I don`t agree with you. In ROost we hadn`t poor vision without zoom and radar.
RO:O had the questionable "advantage" of simpler terrain and graphics, making it effectively impossible (Outside a few limited areas) to blend in. Someone prone at 200 meters might be only 2x2 pixels, but when he's 2x2 gray pixels on a uniform, faded-green background, he's pretty obvious. In RO2, the maps are much more complex and detailed, leading to a lot of clutter to lose people in, which makes it harder to see people at long range. There's also the fog effect that makes distant targets even harder to see (There are maps where, even with full scope zoom, there is almost no difference in color between a soldier and the wall he's shooting over, at not even 200 meters). The fog produces the same kind of color-fading/blending at 200-400 meters as we would get at 1-2km in real-life.
Unzoomed, our vision range in RO2 is, in general, less than it was in RO:O. Even with a scope, you're unlikely to see someone past 200m in most maps. The only map I'm aware of (Other than the new one, which I haven't tested) where you can even get 400m distance is Spartanovka, if both soldiers run back from their spawn. At that point, unzoomed, a soldier standing in the open, viewed on a good-sized monitor, is only 3 pixels tall, and nearly blends into his background. I've posted comparison pics before; standing in the open, he's nearly invisible. In real-life, he'd not only be visible, but you'd be able to tell many things about him (Facing, is he carrying a longarm, what color is his uniform, etc). In RO:O, you see three pixels. Even in RO2, with full focus-zoom, he's only 7 pixels tall, and still only 1 wide. You can't discern any details about him, except possibly that he's standing. It's still well below real-life human vision.
That said, even in RO:O, I doubt you could even detect a human in the open at 1km, which is certainly possible in real-life (Potentially much further, if it's a high-contrast background). In RO:O, that person would be barely 1 pixel tall and half a pixel wide, meaning he may not even be rendered due to aliasing.
So yeah, you had poor vision in RO:O, compared to real-life. Due to the simpler graphics, you could detect a person at a fair distance (Not real-world distances, but still fairly good), but you couldn't discern a realistic level of details, and the pixel precision made aiming increasingly granular (Shooting at a 200m-distant target, and each pixel is a foot across, you literally could not aim any more precisely than this).
And what is this "radar" you talk about? Do you mean the peripheral contacts? There's certainly an argument to be made that they need a lot of tweaking and refining, but the basic concept (Being able to detect people, particularly moving people, outside the narrow cone of vision we get in-game) is a good one.
It`s now an adhd game with no teamwork tactics.
You should really try comparing RO2 to other multiplayer FPS games, to see how ridiculous this looks in comparison. The pacing is sedate compared to something like CoD, and you see a lot more coordination of people. Of course you're going to see the lone-wolf types running off, and generally getting mulched in the process, that's kind of what you get in online games. It's generally the people playing more tactically that end up doing well, however.
Besides, what does zoom even have to do with tactical play? It makes firefights take place at longer ranges (We're almost halfway to realistic engagement ranges, even!), but it doesn't negate tactics, it just makes the distances further. What you would normally do at 1X meters, you now do at 2.1X meters. Better yet, since defensive fire is so deadly, and you have a much longer engagement range to get through, you're far less likely to get away with sprinting across an open area than you were in RO:O.
I give my opinion from the beginning with this game and i haven`t to ask you for a permission to give my opion what can be made better.
I never said or implied anything like this. Disagreeing with your opinion does not equate to saying you can't post that opinion, and I have to wonder how you can use the line you did to criticize me for voicing my own opinion. Implied accusations are bad enough coming from normal posters, I expect better behavior from someone who managed to get on the moderator staff.
Personally I never liked sniping in games, one of the things I always liked about RO was that classes like the sniper were limited. I simply don't like playing as a sniper. Which is why for me zoom is the biggest issue for the firefights in RO2.
I would think
ranges would be the biggest issue, then. Most of the fighting is under 100 meters, and virtually none of it is over 200 meters. At those ranges, riflemen should be incredibly accurate and deadly. We simply don't
have sniper ranges in-game, and would need to at least double potential engagement ranges (Probably even more than that) for snipers to start to become more relevant. Right now they're only really notable at the longest ranges (They start becoming better than riflemen somewhere past 100m, with the difference only becoming clear once you're getting up to 200m and past).
Being able to hit a man-sized target, with aimed fire, at <200m, with a ~2-3 MoA rifle, is not being a sniper. It's being a typical rifleman.