i really liked when in RO1 u got shot in the hand u dropped your weapon, or when shot in the foot would be kinda immobile! no clue why u didnt take it into RO2 as well!
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Kenobi said:....
Way to make him even regret taking the time to respond, douche. Try talking to him like he's not an asshole.
It does add to the challange as rifleman, making the class even more special to me actually. It's the class of choice for people looking for a challange.
a bunch of whiny crap
You did not really answer the questions revolving in this topic.I am personally a fan of rifles and I would like to see more bolts in our rounds then semi's and full auto's, but our design team made a different choice. Which is perfectly fine by me personally as well.
It does add to the challange as rifleman, making the class even more special to me actually. It's the class of choice for people looking for a challange.
I can still handle myself pretty well in a semi/auto rich enviroment, but you have to pick your battles, litterally. For one, I make sure the servers i join don't run 64 player Apartments, because it's madness. I look up Pavlovs, Spartanovka, Commissars, RedOctoberFactory etcetera or any other map that allows riflemen to perform their role properly. Or I make sure that on the smaller maps I play on are on servers featuring 32 players max. I personally feel 32 to 40 players is the perfect number for RO2 maps which btw are not smaller then the RO1 TWI maps.
For your bandaging comment: As far as I'm aware of, the type of wounds that you now can bleed out on were not lethal in RO1. So this bandaging wounds is not 'cheating death' as you put it. Wounds just became more detailed in RO2: Instant death, death, slow death, bandagable bleedout wounds, non lethal wounds. In RO1 you had: Lethal, non lethal. In the Mod you had lethal, crippeling, non lethal.
So a mauser bullet to center of gravity that is magically cured in 1 second is
a light wound? I call bull****. Tell your design team to cut on MW2
You did not really answer the questions revolving in this topic.
Namely, how about that hero status and the rarity of the rare weapons being NOT rare?
yeah there's too many autos but you didn't have to be a huge arse about it.
the wounding system works just fine? everytime I've shot someone center of mass or in the head they've died the only times they haven't have been grazing shots or low calibre weapons. if you're having serious issue putting people down with a rifle maybe it's your aim that's off, not the wounding system.
I share your feelings.The whole hero status thing is what makes me most angry. These weapons need to go to hero status ONLY.
I share your feelings.
That is what been said in the previews. I feel like Ive been lied to.
Like I mentioned before, I would have been more inclined to be a little more polite were the developer more inclined to not give a BS reason regarding "design team" or that I must "take the bolt for a challange".
I did say that headshots and good torso shots kill, no doubt about it. However you cannot deny that there is no complexity in the wounding system when men are dropping to the floor after taking a bullet (or four!) and patching up within two seconds to be fine and dandy again. If there is any complexity in there, it's well buried and barely noticable.
it worked the exact same way in RO1 except in RO1 you just had to wait a few moments for your health to 'regen' and you were slightly worse off before you were shot but still okay. Ro2 system makes you bandage before this 'regen' kicks in and if you're shot soon after bandaging in a similar place you'll drop dead
And it couldn't be that, after the metric truckload of stuff they tried to finish before release, they didn't have the time to put in or write the "shot in the foot makes you run 20% slower" code?Hell, foot-shots in RO:I used to slow the player down. This doesn't happen in RO:II. One may now bandage up and be brand new after the foot shot.
and I'm noticing that a lot of these occurances happen when everybodies ping is 100 something.