Do you miss this?

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
0
I think this first caps on Foy is a better example of an prolonged firefight than the bridge in Berlin/Kriegstadt.

Darkest Hour- Foy - YouTube

I really think a lot of it has to do with the very rapid time to bring up ADS in RO2. Add about a half second or maybe a whole second to that and the gameplay would improve a lot. (also need more bolts!)
 
Last edited:
  • Like
Reactions: GRIZZLY

Trolljagd

FNG / Fresh Meat
Oct 19, 2011
1
0
0
There is one mechanic that could do much good for the game. It's already in RO2 but not utilized enough. I mean suppression.

Right now, even if the bullets are flying over my head, I am able to return fire with decent accuracy and take out the MG which is shooting at me.

I think that suppression effect should be more severe and should not disappear so easily. It should make your gun sway quite a bit, so that it would be very hard to hit accurately while being shot at. On the other hand, when you return fire, even if you miss, you suppress the other guy as well, thus effectively prolonging the firefight because you both have problems hitting. This simulates (to some degree) stress related to bullets whizzing nearby and was very neatly done in Americas Army 2 for example.

PS. The increased sway should also apply to aiming right after sprinting. The sway should be very high with stamina depleted.
 

Mike 78

FNG / Fresh Meat
Sep 14, 2011
184
202
0
I played RO1 from week 1, through 5 years including the various mods right up until the beta for RO2 was released. Yes, I do know what I'm talking about. I don't see that much of a difference when you consider that the engine is different.

In fact just to be sure the past month or so hasn't warped my memory I just loaded up RO1 to compare. The shooting mechanics are not that different. The guns come quick up to iron sights and centered in both games equally.

The only differences would be the difference in the engine and I would say as a long time shooter of many of the real life versions of the in game guns that the new RO2 is the more realistic of the two. Where would you say there should be more recoil? Which gun, and why? They seem pretty close on to the real thing to me. THe rifles for sure, the MP40 for sure, the SVT for sure. I have not fired a PPSH, but firing my Tokarev pistol (same round) fast, I can see the PPSH may have more recoil but hard to tell not firing it; the 7.62 x 25 round is a hot one, much more of a bang than the smaller 9mm round the Germans used. THe MKB I've also not fired, but have fired a .308 at full auto and I can tell you it is not that hard to keep that big heavy M14 on target for the most part, the recoil in game pretty close to the MKB; it would be just as easy to keep the big heavy MKB firing a similar round on target.

Give a bit of time and anyone who is a regular will be an "expert" at being able to shoot all the guns in game regardless of any dumbing down or gearing up that some people or don't see. This is as it should be, the mechanics just add or take away time to get to this....and as I said, the way it was with RO1, when the map makers get to it, there will be a huge variety of maps that suit many more play styles. There will be less complaining then, and I imagine a lot less MKB's as the map makers and server admins have more say over realistic loadouts.

Definately not THIS!!!

All guns need more recoil/Sway except for the MG's and maybe the sniper rifles, the only guns that seem act in a more realistic way. Besides going to iron sight, bolt reloading and more stuff is just too fast right now, it's ridiculous. I've never seen faster bolt reloading in any game.

The old RO mechanics allowed you to shoot with almost 0 sway and recoil BUT ONLY WHEN YOU SUPPORT THE WEAPON OR GO PRONE. Not when you just sprinted 300 meters or are standing up right in the middle of a battlefield in the freezing cold, people shooting at you with nothing to support your weapon on. Right now I don't even look at the "weapon is now supported" icon where it was very important information in RO1.

You claiming that the MP40 recoil depicts reality is just weird to me especially if you ever fired an automatic gun. Watch any clip of a German firing a MP40 and you see that they can't keep the sight on the same point when firing, not even when they support the weapon. The gun shoots up and back and it used to simulate that in RO1, now it just centers your site for you so any child can use it. I don't even see how you could not notice this or lable it "more realistic" cause that's just BS and it shows in the gameplay quite clearly. RO2 is like a laser game with a WW2 theme.

My point is, everybody allready is a vet with current shooting mechanics, now it is solely about your position and not your ability to properly line up a shot. The entire skill set of contolling the weapons was totally dumbed down.
 
  • Like
Reactions: Wodin and Stormer

Lonestarranger

FNG / Fresh Meat
Sep 19, 2011
84
33
0
Playing Games Too LOng

Playing Games Too LOng

Perhaps some who claim it is too easy to kill have just been playing these games too long :) i played RO1 for about 4 years and then it got old and i felt the game needed to be upgraded. So i am now back, and i do have a hard time killing. And i still have to run and seek cover or i will get killed. And as far as realism is concerned, RO1 had NO command and control system as RO2 has. Granted many folks are not using it and have to learn to use it, but it actually has potential to see teams, squads, and platoons fight as units as opposed to a mob or semi organized mob.
 
  • Like
Reactions: GRIZZLY