A word from the developers please

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Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
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It's a very simple question, and I'm hoping atleast one of the devs can find the time to answer it.

The question:
Has the characteristics of any weapon ingame been been changed or modified in some way since the official launch of the game?

And when I mean changed or altered I mean increases or decreases to recoil, accuracy, base damage pr. hit etc etc..

Thanks in advance for any answer.
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
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Belgium
It's a very simple question, and I'm hoping atleast one of the devs can find the time to answer it.

The question:
Has the characteristics of any weapon ingame been been changed or modified in some way since the official launch of the game?

And when I mean changed or altered I mean increases or decreases to recoil, accuracy, base damage pr. hit etc etc..

Thanks in advance for any answer.

Yeah, the weapons changed... last time you leveled-up. Which... sucks.
 

FAFFER

FNG / Fresh Meat
Sep 23, 2011
132
40
0
no, don't tell him!

the last thing this place needs is "my most favouritist weapon was nurfed! wahhh wahhh!" aswell as all the rest of it. :p
 
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shadowmoses

FNG / Fresh Meat
Mar 14, 2006
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I believe the MKb has changed. When it first came out it was Super deadly and there were a lot of them. Instead of making the MKb rarer in game they just toned down its deadliness. Only in the last latch have they tuned down the amount of elite and assault classes. as far as exact numbers/attributes, I can't say I know those.
 

Alperce

FNG / Fresh Meat
Sep 13, 2011
447
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Portugal
I believe the MKb has changed. When it first came out it was Super deadly and there were a lot of them. Instead of making the MKb rarer in game they just toned down its deadliness. Only in the last latch have they tuned down the amount of elite and assault classes. as far as exact numbers/attributes, I can't say I know those.

This. I have the same feeling, the MKb seems much more balanced now than when it first appeared, it seems less deadly and, at least I, have seen much less of them arround.
 

Faneca

FNG / Fresh Meat
Sep 16, 2010
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Portugal
I believe the MKb has changed. When it first came out it was Super deadly and there were a lot of them. Instead of making the MKb rarer in game they just toned down its deadliness. Only in the last latch have they tuned down the amount of elite and assault classes. as far as exact numbers/attributes, I can't say I know those.

Thank God it's rarer now it should be even rarer, only 1 available per team (because of the Enemy Loadout unlock).
And it's still deadly as hell.
When I play as a German Assault Trooper I allways pick it because it allows me to kill many, many enemies easily and very fast.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
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None of the patch notes have mentioned any weapon changes. Unless you think they'd not note the changes, there's no reason to believe any weapon has changed since release. Neglecting to list core gameplay changes seems unlikely, considering what minor non-gameplay things they do list as changed.

What's mentioned in this thread in particular has remained constant. The MKb42 has always had less stopping power than the full rifles, and the semiautos have always been less accurate than the bolt-actions. They're not recent changes.
 

Deadbolt

FNG / Fresh Meat
Jul 23, 2008
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It might've been from beta to release, but they definitely toned down the mp40 in accuracy at some point.
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
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As far as I am aware, the base weapons code has not changed since the start of the beta to the current patch.
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
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That they limit the numbers of certain weapons is completely ok, but they shouldn't try to artificially balance the game by reducing the damage a certain weapon does or increase the recoil it has to an unrealistic degree just to achieve some kind of symmetrical balance between the weapons ingame. I want realistically behaving weapons, not "balanced" ones.

That having been said I do not believe that the damage figures for the weapons ingame have been changed since release, where they were abit inaccurate anyway. Atleast I haven't noticed any change to weapon damage myself. But I get worried when people start saying they've noticed that semi auto rifles suddenly take a whole lot of hits to kill with etc etc.. hence my request for an answer.

Basically the base damage figures at launch were as such IIRC:

Full powered rifle round: 110-120 damage
Intermediate rifle round: 70 damage
Pistol round: 50 damage

Only problem here is how low the damage of the intermediate rifle round is, in this case the 7.92 Kurz. Knowing how powerful a round it is, being nearly four times as powerful as any of the pistol rounds ingame, it should do atleast 80-90 damage. Atm though you can survive and bandage with a shot to the chest by this round, which is ridiculous. Anyway it's been like this since release, so it's no surprise and as such not what I am seeking answers to.

What I am really interested in knowing is wether the base recoil of some weapons have changed since release, cause some weapons feel mighty odd to me compared to what they used to for some reason.
 

M55ikael

FNG / Fresh Meat
Aug 11, 2011
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As far as I am aware, the base weapons code has not changed since the start of the beta to the current patch.

That's what I thought, though I do remember a dev saying something along the lines of "a bolt action round to the chest should always kill with one bullet" with regards to a patch. But I think that had to do with bugs affecting performance rather than the weapon code itself.

You can see this internet phenomenon on every single shooter's forum, claiming that small maintenance patches have changed weapon performance. I rarely place any faith in their claims.
 
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hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
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The RO Elitist's piano bar
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That's what I thought, though I do remember a dev saying something along the lines of "a bolt action round to the chest should always kill with one bullet" with regards to a patch. But I think that had to do with bugs affecting performance rather than the weapon code itself.

You can see this internet phenomenon on every single shooter's forum, claiming that small maintenance patches have changed weapon performance. I rarely place any faith in their claims.
I'd certainly love that to be true ... it drives me nuts when I repeatedly shoot enemies in the upper torso with a 7.62 mm rifle round and they keep running as if nothing happened. And it does seem to happen alot more often with semi-auto rifles for some reason... almost as if they do less damage than bolts. Or perhaps it's because their increased firing rate simply means that I notice the chest-hit-not-killing problem more often.
 

Destraex

FNG / Fresh Meat
Sep 2, 2011
368
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I'd certainly love that to be true ... it drives me nuts when I repeatedly shoot enemies in the upper torso with a 7.62 mm rifle round and they keep running as if nothing happened. And it does seem to happen alot more often with semi-auto rifles for some reason... almost as if they do less damage than bolts. Or perhaps it's because their increased firing rate simply means that I notice the chest-hit-not-killing problem more often.

I thought you wanted everybody to miss to have a good fire fight?
I wonder if their will be a range where we can zero rifles, not the russians though, they were lucky to get rifles.
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
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Finland
I wonder if their will be a range where we can zero rifles, not the russians though, they were lucky to get rifles.

Ignoring some cases that happened here and there in early phases of the war the extreme majority "russian weapon shortages" mostly applied in grand scale if you take essential non-frontline crewmen into headcount as well, like supply officers, supply crews (which to begin with would usually use them only in self defence in case of **** happens, or if they are working close at the frontline where they can be potential targets) etc etc as the frontline soldiers took priority over other personel.
 
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hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
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The RO Elitist's piano bar
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I thought you wanted everybody to miss to have a good fire fight?
I wonder if their will be a range where we can zero rifles, not the russians though, they were lucky to get rifles.
Lol if all you got from my last post was that "I want everyone to miss" with rifles, then I'm not sure there's even a point in replying. So I won't on that point -- you can reread my posts get my real opinion.

Regardless, it has nothing to do with the fact that a 7.62mm round to the chest would unquestionably incapacitate any soldier, even if it didn't kill them outright. Keep in mind that in RO1, bolt action rifles and semi-auto rifles were much more deadly than they are in RO2, and that game DID have firefights. Just saying.

My concern is that for some reason bolt actions do more damage than semi-auto rifles that fire the exact same round. If so, this may not be intended,and it would be great to get a developer response if possible.