Maybe you just don't like Stalingrad

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Sufyan

FNG / Fresh Meat
Sep 15, 2011
301
270
0
Sweden
All these comparisons to ostfront, complaints about automatic weapons, fixed bayonets...

What if the disappointment among veterans has less to do with game design and more to do with the theme of the current maps in the game? For the longest time I could never figure out why so many people do not love this game. I am a major fan of urban combat and Stalingrad is a fantastic urban combat setting. It is a story of a complex battlefield where danger is literally everywhere at any time. It is not about soldiers sleeping in foxholes with a good view of the direction of the enemy line. It is a setting where a lot of combat took place at relatively short distances, and lives where risked to take single floors of ruined buildings.

By all means, it was a very different kind of fight than the typical pushes across plains and forests that makes up a majority of the geography fought for in the war.

Tripwire has gone all-out with this theme. Every map in the game is a decisive push to destroy the enemy and claim the ground they were holding. Every map (except Gumrak) is a close quarters prepared infantry assault against more or less prepared positions. All maps are fights for single buildings and landmarks. This is very much in line with the Stalingrad city fighting theme.

Maybe that is the problem. Infantry assaults were often prepared for by creating stormgroups specifically tailored for this kind of fight. That means as many submachineguns, automatics and explosives as you can muster. No doubt the bolt action rifle was the most common type of weapon used in Stalingrad, but every single map in the game is themed around urban stormgroups making decisive attacks on enemy positions, they are not themed around ordinary platoons just stubmling upon eachother at the edge of a forest.

Since every map is themed around assaults against a small number of small landmark buildings, it doesn't leave a lot of room for fancy long range sniping and slowly evolving frontlines as in the most popular ostfront maps. This game belongs to the assault troopers, and the whole map is a small piece of the jagged frontline.

It is rough, it is fast, it is the close infantry assaults of Stalingrad. Few Ostfront maps were as specialised as these, they were mostly conventional warfare, especially the community made maps had that broad scale with vanilla platoons engaged at conventional distances with their standard equipment. For example, it made sense in Ostfront to be able to attach/detach the bayones because maps usually had a much larger scope. Rare was the moment you were attacking an objective where the bayonet was needed, normally you did not want it. The maps in Heroes of Stalingrad however are microscopic battles where fighting at bayonet range is intentional for whole duration of the map. You do not detach the bayonet just to fire a few rounds across the square and then put it back on when you advance. The theme for the entire map is to represent 15 minutes of brutal close range assaults, the assault has already commenced so the bayonets stay on at all times.

Maybe this bloody and brutal assault theme, this microscopic view of the fighting on the eastern front being made into an entire game, is just not every ostfront veteran's cup of tea. The remedy for HoS then is for the potential future inclusion of non-assault themed maps, where ordinary infantry platoons are not being afforded the luxury of SMGs, get to fight in low intensity opportunistic battles. Maybe some random urban combat where opposing platoons happen upon each other in the ruins, not specifically being on a mission to assault and capture landmarks but rather that the objectives just happen to be assigned on the go as the firefight breaks out.
 

Divinity

FNG / Fresh Meat
Jun 25, 2011
80
136
0
I don't have any problem with the house to house fighting, the setting is Stalingrad after all. I've got a problem with half my team running around with MKB 42s, MP 40s and G41s when, in fact, most of them should be carrying
a K98k.

The main CQC weapon shoud be this:
634469741264769325gbwn10uu.jpg
 
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Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
1,165
0
Woohoo, finally sensible posts are cropping up in several places!

Just you wait, guys. The community is going to give us lots of big, wide-open fields that are going to give everyone the epic, evolving combat that everyone wants.

Right now, the fast, frantic combat has nothing to do with CoD arcade mechanics and everything to do with the maps we're fighing in. All of them are fast, frantic city streets with lots of tight quarters and narrow spaces. The only real exceptions are FallenFighters and RedOctoberFactory, which incidentally are my favorite maps, and even then they're still pretty fast-paced.

Give the community time. We'll get some serious RO action very soon.
 

Rotaugen2009

FNG / Fresh Meat
Aug 22, 2011
121
32
0
In Sovjet Russia Stalingrad doesn't like you!

Wait that actually makes sense...
True, just ask Mr. Hilter...


Edit: Hmm, it looks like they reset the stats for the forum as well. It doesn't show me as having made any posts...
 
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Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
412
0
Finland
Since every map is themed around assaults against a small number of small landmark buildings, it doesn't leave a lot of room for fancy long range sniping and slowly evolving frontlines as in the most popular ostfront maps. This game belongs to the assault troopers, and the whole map is a small piece of the jagged frontline.

So we can have bloody basic presentation of urban combat w/ trollkarbines and some other hilariously misplaced weapons yet assault groups or any other ways units would be prepared for urban warfare are omitted?
 

Cyper

Grizzled Veteran
Sep 25, 2011
1,291
1,005
113
Sweden
- Remove the maximum of 24 min timelimit to 1-999 min.

- Remove Tactical View

- Increase weapon sway

- Increase weapon sway if you're injured in the arm

- Decrease running speed if you're injured in the legs

- Remove the new command radial and replace it with the old one

- Increase weapon sway (A LOT) when stamina is low

- Increase weapon sway when close to big explosions (etc arty)

- Make it possible to loose your weapon if you're hit by a bullet

- Add a foliage to conceal soldiers that are behind bushes that dissapear
because of the drawdistance. In this way, players can stay hidden despite if the bush isn't visible from close range.

- Add some kind of float zone to all weapons + make the aiming less robotic and more fluid - it's to twitchy at the moment. IRL you wont be able to aim around fast with 100% perfection - the sway will increase A LOT when you make a sudden stop in the aiming.

- Make it possible to fall if you're to close to arty

- Increase the drawdistance (A LOT)

- Make bandage stop the bleeding and NOT restoring health to 100%

- Add a minimum respawntime of 2 minutes

.. and a lot of ''issues'' with the game is gone. And then, I personally don't care if it's set in stalingrad or wide fields and forrests.
 
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Ermak

FNG / Fresh Meat
Sep 13, 2011
6
12
0
I say bring ARMA2 back! I want to run around the forest (or city ) for 30 mins before I meet anyone to shoot at. It gives much more pleasure .
 

Icey_Pain

FNG / Fresh Meat
Aug 8, 2011
706
304
0
- Remove the maximum of 24 min timelimit to 1-999 min.

Agreed

- Remove Tactical View

Disagreed, this is the only thing that gives newbies a leg to stand on when they want to participate in teamplay, removing that is silly and unneeded since it's an optional feature. Meaning that you can choose not to press T.
- Increase weapon sway

Disagreed, once we start seeing bigger custom maps, you'll suddenly realise why I disagree.

- Increase weapon sway if you're injured in the arm

Agreed, but keep it realistic

- Decrease running speed if you're injured in the legs

I wouldn't mind seeing that, but preferably it should be animated properly, with people actually trying to put weight on one leg more than the other because it hurts. And it should start hurting after your "adrenaline" runs out.

- Remove the new command radial and replace it with the old one

The new one is fine, practical but perhaps missing some options. The general layout is good enough though.

- Increase weapon sway (A LOT) when stamina is low

Disagreed, people just don't suddenly start missing when they are out of stamina. A small increase to weapon sway wouldn't be a problem. But the amount your suggesting wouldn't really help the game.

- Increase weapon sway when close to big explosions (etc arty)

Tell me how does your weapon go up from an explosion? It's not like the explosion happens from underneath your rifle.

- Make it possible to loose your weapon if you're hit by a bullet

I wouldn't mind this, but it would need proper physics and it should be more rare than it was in RO1.

- Add a foliage to conceal soldiers that are behind bushes that dissapear
because of the drawdistance. In this way, players can stay hidden despite if the bush isn't visible from close range.

Wouldn't mind. But at the same time, how do you guarantee that it wouldn't give people in the bushes an unfair advantage if they don't cover themselves up properly(by sticking out)

- Add some kind of float zone to all weapons + make the aiming less robotic and more fluid - it's to twitchy at the moment. IRL you wont be able to aim around fast with 100% perfection - the sway will increase A LOT when you make a sudden stop in the aiming.

Only when the acceleration properly measures movement speed and the momentum of the gun considering it's weight.

- Make it possible to fall if you're to close to arty

"getting blown off your feet" would be a nice thing :)

- Increase the drawdistance (A LOT)

Would you be able to see perfectly at 300+ meters? Though a little more on Fallen Fighters wouldn't hurt. On Pavlovs house I think it helps the gameplay.

- Make bandage stop the bleeding and NOT restoring health to 100%

It doesn't do this, it does not restore health. You'll still die much easier after you've been bandaged so this suggestion doesn't make sense.

- Add a minimum respawntime of 2 minutes

Stupid suggestion really.
 
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Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
1,165
0
- Make it possible to fall if you're to close to arty

Wouldn't an arty hit close enough to blow you off your feet turn your insides into pudding?

I know the stick grenades work through overpressure that causes internal hemorrhaging. Wouldn't this be the same thing?

(This is, of course, discounting all the shrapnel that -should- kill you if you're that close to an arty hit...)
 
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hekuball

FNG / Fresh Meat
Mar 13, 2006
563
202
0
+1 big combined arms maps like DH will transform this game. didnt buy it cos i had any interest in stalingrad rather that its RO and it will be very good.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
775
113
- Remove the maximum of 24 min timelimit to 1-999 min.

- Increase weapon sway

- Increase weapon sway if you're injured in the arm

- Decrease running speed if you're injured in the legs

- Remove the new command radial and replace it with the old one

- Increase weapon sway (A LOT) when stamina is low

- Increase weapon sway when close to big explosions (etc arty)

- Add some kind of float zone to all weapons + make the aiming less robotic and more fluid - it's to twitchy at the moment. IRL you wont be able to aim around fast with 100% perfection - the sway will increase A LOT when you make a sudden stop in the aiming.

- Make it possible to fall if you're to close to arty

- Increase the drawdistance (A LOT)

- Make bandage stop the bleeding and NOT restoring health to 100%

- Add a minimum respawntime of 2 minutes

.. and a lot of ''issues'' with the game is gone. And then, I personally don't care if it's set in stalingrad or wide fields and forrests.
(removed the ones I didnt agree with)

pretty much took the words out of my F@#$ mouth. This has nothing to do with the maps we fight on, and a lot to do with mechanics.

RO1 went on the principle of dead when combat innefective, and combat innefective meant anything bad enough to make you fall back and see a medic.

Also some momentum for running players would be good, its too easy to run, instastop-IS-kill in less then a second.
 
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