Compiled list of *good* suggestions from RO for ROHOS

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Tiger2

FNG / Fresh Meat
Jun 13, 2008
501
144
0
Three firing methods (hip/shoulder/sights) suggested? I am glad you have not suggested 25 firing methods.

This again adds artificiality into the game and takes away immersion and intuitiveness. Shouldered and sighted is as far as it goes.
 

smokeythebear

Grizzled Veteran
Nov 21, 2005
2,299
634
113
33
Sheppards house
Three firing methods (hip/shoulder/sights) suggested? I am glad you have not suggested 25 firing methods.

This again adds artificiality into the game and takes away immersion and intuitiveness. Shouldered and sighted is as far as it goes.

Yep it's in the OP already.

Also added some more stuff. Thanks Zets and TT33.
 

Hackel

FNG / Fresh Meat
Mar 27, 2009
51
0
0
Germany
It is not needed. You will never have three firing methods in RO:HOS. Shouldered and sighted is enough. Read my post above again ..bear.

Totally agreed, RnL has 3 firing stances and they are more of a nuisance then a benefit.
 

Pharnakes

FNG / Fresh Meat
Jul 25, 2007
518
17
0
Not so sure about that. I mean you can't move fast with a rifle shouldered, so are you saying that the only speeds should be sholdered/IS and sprint? I can see that being very fustrating.


How about we keep the current hip/is system (although with something added to make hipping harder, maybe even just not allow it), and then replace walking ( which no-one ever uses in its current form) with shouldered weapon.

So most of the time you run around like normal, and right click or whatever to raise IS, then if you are going to clear a room, you hold shift to raise your wepaon up, reducing your speed but making less noise and easier (MUCH easier I hope) to shoot.


Personaly I think hipping needs to be kept for smgs, and probably rifles too if they can find a way to make it very very hard and very random, so basicaly impossible to get good enough to rely on it like many do in RO:O. But I would rather see hipping for rifles removed totaly than kept in its current form.
 

ChrisB17

FNG / Fresh Meat
Mar 29, 2009
12
0
0
My suggestions are molotov cocktails to throw on the tanks. Also a PTRS semi auto version of the PTRD. :D
 

Nestor Makhno

FNG / Fresh Meat
Feb 25, 2006
5,758
1,118
0
57
Penryn, Cornwall
I'd be very surprised if molotov cocktails or 'KS bottles', as they were known, did not appear.

By extension, this would mean fire damage to tank engines (if they have open air vents) would also appear.
 

Onion

FNG / Fresh Meat
Dec 12, 2005
515
0
0
One thing that always disappointed me about the UT 2.5 engine is how it handled, or rather did not, handle object collisions. You can throw a satchel charge onto the engine deck of a tank, only to have it slide off like it has no friction. I would like to see a more robust system for items interacting with moving vehicles, a satchel charge sitting next to a tank might only blow a track off, but if you manage to stick one in the gap between the turret and hull of a tank it can blow the turret off. Maybe even add in magnetic mines etc.
 

fOgGy

FNG / Fresh Meat
Jun 25, 2006
1,180
39
0
One thing would be cool and immersive is the abilty to see your own chest, legs and feet when you look down on the screen.
 

Tiger2

FNG / Fresh Meat
Jun 13, 2008
501
144
0
One thing would be cool and immersive is the abilty to see your own chest, legs and feet when you look down on the screen.

This would require Tripwire to put the camera in the head of the character.

Are you aware that in RO:OST you are looking from the CHEST of your character? It is time for them to change it, even if it means that you will not see your weapon during jogging/sprinting.
 

fOgGy

FNG / Fresh Meat
Jun 25, 2006
1,180
39
0
This would require Tripwire to put the camera in the head of the character.

Are you aware that in RO:OST you are looking from the CHEST of your character? It is time for them to change it, even if it means that you will not see your weapon during jogging/sprinting.

Unless you look down.
 

TT33

FNG / Fresh Meat
Mar 2, 2007
571
159
0
** long range view distance like in current RO (4000 meters)

In RO: ost front it is possible to make up to a 4000m or 4 km view distance map this long feature is very important to the tankers of Ro although RO:Heores of Stalingrad may not have a use for this feature it would be great if its still an Sdk possiblity for mappers to make some great long range tank maps.-:)
 
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Tiger2

FNG / Fresh Meat
Jun 13, 2008
501
144
0
Unless you look down.

Why would you look down during a sprint? You look ahead for any threats.

I want members to support me about first person camera. Most games place it in the chest of the character which is wrong. Tripwire has to place it in the head!
 

LemoN

FNG / Fresh Meat
Feb 26, 2006
6,293
2,346
0
34
Prussotroll's Bridge
the actual problem is that the camera is in the last pixel of the head normally, but for the player it looks like it is in the chest
 

ChrisB17

FNG / Fresh Meat
Mar 29, 2009
12
0
0
Why would you look down during a sprint? You look ahead for any threats.

I want members to support me about first person camera. Most games place it in the chest of the character which is wrong. Tripwire has to place it in the head!


You look down for landmines. OOhhh wait there isn't any. Yet?
 

Sensemann

FNG / Fresh Meat
May 10, 2009
1,147
269
0
Shanghai, China
Nades

Nades

I think what really needs to be added into this game is that you can pick up and throw back nades. Should you pick up a nade and it explodes while you got it in your hands, it should still be counted as a kill from the initial guy who threw it. Once released from your hand, a nade that has been picked up should be counted as yours and also count as teamkill.

Besides, I would like to see the Russian MG on wheels (donno type and name), but you all know what I mean ;-)

Cheerz,

Sensemann
 

Tiger2

FNG / Fresh Meat
Jun 13, 2008
501
144
0
the actual problem is that the camera is in the last pixel of the head normally, but for the player it looks like it is in the chest

Do you have any references to prove that Tripwire designed it in that way?

It never looked natural in RO:OST. It looked as if your arms were growing out of your head! This needs to be changed.
 
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