A request for a bold server admin.

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Poerisija

FNG / Fresh Meat
May 15, 2009
617
800
0
Turn down the reinforcements tickets. Up the spawntime, if that's possible.

I was just hit by a realization of why RO2 is so fast - it's because everyone is back in action so fast due to small maps, quick spawntime and enough reinforcements to keep charging mindlessly.

I suggest as harsh drop as halving the amount of reinforcements. Make every casualty count.

I just realized that the most exhilarating moments I've had in RO2 have been where we've been really low on reinforcements, or maybe totally out of them, on last lives. That's when it gets really tactical and intense, instead of meatgrinder.

Do it. See what happens. You can tweak the settings from there, if it's too low.
 
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6S.Maraz

FNG / Fresh Meat
Aug 31, 2011
118
51
0
Turn town the reinforcements tickets. Up the spawntime, if that's possible.

Very good idea!
Reducing reinforcements is possible, there is a parameter in ROGame.ini:

ReinforcementScale=1.000000

Putting that to 0.5 or even 0.2 would be a very good idea, so that people stop wasting their (virtual) lives.

I'm not sure about respawn time. There is another parameter:

ReinforcementTimeScale=1.000000

but I am unsure what it does.

Maraz
 

Serrow

FNG / Fresh Meat
Sep 19, 2011
82
81
0
I agree.

Aparments, 75 russian reinforcements, 50 German reinforcements, maybe 45-50 second respawn time. I bet you'd see a veeeery sharp decrease in people trying to hotdog it with Mkbs and Ppsh-41s. :p
 

Icey_Pain

FNG / Fresh Meat
Aug 8, 2011
706
304
0
Wouldn't the result of this configuration be that the stronger team is able to spawnlock the weaker team? With twice the waiting time, it effectively becomes a lot easier for the defending team to take positions or for the attacking team to steamroll the map.

And without the sheer number of people to put pressure on the defenders, the attackers would need more tickets in order for this to be balanced.
 

6S.Maraz

FNG / Fresh Meat
Aug 31, 2011
118
51
0
I have set the ITA - SEOW Red Orchestra Server (it's a ranked server in Germany, although run by an Italian community) to ReinforcementScale = 0.4, so there are only 40% of the standard reinforcements.

So for instance in Pavlov's House, for a 48 players map, there are less than 100 reinforcements per side, instead of more than 200.

I am unable to set the respawn delay, though.

Anyway, everybody is encouraged to play the server and give feedback about the gameplay.

Maraz
 

ightenhill

FNG / Fresh Meat
May 17, 2009
382
54
0
Will try it.. I suspect though the lack of spawn delay may just make it flawed
 
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Nezzer

FNG / Fresh Meat
Feb 3, 2010
2,334
1,021
0
30
Porto Alegre, RS
That's a nice temporary fix, though there will still be some people run 'n gunning while we can enter iron sights in 0.5 second from full sprint.
 

TheRealGunther

FNG / Fresh Meat
Sep 3, 2011
1,177
282
0
Blue Ridge GA
Turn down the reinforcements tickets

Its a good idea on paper but, unfortunately it would just turn every round into a death match I'm afraid.People would play for kills instead of attacking/defending objectives. As of now you cant just play for kills counting on killing off the other teams reinf's will 9 times out of 10 end in a loss in Territory mode.So to get a win the attackers have to push the objectives.

Where this might work better is the duel attack maps like Barracks where both teams can attack/defend. On the pure attacking/defensive maps it would just turn into a simple deathmatch type of fight.I'm pretty sure most people doesn't want that Territory adds tactical gameplay fighting over objectives.If you could easily kill off the other teams reinf's to win by cutting tickets it would encourage more camping and ignoring objectives.

I would like to see more pub servers running CD matches it gives the OP's desired effects I think.Also makes teamwork a must to be effective and, its alot of fun with good teamwork.CD matches with no teamwork is a nightmare tho :eek:

This game has a good balance of game modes I think
1: Count Down= Hardcore tactical game play
2:Territory= More casual tactical game play
3:Fire Fight= Pure arcade deathmatch type game play
 

Zennousha

FNG / Fresh Meat
Mar 1, 2006
1,018
266
0
35
Kelowna, British Columbia, Canada
Considering you're a good 200 meters from the objectives, and usually have to deal with spawn arty/spawn killing from tank AI MGs I'd respectfully disagree.

Spawn abuse is bad enough already, but this would make it a groundbreaking strategy, and cutting off those lines would allow attackers to gain objectives without a single issue.
 

DesiQ

FNG / Fresh Meat
Feb 5, 2011
431
168
0
Australia
www.desiquintans.com
I also disagree, and here's why:


  • Play Commissar's House as Russians.
  • Spawn in and capture Building 81.
  • German tank comes crawling into the left flank behind the water treatment plant.
  • Tank can now shell Spawn 1 with HE, killing people without even needing line of sight. This is an easy twenty or thirty tickets lost if the Russians are slow on the pickup. That's basically half the Russian strength gone from a cheap spawn camp. It's already bad enough with the tickets we have now!
  • Because everyone has died at Spawn 1, they will have to wait a long time to respawn. This allows the Germans to steamroll the survivors.
If you want a more tactical gametype, you should play Countdown.
 

Poerisija

FNG / Fresh Meat
May 15, 2009
617
800
0
I also disagree, and here's why:


  • Play Commissar's House as Russians.
  • Spawn in and capture Building 81.
  • German tank comes crawling into the left flank behind the water treatment plant.
  • Tank can now shell Spawn 1 with HE, killing people without even needing line of sight. This is an easy twenty or thirty tickets lost if the Russians are slow on the pickup. That's basically half the Russian strength gone from a cheap spawn camp. It's already bad enough with the tickets we have now!
  • Because everyone has died at Spawn 1, they will have to wait a long time to respawn. This allows the Germans to steamroll the survivors.
If you want a more tactical gametype, you should play Countdown.

Who plays with tanks enabled anyway?
 

DesiQ

FNG / Fresh Meat
Feb 5, 2011
431
168
0
Australia
www.desiquintans.com
Who plays with tanks enabled anyway?
Tanks add an extra element of phunthymes when everyone knows what they're doing. Provided there is no hullgunner, and no HE spawn camping, and your team is not made up of a bunch of incompetents who complain about why the AT soldiers are not killing the tank, when not only are they not taking the empty AT slots, but no one has bothered to mention where the tank is, no one has spotted it on the map, and no one will answer you when you ask. :mad:
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
I also disagree, and here's why:


  • Play Commissar's House as Russians.
  • Spawn in and capture Building 81.
  • German tank comes crawling into the left flank behind the water treatment plant.
  • Tank can now shell Spawn 1 with HE, killing people without even needing line of sight. This is an easy twenty or thirty tickets lost if the Russians are slow on the pickup. That's basically half the Russian strength gone from a cheap spawn camp. It's already bad enough with the tickets we have now!
  • Because everyone has died at Spawn 1, they will have to wait a long time to respawn. This allows the Germans to steamroll the survivors.
If you want a more tactical gametype, you should play Countdown.

and their was i thinking that both sides had tanks.
 

Icey_Pain

FNG / Fresh Meat
Aug 8, 2011
706
304
0
and their was i thinking that both sides had tanks.

The allied tank has easy to hit vulnerabilities on the front of the tank, while the panzer 4 has none that are easy to hit on the front. An experienced tank gunner can easily take out two allied tanks with one panzer as long as the other tanks don't get the chance to gain speed.
On maps like Commissar's house there are not many places where speed is an option.
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
Vulnerabilities aside, my point was, what are the two Allied tanks doing when the Axis tank is spawn camping? and the Axis tank is very vulnerable from the rear in that position.:IS2:
 
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Poerisija

FNG / Fresh Meat
May 15, 2009
617
800
0
Vulnerabilities aside, my point was, what are the two Allied tanks doing when the Axis tank is spawn camping? and the Axis tank is very vulnerable from the rear in that position.:IS2:

Probably not being played. Getting killed by PTRS from 250 meters to the frontal turret armor gets old read quick.