Lets do something about the frag fest gaming.Time Penalty

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[CoFR]BeerHunter

FNG / Fresh Meat
Feb 23, 2006
265
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Grande Prairie , Alberta
I started playing RO when it was as a mod for the realism vs my old standby, DoD (which was and still is loads of fun).

ROO came out and offered even better game play.

Unfortunately, as it became more and more popular, players from other FPS
 

Hummer9120

FNG / Fresh Meat
Sep 8, 2007
526
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Except that sometimes team kills are unavoidable....

If you keep getting naded, try not going to nade spam areas.
 

[CoFR]BeerHunter

FNG / Fresh Meat
Feb 23, 2006
265
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Grande Prairie , Alberta
Except that sometimes team kills are unavoidable....

Why are they unavoidable? Team kills are ALWAYS avoidable. Simply don't shoot if you can't positively identify and don't launch a grenade if your not positive the area is clear of friendlies.

Converging fire on a position rather than throw a grenade can be as effective in clearing it out too oh..but wait.. that requires teamwork,co-ordination and communication.:confused:
 

Hummer9120

FNG / Fresh Meat
Sep 8, 2007
526
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Converging fire on a position rather than throw a grenade can be as effective in clearing it out too oh..but wait.. that requires teamwork,co-ordination and communication.:confused:

You are completely wrong. In a clan match between the top two clans in the world, there were still TK's.....:rolleyes:
 

[CoFR]BeerHunter

FNG / Fresh Meat
Feb 23, 2006
265
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Grande Prairie , Alberta
You are completely wrong. In a clan match between the top two clans in the world, there were still TK's.....:rolleyes:

but that's my point.. why were there TK's?? Simply because they played a run n gun style of game and didn't take the time to make sure the area is cleared.

When I played RO as the mod , the game play was much slower and more tactical. In other words , players were playing RO as it was meant to be played..slower and tactical.

Now , the migration from other faster run n gun FPS's have brought their game play into the game and it's evolved , through no fault of Tripwire or RO:O into a DoD clone where you charge into a room , gun blazing and drop a frag because you will re spawn right away when you die regardless of how many friendlies you take along with you.

Maybe , since I'm looking for realism and tactical game play , I should just stick with the other game though it frustrates me to see the potential in RO:O
 

Hummer9120

FNG / Fresh Meat
Sep 8, 2007
526
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No, it's because situations change rapidly, just like in real life. How can you predict that a buddy is going to vault over a hill right after you throw a nade?

TK's, like in real life, are sadly inevitable.
 

Athena

FNG / Fresh Meat
Nov 21, 2005
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In responce to the first post: Run and gun and all the 'unrealistic' behavior existed already in the mod, it's not the new Ostfront players bringing in their tactics from other games...

For example, I can't recall how many times I've seen behind my rifle sights SMGers zig-zagging towards me while throwing nades or other bs moves.
 

I. Kant

FNG / Fresh Meat
Apr 9, 2007
1,516
286
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What about a situation when there's two of you in a room, suddenly a bayo charger hurls himself in and you're wielding a PPSh? Are you going to wait till your buddy gets bayonetted, or are you going to take your chances and try to strafe the enemy with fire?
 

Tanuki

FNG / Fresh Meat
Aug 1, 2007
122
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United Kingdom
Ever played as Combat Engineer, when several of your team mates decide to try and pick up the satchel you just planted. BOOM! up to 5 TKs despite warning them and initially planting it out of harms way. Darwin called that natural selection, unfortunatly in RO idiots get reincarnated :p

But seriously I have to agree that on the bigger servers the amount of hand grenades being thrown around gets a little much sometimes. A lot of public play seems to turn into two teams arrayed in cover opposite each other tossing nades.

I've noticed some of the new custom maps are limiting the number of nades, and who gets them. Though it can be annoying sometimes to be stuck without a nade when you need one, the fact that you have to wait for a team mate who is equiped to deal with the enemy to come and assist really encourages team play. Which in my opinion is a good thing. I hope to see many more maps with modified nade counts in the future.
 

SiC-Disaster

FNG / Fresh Meat
Dec 16, 2005
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www.tangodown.nl
By saying something like "frag out" before you throw it maybe?

But maybe that's asking too much with the limited VOIP abilities of RO.

I bound a key to the grenade warning voicecommand.
When i throw a grenade, i usually use that if i worry friendlies are coming near, and pray that my location shows up in the chat lol... It would be so much more helpfull if those voicecommands were in 3d instead of across the whole map in your head..
 

Nimsky

FNG / Fresh Meat
Nov 22, 2005
4,190
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Nadespam was a heck of a lot worse in the mod than in Ostfront. At least now you have a good chance to survive if you dive away from one. Don't you remember the nukes?

As for teamwork, read my sig.
 
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Monkwarrior

FNG / Fresh Meat
Nov 21, 2005
1,144
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TK's are avoidable in all situations but 1: when you request arty.
Clans making TK's are clans which prefer a victory at all costs, even if an accasional TK is part of that.

Monk.
 

[5thW]Rehakles[TRO]

FNG / Fresh Meat
Mar 19, 2006
382
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www.5thW.org
I never played the mod, but I heard a good amount of people telling stories about old mod-maps that were known to be "nade-fests"...compared to other games, nade spam isnt really a problem in RO imo as you can avoid areas of heavy nade-spam almost completely. In case you decide to run through such an area, your chances of survival are limited, but if luck is with you, you eventually get thru :)
 

Funker42

FNG / Fresh Meat
Dec 4, 2005
175
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but that's my point.. why were there TK's?? Simply because they played a run n gun style of game and didn't take the time to make sure the area is cleared.

Well... Sometimes you and a team mate will run across the enemy though a doorway or around a corner in the confusion you hit your team mate in the process or the grenade bounces the wrong way.
 

sovietmisaki

FNG / Fresh Meat
Sep 10, 2007
16
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in the depths of colorado
well a better version idea would be either deliberate TK's (i.e a team mate has their sights on you for more than 5 seconds before firing, which only applies to guns and tanks) cause you really have to screw up big time for you to accidentally cause massive TK's (though long distance identification of tanks can be tricky on some maps, as i accidentally knocked out an allied tank in my Pz-3 in one game) or some one who is deliberately running people over. THEN you can apply the proper punishment
 

mikitsubizunizu

FNG / Fresh Meat
Jan 14, 2007
112
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This toilet Earth
Hehe that reminds me on krivoi rog on the twi server... I was a russian and i was shooting at a few german tanks, and there were german tanks shooting at german tanks, and none were shooting at me thinking i was german and he was russian... crazy... :eek: