So how will the MG's in ROOST work?
Will they be pretty much the same as they are in the mod right now? As in when you deploy you are forced into looking down the sights? That is one thing that bothered me about the mod MG's. You were either undeployed and not ready to shoot, or you were deployed and stuck in an IS view with limited visibility. Too much of the extreme.
Personally, I would prefer if you hit F to deploy as normal, and it put out the bipod but left your head up slightly above the sights, giving you a better view...then you are able to select IS like you do now. This would allow for MG's to shoot with their heads up for some covering fire, and then look down the sights for more accurate shooting. MG's need to be more functional than they are currently in the mod or they will never be the weapons they were on the real WWII battlefield.
As far as accuracy...it always seemed that the MG's in the mod were hideously inaccurate due to the severe shaking of your sight picture (which was way overdone IMHO). Has the accuracy or functionality of MG shooting changed in ROOST?
I hope you retain the ability of the German MG's to assault fire...though I think the MG-42 should be able to be fired like that as well-because it was irl (there is excellent footage out there of it being done, despite the naysayers).
I just wanted to ask about MG's as they are my favorite (and most overlooked) thing in most games.
Now, this will definately cause some eyebrows to raise. but here goes...
This is one of my spiels I give to games when it comes to MG's:
DoD we all know is not a realistic game. Not even remotely. Yet, there are certain elements of the game that play out realistically when it comes to tactics. One is the effect of MG's on the battlefield. In clan play, the most vital part of your strats were your MG's. They were in effect, the true area denial weapons that they were in WWII. A well placed MG, and a skilled MG user could dominate a map until overtaken by a true team effort (or nades lol). Sure, the railgun kars could take them down, but the fact remains that the MG's in that game can be a BIG part of the game and how it plays tactically (even if all realism is absent). DoD always seemed to play tactically realistic and yet be a frag fest. It is like WWII tactics on crack...way too fast and way too hyper...but realistic tactics none the less.
You have to work together and use your MG's as a base of fire. You get your SMGs in close in the assault, with rifles at midrange supporting the MG, or as your "bayonet strength" up close for nade assaults.
Now, I really hate DoD as a game and the community is perhaps one of the WORST out there...but I crave realistic tactical play, and no other game has delivered. RO the mod was always too open ended map wise to ever create battlefield tension through manipulation of pressure points.
In my mind, the way to create a realistic tactical WWII battlefield in FPS form is to have effective MG's and good maps. Maps need at least some sort of pressure point or choke point, or else all you end up with is an empty and isolated battlefield full of small individual fights (which may be fun in some ways for the individuals involved). Not that you have to have the small and tight maps of DoD, but FPS battlefields need at least a little pressure point or they lose cohesion as a battle.
Flame away if you want that I actualy find aspects of DoD well done, but I simply want the ultimate tactical WWII sim, and there are things I would take from a lot of games to create it. So far, ROOST offers me the best chance at my dream game...I just wanted to add my 2 cents about MG's and gameplay.
But alas, at this late a date...might be like pissing in the wind.
Anyway, great work, I love the mod and I love how this game is developing. Can't wait to assault Konigplatz, holy crap does that look amazing!
And I am truly inspired by the fact that you modeled it on a nearly 1:1 scale.
Truly great work!
Will they be pretty much the same as they are in the mod right now? As in when you deploy you are forced into looking down the sights? That is one thing that bothered me about the mod MG's. You were either undeployed and not ready to shoot, or you were deployed and stuck in an IS view with limited visibility. Too much of the extreme.
Personally, I would prefer if you hit F to deploy as normal, and it put out the bipod but left your head up slightly above the sights, giving you a better view...then you are able to select IS like you do now. This would allow for MG's to shoot with their heads up for some covering fire, and then look down the sights for more accurate shooting. MG's need to be more functional than they are currently in the mod or they will never be the weapons they were on the real WWII battlefield.
As far as accuracy...it always seemed that the MG's in the mod were hideously inaccurate due to the severe shaking of your sight picture (which was way overdone IMHO). Has the accuracy or functionality of MG shooting changed in ROOST?
I hope you retain the ability of the German MG's to assault fire...though I think the MG-42 should be able to be fired like that as well-because it was irl (there is excellent footage out there of it being done, despite the naysayers).
I just wanted to ask about MG's as they are my favorite (and most overlooked) thing in most games.
Now, this will definately cause some eyebrows to raise. but here goes...
This is one of my spiels I give to games when it comes to MG's:
DoD we all know is not a realistic game. Not even remotely. Yet, there are certain elements of the game that play out realistically when it comes to tactics. One is the effect of MG's on the battlefield. In clan play, the most vital part of your strats were your MG's. They were in effect, the true area denial weapons that they were in WWII. A well placed MG, and a skilled MG user could dominate a map until overtaken by a true team effort (or nades lol). Sure, the railgun kars could take them down, but the fact remains that the MG's in that game can be a BIG part of the game and how it plays tactically (even if all realism is absent). DoD always seemed to play tactically realistic and yet be a frag fest. It is like WWII tactics on crack...way too fast and way too hyper...but realistic tactics none the less.
You have to work together and use your MG's as a base of fire. You get your SMGs in close in the assault, with rifles at midrange supporting the MG, or as your "bayonet strength" up close for nade assaults.
Now, I really hate DoD as a game and the community is perhaps one of the WORST out there...but I crave realistic tactical play, and no other game has delivered. RO the mod was always too open ended map wise to ever create battlefield tension through manipulation of pressure points.
In my mind, the way to create a realistic tactical WWII battlefield in FPS form is to have effective MG's and good maps. Maps need at least some sort of pressure point or choke point, or else all you end up with is an empty and isolated battlefield full of small individual fights (which may be fun in some ways for the individuals involved). Not that you have to have the small and tight maps of DoD, but FPS battlefields need at least a little pressure point or they lose cohesion as a battle.
Flame away if you want that I actualy find aspects of DoD well done, but I simply want the ultimate tactical WWII sim, and there are things I would take from a lot of games to create it. So far, ROOST offers me the best chance at my dream game...I just wanted to add my 2 cents about MG's and gameplay.
But alas, at this late a date...might be like pissing in the wind.
Anyway, great work, I love the mod and I love how this game is developing. Can't wait to assault Konigplatz, holy crap does that look amazing!
And I am truly inspired by the fact that you modeled it on a nearly 1:1 scale.
Truly great work!