There is no point. RO2 is too fast paced for any of those, and most of them would be useless at best and easily used for griefing at worst.
Or why not give engineers the ability to fortify and place tank traps, barbed wire, or make tranches, or sandbag deffenses,
No. There is not enough time for this to make sense. I don't know where you think defensive positions come from, but I'll give you a hint: it's not thin air. These things often take hours to build properly.Maybe an option for the Capture and deffense mod to position baricades and sandbags, we have already a team in deffense and another one atacking the deffense would have time to prepare all of this, of course only in this mod not in firefight or any other mod, it would be useful only in a deffensive situation with limited amount of spawns.
Soldiers actually in contact with the enemy don't entrench, they fight where they are.
Entrenchment is something you do during a lull in the action or when you are not actually in contact.Actually, they do, and they are supposed to, if terrain allows it and they can't advance. What do you think they have those small shovels for? Exactly for this kind of under-fire ad hoc entrenchment, when it is impossible to bring up engineers with proper tools (normal-sized shovels, picks, crowbars etc.)
But still, most field fortifications are made well in advance and not in combat. Building obstacles of any kind in RO is rubbish.
Maybe leave it as is and let TWI address the real issues we face.![]()
Ross means in direct contact with the enemy, meaning that if you stop shooting, you can get shot at, or overrun. In that case, no one starts building and digging, you need to be safe.
Every map in the game assumes contact has been made, so there is zero incentive for silent means of breaching defences. If the enemy know you're there, and are shooting at you, being quiet is literally the last thing on your list of priorities.Engineers should have more choices to choose from, at the moment they have only explosives which they can handle but another choice wouldn't mind anyone, like a portable radio, maybe a flamethrower in the future but personally I hate to explode every obstacle I come in contact with I want a more quiet approach like having something to cut through obstacles or destroy them in a different way.
I dont understand why people keep mentioning wire cutters to clear barbed wire, when there isnt any barbed wire obsticles that can be cleared in any of the stock maps to begin with?! If by some insane reason tripwire actually DOES include wire cutters, they would have to add barbed wire "objectives" for engineers on all the already distributed stock maps, recook them and then redistribute. Sounds like a headache just to hear something go "snip" to me.
The whole idea of combat engineers building sandbags is stupid. Do you even have any idea how much coding, animation and in general WORK it would take tripwire just to make it somewhat sucessfull?! Obviously not. Theres plently of cover in the maps already. We dont need people "building" forts out of sandbags. Even if it was implemented, it would EAT resources and bandwidth alive in a game that is just barely squeeking by in the performance department. A portable radio?! So now the combat engineer is a friggin radioman!? wtf?! whats next you want uboats for the creek in apartments?!
Tellermines, IMO would be the easiest for tripwire to implement. Very little if any modifcations to the stock maps. Its pretty much all gameplay, some simple animations, models and some coding. The Rising storm team already has implemented working mines for the japanese team.
I still think spawning with one mine would be enough. But Id settle for spawning with two. After all youre not the only engineer playing. We dont want the map turning into a minefield of tellermines...nobody would want to tank then. No combat engineers carried around tellermines with them 24/7. They carried them on an as needed basis. Hence why I suggested you can choose between spawning with a satchel(s) or tellermine(s). I dont see what a pole charge can do better than a satchell, besides clear the nonexistant barbed wire???
oh and a combat engineer would probably not plant a mine in the middle of a firefight. Im not expecting some engineer to rush up to the front, find a enemy tank and throw/plant a mine in 5 seconds and get a kill like its a "AT grenade" while under fire.
Tellermines would be used more beind the line...when you know an enemy team is advancing and will probably overun the position where you planted the mines within the next 5-10 minutes. Used in defence. Get enough engineers working together with tellermines and you got yourself a defensive line against tanks. (aka the minefield you want Dokb).
Planting the mine itself should take atleast a minimum of 45 seconds. And thats insanely fast compared to real life.
Because this is supposed to be a realistic game, a concept you seem to still struggle with despite being told every other post what that entails.Wait a second why are we supposed to make the placing, or building sandbags animations so close to real life,
It totally ruins the realistic atmosphere of the game if you can just magic sandbag revetments into existence in a few seconds where previously there was nothing. Also, you'll get shot.why can't it be like a structure beeing placed in a close position to you like the shadow of the construction from where you want it to be built and then while the sandbags are beeing built you can render a simple animation of the soldier shoveling or using his hand to pick up a invisible object
RO2 is not, and should never be, the same as Men of War. MoW was a fairly realistic RTS, but because it's an RTS, it had unrealistic gameplay elements because it needed them to work well. RO2 is not an RTS, it doesn't need them. End of story.at least this of thing was used for Men of war
We don't need any of this in the first place, so why bother wasting time with them at all? I'd rather see TWI actually fix the damn game than just give me even more reason to recommend my friends avoid it if they want a realistic, authentic WWII shooter.but please escuse me why would we need close real life animation just to waste time rendering them, you can always use a simpler implementation without consuming so much time.