Hehe, everyone is attacking Cyper personally, how lovely
You know, like if he was the only guy who wish RO2 was tweaked toward a tactical shooter gameplay instead of enhancing "accessibility/fluidity" (side effect being run'n'gun). He's not alone. Neither do you all.
There's thousands of players enjoying RO2 as it is now, thousands not fully enjoying RO2 due to some gameplay problems (run'n'gun being one of them), and thousands not liking RO2 at all despite all their efforts.
Yet Cyper is smashed over and over again because he's taking all trolling/fanboy baits, not just a few like ordinary people do, resulting in that poor show.. ha Internet
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Regarding realism, doesn't "realism" focused video-game are trying to recreate an environment and a gameplay close to the reality, using artificial means ?
A simulation will have "hard facts" realism, leaving the user 100% free to do everything he wants with that toolbox,
while a "realism" game will try to reproduce what would happen in reality, even if it requires using unrealistic elements.
Simulation : F1 grenade kill radius is around 30 meters, shrapnel can fly up to 200 meters. Users have to carefully use the grenade, like not throwing it if they're not behind cover.
=> Results if it was in a "realism-oriented" game : grenade becomes much more important during ingame combats than in real-life combats, ingame grenade spam becomes the main gameplay dynamic.
Realism-oriented game : F1 grenade kill radius is around 5 meters and there is little to no shrapnel (10 meters maximum). Players can even throw grenades on their feet and run away without being hurt. This is the case in RO1 and RO2.
=> Results : players use grenades to take out enemy bunkers/nest, to clear a room or a building. You see players laying suppressive fire on enemy positions while other players sneak closer to throw a grenade on the enemies.
Regarding RO1 vs RO2, and the conflict between people who think RO2 should stay like this and people who think RO2 should change, it seems we don't agree on the real nature of RO2
(and the Red Orchestra series : the mod, RO:Ost and now RO:HoS) :
Is it a realism-oriented game, or a simulation ?
For me (and thousands other gamers - like Cyper), Red Orchestra is a WW2 FPS game focusing on the Eastern Front, with a tactical shooter approach.
This is not a simulation.
This is why a T34 can take out any Axis tank in one or two shots.
This is why infantry and tanks ratio are 1:1 (with very few exceptions regarding tank ratio).
This is why there is no mines, armed air support or logistics.
This is why guns never jam or get broken, why engines never overheat, break (without being shot at) or run out of fuel.
...
In my personnal opinion, The main objective of a Red Orchestra game is having a multiplayer experience credible enough to look/feel like "the real thing", close to what we read in books, heard from veterans, saw on documentaries.
...
So if we need to add Mkb in Stalingrad to balance the game (so it won't become unfunny or not credible), it's okay as long as it's limited to its role of balancing the game.
Putting a scope on it and handing it to more than 1 player at a time (since you can loot it, it means 2 or 3 players carrying a Mkb) is going too far.
If we need to enhance mobility to keep the game funny and credible, it's okay to add climbing over obstacles and tweak up running speed.
Letting players run'n'gun by grealty reducing the delay between the sprinting stance and running (firing) stance and making the sprint so fast is going too far.
=> Even if soldiers were physically of sprinting that fast over such distances.
=> Even is some Mkb had scopes and were in Stalingrad.
Just because it's "realist", or needed to balance the game, doesn't mean it should be in the game or in the game
like that.
At least that's what I think.
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And after reading several books on WW2, talking to WW2 "true" passionates (the ones having tons of data/books/documentaries on WW2, who talked with WW2 veterans, who are playing wargames, etc), and saw some documentaries regarded as "historically correct" by passionates, some of the RO1 gameplay felt pretty close to what I read/saw/heard on WW2 combat situation. The Darkest Hour mod had such moments too.
I can't say the same regarding RO2.
I would have a single question :
When you play Red Orchestra 2 : Heroes of Stalingrad, do you ever have the feeling that what is going on ingame, is close or partially close to a real WW2 combat situation ?
I'm talking about the few moments where the game experience is credible enough that you end up having to think and feel
LIKE (= from your point of view) what you read/heard/saw regarding WW2 combats, and no longer think in terms of FPS gaming (= respawn, reinforcement, time limit, capture zone).
In RO1, it happened from time to time (=
rare but still there), thanks to the gameplay experience being credible enough regarding WW2 combat situation.
So what about RO2 ? Does the same thing ever happen to you ?
If the answer is "Yes", please provide a few details, because I would love to live such moments in RO2 too.
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ps: I must say that Limz is the one of the best troll in the "Gaming"
catagory I have ever seen, his piece on spawn camping and griefing are remarkable, kudos mate !