Infantry weapons that should be added for Red orchestra 2

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Victhor-ASH

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Thanks somone understood I was getting tired of explaining the same thing. :p It was becoming boring. Also I don't see the point in adding elite assault and elite riflemen if weapons would be supplied by quantity so that you don't need to create a new class to limit weapons just have riflemen and have for that class only 4 semi-auto rifles and all the other weapons are rifles. But back on topic if the game has 3 types of artilery, what would determine players to use mortars the cheapest and weakest of them all why not make deployable mortars for better usage of the supplied binocles ?

Also take a look on how the quantity system should look in-game when implemented:
quantitysystem.jpg
 
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Clowndoe

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WOOT! 300 posts in my favorite thread of all time.

We understood your suggestion all along, it's just that a lot of people didn't like it. Allow me to reverse the question: Why implement your system when having elite riflemen and elite assaults does the same job already?

FYI, plenty of people use mortars. It has the shortest cooldown and it's got the smallest impact area and unlike artillery, there's no space between barrages, so it's entirely inescapable.
 

Victhor-ASH

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Yes but no one uses them. Also the quantity feature why not implement it. The elite riflemen was only an example on how this would work in the game.
 

ross

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Thanks somone understood I was getting tired of explaining the same thing. :p It was becoming boring.
Then maybe don't keep adding 'yes but' and repeating yourself when someone points out why they don't think your ideas are good? Nobody is making you repeat yourself. In fact, I'd wager most of us are praying for the day when you stop doing so.

Also I don't see the point in adding elite assault and elite riflemen if weapons would be supplied by quantity so that you don't need to create a new class to limit weapons just have riflemen and have for that class only 4 semi-auto rifles and all the other weapons are rifles.
Because it saves time better used on actual fixes and improvements? I suppose when everything else about the game is fixed, perhaps some form of this could be considered. Until then, it is a waste of time.

But back on topic if the game has 3 types of artilery, what would determine players to use mortars the cheapest and weakest of them all why not make deployable mortars for better usage of the supplied binocles ?
Mortars are small and accurate. They are perfect for taking out MG nests or snipers. They also have a much shorter reset time on almost all maps, making them good for temporarily stalling the enemy's first troops rather than wasting a full-size artillery strike on them.

All this shows is that you don't know how to play commander, so I suggest you avoid that class and let those of us who do understand how artillery works take it.

Also take a look on how the quantity system should look in-game when implemented:
quantitysystem.jpg
I love your 'diagrams'. I really do. Surely I would never have realised that the number to the right of the class name is how many slots are taken out of how many available slots there are. I still think the other diagram was better though, where you felt you had to circle the radio icon even though it has 'RADIO' written above it ingame in huge letters.

Please don't insult our intelligence with these 'diagrams'. We are not children.

DRINK, IDEAS & SUGGESTIONS! First of the morning!

no one uses them.
I use them all the time. In fact I see them used more than regular artillery. Stop making up rubbish.

Also the quantity feature why not implement it. The elite riflemen was only an example on how this would work in the game.
Because IT IS A WASTE OF TIME AND EFFORT for now. And also because it should be the MAPPERS who decide these things, not some arbitrary limit - especially some arbitrary limit enumerated by a casual who doesn't actually have the first clue what weapons were even available during the battle, let alone in what quantities.
 
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Victhor-ASH

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You are only refering to you as the general player who uses all the mechanics implemented. But in any game who uses mortars really? I didn't saw any game that a player would use mortars instead of heavy artilery maybe you use Ventrilo, skype or team speaker to communicate and issue orders.

But the feature I meant for quantity weapons should be issued only for map makers and also for server makers to implement these functions I didn't knew what you understand from this ideea but I don't think you understood it entirely Im repeating myself because you don't understand the meaning of what I posted. You only post from your perspective as a gameplayer. Just because you use something in game that doesn't mean that all players use that. You are only one player not the whole comunity. So that doesn't mean that all players should or would act like you in-game.
 

ross

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You are only one player not the whole comunity. So that doesn't mean that all players should or would act like you in-game.
So then, by your own admission, not everyone in the game is a blubbering idiot who can't find their squad leader, doesn't understand how to issue orders, doesn't know when to use different types of artillery, and can't lead worth a damn?

Because so far, your entire argument has consisted of nothing but you making up how "nobody" uses this, or "nobody" knows how to do that. Don't kid yourself, we all know that you actually mean you don't know.
 

Victhor-ASH

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If you are so sure that the game mechanics are so well implemented let me propse you a test. Play Red orchestra 2 with your microphone muted, using only type on a large map with many players. Then play Battlefield 3 with your mic muted same on large map with many players. How can you find your squadmates or play? You can't type that fast. You can't issue orders for all the players to see so what can you do if you don't have a mic. Just walk with your teammates and go cannon fodder because you can't use any tactics alone in a teamplay game.
 

captain pain

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Feb 25, 2012
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If you are so sure that the game mechanics are so well implemented let me propse you a test. Play Red orchestra 2 with your microphone muted, using only type on a large map with many players. Then play Battlefield 3 with your mic muted same on large map with many players. How can you find your squadmates or play? You can't type that fast. You can't issue orders for all the players to see so what can you do if you don't have a mic. Just walk with your teammates and go cannon fodder because you can't use any tactics alone in a teamplay game.

Radar, spotting system, squad leader icon, move orders, shout commands.
 

ross

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I actually can type that fast. I can also find my squad just fine BECAUSE THERE IS A ****ING MAP. Meanwhile, every time I play BF3, I see zero actual teamwork and a complete mess of idiots running everywhere trying to score kills. BF3 plays more like Call of Duty than a proper Battlefield game (which I would guess from your terrible, terrible ideas of what makes a game good - that you have never actually played them).

You are so full of ****. Just stop.
 

Victhor-ASH

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Ross how are you so sure that anyone listens to it or follows it unless you put them on the table. You don't people won't follow you. Why are you so sure that the game forces players to implement those functions? Are you some kind of shrink freud?
 

ross

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It doesn't force them and it shouldn't have to. If they want to be a useless idiot that's their choice. Games should be about choice, not the game telling you what to do like you have been suggesting.
 

captain pain

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Feb 25, 2012
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Ross how are you so sure that anyone listens to it or follows it unless you put them on the table. You don't people won't follow you. Why are you so sure that the game forces players to implement those functions? Are you some kind of shrink freud?

How does the game force players to implement functions? I don't understand what you're trying to say in this post.

edit: Oh, you mean forcing players to listen to or even obey orders. Why would anyone ever want that? It's not even in any other games as far as I know, and for good reason.
 

Victhor-ASH

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I meant that players use typing or voice commands and other means to communicate that doesn't mean that players would listen to what they say.
 

captain pain

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I meant that players use typing or voice commands and other means to communicate that doesn't mean that players would listen to what they say.

Erm, OK. Then why would adding more help anything? If someone doesn't want to listen, then they're not going to. We already have plenty of ways to communicate important things quickly, without typing or speaking.

There's nothing you can do by adding HUD items or indicators that will make people who don't want to follow orders follow orders.
 

Victhor-ASH

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Because typing and communicating takes precious time. Like when you have everything and you just need to see it and follow it is much more easyer.
 

ross

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Because typing and communicating takes precious time. Like when you have everything and you just need to see it and follow it is much more easyer.
Maybe if you're illiterate or cannot speak? Holding the VOIP transmit key while I run around bayonetting and shooting dudes has never been a problem for me
 

Victhor-ASH

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Dec 14, 2011
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Yea smartass but why type or speak into the microphone. In bf 3 you don't have too you just go for the objective and all is displayed for you. Look at yourself retard before calling anyone an illiterate monkey because I don't think you get my point in what I say that is why im posting for you so many times. Maybe you should stop drinking for everything I post. :eek:
 

captain pain

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Feb 25, 2012
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Because typing and communicating takes precious time. Like when you have everything and you just need to see it and follow it is much more easyer.

What is there that can currently be communicated by the current systems in place (move orders, spots, shouts, squad leader icons, VOIP, and chat) that you think should be replaced by some sort of non-communicative, automatic system?
 
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