Tbh action needs to be focused or you end up playing round robin like in BF2 which has 4 or so objectives open at once, so you cap one, go to the next to find the one you just capped has been taken back again.
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Tbh action needs to be focused or you end up playing round robin like in BF2 which has 4 or so objectives open at once, so you cap one, go to the next to find the one you just capped has been taken back again.
im willing to sell TW the rights to my DH A-B map system for a verry democratic price
im willing to sell TW the rights to my DH A-B map system for a verry democratic price
im not un-proud of the system i came up with, i hope maybe TW would implement a more sophisticated and less erzats system than mine.(maybe the squad role system in Hos reveals the possiblility of it)
because the eternal problem with the RO system is no matter how wide your map is, or how many routes there are, players will always come from the same point. wich does not limit the width of maps, but reduces the quality and intensity of the gameplay as the maps get wider (unless you separate the spawnareas like on pariserplatz, but then you spawn randomly in either one.) in DH you can choose, and most players prefer the combat you get on a certain side of the map. and will always choose that side, when you cap your side's obj, you can help the other side by flanking the enemy or cutting it's supply.
in brief, you have more freedom, while everything is carefully structured. and then you may not like a certain map that wins the vote, but at least you can choose the side of the map on wich you prefer to fight. i believe that has some kind of positive psychological effect.
i think you mean Foy? well i sort of feel the same about some of them, after i stopped being an official member they were tweaked by the DH team when they added them to 3.0 on many i find the spawn distance too short aswell personally.yeah great work with that system mate
only gripe i have is that the spawns are often way too close (and in too open terrains)
just look at bastogne, once the allies have capped the fields, they spawn right into the fire(whilst still having spawn protection)
thats a real immersion breaker
i think you mean Foy? well i sort of feel the same about some of them, after i stopped being an official member they were tweaked by the DH team when they added them to 3.0 on many i find the spawn distance too short aswell personally.
So I finally got to take a look at Heroes of Stalingrad and I can't begin to say how much I think that this is going to be a godsend to the Red Orchestra Franchise. That said I have my doubts about it's direction.
Is realism and simulation going to be something that comes after action elements? I can see that the game is more focused on urban "Rattenkreig" but I get this sinking feeling watching the gameplay demos on youtube.
Regardless of how much value you place on teamwork and taking orders from a leader who (one would hope) knows what he's doing there is ALWAYS going to be the sizable population of people who are just there to shoot people randomly with little or no regard to objectives and game play mechanics. Look at Brothers in Arms Hells Highway. I thought that this was going to be a really smart multiplayer where people were maneuvering to flank enemies orders were being issued by someone who had some idea about what was supposed to be going on. Instead I found a game where the whole idea was to run around not taking cover and gunning down people haphazardly. This happens if Gears of War and any other game that utilizes some form of a cover system.
If action is being put at the forefront of what the game is about I fear that this game will not be a Red Orchestra but just another Call of Duty clone or as I like to call the series "Call of Going Prone: Modern Pronfare and Prone at War". I say this because Call of Duty isn't about anything other than mindlessly running around guns blazing and going prone faster than the other guy can bunny hoping all the way.
I fear one Heroes of Stalingrad game type than any other that I've heard of: Skirmish. If it's about elimination of enemies on a map the objective is no longer about working as a squad. The Objective now is to kill more guys than anyone else! The commands will just be arbitrary HUD points and the Leader will just be some guy who has a special ability to do something no one cares about.
I LOVED Red Orchestra for so many reasons and I've yet to find games that can deliver simulation quality in a package like it can. I wanted to some day find some way that I could help with making this game better and add more content. But I'm scared that Ostfront 41-45's successor is little more than a remark made about it by a Red Orchestra player "A Money Ploy".
whats so bad about this?Summary: GUYS! I'M AFRAID THIS GAME WON'T BE MY VERSION OF PERFECT! WAHHHHH!
Please save yourself the trouble of reading this post.