Allow servers to reduce weapon accuracy

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Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
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Canadian in Australia
If one is going to change the weapon sway, then it has to be universal or not at all.

You're going to have people jumping from server to server, such as myself, where the player will be accustomed to the physics of weapons in one way, then jumping to another server where it'll be completely different, having to re-learn the physics, then jump back to another server and do it all over again depending on the server's settings.

You're going to have a slew of servers ranging between:

• Relaxed-Realism with Current Weapon Physics
• Relaxed-Realism with Server-Set Weapon Physics
• Realism with Current Weapon Physics
• Realism with Server-Set Weapon Physics

If servers can modify the level of Server-Set Weapon Physics on top of the above, you then add more to the confusion.

As well as various servers with TE, FF & CD game modes mixed in with the above.

The problem I see is that you'll simply confuse the living hell out of the majority of players unless you make the weapon sway universal for all game modes..... thus, either leave it as it is, or change the weapon physics for everybody on every server.

You're going to have the odd players who won't care either way and will catch on quickly on what server settings are in effect, but you'll have a large number of new players trying to figure out wtf is going on with their game, and other players who won't want to bother trying to re-learn how to use their weapons from server to server and will just stick to one or two servers that suit their preference.

I personally think the weapons are just fine as they are now, but also wouldn't care if the weapon sway was increased for certain stances / stamina or left as is..... but don't allow servers to change how the weapons work on their end, because it's going to create more problems than it will solve.

It would be acceptable if the increased weapon sway was on Realism Servers but not Relaxed-Realism Servers, or was in both, or neither.... but don't go around messing up both modes by having relaxed with more sway, relaxed with existing sway, realism with more sway and realism with existing sway..... it'll be a mess for the community.
 

DesiQ

FNG / Fresh Meat
Feb 5, 2011
431
168
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Australia
www.desiquintans.com
The amount of weapon sway at full stamina in RO was ridiculous. That's the kind of sway I'd expect if I had just finished a run (and yes, I absolutely think that stamina should affect sway in RO2).
 

flavin420

FNG / Fresh Meat
Oct 2, 2009
308
49
0
The amount of weapon sway at full stamina in RO was ridiculous. That's the kind of sway I'd expect if I had just finished a run (and yes, I absolutely think that stamina should affect sway in RO2).

Bring it back now yall, screw the COD crowd
 

Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
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Rather than ruining mechanics for the rest of us, why don't you guys just play drunk?

Bam, instant weapon sway.

It's just not that hard to shoot a head-sized target from 50 meters. It's just not. Honestly, guys.

Rather than relying on gamey weapon mechanics to protect your bad habits, why don't you try learning some new tactics rather than demanding that you be allowed to stay in the same rut you've been squatting in for the past 6 years.

Try something new, guys. You may like it if you give it a chance and stop trying to change it every second.
 
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DesiQ

FNG / Fresh Meat
Feb 5, 2011
431
168
0
Australia
www.desiquintans.com
Bring it back now yall, screw the COD crowd
Incorrectly implying that I play or even care about CoD.

I love how RO1 vets are in love with realism, but won't budge on the amazing lack of realism inherent in swaying like a drunk when trying to draw a bead on a guy 20m away. Here is how to solve the accuracy problems of RO2:

1. Sway should be multiplied by low stamina at all stances and speeds. Even if you are proned and your rifle is resting on something, trying to aim while your chest is rising up and down from breathing hard won't be as easy as gentle breathing.

2. When raising the rifle, have a period of inaccuracy (500ms? 750ms?) while the soldier is lining up the front and rear post. This will prevent 100m snap shots from cover, but shouldn't affect your ability to fight in close quarters. As a soldier levels up, he'll naturally learn how to snap shoot more effectively, so this period should decrease in length.

3. Increase sway a lot while being suppressed. Right now it does very little.

Bam! Instant fix for ultra-accuracy.
 
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Volucris

FNG / Fresh Meat
Sep 6, 2011
93
11
0
You can do a snap shot at a few hundred meters on a torso target with a WWII rifle if you've been using it for a little while. You just focus on the front sight after attaining cheekweld and assume the rear sight is in focus. The weapons in this have absolutely perfect accuracy. The recoil and amount of sway is all that must be changed or made able to be changed. Right now the recoil is quite alright. Sway is good. I don't see what could be changed.
 

slyder73

Active member
Aug 3, 2006
826
79
28
Vancouver
Maybe allow servers to reduce weapon accuracy so its a little more like Ro1?

I mean having rail guns instead of rifles is great but what about incorporating the old gameplay slightly?

Theres no more constant firing or a sense of being in world war 2 - its just like akk fighting stopped in Stalingrad just to watch 50 guys go at it

No. Weapon accuracy is supposed to be modelled on the realistic versions of the guns and the actual ballistics of the bullets.

The suggestion that the firefights/shooting is what makes the game shows a lack of understanding for RO. The capzones are all that matters, getting to objectives, not having a big battle. The shooting and the battles are always just a side effect of a team trying to win.

In real life, as in game, it is NOT that hard to run, do pushups, whatever and aim and quickfire a gun at a target 20 or 50 metres away, even a bolt action or fast firing a semi-automatic SVT-40. I've done this, it is NOT a hard thing to shoot WW2 weapons at a man target at the ranges in game. Anyone can do it once they know how to hold a firearm properly. Accuracy in game is good, is realistic.

Changing the settings by server to dumb down the realism just makes another kiddy console arcade game.

Bad idea....period.
 
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Inuki

FNG / Fresh Meat
Jul 11, 2011
204
105
0
Weapon sway is realistic. When your holding a gun. Your putting effort into holding that gun. In a game. You can hold a gun without being near your keyboard or mouse.

With weapon sway. Your fighting against the sway to increase your personal accuracy. Which means we have different levels of skilled riflemen. At the moment. Your either the guy that can hit your targets or the guy that can't. There isn't much variation.

But more importantly...There are no firefights. There are no bullets flying past you in this game. People don't miss. You never get that epic feeling. You just get a black screen. It's a let down.
 

MonkeyWithAGun

FNG / Fresh Meat
Oct 13, 2011
31
1
0
Rather than ruining mechanics for the rest of us, why don't you guys just play drunk?

Bam, instant weapon sway.

It's just not that hard to shoot a head-sized target from 50 meters. It's just not. Honestly, guys.

Rather than relying on gamey weapon mechanics to protect your bad habits, why don't you try learning some new tactics rather than demanding that you be allowed to stay in the same rut you've been squatting in for the past 6 years.

Try something new, guys. You may like it if you give it a chance and stop trying to change it every second.

why would he be ruining it for you if it's a server-side option? Just dont play on a server with that mode enabled.

I dont understand...

Is the RO community always this condescending and arrogant? As a new player all i ever hear/see on these boards and in game is elitism; i think i may have bought the wrong game...
 

Cyper

Grizzled Veteran
Sep 25, 2011
1,290
1,005
113
Sweden
The weaponsway is fine IMO - but terrible when you're injured or fatigue.

The weapon handling, in overall is terrible, since all soldiers in RO2 are super tuned robots an amazing ability to handle their weapon with perfection. Make the aiming more natural and realistic and that would be great and you would see bullets whistling by a lot more than you end up dying, which isn't realistic in any sense.
 
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slyder73

Active member
Aug 3, 2006
826
79
28
Vancouver
The weaponsway is fine IMO - but terrible when you're injured or fatigue.

The weapon handling, in overall is terrible, since all soldiers in RO2 are super tuned robots an amazing ability to handle their weapon with perfection. Make the aiming more natural and realistic and that would be great and you would see bullets whistling by a lot more than you end up dying, which isn't realistic in any sense.

Have you fired many guns? Any of the guns in game? It is not that hard to hit anything in the ranges modelled in the maps so far. This is realistic.
If soldiers were not able to use and accurately shoot the weapons given to them in WW2, you can bet a different firearm would have been selected as the standard that they could shoot accurately.
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
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Canadian in Australia
Weapon sway is realistic. When your holding a gun. Your putting effort into holding that gun. In a game. You can hold a gun without being near your keyboard or mouse.

With weapon sway. Your fighting against the sway to increase your personal accuracy. Which means we have different levels of skilled riflemen. At the moment. Your either the guy that can hit your targets or the guy that can't. There isn't much variation.

But more importantly...There are no firefights. There are no bullets flying past you in this game. People don't miss. You never get that epic feeling. You just get a black screen. It's a let down.

I'm not sure what you guys are talking about.

I experience countless situations where I'm jumping through bullets and running from one cover to the next with puffs of dust and crap flying all around me..... especially on Spartanovka as Commander class. As the German Commander and right after taking the church, I order the team to attack the next objective..... I toss some smoke and then tell them to attack once more.

Then I hop over the concrete wall and lead the way. Most times my smoke is nowhere near where I need it and it's too late to run back for cover. A marksman is in the far building across the map shooting at me, another guy is manning the mounted MG in the other window, several riflemen are shooting from within the caps, two other MG's are unloading at my direction..... I bunny duck through the wide open area, changing my stance and speed randomly, zig zagging through a hail of bullets and making it to the wall of a building on the edge of the cap.

And I lived.

I've done this multiple times on Spartanovka and more often than not, I either make it through without getting hit or I am wounded, bandage when I get to cover and then continue on.

Now if accuracy was really that good, I would have died the moment I went over the concrete wall.

I think most in here who are complaining about getting taking out quickly and easily and people "Not Missing" are people who pop their heads out of cover and just stand there shooting.... then complain when someone takes their head off when they're stationary & not moving.

Big surprise you died..... if I stand out in the open all exposed & draw attention to myself by shooting off my gun for a while without taking cover or relocating, I'd be dead pretty quickly too.

And if people are complaining that they no longer can just keep their heads poked out from cover and enjoy the sound of rounds nicking their ears & want people to be handicapped by an artificial/mechanical sway..... sorry, but it's time you learn new tactics..... some tactics that are a bit more realistic.

The only reason why people don't think extended fire fights exist are because they don't really know how to survive in an extended fire fight & use their same old tactics that seemed to work in RO1, which was all based around artificial mechanics that kept them alive due to drunken sways and ridiculous recoils of the weapons.

Re-learn your tactics, learn how things work in this game and stop keeping your head popped out of cover for more than 5 seconds like a chump and you'll live long enough to experience a decent firefight.
 

Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
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@Praxius

+1 for you. Stop relying on gamey mechanics to protect you from the other guys, folks. Use your head, stay low, zig-zag, behave like a real soldier, and get your head out of RO1. RO2 is a different beast, and it requires different tactics.
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
0
Canadian in Australia
The weaponsway is fine IMO - but terrible when you're injured or fatigue.

The weapon handling, in overall is terrible, since all soldiers in RO2 are super tuned robots an amazing ability to handle their weapon with perfection. Make the aiming more natural and realistic and that would be great and you would see bullets whistling by a lot more than you end up dying, which isn't realistic in any sense.

How would you know what's realistic?

Make the aiming more "Natural and Realistic"....... so tell me with your subjective opinion what exactly is Natural and/or Realistic?

Is what is realistic and natural based on how you handle a weapon?

Is it based on how I handle a weapon?

Is it based on how someone else handles a weapon?

Is it based on a well trained soldier's ability to handle those weapons??

How do you personally measure how the weapons should operate in a "Natural" and "Realistic" manner?

Ask 100 joe blows out there how they think the weapons should handle in the game compared to their own experiences or what they read about said weapons and you'll end up with 100 different answers.

The accuracy and sway in the game are designed to be universal for all players based on how real soldiers could handle the weapons when fully trained..... the uniqueness and skills that revolve around those physics are determined by the player's own hand/eye co-ordination, their own reflexes and how stable their hand is on the mouse, along with their mouse sensitivity.

^ Based on all of the above, you have more than enough to make each player unique with their level of accuracy and their effectiveness of their weapons.

Making an artificial sway and larger recoils, etc. like what existed in RO1 won't change anything in gameplay, as it's just another coded, scripted and limited game physic everyone will learn and get accustomed to, much as they did in RO2 with its current physics..... the only difference is that the limitation is not based on the player's own abilities and reflexes, it's limited based on a coded script to nerf players into a bunch of drunkards with guns in their hands.

Have you fired many guns? Any of the guns in game? It is not that hard to hit anything in the ranges modelled in the maps so far. This is realistic.
If soldiers were not able to use and accurately shoot the weapons given to them in WW2, you can bet a different firearm would have been selected as the standard that they could shoot accurately.

Indeed.... if the weapons in WWII or even WWI were so useless to use for hitting something accurately.... they'd still be using muskets.

And if people really want Musket Accuracy & Sway, I'm sure someone will be making a mod for Colonial Warfare
 
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slyder73

Active member
Aug 3, 2006
826
79
28
Vancouver
Indeed.... if the weapons in WWII or even WWI were so useless to use for hitting something accurately.... they'd still be using muskets.

And if people really want Musket Accuracy & Sway, I'm sure someone will be making a mod for Colonial Warfare

I'd look forward to someone modelling the horses to ride and pull around the cannons!