Important: Way too accurate aim for every soldier!

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<*>Nora The Martyr

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The sway will be reduced even further as your character gets better.

I would increase the base sway by 20% and possibly make it so initial alignment of iron-sights takes a second or two longer.

RO2 -I can pop shot the top 2 inches of a helmet at 100 yards from hip to trigger-pull , in 3-4 seconds.

just getting the rifle shouldered and sights alligned for that kind of shot would take 3-4 seconds in reality. Add a couple seconds to aim and your looking at almost twice the aim time.

and this is from the standing position.
Just sayin...
 

Floyd

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Feb 19, 2006
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Before they reset stats, I hope TW reconsiders the lack of any real sway with the weapons, especially the semi-autos, bolts and pistols. Perhaps they are still internally fine tuning the free aim mechanics (which seem to have dis-appeared...or perhaps I've adapted and don't notice them)? Even recoil could use a little tweaking. I have always almost exclusively used bolts during my RO experience and I've always felt RO1 had it pretty close to right with respect to those weapons. I'd like to see at least some adjustment, even if only after some physical excertion.

I'm not going to get into an epeen battle of personal weapon handling skills, but clearly many of the posters don't really have a clue about weapon's characteristics or perhaps only get to spend a day or two a year plinking in the back yard or at the range and have somehow become experts (or is it from watching utube videos?....Perhaps the poster claiming to be able to consistently shoot 100m unsupported free-handed standing sub-moa groups with his mosin took my advice and joined the US National Rifle Team, haven't heard from him in a while..;))

However, but like others, even if I were to keep jumping up and down espousing the same thing over and over again, it wouldn't make my paradigm any more valid. All other handling characteristics being equal, I'm pretty sure that anyone that has shot professionally, for sport or who has fired under duress in battle would agree that aiming from the comfort of your chair with a mouse is significantly easier than a battlefield situation. And RO2 seems to make it even more so. Comp players hate it, but variability is a fact of the shooting sport. If not all matches would end in ties, would they not?

+1 from me for more sway...
 
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DiedTrying

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Here's a must read story

I just played Commissars house as Russian with AVT.

I moved up on left where the water treatment is (thats the destroyed building right?)

I go around the left corner and BAM, sniped. I'm bleeding/blacking out! I can't move and I'm rocking back and forth.

"But hey, what's that?!" I say. It appeared to be the head of a sniper hiding behind a wall. So I pull up my ironsights, get a bead on the head, and squeeze the trigger.

BAM! HEADSHOT! 100 phucking meters....while I was less than .5 seconds from me dieing from my traumatic neck wound....while standing....after sprinting....while rocking back and forth (ya'll have seen this movement)....while hardly even seeing my screen.

I'm not even going to bother hypothesizing about what the hell just happened. I'll leave that to you all.
 

Hans_klempner

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Mar 8, 2006
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That is why I immediately fire a second bullet at a 'slow dying' individual.
Leave no chance for him.
I 'learnt' to do this the hard way....
 

Paas

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Aug 30, 2011
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The sway in game is fine, the accuracy in game is fine, the breathing recovery in game is fine. This is coming from someone with real combat experience if that helps put your minds at ease.

It's odd that stamina never depletes though. Maybe it's because your character slows down to a jog when exhausted?

-Paas
 

Eug_C

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Jun 7, 2011
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good to see the amount of posts and participants in this thread.
hopefully the devs won't turn a blind eye to it.


i agree with most of the ideas here.

i'll probably try to mount a helmet cam on a nagant and some other rifles on my next range trip.

will post the sway and recoil results if everything goes well.
 

Josef Nader

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Aug 31, 2011
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The sway in game is fine, the accuracy in game is fine, the breathing recovery in game is fine. This is coming from someone with real combat experience if that helps put your minds at ease.

It's odd that stamina never depletes though. Maybe it's because your character slows down to a jog when exhausted?

-Paas

Yeah, your motions get a lot slower when you're out of stamina. Even out of breath and exausted, most fit people can push themselves to cover that last crucial distance before they have to stop. I know that even if I was gasping for air and my legs had gone to Jello I certainly wouldn't stop trying to run if I was under fire.
 

rpxy24

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Sep 16, 2011
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The sway in game is fine, the accuracy in game is fine, the breathing recovery in game is fine. This is coming from someone with real combat experience if that helps put your minds at ease.

It's odd that stamina never depletes though. Maybe it's because your character slows down to a jog when exhausted?

-Paas

/thread
 

Hypno Toad

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Apr 18, 2008
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The sway in game is fine, the accuracy in game is fine, the breathing recovery in game is fine. This is coming from someone with real combat experience if that helps put your minds at ease.

Common sense aside when it comes to things like the ridiculous speed and precision you bring your 8 pound weapon's iron-sights up with, Ive had two iraq vets tell me pretty much the opposite of your post.

One of which refuses to buy RO2 outright because he thinks it looks like an arcade shooter.


When it comes down to it, a lot of these inherit accuracy issues come down to map design. If you were to give soldiers guns and pit them up in the same, small, relatively linear fighting locale time and time again, they'd eventually have shooting people down to an art.

RO2 has weapon mechanics designed to be relatively realistic, but the maps are far more linear and predictable than anything you would have actually encountered in a place like Stalingrad, or any possible battle locale for that matter. Had there been more large CA maps with multiple spawnpoints, I think you'd probably see some more realistic gun battles... but when it comes down to it, every map in RO is just an infantry rush, and thus stems in the constant "sniping" and "ramboing" because people know exactly where their enemies are and are going to be at all times.
 
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Rrralphster

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Common sense aside when it comes to things like the ridiculous speed and precision you bring your 8 pound weapon's iron-sights up with, Ive had two iraq vets tell me pretty much the opposite of your post.

One of which refuses to buy RO2 outright because he thinks it looks like an arcade shooter.


When it comes down to it, a lot of these inherit accuracy issues come down to map design. If you were to give soldiers guns and pit them up in the same, small, relatively linear fighting locale time and time again, they'd eventually have shooting people down to an art.

RO2 has weapon mechanics designed to be relatively realistic, but the maps are far more linear and predictable than anything you would have actually encountered in a place like Stalingrad. Had there been more large CA maps with multiple spawnpoints, I think you'd probably see some more realistic gun battles... but when it comes down to it, every map in RO is just an infantry rush, and thus stems in the constant "sniping" and "ramboing" because people know exactly where their enemies are and are going to be at all times.


That is hard to achieve with just 32 v 32 players. It would feel empty compared to the cramped situations in Stalingrad.
 

Hypno Toad

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That is hard to achieve with just 32 v 32 players. It would feel empty compared to the cramped situations in Stalingrad.

No?

It's rare to find any battle really where you have 64 people constantly exchanging fire, they'd all die. Not all 500 people are going to be "present" on a skirmishing location at any given time. Thats what the "reinforcements" are for. You dont play the same soldier for the entire game, when you die, you take the body of another soldier who has just made it to the front lines; that's the concept.

While these battles don't have more than 64 people on them at any single moment in time, during the course of the 20 minute battle, 500 people have walked the map. For all intents and purposes it's almost exactly the same, given the casualty rates in Stalingrad.
 
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Inuki

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That is hard to achieve with just 32 v 32 players. It would feel empty compared to the cramped situations in Stalingrad.

Aye. trying to get a "real" battle going with only 64 players max. Difficult. And I'm fairly sure in Iraq we don't have guys dieing every time 1 bullet is fired from a rifle. Unlike, Oh I don't know, Red Orchestra 2?

Seriously. Everytime I hear a rifle bullet the top right corner updates (if it's on instant setting).

The people who wield the guns are way too accurate. Accurate guns is fine. Make people less accurate. Add Sway
 

Hypno Toad

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Aye. trying to get a "real" battle going with only 64 players max. Difficult. And I'm fairly sure in Iraq we don't have guys dieing every time 1 bullet is fired from a rifle. Unlike, Oh I don't know, Red Orchestra 2?

Seriously. Everytime I hear a rifle bullet the top right corner updates (if it's on instant setting).

The people who wield the guns are way too accurate. Accurate guns is fine. Make people less accurate. Add Sway

Yeah, fire exchanges are quite rare in RO2, which is the opposite of how it was in world war 2.

In any given battle you'd probably find that only like .1% to .5% of bullets fired actually killed somebody, wheras, like you said almost every time you hear a shot in RO2, somebody dies. Clearly something is off.
 
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Rrralphster

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13th Guards rifle (10,000 men) died in groups of 32 then? And the rest of the whole division was in reserve, right? Waiting for their turn?
First day in Stalingrad they lost 3,000 men alone...

It is impossible to create realistic situations in Stalingrad (read HoS) as it is. Thinning the lines (much bigger maps) will make it even less realistic.
 

Verluste

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Yeah, fire exchanges are quite rare in RO2, which is the opposite of how it was in world war 2.

In any given battle you'd probably find that only like .1% to .5% of bullets fired actually killed somebody, wheras, like you said almost every time you hear a shot in RO2, somebody dies. Clearly something is off.
True.
 

Animal_Mother

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TW--Do you not believe a lot of what you consider to be "mainstream" players will not become frustrated & abandon your game from getting their heads neatly plunked as soon as it comes out of cover, repeatedly? Moreso than people quitting because they can't instantly hit whatever they want, I mean? (pretty immature imo btw) As for having things this way after designing & implementing a sophisticated cover system (which I love btw, well done...now if we could only use it...) it's downright silly...why would you do this?

Up to you how to fix this, there's been several good suggestions made here, but it boils down to this: people should have a lot harder time hitting someone with just their head exposed, especially firing unsupported. There needs to be more "human factor", taking into account that the humans in question were exhausted & in the worst kind of combat.
 

Rrralphster

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Yeah, fire exchanges are quite rare in RO2, which is the opposite of how it was in world war 2.

In any given battle you'd probably find that only like .1% to .5% of bullets fired actually killed somebody, wheras, like you said almost every time you hear a shot in RO2, somebody dies. Clearly something is off.



Still comparing Stalingrad with other battles..?



Anyway, one of the things being off in HoS is the lack of fear. (enough time to make a precise shot)
We have confirmed kills (kill messages), which I don't think they had in Stalingrad. (no need to fire whole magazines on one soldier in HoS)

Just 2 examples why we lack those firefights you mention (game technical reasons)

Now for the historical reasons:
What was the avarage range between enemies in Stalingrad? Wasn't it 30-50 meters ???(Chuikov order 166 "Our lines should be as close to the enemy as a grenades throw distance") <--- order came 3-4 weeks into the fight.
If you put that into perspective with the firefights you guys are talking about, you would get scenes from "Police Squad"... 5 minute firefight, behind garbage cans, at 5-10 meters...
Do you think that is realistic?

Enough accounts from soldiers who fought in Stalingrad telling that "his unit" was in the kitchen, while the enemy was just a wall or a floor away in the bathroom/bedroom. Put this into perspective with your firefights.
 
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Josef Nader

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Aug 31, 2011
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By Celestia I'm sick and tired of this thread.

Common sense aside when it comes to things like the ridiculous speed and precision you bring your 8 pound weapon's iron-sights up with, Ive had two iraq vets tell me pretty much the opposite of your post.

One of which refuses to buy RO2 outright because he thinks it looks like an arcade shooter.

So wait, one of the guys hasn't even -played- the game and he's passing judgement on the mechanics? Eight pounds is NOT BLOODY HEAVY. The average human head weighs eight pounds.

Rifles are -designed- to be easy to handle and quick to bring to bear. If they're too heavy, or too cumbersome, they are hard for the user to aim properly. This is in the bloody design docs. Rifles have to be lightweight and accurate, and they are.

When it comes down to it, a lot of these inherit accuracy issues come down to map design. If you were to give soldiers guns and pit them up in the same, small, relatively linear fighting locale time and time again, they'd eventually have shooting people down to an art.

RO2 has weapon mechanics designed to be relatively realistic, but the maps are far more linear and predictable than anything you would have actually encountered in a place like Stalingrad, or any possible battle locale for that matter. Had there been more large CA maps with multiple spawnpoints, I think you'd probably see some more realistic gun battles... but when it comes down to it, every map in RO is just an infantry rush, and thus stems in the constant "sniping" and "ramboing" because people know exactly where their enemies are and are going to be at all times.

This is a valid point, and an inherent problem with design limitations. Level design is a long, complex process if you're going to do it right. Anyone can throw a level together, but you have to study the flow, balance, and dynamics of the map if you want to make it fun. The bigger the maps, the harder it is to accomplish this. Given RO2s limited design team and the ambition of the project, we were bound to have some runtier maps to start off with. Give the community and the devs some time, and we'll have some maps that really take advantage of the new weapon dynamics.

Yeah, fire exchanges are quite rare in RO2, which is the opposite of how it was in world war 2.

In any given battle you'd probably find that only like .1% to .5% of bullets fired actually killed somebody, wheras, like you said almost every time you hear a shot in RO2, somebody dies. Clearly something is off.

*Facedesk*

Rehashed this a thousand times already, one of the largest factors behind all that wasted ammunition when it comes down to killing a single soldier is the rate of fire of the big HMGs, LMGs, and the SMGs. These weapons chew through bullets at a ridiculous rate. The MG-42 alone (1200 rpm) could eat through 20 rounds in a single second of fire.

Not only that, but you have to remember that every time you discharged your firearm you were giving away your location and letting the enemy figure out where you were. This is, of course, a very bad thing. If they know where you are, they can shoot you, or throw a grenade at you, or stab you. If I had a bolt action rifle, and I was engaging multiple attackers, I certainly wouldn't be shooting unless I had an excellent chance of hitting one of them.

But all of this is irrelevant, as there -are- fire exchanges in RO2. They only occur between experienced players, who know better than to waste ammunition plinking at each other and giving away their position and who know to keep moving around in cover rather than playing pop-goes-the-weasel, but they happen quite a lot for me. It becomes a matter of who can predict who's next move and cut it off with a bullet which is a lot more relevant to real life combat than wrestling a RNG.

Lack of player skill isn't the fault of the game engine.
 

Paas

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Common sense aside when it comes to things like the ridiculous speed and precision you bring your 8 pound weapon's iron-sights up with, Ive had two iraq vets tell me pretty much the opposite of your post.

One of which refuses to buy RO2 outright because he thinks it looks like an arcade shooter.


When it comes down to it, a lot of these inherit accuracy issues come down to map design. If you were to give soldiers guns and pit them up in the same, small, relatively linear fighting locale time and time again, they'd eventually have shooting people down to an art.

RO2 has weapon mechanics designed to be relatively realistic, but the maps are far more linear and predictable than anything you would have actually encountered in a place like Stalingrad, or any possible battle locale for that matter. Had there been more large CA maps with multiple spawnpoints, I think you'd probably see some more realistic gun battles... but when it comes down to it, every map in RO is just an infantry rush, and thus stems in the constant "sniping" and "ramboing" because people know exactly where their enemies are and are going to be at all times.

I don't know what Iraqi veterans you talked to, but sight alignment with a peep and post is almost instant. Now with a the rear aperture setup we are talking about maybe a fraction of a second more, but nothing crazy like folks tend to believe. This is coming from an Iraqi veteran as well (myself).

Also, unless they were in country between 2001 and 2005 sight alignment is almost pointless. We use RCOs (ACOGs) from that point on (Marines). The Army have had M68s for a while as far as I know, and unless some salty staff just prefer irons, they all had glass now as well.

-Paas
 
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Nikita

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In my opinion, sway, weapon accuracy, and stamina all work perfectly fine. I experimented with aiming a level 50 rifle the other day while standing, crouched, prone, supported, unsupported, fresh, and exhausted, and the weapon behaved exactly as it would in the hands of a very competent rifleman, which at level 50, they would be. I was particularly impressed by the mechanics post-sprint, as a matter of fact. Trying to snap off an accurate ranged shot from a crouch after sprinting IS actually challenging even with a fully ranked rifle. The barrel DOES suddenly shift from side to side, as though I'm having a little trouble holding it up.

One thing that is true is that stamina regenerates a little too quickly, so its effects wear off within about four seconds as a fully ranked rifleman. However, I'm also a Hero MG and frontline soldier Engineer courtesy of the stats problems, and in that case the speed of stamina regeneration is a lifesaver, as I'm lugging tons of equipment.

The one problem in my opinion is the degree of shift-zoom. While the human eye does have great resolution, the shift-zoom is to me a little excessive for all weapons. It's a little too easy to spot enemies right now. Another thing is that shift-zoom sway breathing sway is fine, but the side-to-side sway in my view could be enhanced a tiny bit, as right now the rifle only rises and falls, with little sideways motion during controlled breathing.

For the most part, however, SWAY is generally fine as far as I'm concerned.