled Veteran
Sep 25, 2011
1,290
1,005
113
Sweden
In general a bullet goes where the gun pointed at the time of discharge.

forced inaccuracy does not belong in an FPS like RO2. It belongs in RPGs.

You're right. Many shooters out they have weapons that are more or less useless. Even great rifles such as Kar are portrayed as some kind of weird softairguns in most games.

So as you already stated the issue with the weapon handling in RO2 isn't really about accuracy.

Thing is, when you aim in RO the aiming doesn't feel natural. Implementing Dead zone and float zone would be great. It makes the weapon handling a lot more natural. It would also mean that you wont have to move your whole body in order to aim.

When you aim down the sight in real-life it takes roughly two or maybe three seconds (depends on range ofc) to stable the weapon from the time you've started to aim. At least if you don't want to take uneccesary risk since missing a bullet can be devastating. IRL soldiers won't simply use quickaim with their guns up and shoot perfectly. When you aim in RO the aiming feels to robotic. It should be more smooth, so when you aim down the sight and make an instant stop, the weapon should sway for a second. This is exactly what happens in real-life. It's absolutely impossible to aim fast and make a dead stop simply due to the fact that our arms isn't made of steel.

This current weapon handling is probably the reason why players die so often in the game. Even if you take cover and just peek our for a sec, people will pop you in a half sec. This is not realistic in any sense. IRL you wont sit behind a cover, pop up and shot someone in the head and take cover agian in a matter of a second.
 
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Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
0
30
Porto Alegre, RS
You're right. Many shooters out they have weapons that are more or less useless. Even great rifles such as Kar are portrayed as some kind of weird softairguns in most games.

So as you already stated the issue with the weapon handling in RO2 isn't really about accuracy.

Thing is, when you aim in RO the aiming doesn't feel natural. Implementing Dead zone and float zone would be great. It makes the weapon handling a lot more natural. It would also mean that you wont have to move your whole body in order to aim.

This current weapon handling is probably the reason why players die so often in the game. Even if you take cover and just peek our for a sec, people will pop you in a half sec. This is not realistic in any sense. IRL you wont sit behind a cover, pop up and shot someone in the head and take cover agian in a matter of a second.

When you aim down the sight in real-life it takes roughly two or maybe three seconds (depends on range ofc) to stable the weapon from the time you've started to aim. At least if you don't want to take uneccesary risk since missing a bullet can be devastating. IRL soldiers won't simply use quickaim with their guns up and shoot perfectly. When you aim in RO the aiming feels to robotic. It should be more smooth, so when you aim down the sight and make an instant stop, the weapon should sway for a second. This is exactly what happens in real-life. It's absolutely impossible to aim fast and make a dead stop simply due to the fact that our arms isn't made of steel.
100% agreed, but I also think that one of the biggest problems is that the maps that are too small. IRL firefights below 100m usually last less than a minute as you can hit your target pretty easily, but we rarely get into firefights above 100m. That's why the distance between capzones in most maps should be similar to the distance between the Church and the Town Hall in Spartanovka, or like Red October, but without lockdown.
 

wooki

FNG / Fresh Meat
Sep 22, 2011
150
30
0
hhgallery.blogspot.com
I just have to chime in on the aiming debate. Not arguing with anyone but just pointing out how aiming works for me in real life.

Been shooting rifles and pistols since I was a kid. Not lately though, haven't been to my cabin in the wilderness of northern finland in a long time. The cabin where the guns reside.
Anyhoo.. I am not a steady aimer. The longer I aim the more I sway. Especially when I was small and the rifles were longer than me :D So for me accuracy comes from aiming fast and shooting the moment I am on target. If I hesitate I will start swaying and my aim becomes worse. So the faster I shoot the more accurate I am. RO2 fits my shooting style perfectly.
Just saying :)
 
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auxiliary606

FNG / Fresh Meat
Sep 20, 2011
28
28
0
I realise weapons aim where you point them, but then the round is affected by wind, ammunition quality, state of the weapons, the way the weapon is being held etc. So a raw recruit, using crap quality weapons (as we start out with) would not be shooting where the rifle is pointed. As a further example, during the battle Vasiley Zaitsev trialed using AT rifles to knock out German MG nests, but found the inconsistency in ammunition quality, which caused innacurracy, made this ineffective.

If Zaitsev found that rounds didnt always go where the weapon is pointed, how comes we all can in RO2?
 
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Serrow

FNG / Fresh Meat
Sep 19, 2011
82
81
0
I'm not sure wind makes that much of a difference in close-quarter city maps in engagements under 100m..
 

auxiliary606

FNG / Fresh Meat
Sep 20, 2011
28
28
0
Agreed, but there would be an effect however small, which would increase in line with range, and depending on weight/ calibre of shot.