Important: Way too accurate aim for every soldier!

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MSol_18

FNG / Fresh Meat
Sep 2, 2011
16
3
0
Lol, from a supported bench (no vice or sandbags) and sitting firing my k98 I'd be lucky to hit 75% of my shots on a 2 foot by 2 foot block at 100 meters.

Stand me up, make me shoulder my rifle for long periods of time (which is what soldiers in game do) and have all the other guys at the range firing as fast as they can and I'd be lucky to hit 50%.

In game, under much worse circumstances, you can get about 90% I'd say.

and to JammyBee; the rifles in RO: Ost were not considered useless.

I see that you know what you are talking about on the range because I've been there a couple of times and it is so hard to hit static targets whilst standing at 100m. RO: Ost modelled this very well. With RO:HoS it's so easy to shoot people behind cover (with their helmet sticking out) at 100m+. And for those who think that the "shift-zoom" is realistic, go see the original photo on the forums depicting park east, centre and west. You can barely see anyone on the otherside of the park let alone place a bullet accurately on his head.
 

pyrokinetic

FNG / Fresh Meat
Sep 7, 2011
15
0
0
+1, it would feel much more authentic if there were raging firefights across maps instead of everyone sitting there and killing their enemy with one shot. I think that there should be drastically more weapon sway, which can be reduced by going prone or mounting your weapon on cover, it'll make the first person cover more usable (right now you die as soon as you pop your head out) because your life expectancy will go up due to everyone having less accuracy.
 

vanelle

FNG / Fresh Meat
Feb 9, 2011
140
24
0
there were? all I remember was sitting on a ledge somewhere near the seigssaule clicking and watching a pixel 100m away disappear :|. Ironically, I got better with the bolters (in ostfront) when I brought my cod sniper skills (both point-and click and quickscoping) over and started gunning down people in the street :rolleyes:

There is no such thing a quick scoping it is aim assist.
'Cus on console you cant aim quite well.

And stop mentioning cod, obviously you never played a ro game 'cus you where busy playing cod

They need to add some more sway after a sprint and when in ironshights for a some time.

Now it is just people-who-do-not-know-how-to-play-infested game.
It is annoying.

And we will see some bigger maps, would be a different expierence.
All the others are too small for some decent gameplay.

maybe fallenfighters not.
but with the unlocks (mkb etc)
Well it is a bit screwed up.
 
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ptx

FNG / Fresh Meat
Sep 13, 2011
48
36
0
Truth be told, I don't even who's stupid idea it was to make shooting so accurate and arcade-style. With all due respect Tripwire, what's up with this game? you need to make serious changes to game play now before the game loses more than half it's community for being a combination of a great idea with a completely broken and frustrating game play.
 

Makino

FNG / Fresh Meat
Dec 9, 2005
576
86
0
Brazil
www.hitconfirm.com.br
I don't know how the calculations on the ballistics were done so i will assume some things. =/

If using only the mathematical approach without external influences (very taxing CPU-wise to do it on a game like RO) then yes, the bullets should always go where the barrel is pointing and i think thats why the shots are so damn accurate.

The thing i think TWI must do to get more autenticity then is get the game weapons (preferably more than one of each) to test on the field, see the groupings they make and try to somewhat replicate it on the code.

As for the sway i think it is fine right now when you have full stamina, but it should get harsher than it is now when you have low stamina.

And if staying in aiming position for longer than a set time unsupported it should start to drain your stamina slowly too.
 
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ptx

FNG / Fresh Meat
Sep 13, 2011
48
36
0
I don't know how the calculations on the ballistics were done so i will assume some things. =/

If using only the mathematical approach without external influences (very taxing CPU-wise to do it on a game like RO) then yes, the bullets should always go where the barrel is pointing and i think thats why the shots are so damn accurate.

The thing i think TWI must do to get more autenticity then is get the game weapons (preferably more than one of each) to test on the field, see the groupings they make and try to somewhat replicate it on the code.

As for the sway i think it is fine right now when you have full stamina, but it should get harsher than it is now when you have low stamina.

And if staying in aiming position for longer than a set time unsupported it should start to drain your stamina slowly too.

How can you possibly say the sway is fine now, when there's basically no sway at all? Are you kidding? seriously, I wish our soldiers in real life could hit every enemy they see by just aiming at him. wow. this is such BS. fire fights evolve and exist only 'thanks' to the fact that you simply can't always kill your enemy the moment you see him by just being fast. So both sides keep suppressing each other with fire until either you get a lucky shot or changing positions and shoot controlled bursts or you let a squad or a small force flank the opponent and kill him, or have a sniper in a tactical position. that is the whole idea and 'art' of war, Strategy and Tactics! RO2 right now is merely fast trigger, knowing the best places to camp and luck. So if RO2 is nothing like war, then what the hell did I pay 40$ for?
 

Makino

FNG / Fresh Meat
Dec 9, 2005
576
86
0
Brazil
www.hitconfirm.com.br
How can you possibly say the sway is fine now, when there's basically no sway at all? Are you kidding? seriously, I wish our soldiers in real life could hit every enemy they see by just aiming at him. wow. this is such BS. fire fights evolve and exist only 'thanks' to the fact that you simply can't always kill your enemy the moment you see him by just being fast. So both sides keep suppressing each other with fire until either you get a lucky shot or changing positions and shoot controlled bursts or you let a squad or a small force flank the opponent and kill him, or have a sniper in a tactical position. that is the whole idea and 'art' of war, Strategy and Tactics! RO2 right now is merely fast trigger, knowing the best places to camp and luck. So if RO2 is nothing like war, then what the hell did I pay 40$ for?

There is sway, just test it dammit.

Looks like you don't want sway but frigggin parkinson.

IRL you cant kill your enemy the moment you see him because when you bring up the sights its not automatically perfectly aligned like in the game.

I think the solution to this in addition of my previous post is when you use iron sights it comes not always on the center of the screen... the game already have a small "free aim" into iron sights mode so why not doing this?
 
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Mr. Someguy

FNG / Fresh Meat
Sep 16, 2011
245
0
0
My biggest problem with this suggestion is that it would take the skill and turn it into a roll-the-dice situation. One person could spot a Rifleman aiming at him, the Rifleman fires, but the shot missed. This person fires back and scores a hit. This is not at all fair to the Rifleman, who should have gotten that kill.
 

PaxiFixi

FNG / Fresh Meat
Sep 16, 2011
11
3
0
My biggest problem with this suggestion is that it would take the skill and turn it into a roll-the-dice situation. One person could spot a Rifleman aiming at him, the Rifleman fires, but the shot missed. This person fires back and scores a hit. This is not at all fair to the Rifleman, who should have gotten that kill.

this is a teambased game, its not about the kills
 

Makino

FNG / Fresh Meat
Dec 9, 2005
576
86
0
Brazil
www.hitconfirm.com.br
My biggest problem with this suggestion is that it would take the skill and turn it into a roll-the-dice situation. One person could spot a Rifleman aiming at him, the Rifleman fires, but the shot missed. This person fires back and scores a hit. This is not at all fair to the Rifleman, who should have gotten that kill.

I think if testing data is used, the guns will largely function the same way but with an acceptable deviation more on par with the reality.

A target that would be a 100% hit in real life will be 100% hit on the game, but if in real life you cant assure you will hit him, why in the game you can just do it again and again and again easily?

Many games that have skilled players do have roll the dice situations, one example is Counter Strike and every game with cone of fire weapons. I'm not asking for cone of fire on RO2 just to make things clear.
 

SheepDip

FNG / Fresh Meat
Nov 21, 2005
3,626
495
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The Elitist Prick Club
This will address both the realistic aspect of the game and will also fix the game's firefights which right now do not exist.

I don't know if anyone's been to the army here, but even with a modern M4 and a good scope it's very difficult to nail your target perfectly (I'm not talking about Spec Ops, yes?), especially when you're in the middle of a firefight, stuff blowing around you and your friends are dying... It's outrageous that a WW2 simple soldier with a rifle nails me straight through the head when I'm in cover from a kilometer away, when all he did was spot me thanks to the razor sharp graphics today's resolution and graphics offer, and just aiming at me. Nothing else, wind, the skill of the shooter, shaky hands, nothing matters, I'm dead.

Engagement range in RO2 is mostly sub 200m. Even one side of FallenFighters square to the other is just about 200m.

I think that drastically reducing the accuracy of normal soldiers, and only making them really accurate when they press aim + shift (and even then, reduce the accuracy) will improve the game and fix the current inability to enjoy a long lasting realistic fire fight because right now the moment you spot an enemy means whether he's dead, or you are.

If accuracy will be reduced, you'll both dive into covers and shoot at each other, doing your best combined with your skill in the game to kill your opponent, which also opens a whole new door to flanking and givesa new meaning and importance to reinforcements. Obviously officers should have much better aim and accuracy than the other soldiers, and a marksman shouldn't lose accuracy.

I can see in my mind how this game could be awesome, two sides firing at each other, some flanking, others push with suppressing fire trying to win the fire fight, instead of just always camping and picking off your opponents one by one without any feeling of an actual battlefield, just luck, the hope you won't be spotted and a good camping spot. Please listen to my idea, I honestly believe it can change the game and push it into a much better direction!

I disagree entirely.
 

ptx

FNG / Fresh Meat
Sep 13, 2011
48
36
0
Engagement range in RO2 is mostly sub 200m. Even one side of FallenFighters square to the other is just about 200m.



I disagree entirely.

Well, whether you agree or not, I was promised a realistic war game, and I got a combination of ARMA2 relatively large maps with a camping only gameplay and firefights that last aprox. 5 seconds the first time you rush the map, and later on it's no longer than 1 sec. No exchanges of shooting, no suppressing fire, just picking off enemy soldiers with a ****ed up extremely accurate WW2 weapon ballistic system from a window until someone else picks you off from some window on the opposite side. Fantastic.
 

SheepDip

FNG / Fresh Meat
Nov 21, 2005
3,626
495
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38
The Elitist Prick Club
Well, whether you agree or not, I was promised a realistic war game, and I got a combination of ARMA2 relatively large maps with a camping only gameplay and firefights that last aprox. 5 seconds the first time you rush the map, and later on it's no longer than 1 sec. No exchanges of shooting, no suppressing fire, just picking off enemy soldiers with a ****ed up extremely accurate WW2 weapon ballistic system from a window until someone else picks you off from some window on the opposite side. Fantastic.

Join a server with me sometime and I'll show you firefights and attacking.

There will be a period where people won't attack because they're learning the game mechanics and the maps - it's imposing, especially a map like FallenFighters, and particularly if you have people who have been playing RO long term around with a significant skill advantage, you're not going to run out, die, rinse & repeat.

And you were promised
inventive features and streamlined realism delivering an unrivalled WWII experience

It was made clear early in development that they were aiming to make the game more approachable to the mainstream - so it was never going to be as harsh and unforgiving as RO:Ost could be, or as clumsily realistic as ARMA.
 

Phantomspiker

FNG / Fresh Meat
Oct 14, 2006
106
6
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I would really like to see a video of you guys consistently hitting 100m+ targets while standing up and unsupported.
 

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
1,433
843
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USA Prime Credit
My biggest problem with this suggestion is that it would take the skill and turn it into a roll-the-dice situation. One person could spot a Rifleman aiming at him, the Rifleman fires, but the shot missed. This person fires back and scores a hit. This is not at all fair to the Rifleman, who should have gotten that kill.

lol, I nominate this for ridiculous post of the year.
 

ptx

FNG / Fresh Meat
Sep 13, 2011
48
36
0
Skill will remain, problem is guys here believe that the word 'skill' means how well do you aim. That's the point, in a war game, skills are ones used in war, which is tactics, strategy, team work and shooting skill.

The game's core won't be changed, obviously, 1. It's too late; and 2. We brought the game for what it is, but changing the shooting mechanics is crucial in my opinion. (obviously if you do have your sights exactly on an enemy and shoot from a 100m he should be hit, but it should be much more difficult to aim precisely at someone, it should be about reflex and actual skill, to know when to take the shot, rather than simply aiming at your target and pressing LMB, knowing for sure that he's dead.)


I would really like to see a video of you guys consistently hitting 100m+ targets while standing up and unsupported.
That's exactly the point, even when you are supported, you can be picked off by an assault rifle infantry from 200 meters away, even though your standing on the 3rd floor and he's down there somewhere, unlike reality, when there's a good chance he'll miss and you'll see bullets hit around you and get an adrenalin boost and prone as fast as you can to save your life: a cool and realistic scene, that happened to me only once since I started playing the game. The rest of the times, I was just his straight in the head or torso and died momentarily without any chance of giving my team supporting fire or hoping they'll miss.
 
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