# of Autos and Semi Autos

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Raneman

FNG / Fresh Meat
Jan 12, 2011
642
788
0
To be fair, riflemen are the most versatile class and their weapons are easy to level up. A Level 50 Kar or Mosin = everyone is ****ed if you're halfway good. And you can get both there in like 2 weeks.
 

zeep

FNG / Fresh Meat
Nov 21, 2005
434
147
0
I for one don't like bolt rifles. So i'll choose auto or semi everytime.
 
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Piscator

FNG / Fresh Meat
Jun 26, 2006
672
83
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Ooh, another I'm a horrible player and it must be the game and not me thread. Nothing personal to the OP, I'm just tired of these retarded threads blaming their piss poor gameplay abilities on the number of semi auto or autos in the game. Maybe people should try learning the maps and how to play. I can pretty regularly place in the top 5 on my team on a 64 man realism server while using a bolt action rifle. And that's not sitting in the back , that capturing and defending points. I have no problem killing people no matter what weapon they're using. It's not the semi auto and auto's that are the problem it's your piss poor gaming ability.

You sir are completely missing the point. It is a about general gameplay improvements for all by reducing the numbers of semis and autos. To create more firefights and cautiously moving squads.

PS: Any half-decent player can get into top 5 as bolt so please stop this arrogant way and try to read and understand before posting.
Thank you
 

rechz

FNG / Fresh Meat
Aug 15, 2011
130
33
0
Even though I agree with some of the posts here,this is not WW1.Stalingrad had close-quarters battles and both sides actually had lots of automatic guns supplied to them.

Besides,everyone doesn't enjoy playing bolt action all the time.Maybe lots of people enjoy playing it MOST of the time,but the game gets plain that way.What do you want Tripwire to do,remove all guns except Mosin Nagant and Kar98k?I'll say it again,this game is about the second world war,not the first.

The last patch did great imo.The current semi auto/Auto weapons distribution is good.Also,MGs are already weak,don't count them as "autos".A regular rifleman can easily take an MG out.
 
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Barleyman

FNG / Fresh Meat
Nov 5, 2011
103
28
0
Making SL headcount depend of people signed up would help a lot. Or maybe even forcing people to fill full squads as they come.. I.e. no picking second tokarev until 1st squad has all slots taken. Latter can be annoying so maybe a server option, default off..
 

MarioBava

FNG / Fresh Meat
Jun 8, 2006
810
191
0
Weapon looting...

You spawn with a MG34, then die, someone picks it up, and you spawn with another, so immediately there's 2 in game...

How about, only the original one stays, and weapons never disappear like bodies, and you spawn as a rifleman cause you lost your MG, till you capture it back?

That's pretty much keep constant amount of autos in game.

I still say only 2 out of 10 in a squad should have an auto. And given a choice which one, but no more than 20% overall.

That's an interesting idea...
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
Weapon looting...

You spawn with a MG34, then die, someone picks it up, and you spawn with another, so immediately there's 2 in game...

How about, only the original one stays, and weapons never disappear like bodies, and you spawn as a rifleman cause you lost your MG, till you capture it back?

That's pretty much keep constant amount of autos in game.

I still say only 2 out of 10 in a squad should have an auto. And given a choice which one, but no more than 20% overall.
Not a good idea I think. If the enemy nicks all your LMGs your team is screwed.
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
If TWI would remove all but one SL slots that would improve number of specific weapon and gameplay too.

This is set when the map is made. Ogledow for example will have one SL, one MG, one Marksman, two AT rifles, and all the rest bolt action rifles, plus a tank squad. The only reason there are so many SLs and other roles in the stock maps is because Tripwire's designers wanted them.

Easily remedied.
 
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Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
Weapon looting...

You spawn with a MG34, then die, someone picks it up, and you spawn with another, so immediately there's 2 in game...

How about, only the original one stays, and weapons never disappear like bodies, and you spawn as a rifleman cause you lost your MG, till you capture it back?

That's pretty much keep constant amount of autos in game.

I still say only 2 out of 10 in a squad should have an auto. And given a choice which one, but no more than 20% overall.

This could make for a really fun map premise: The only role available is rifleman, and then you have a MG spawned once at the start. The team would really have to work together to protect it and pick it up when the first gunner dies and drops it.
 

MarioBava

FNG / Fresh Meat
Jun 8, 2006
810
191
0
To create more firefights and cautiously moving squads.

I'm not sure this point makes a lot of sense when I think about it. A certain number of auto and semi-auto weapons, which it is also being argued are more deadly in RO2 than in RO1, especially at realistic ranges, will require of anyone who wants to survive the adventure, regardless of the weapon they are carrying, to be more cautious when moving around, not less. I will grant that if you have an auto or semi-auto in your hand you will be more confident about unexpected enemy encounters (ie when you both see each other), but you will not be better against enemies that you don't see --nobody will; and only caution will offer chances at survival against them.

And in RO2, there's a lot of that type of enemy because the maps are full of useable cover and numerous routes of approach. More bolt-actions would mean fewer bullets flying and more care to line up good shots and so it would be that much safer to actually run out in the open without regard to sound tactics.

--As an aside, but still to the point, one difference in RO1, with no mantling mechanic, there was a lot of predictability in where people would move around on maps, so that also quite probably contributed to the cautious pace of the game regardless of weapon loadouts.

But, I wanted to say that an enemy with a bolt has slower rate of fire and has to take care to make his shots count so you have a better chance getting around while in his sights. Enemy with an auto or semi-auto can more effectively than the bolt take you out (and sometimes even a too-tightly-clustered group of players) using controlled, leading bursts of fire giving you less chance getting around while in his sights (this is why modern combat has ultimately favored the assault rifle).

If more of the latter makes for less caution, then that's the incautious player's fault for not understanding the danger, not the fault of the ratio of weapons.
 
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Evil 127

FNG / Fresh Meat
Sep 10, 2011
46
14
0
Isn't there a problem here ?

32 slots server, 30 players on it :/

33% of bolts, 3Mkbs each side...

Too many slots open, and only a few riflemen.

We need that to be fixed, or server options for this.
 

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Evil 127

FNG / Fresh Meat
Sep 10, 2011
46
14
0
I do, there are 15 players in the team, and 13 auto / semi-auto slots...

It just encourages people to play auto-semi auto, and i dont think that is right, as i said, RO1 was 70% bolts, here with 2 out of 15 players (if everyobody had taken autos over bolts) playing auto-semi auto we are at 13%...

Add heroes to that and everyone got his SMG / semi auto rifle.

(here you can notice 2 heroes > 1 assault and 1 Elite rifleman)
 

Poerisija

FNG / Fresh Meat
May 15, 2009
617
800
0
I do, there are 15 players in the team, and 13 auto / semi-auto slots...

It just encourages people to play auto-semi auto, and i dont think that is right, as i said, RO1 was 70% bolts, here with 2 out of 15 players (if everyobody had taken autos over bolts) playing auto-semi auto we are at 13%...

Add heroes to that and everyone got his SMG / semi auto rifle.

(here you can notice 2 heroes > 1 assault and 1 Elite rifleman)

The ratios aren't actually correct, people just used rifles in RO:Ost more because automatic weapons were total **** in RO:OST.
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
I do, there are 15 players in the team, and 13 auto / semi-auto slots...

It just encourages people to play auto-semi auto, and i dont think that is right, as i said, RO1 was 70% bolts, here with 2 out of 15 players (if everyobody had taken autos over bolts) playing auto-semi auto we are at 13%...

Add heroes to that and everyone got his SMG / semi auto rifle.

(here you can notice 2 heroes > 1 assault and 1 Elite rifleman)

the people in that screenshot have made their choice. it wasn't bolt guns. you want to take away the semi's and smg's so they have to play with bolt guns to make you happy. why? just because you use a bolt gun everyone should? this whole argument about too many smg's and semi's make no sense to me.

it is clearly what the majority wants. you don't like the fact, hang on till the ww1 mod comes out. then you'll all be bolt guns.
 

Insurance Salesman

FNG / Fresh Meat
Sep 17, 2011
45
14
0
I think there's an easy way of fixing this - get rid of the two redundant squad leaders, an elite rifleman slot, an mg and add another assault class to each side. Less automatics, more assaults using these weapons like there should be.
 
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=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
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Newton, NJ
This is set when the map is made. Ogledow for example will have one SL, one MG, one Marksman, two AT rifles, and all the rest bolt action rifles, plus a tank squad. The only reason there are so many SLs and other roles in the stock maps is because Tripwire's designers wanted them.

Easily remedied.

This is a good point and I'm sure that the mappers who will be creating custom maps will be giving us a wide range of roles from the more rifle centered to ones with lots of assualt weapons.

In the stock maps, I don't really believe there is one set correct number for squad leaders, assault, machine guns etc. I believe the overall average of the maps should perhaps reflect a more realistic loadout and for one map that might be more Russians with assault weapons and on another the Germans have their squads more centered on the machine guns. Others still might be more rifle centered with only the squad leaders with smg's or semi's.

It does seem that there should be one less squad leader overall per side though...
 
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