Fed up

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Sir Reginald

FNG / Fresh Meat
Sep 7, 2011
311
71
0
And about smoke, when you play as MG, you learn to shoot small bursts constantly to smoked areas, becuase obviously where you have smoke, there's a soldier trying to cross. Not always works, of course, but I lost account of how many kills I scored that way (which contrary to the spawn issue I spoke before, is a viable and legal tactic)

I do this too
but what alot of people are doing is (TWINKING) the game so they can see farther and have no smoke
it looks Like S--T but it almost as good as a wall hack
 

TOPMO3

FNG / Fresh Meat
Aug 29, 2011
79
21
0
People need to QQ less, and practice more. This game is %80 about team work, communication, and individual player efforts. I've said it before but I'll say it again, at the end of a long round, look what percentage of players have the most points. It's usually 4-5 people per side who have %70 of the points on their team. This isn't because "the map is unbalanced, omg spawn camping, omg Mkb is OP, omg they arty our spawn!"

It's because good players will pull their team, and kill 3-4 guys before dying, EVERYTIME. This will win your maps. Good players remember their roles. Good Squad Leaders will throw smoke before doing ANYTHING else. Good Commanders will always force respawn when it is up, throw BOTH their smoke grenades, call in recon, and arty.

Commissar's House is fine, infact, it's kind of a cake walk for the Russian the last 10 or so times I have played it. The maps are more or less balanced, I have been on losing and winning sides on every single map so far, and that is a good thing.

When the game first came out, Spartanovka was my least favorite map, I hated it, I couldn't get anything done, was just getting destroyed, non-stop. Now it's one of my favorites. I found spots that I like, that provide good cover, and vision. The community has gotten smarter about how to attack/defend positions. It's all about adjustments and practice people. Just keep playing and keep getting better, like anything else.
 
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Wookie87

FNG / Fresh Meat
Sep 28, 2011
143
25
0
UK
Yep, commisar's house does have a nasty little spawnkill zone. If the inital push out to take the first objective fails/stalls, then i recall there being some low walls which allow german mg's etc to set up and shoot directly into russian spawn. With alot of the Russians tied up at spawn, it allowed the rest of axis it set up, reinforce spawncamp area etc. A simple section of wall put infront of the exit to cut off vision into the spawn area is all thats needed to fix.

This has only happened to me once on that map, but when it did happen, it really was pointless.
 

Crossofiron

FNG / Fresh Meat
Mar 20, 2006
12
4
0
More of the same

More of the same

Why do some players continue to make excuses for this game. Just terrible. RO2 has become a niche game and it could have been so much more. Rage!
 
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hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,228
1,982
0
The RO Elitist's piano bar
www.youtube.com
I agree with you. I play mostly as MG'er in that map. I have a perfect view of the spawn and I can shoot ruskies while they're spawning, sometimes I mow down the whole wave before they have any chance. It's not a good way of play, I know. But If it's not a glitch and the maps allows me to do it, I could argue that it's a valid tactic. That's why that map need a fix ASAP.

And about smoke, when you play as MG, you learn to shoot small bursts constantly to smoked areas, becuase obviously where you have smoke, there's a soldier trying to cross. Not always works, of course, but I lost account of how many kills I scored that way (which contrary to the spawn issue I spoke before, is a viable and legal tactic)
When it comes to spawn camping and general snipey-ness overall, you can't blame the players for doing what the game allows. It's the developer's job to make sure this basic stuff isn't possible. Admins have some responsibility, if their server rules specifically forbid such things. Even then, that's a voluntary action taken by admins that they honestly shouldn't have to enforce in the first place.
 

Porta

FNG / Fresh Meat
Aug 31, 2011
96
43
0
Porta,

Why do you even bother ranting about these things, when you aren't specific enough?
Explain why you think that the current situation is wrong and what you would do to improve it. Tripwire can't really do much with "half of the maps need a serious overhaul".

If Tripwire plays their own game then they already know about specifics. No need for me to write a wall of text.

RO2 is an unfinished game. The problems are several. Ordinary bugs - cant be avoided really. Mapflaws - tells me the game was not beta tested enough. Important features implemented in a very, very bad way - for example the squadsystem.
 
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Verluste

FNG / Fresh Meat
Sep 3, 2011
976
460
0
www.youtube.com
If Tripwire plays their own game then they already know about specifics. No need for me to write a wall of text.

RO2 is an unfinished game. The problems are several. Ordinary bugs - cant be avoided really. Mapflaws - tells me the game was not beta tested enough. Important features implemented in a very, very bad way - for example the squadsystem.
Well the developers do acknowledge that RO2 was rushed, or was released far too soon damaging the reputation of TWI.

In other words: TWI says they failed @ RO2 relesae.
 
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Porta

FNG / Fresh Meat
Aug 31, 2011
96
43
0
I can agree to your first point if that is the case. Like I said, I haven't seen a spawn where you could directly shoot into.

To your second point. Well that is indeed pretty lame. Isn't there any cvar check for pb to get rid of this?

Axis tank could fire HE shells into allied spawnroom 1 on Pavlovs. I dont know if that have been fixed since almost every server I play on now have disabled tanks all together.

And yes, axis can fire into allied spawn 1 on Commisars.

Allies can fire into at least one basespawn on Station.

Im sure there are lots of other examples.
 

Alperce

FNG / Fresh Meat
Sep 13, 2011
447
240
0
Portugal
If Tripwire plays their own game then they already know about specifics. No need for me to write a wall of text.

RO2 is an unfinished game. The problems are several. Ordinary bugs - cant be avoided really. Mapflaws - tells me the game was not beta tested enough. Important features implemented in a very, very bad way - for example the squadsystem.

It's true, but we all knew that this would happen from the start. They released the game because everyone begged for it, and those who played the beta were fully aware of the state the game was in. :)

In the next few months, we'll probably see most of the players sugestions come to life, both officially and through the SDK.
 

Porta

FNG / Fresh Meat
Aug 31, 2011
96
43
0
It's true, but we all knew that this would happen from the start. They released the game because everyone begged for it, and those who played the beta were fully aware of the state the game was in. :)

In the next few months, we'll probably see most of the players sugestions come to life, both officially and through the SDK.

Yeah. Remember when they sorta fixed commissars in a patch? They opened up another spawn for the allies. The strange thing is that the germans can fire into the main exit (which most players use) of that building too.
 

Das Bose

FNG / Fresh Meat
May 8, 2009
1,572
867
0
Sunny Scarborough
It IS the fault of the game if people don't have a chance to ****ing defend themselves a millisecond after they spawn, which is an issue on many of RO2's maps. It's unacceptable.

Also, smoke is rather worthless when a pretty solid chunk of the playerbase I've encountered seems to have turned off smoke in their games.



When I first read this I thought you were exaggerating but I've just come from a game on Commisars House and you are 100% correct.

We were attacking the water refinery and I laid down a smoke along with the two from the commander and 1 more from another SL. Four of us were laying prone in the bunker just before the refinery waiting for the smoke to fill out.

About 5 seconds later 4 shots were fired from a semi auto and 1 by one we were shot in the head.

I immediately called BS and the guy's reply was " why not, If I can do it so can you, stfu noob " :rolleyes:

This needs sorting :(
 

DesiQ

FNG / Fresh Meat
Feb 5, 2011
431
168
0
Australia
www.desiquintans.com
Seems most people are missing the point of the OP. He should have been more exact (what to change, what spawn he's talking about, and so on), but right now all the Germans need to do is send a Panzer to D3 of Commissar's House and hit the wall of Russian Spawn 1 with HE. It kills literally everyone inside. By the time everyone learns not to use Spawn 1, that's twenty or thirty Russian tickets gone. And good luck trying to take out the tank, because if the aimbot gunner doesn't defeat you, the lack of cover certainly will.
 
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DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
0
USA Prime Credit
I played quite a few rounds last night.

Got killed through smoke and saw others killed quite frequently. None of which were from MGs (most Mgers are rather garbage tbh). Most of the kills came from bolt actions and semi autos. The odds of flinging 1 or 2 rounds through the entire smoke cloud and killing players must be incredibly low.
 

Luckless

FNG / Fresh Meat
Aug 28, 2011
250
97
0
Seems most people are missing the point of the OP. He should have been more exact (what to change, what spawn he's talking about, and so on), but right now all the Germans need to do is send a Panzer to D3 of Commissar's House and hit the wall of Russian Spawn 1 with HE. It kills literally everyone inside. By the time everyone learns not to use Spawn 1, that's twenty or thirty Russian tickets gone. And good luck trying to take out the tank, because if the aimbot gunner doesn't defeat you, the lack of cover certainly will.

But the real problem still goes back to the players and server admins.

I don't have a server for RO2 currently, because very few from my usual gaming community play it. However, if we did run a server, then any tanker who tried something like that would get a free trip to Ban-Land very quickly.


Weed out the players who you don't want in your community, and problems like this magically go away.


It is like playing paintball. If you insist on playing with guys who wipe paint, shoot hot (the speed the balls travel is over the maximum limit), and generally "play on" after getting hit, then you will have a poor time in the game. If you kick them out of your fields/refuse to play with them, then you have fewer players coming to your games, but the games themselves are millions of times better.


Which is my point about this NOT being Tripwire's problem. There are no real fixes they can do, besides maybe removing the spawn timer, and pushing spawns back even more so you can 'make the choice' of where you enter the battle field.
 

hishnik

FNG / Fresh Meat
Oct 3, 2011
178
39
0
I can share the frustration of the OP, but I really dont think it's the problem of one particular map, rather RO2 as a whole.
I really believe there should be an invisible impenetrable dome (from both sides) to prevent bullets/arty/shrapnel going in our out of the spawns.

As for other posts that you keep disregarding, THERE ARE WAYS to get around it. There will be MKB's camping your spawn, will be tanks doing so, arty coming down.
You can select from TWO spawns, your SL's + commander can create a smoke screen to the nearest objective. Your commander can order artillery on the nearby positions that create the trouble spots for you.

I play this map as commander, generally. And it's a rare occasion for Russians to lose when we play.
I can whine about how the radio for Allies is out in the open, and i can get killed while calling in recon/arty. Or i can give you a hint, you can activate radio as you're running by, and stand in a corner around it, and call in everything.
Play as Axis, see where the LOS is at, it'll give you a hint where you can hide.

p.s. i notice people say they're getting killed through smoke, etc.
You need to keep in mind, throwing smoke and running through it = death.
You want to throw smoke:
a. to the position of enemy - this will reduce their visibility, while almost highlighting them
b. right in front of their position - if it's far away from your starting position, you can have a wall between you and your opponent, giving you the needed 30-40 seconds to cross that field to get into building 81
 
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flavin420

FNG / Fresh Meat
Oct 2, 2009
308
49
0
There 2 or 3 maps this happens for both sides
Some of the maps are just a joke sorry to say :confused:
Some Severs have taken off the tanks to help fix this
but the problem is still there
It hard to believe that TWI played some of these maps
with out seeing the problems they have

I think the problem with that is that the people at TWI have princibles and seem like good people, unlike alot of soul less pubbers.

Big thing is finding a server where good people seem to go, sticking to it, making friends, and getting some good teamwork going.