Realism Mode - Rare Weapon One-Time Selection

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Realism Mode - Rare Weapon One-Time Selection

  • Yea

    Votes: 27 58.7%
  • Nay

    Votes: 10 21.7%
  • Eh

    Votes: 9 19.6%

  • Total voters
    46

NikolaiLev

FNG / Fresh Meat
Oct 18, 2011
158
41
0
There are a number of obvious complaints with the unlock system, especially concerning rare weapons, such as the experimental assault weapons and enemy loadouts. I have a suggestion to solve this, but I don't believe it got much exposure when I posted in the middle of a thread or two.

The purpose is simple: to reduce the frequency of rare weapons in Realism mode without completely removing them, as well as adding as sense of tactical choice concerning them.

The idea: when you've unlocked the mkb/AVT/enemy loadouts, you default to the ordinary choice (MP40 for Axis Assault, etc..) however, you can select the Mkb42/AVT/whichever. However, after you die you cannot select this weapon again. This could be indicated by adding [1 left] next to the Mkb42 in the role select screen.

This restraint would probably only apply to each item independently, meaning you could be an Allied assault and choose an AVT-40, and then an Mk42, going back to PPsh-41 after you die both times. However, this might not work out so well, so perhaps you could only choose one rare item.

Another concern is the possibility of deliberate class swapping; that is, switching to rifleman to allow a teammate to grab their elite weapon. However, this is really only a concern in clan matches where this stuff could be regulated anyway, and it would be bad to disallow a teammate their elite weapon just because you grabbed Assault first.

This suggestion adds a layer of tactical depth, in that as an individual you can decide when your team requires the extra firepower the most. The added rarity makes these weapons far more prized, as they should be.

I believe this suggestion synergizes extremely well with a related suggestion to implement negatives associated with enemy loadouts, namely disability to resupply enemy machine guns, and less starting ammunition for enemy weapons.

As stated before, this suggestion applies only to Realism mode, as it is a suggestion mostly geared towards a more realistic experience.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I'd prefer they weren't ingame at all TBH, but to reflect the scarcity of them, I'd consider each weapon spawn just once per side, not once per player with the requisite unlock. One weapon each side, once per round. Maybe the commander could choose when to spawn them?
 

NikolaiLev

FNG / Fresh Meat
Oct 18, 2011
158
41
0
Once per side would be problematic in that it would still be rewarding faster computers, which is something I wanted to avoid.

Unlocks are here to stay, it seems. Removing them for Realism mode would be a solution, but I think this suggestion strikes a fair compromise between historical realism and game features. Many find these weapons fun, after all.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
775
113
interesting idea, but then people will complain about things like a spawn tk for that weapon, or getting killed really quickly. ( at which point someone might pick that weapon up though).


IMO for the real realism mode just remove them.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
775
113
lols ok, and sitting at the ammo box gives you one magazine at a time for the MKB. That I would find entertaining.
 

NikolaiLev

FNG / Fresh Meat
Oct 18, 2011
158
41
0
I doubt people would spawn tk any more than they do now, especially with tk kicking and such.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
775
113
What I meant was that if you spawned once ( and the weapon despawnd as normal ) then people would probably complain about all the times they died by some glitch, or by accident, etc.

Thats mediated by the weapon never despawning. Which considering how potent an MKB can be, means its worth stealing if you find the guy with one. Also finally for once it will be one guy max with it.
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
I'd prefer no Mkbs in Realism mode altogether--if I want to fight more Mkbs, I'll play Relaxed Realism, tyvm. And even in Relaxed Realism, I'd prefer they fix the sound effect!
 
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Nazarov

FNG / Fresh Meat
Aug 24, 2009
674
190
0
I understand' the question not.
Methinketh MKB should only be used by one that selecteth it and when another picketh it up, it should bloweth up.
 

NikolaiLev

FNG / Fresh Meat
Oct 18, 2011
158
41
0
Thing is, I really doubt they'll outright remove the Mkb. I'd be fine with that, but then why not remove stats and unlocks while we're at it? And I don't think TWI really wants to remove these because they're features of the game they put work into. Plus (aside from stats, which are simply numbers) these guns and unlocks add some degree of fun into the game. Not everyone likes them, no, but some do.
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
Thing is, I really doubt they'll outright remove the Mkb. I'd be fine with that, but then why not remove stats and unlocks while we're at it? And I don't think TWI really wants to remove these because they're features of the game they put work into. Plus (aside from stats, which are simply numbers) these guns and unlocks add some degree of fun into the game. Not everyone likes them, no, but some do.

Well it wouldn't be an outright removal--it'd still be accessible with custom settings and relaxed realism enabled servers. Leveling would just be a little more difficult--which isn't necessarily a bad thing.
 

Grobut

FNG / Fresh Meat
Apr 1, 2006
3,623
1,310
0
Denmark
No deal. I don't care how rare they make this garbage, it has no place beeing there in the first place, and even one is one to many.


Things that need to go:

M-712 Pistol, to damn rare.
Nagant Silencer, never issued to infantry.
Kar-98K post war winter triggerguard, didn't exist yet.
Bayonets for sniper rifles, BS!
Fantasy 6x scopes for selfloading rifles, never existed or never made it past prototyping.
MG-15 Saddle drums for the MG-34, Luftwaffe only.
250 round belts for the MG-34 (100 or 150 round belts would be fine).
PPSh-41 without a mode selector? BS!
All box magazine loadout for PPSh-41, a mixed loadout would be ok though.
MKb-42(H), prototype that wasen't even fieldtestet yet.
AVT-40, to damn rare.
MP-40/II, failed prototype.
Magnetic mines that you throw onto tanks? BS!

All of that has no place in a mode that claims "realism", and i never want to see it ever again. And there's probably more that i am forgetting..

If you're gonna make a realism mode, then do it right, and leave the BS alternate-reallity and fantasy "what if" stuff to the arcade mode where it belongs.
 

theta123

FNG / Fresh Meat
Sep 11, 2011
463
215
0
No deal. I don't care how rare they make this garbage, it has no place beeing there in the first place, and even one is one to many.


Things that need to go:

M-712 Pistol, to damn rare.
Nagant Silencer, never issued to infantry.
Kar-98K post war winter triggerguard, didn't exist yet.
Bayonets for sniper rifles, BS!
Fantasy 6x scopes for selfloading rifles, never existed or never made it past prototyping.
MG-15 Saddle drums for the MG-34, Luftwaffe only.
250 round belts for the MG-34 (100 or 150 round belts would be fine).
PPSh-41 without a mode selector? BS!
All box magazine loadout for PPSh-41, a mixed loadout would be ok though.
MKb-42(H), prototype that wasen't even fieldtestet yet.
AVT-40, to damn rare.
MP-40/II, failed prototype.
Magnetic mines that you throw onto tanks? BS!

All of that has no place in a mode that claims "realism", and i never want to see it ever again. And there's probably more that i am forgetting..

If you're gonna make a realism mode, then do it right, and leave the BS alternate-reallity and fantasy "what if" stuff to the arcade mode where it belongs.

This gets the theta stamp of approval
 

Krobar

FNG / Fresh Meat
Jun 11, 2011
1,497
651
0
The sewers of Leningrad.
Magnetic mines that you throw onto tanks? BS

This is the only one I have a problem with. The hafthohlladung was extremely effective being able to penetrate 140mm of armour, but only if placed correctly.

Haft-Hohlladung_granare_3kg.jpg


The charge is exhausted through the circular bottom part to blow a hole into the tank and make mince meat of the crew. This means the charge has to be placed in such a way that the magnets connect to the tank so the charge stands straight. In game you lazily throw the charge on the tank which wouldn't be effective because it usually lands on its side which would cause the charge to be exhausted sideways and not down into the the tank's armour.
 

captain max707

FNG / Fresh Meat
May 11, 2011
169
85
0
Fairfax, California
The problem with limiting the use of rare weapons in this way is that it would feel a little alienating.. Instead of just earning the weapon, you only earn the right to use the weapon once (or a couple times) when you need/want it. I think that once the weapon is earned, it should be available all the time. Like I said in my thread, If it's an enemy loadout, the cost should be total ammo, and the inability to be resupplied by teammates (MGs obviously).

As for rare weapons like the Mkb and C96, a mutator or server option to disallow them would be perfectly fine.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
775
113
max, when you respawn you fill up the ammo. Sure your points were good and do act as somewhat of a deterence, but the fact is you can always get around that by dying and getting more ammo. The idea of there being ONE mkb around means that its actually something precious and .. well. RARE..




FOR ONCE.
 

Frostedfire

FNG / Fresh Meat
Nov 21, 2010
1,055
153
0
oz
what about via battlefield commission? that would at least ensure there aren't that many, and also that you don't have the noobs on the team bleeding tickets by corpse-running the mkb back to safety when someone took it out in the open and died ;)

also, wrt the HHL - if you model it properly, can we get a medal every time we use one on a tank? or at least an achievement? you can't even have fun throwing them at people like with the hilarious soviet at nade :(
 

Apos

FNG / Fresh Meat
Dec 3, 2007
1,749
1,436
0
Europe
www.enclave.pl
No deal. I don't care how rare they make this garbage, it has no place beeing there in the first place, and even one is one to many.


Things that need to go:

M-712 Pistol, to damn rare.
Nagant Silencer, never issued to infantry.
Kar-98K post war winter triggerguard, didn't exist yet.
Bayonets for sniper rifles, BS!
Fantasy 6x scopes for selfloading rifles, never existed or never made it past prototyping.
MG-15 Saddle drums for the MG-34, Luftwaffe only.
250 round belts for the MG-34 (100 or 150 round belts would be fine).
PPSh-41 without a mode selector? BS!
All box magazine loadout for PPSh-41, a mixed loadout would be ok though.
MKb-42(H), prototype that wasen't even fieldtestet yet.
AVT-40, to damn rare.
MP-40/II, failed prototype.
Magnetic mines that you throw onto tanks? BS!

All of that has no place in a mode that claims "realism", and i never want to see it ever again. And there's probably more that i am forgetting..

If you're gonna make a realism mode, then do it right, and leave the BS alternate-reallity and fantasy "what if" stuff to the arcade mode where it belongs.


This^ Since those fantasy weapons were added to RO, game isn't about realism or authenticity, but CoD-a-like leveling and unlocking BS.
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
No deal. I don't care how rare they make this garbage, it has no place beeing there in the first place, and even one is one to many.


Things that need to go:

M-712 Pistol, to damn rare.
Nagant Silencer, never issued to infantry.
Kar-98K post war winter triggerguard, didn't exist yet.
Bayonets for sniper rifles, BS!
Fantasy 6x scopes for selfloading rifles, never existed or never made it past prototyping.
MG-15 Saddle drums for the MG-34, Luftwaffe only.
250 round belts for the MG-34 (100 or 150 round belts would be fine).
PPSh-41 without a mode selector? BS!
All box magazine loadout for PPSh-41, a mixed loadout would be ok though.
MKb-42(H), prototype that wasen't even fieldtestet yet.
AVT-40, to damn rare.
MP-40/II, failed prototype.
Magnetic mines that you throw onto tanks? BS!

All of that has no place in a mode that claims "realism", and i never want to see it ever again. And there's probably more that i am forgetting..

If you're gonna make a realism mode, then do it right, and leave the BS alternate-reallity and fantasy "what if" stuff to the arcade mode where it belongs.

Fully agree!