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Gewehrgranatenger

well then just give the Russians more PPsh...it's only the "balance" doctrine, that gives us so many troubles. Why not give the Russians five assault troopers and the Germans only two? Like you can see it in RO1 on the map LyesKrovy.
Russians had many more auto weapons, it's just not shown in the game right now.


And don't forget, with a Schie
 
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Djakonov Rifle Granade:
uHnE2l.jpg

qjwJY.jpg


Zukerman Rifle Mortar for Molotov's bottles:
fMVWDl.jpg

oUmcOl.jpg


40 mm Mosin-based mortar.
VWCgYl.jpg

ZIDE5l.jpg


Oh, wait.
Russians can't have nice things.
 
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The germans only could use this, as the mosin nagant did not have a widely fielded rifle grenade

THis would give the already overpowerd german arsenal even more firepower=NO THANK YOU

The mosin nagant rifle nade *could* have been at Stalingrad...

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To be a bit more serious

The Djakonov Rifle Granade would be mildly easy to introduce code wise at least.

The non-bipod ones are a lot more awkward. The firing angle is from say 10-85 degrees and not be limited to stock on ground fire mode.

I would recommend working on the 50/51 mm mortars first as more common and easier to abstract into game.
 
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The problem with implementing rifle grenade launchers isn't balance-related at all.

The problem is implementing the launchers realistically. When a player presses that weapon function key to mount the grenade launcher, they will have to remove any existing bayonet, mount the launcher, load a grenade round, open the bolt, unload all live rounds from the weapon, load a special blank cartridge into the weapon, and close the bolt. Not an easy animation task, even for Tripwire's boss animators.
 
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The problem with implementing rifle grenade launchers isn't balance-related at all.

The problem is implementing the launchers realistically. When a player presses that weapon function key to mount the grenade launcher, they will have to remove any existing bayonet, mount the launcher, load a grenade round, open the bolt, unload all live rounds from the weapon, load a special blank cartridge into the weapon, and close the bolt. Not an easy animation task, even for Tripwire's boss animators.

I'm not sure if this is doctrinally correct but you could just have the rifle grenades be mounted on "rifle grenade rifles" and be non-removable. The soviet ones definitely look like that.

animations could be reused easily then.
 
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The problem with implementing rifle grenade launchers isn't balance-related at all.

The problem is implementing the launchers realistically. When a player presses that weapon function key to mount the grenade launcher, they will have to remove any existing bayonet, mount the launcher, load a grenade round, open the bolt, unload all live rounds from the weapon, load a special blank cartridge into the weapon, and close the bolt. Not an easy animation task, even for Tripwire's boss animators.

I was referring to the first few comments more than anything else when talking about balance. I do realise there would have to be a lot of work to make the grenade launchers realistic, a lot of work that could go into making a new map, weapon or tank.
 
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