Couple things I'm expecting to see in RO2

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Dime is Money

FNG / Fresh Meat
Jan 12, 2011
2
0
0
Not sure if this is really a suggestion? Perhaps it is if these features are not part of the design already.

RO2 brags about overall realism such as ballistics modeling and no ammo HUD; but one thing that I would really be looking forward to is mechanics of sound travel implemented in the game. Anyone who is familiar with guns or a firearms enthusiast know what distant gunfire sounds like--absolute heaven to the ears. I'm not talking about just the sound of gun shots, but the speed at which the sound travels. Everyone knows that the bullet hits first then the sound comes later :cool:. It's a small detail that probably will go unnoticed by most [noobs] but appreciated by those who are enthusiasts.

Now for the second thing, the map selection
Part of my best experiences in RO were playing on a map for the first time; it felt like I was thrown into WW2 and lost in some foreign land and had to navigate through the huge landscapes. It's a slower gameplay style but if you ask me RO (and perhaps RO2) wasn't designed to be fast like CSS.
It's a stretch of a suggestion, but really what I'm trying to get at is make a good selection of maps to play from, or at least make it easy for the community to create their own.
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
Not sure if this is really a suggestion? Perhaps it is if these features are not part of the design already.

RO2 brags about overall realism such as ballistics modeling and no ammo HUD; but one thing that I would really be looking forward to is mechanics of sound travel implemented in the game. Anyone who is familiar with guns or a firearms enthusiast know what distant gunfire sounds like--absolute heaven to the ears. I'm not talking about just the sound of gun shots, but the speed at which the sound travels. Everyone knows that the bullet hits first then the sound comes later :cool:. It's a small detail that probably will go unnoticed by most [noobs] but appreciated by those who are enthusiasts.

Now for the second thing, the map selection
Part of my best experiences in RO were playing on a map for the first time; it felt like I was thrown into WW2 and lost in some foreign land and had to navigate through the huge landscapes. It's a slower gameplay style but if you ask me RO (and perhaps RO2) wasn't designed to be fast like CSS.
It's a stretch of a suggestion, but really what I'm trying to get at is make a good selection of maps to play from, or at least make it easy for the community to create their own.


As far as the sound thing goes, we haven't heard anything about speed of sound. I've been supporting the idea this is implemented, mainly in the context of tank battles. In RO, on a really big custom tank map (like Orel), you can easily dodge a flanking incoming tank round by hitting the brakes once you hear it coming. Shouldn't be the case, due to the speed of sound and half speed tank round velocity. We know the tank round velocity has been corrected, but we don't know about speed of sound based delays (I'd think it should be easy to implement - the client just needs to know how far the originating gun is).


I think most people agree this is a slower paced game than CSS. With the urban environments, and heavy real life and game use of SMGs, you can expect this to be a bit faster paced than ROOST. I'm sure there will still be plenty of good long range rifle action to go around, though.
 

The Kracken

FNG / Fresh Meat
Nov 30, 2010
9
1
0
I may be wrong, but I do believe this system is already in place in the Darkest Hour Mod. I have experienced it in game and I must agree, its epic. However, on the chance that this feature is not in fact included in DH, I would very much appreciate it in RO2. On a different note altogether, I would like to see some new media from the RS team, maybe an environment test or something.