balance between rifles and specialized weapons ?

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samol

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Oct 4, 2010
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Hello,
I'm a big fan of RO since the beginning and the main reason I enjoy it, is the efficiency of bolt action rifle. It's so nice to have good results with the "basic" weapon, not the "rambo like" weapons.

I'm a bit worried because a lot of the specialized weapons got new options (sniper scope, fire above cover for auto weapons, less recoil for smg) but not the bolt action rifles. Furthermore, on all video previews I rarely see k98 or mosin gameplay.

Do you think the bolt action rifle will still be the main weapon of RO ?

Thanks
 
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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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I'm sure it will still be the main weapon. Personally they are my favorite.

I imagine they didn't show the bolts as much just for the fact they are more routine and numerous, and I suppose to many players, nothing really special.
 
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Fedorov

FNG / Fresh Meat
Dec 8, 2005
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riflemen.jpg
 

kalle

FNG / Fresh Meat
Mar 19, 2006
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I hope they do something with the problem of bolting while in ironsight, hopefully we will be able to lower the gun during the process to be able to move at full speed or maybe even cancel it by sprinting. And more useful bayonets :)
 

SheepDip

FNG / Fresh Meat
Nov 21, 2005
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Squad loadout will probably be very similar to ROOST in terms of how many of class x there are on a map. Or a lot like the screenie Fed just posted.
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
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The main thing im possibly afraid of is either that there is too much rubble on the streets. In roost cover is often placed every few meters in the middle of a road like flipped over trucks and sandbag barricades, making it virtually impossible to look for long stretches of terrain unless you're high enough to look over all the barricades. Look for instance at odessa from a birds eye view: http://pics.roladder.net/ed3d42a57bf13609aff424a92a694ed9.jpg

When you look at war time photos even when entire buildings collapsed generally the streets were pretty empty. Due to needing those streets for transportation (and streets being pretty wide so a collapsed building doesn't cover it that easily). Having the cover on the sides of the roads makes a rifle more effective then when the fighting space is confined to close combat because the clear stretches of road are limited.

So it would be much nicer to see streets like this (cover at sides of it but open at the center of roads):
second-world-war-two-berlin-destruction.jpeg


I truly hope that streets will simply be something to avoid and try to go by the sides of it just as people would do in real life. This will make both rifleman stronger, while not making it impossible for smgs to cross they just need to restrict themselves to the part that got cover.

Next to that another point I'm afraid at is the forward spawning mechanism. If people spawn close to the objective then they will have to walk less. Rifles are primarily effective at longer ranges, if the walking distance to the objective is shortened then effectively there will be no long range fighting because everybody spawns within relative short range.
 
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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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...Next to that another point I'm afraid at is the forward spawning mechanism. If people spawn close to the objective then they will have to walk less. Rifles are primarily effective at longer ranges, if the walking distance to the objective is shortened then effectively there will be no long range fighting because everybody spawns within relative short range.

Damit, I hadn't thought of that. Thanks Zets :p

Well, I will have to wait and see how distance, objectives, and combat all work out.
 

gyps

FNG / Fresh Meat
May 5, 2009
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So far we've seen the sniper gets a new advantage with switching to ordinary sights being an option, the smg get the blind fire as a bonus, MG get tilt down plus easier tripod use, there's got be a new option for the rifleman or he's gunna be left behind and no ones gunna wanna be one.

Balance is normally not a problem, but with other classes gaining strenghts it might become so, mind we haven't really seen much from riflemen in any of the demo's so far or did i miss it. plus we've not seen much of Mg'ers either so till we've really seen em all not sure what balance issues are likey to be and even then it wont really bocome aparent until we get a beta
 

jalex3

FNG / Fresh Meat
Oct 21, 2009
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i love them, bit it will be interesting to see how blind fire works with them, on that note will semi auto rifles work in blind fire? more rilfe footage would be nice.
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
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So far we've seen the sniper gets a new advantage with switching to ordinary sights being an option, the smg get the blind fire as a bonus, MG get tilt down plus easier tripod use, there's got be a new option for the rifleman or he's gunna be left behind and no ones gunna wanna be one.

Balance is normally not a problem, but with other classes gaining strenghts it might become so, mind we haven't really seen much from riflemen in any of the demo's so far or did i miss it. plus we've not seen much of Mg'ers either so till we've really seen em all not sure what balance issues are likey to be and even then it wont really bocome aparent until we get a beta

Like snipers rifleman can adjust their sights. A rifleman only got 1 enemy at range the sniper, and there is only one person that can use it. The easiest way to make a rifleman more advantageous is making the terrain as open as it mostly would be in real life.

Next to that with slow death, a rifle caliber could give a bigger punch or dropping power making someone more often instantly drop to the floor whereas with smgs someone might need a few shoots before they will instantly drop.
 
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LemoN

FNG / Fresh Meat
Feb 26, 2006
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The main thing im possibly afraid of is either that there is too much rubble on the streets. In roost cover is often placed every few meters in the middle of a road like flipped over trucks and sandbag barricades, making it virtually impossible to look for long stretches of terrain unless you're high enough to look over all the barricades. Look for instance at odessa from a birds eye view:

TBH, I think exactly this will be the case.
Especially as TWI included that cover system and probably want's people to use it as much as possible.

Or you could just look at the vid footage and see cover every few centimetres.
 

Dsquad

FNG / Fresh Meat
Sep 7, 2010
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So far we've seen the sniper gets a new advantage with switching to ordinary sights being an option, the smg get the blind fire as a bonus, MG get tilt down plus easier tripod use, there's got be a new option for the rifleman or he's gunna be left behind and no ones gunna wanna be one.

Balance is normally not a problem, but with other classes gaining strenghts it might become so, mind we haven't really seen much from riflemen in any of the demo's so far or did i miss it. plus we've not seen much of Mg'ers either so till we've really seen em all not sure what balance issues are likey to be and even then it wont really bocome aparent until we get a beta

What for new option should the rifleman get? I can't think of anything useful and realistic.

Maybe instant death to the enemy if you hit him? Instead of him slowly dying?
 
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Das Bose

FNG / Fresh Meat
May 8, 2009
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What for new option should the rifleman get? I can't think of anything useful and realistic.

Maybe instant death to the enemy if you hit him? Instead of him slowly dying?


An 'anti unrealistic cover' disintegration ray!! Or more sensibly, some rifle grenades :IS2::IS2:
 
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Fedorov

FNG / Fresh Meat
Dec 8, 2005
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What for new option should the rifleman get? I can't think of anything useful and realistic.

Maybe instant death to the enemy if you hit him? Instead of him slowly dying?

Its already been said, the new thing is to be able to adjust your sights for different ranges.
 

SheepDip

FNG / Fresh Meat
Nov 21, 2005
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I don't think you *need* anything extra or special for the riflemen.

They're going to be the base of the squad, just like in RO - and I'm sure issues around the layout of maps and things like that will be identified and rectified during beta testing.
 

DarknRahl

FNG / Fresh Meat
Sep 6, 2010
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In every book I've read about Stalingrad, SMGs were the prized weapon of choice, with the German's often making use of captured PPSh-41s when they could get them. This of course goes along with as many grenades as you can carry.

Personally I'm not a big fan of rapid fire weapons doing less damage simply because they have a ROF advantage over other weapons. However the rifle cartridges would typically pack a bigger punch than the pistol ammo used in submachine guns, especially at medium-longer ranges.
 

mandead

FNG / Fresh Meat
Jun 16, 2009
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We should start a poll to get the Boys AT gun in. The Finns used them, so I assume the Russians did too. Damn it, there must have been a few lying around in Stalingrad. :D
 

fog-carsten_

FNG / Fresh Meat
Sep 26, 2010
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Germany
I would like to see the difference between a rifleman and a elite rifleman.
And how the coversystem/blindfire works with them.