Rifles

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Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
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Sub-Level 12
That's because first squad is the "premier" squad with the largest distribution of weapons. I've actually been field promoted from squad leader of squad 3, to squad leader of squad 1, without trying to take it myself. (In fact I was trying to stay leader of squad 3.)

Squad 3 is a utility squad on most maps. Squad 2 is a core rifleman squad. I don't think it's that big of a deal, because when you get down to it, every squad has a base level of effectiveness. And the engineer squad is actually bristling with SMGs.
 

Holy.Death

FNG / Fresh Meat
Sep 17, 2011
1,427
91
0
Well, my point is that all units should be operationable and small number of men per unit makes them less effective if they follow chain of command.

Commander sits close to radio closer or further to the front line. He gives orders to squad leaders via team VOIP.

Squad leaders lead their squads and communicate with them via squad VOIP and communicate with their commander via team VOIP.

It's not good to use team VOIP as soldier or lone squad leader to give orders or requests, because it can flood main channel and people usually report things they can see, so squad soldier or leader reports something happening in his area to his team, because his team can be affected the most. Then squad leader can inform commander if that is needed.

Soldier on right flank reporting to all teammates what he can see or officer calling for support to team is not right, because soldier or squad leader should call his squad and/or squad leader to support him. He can't do that when his squad is empty or too small to do anything.

At least that's how I see it.
 

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
721
401
0
Just quit another game in frustration. I worked my way 200m around a flank in Fallen Fighters, plant an SVT right in a guy's chest from under 20m, it didn't reg & he Mkb42'd me. This is just crap.
 

OnTheGun

FNG / Fresh Meat
Sep 22, 2011
209
0
0
they're more of a specialty role, meant to pick off stragglers or snipe.---

The truth is the complete opposite. They are a jack of all trades. They can do everything OK and some things great. I regularly out turn and shoot SMG and AR guys with the bolt action. It's just that I hesitate a little longer on my first shot to get it as steady as possible while they are spraying around me.

If they know what they are doing, they will beat me, but most people don't. And even if they do, there are other things I can do to throw off their aim.

The SMG beats the rifle in the hands of a pro, because that is what it is designed to do. That doesn't mean that everyone or even most people are pros.

The fact there are so many of them in game shows you there are few pros. The real pros use the weapon designed for the task they need to accomplish if possible, but can do it with anything, even a bayonet if they have to. I can kill an SMGer with the bayonet before he's even realised I'm running at him, 9 times out of 10.
 

OnTheGun

FNG / Fresh Meat
Sep 22, 2011
209
0
0
Just quit another game in frustration. I worked my way 200m around a flank in Fallen Fighters, plant an SVT right in a guy's chest from under 20m, it didn't reg & he Mkb42'd me. This is just crap.

Bummer. Bugs suck. All games have them, especially games less than two weeks old. Give it time. It will all soon be forgotten. Just like the RO1 vets have forgotten that that game was hardly perfect.
 

OnTheGun

FNG / Fresh Meat
Sep 22, 2011
209
0
0
Squad 3 is a utility squad on most maps. Squad 2 is a core rifleman squad. I don't think it's that big of a deal, because when you get down to it, every squad has a base level of effectiveness. And the engineer squad is actually bristling with SMGs.

The real problem is we are trying to fight company or even regiment sized battles with a single platoon of men. To have the same weapon mix as the real world, there would be 3 MG's, 3 SMG/Semi, and 24 bolt action rifles per team. It would be more realistic, but you wouldn't have tanks or anything to fight them, for example.

You would also only have one weapon per man. If the gun is lost in battle, no more gun. If the SMG is lost in battle, no more SMG. None of us want to spawn without a weapon and be forced to try and get our dropped ones back, so we accept this unrealistic feature. In fact most of us never even notice it.

Some stuff is less realistic so that we can see more of what it was like to be part of an entire army, rather than just one platoon.

An amusing observation (at least to me): I believe I have seen more MG 34's lying abandoned on the battlefield in game than were made in the entire war. When you have a never ending supply, they seem pretty cheap. I once managed to encircle the German position on Apartments carrying a bolt action rifle. I was running along and came across an MG 34 just lying there. I picked it up. 2 minutes later an entire spawn wave ran through. 6 of them didn't make it and none of them figured out I was Russian. You could see they all thought I was a crazy Tker and wouldn't shoot at me. In the end, I actually had to throw the gun away. I ran out of ammo by the time they figured out what was going on, and needed to bail :p
 
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*Gasangriff*

FNG / Fresh Meat
Aug 14, 2006
159
27
0
Problem being, that first rifle shot never seems to register as a hit. Just today, on Spartan, I'm 20 feet behind a running Russian. I put 2 G41's into his back, and neither register. He then realizes he's being shot at (well, technically he's had his spine & half his organs blown out, but that doesn't count if the hit reg says it didn't happen), stops, turns, goes prone. I lay a 3rd well aimed shot right at his head. THAT one doesn't register! He freaking one-shot kills me.... :mad:

I'm witnessing the same problem over and over again
but then I'm asking myself: Why do his shots counts from the very first one ?? :confused::confused::confused:
 

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
721
401
0
I'm witnessing the same problem over and over again
but then I'm asking myself: Why do his shots counts from the very first one ?? :confused::confused::confused:

That's been boggling me, too. It's just so reminiscent of classic COD latency issues, but supposedly that doesn't happen in RO2. There's something screwy at work, that's for sure. But I've literally shot someone point blank and have the shot not register, and spectated that happening to teammates, too. Could there be some random element coded into the hit detection, which would mean you'd need an accurately aimed shot, plus luck?

Again, though, the problem seems to be that it pretty much seems to happen at 30m & under.
 

OnTheGun

FNG / Fresh Meat
Sep 22, 2011
209
0
0
Could there be some random element coded into the hit detection, which would mean you'd need an accurately aimed shot, plus luck?

The problem with this is it's a matter of feeling. You're talking about split second views that can be misleading. I have never really shot a target in game and noticed any hit detection issue unless there was also some other lag issue going on at the same time.

When I do shoot and it doesn't kill, I don't assume that means anything. Some wounds can be bandaged well after the person who inflicted it is dead. I know most of my wounds that are survived go that way. I kill the guy who gave it to me, run off, then bandage somewhere safe.

Also don't forget that time compresses when you play. Something that seems like it took ages might really only have been a second or two but it seemed longer in the heat of battle.

What I have seen is so rare that it could just as well be that once in a million lucky time when someone's Zippo stopped a bullet, and they survived. It's even slightly more immersive than without it, just like the odd very rare but random jam. If you had a proper animation for clearing a jammed weapon, then set it so the weapon only jammed very rarely, it would actually be an achievement to suffer but clear a jammed weapon.

As long as it wasn't so often as to become annoying, I think that would be awesome fun. Maybe it would randomly happen once every 10 to 20 rounds you play. It doesn't affect anyone else, it's just a random challenge that could get you killed, if you're not careful, like overheating the barrel of the MG 34 and having to change it.

A realistic ranking system would be based on stuff like this. Being able to handle a weapon jam and survive to fight is a sign of experience, not how many people you shoot with it, or how many rounds you fire. You might be told to fire a bunch of rounds at nothing just to act as a distraction, so those rounds should count in some way to your skill if they do the job they were intended to do, don't you think?

So that's what I'd like, a ranking system based on being good at handling certain aspects of play, like surviving a bayonet charge, clearing a jam, picking up a dropped MG. The sort of stuff real soldiers do when they become veterans.
 
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Gaizokubanou

FNG / Fresh Meat
Sep 5, 2011
525
76
0
Are you guys playing with 'One Frame Thread Lag' turned OFF?

You have to turn that piss poor option off in order to have any chance of competing in Unreal Engine 3 game. That thing basically gives you extra "lag".
 

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
721
401
0
Are you guys playing with 'One Frame Thread Lag' turned OFF?

You have to turn that piss poor option off in order to have any chance of competing in Unreal Engine 3 game. That thing basically gives you extra "lag".

I've had it off for the past 3 days or so ... no difference.
 

OnTheGun

FNG / Fresh Meat
Sep 22, 2011
209
0
0
Are you guys playing with 'One Frame Thread Lag' turned OFF?

You have to turn that piss poor option off in order to have any chance of competing in Unreal Engine 3 game. That thing basically gives you extra "lag".

I have it on, and I get hits just fine. Maybe I have a built in lag compensator after nearly 20 years of FPS gaming, but I certainly haven't noticed any problem. I'm going to have to try with it off and see what happens. I might become a ninja :D
 

Sifer2

FNG / Fresh Meat
Sep 16, 2011
207
28
0
My guess is TWI realized at some point that Bolt Actions an even Semi Rifles are pretty damn hard to use. Much more so than most FPS guns. Their solution was to spam SMG's like crazy. An then make the maps small enough that the SMG is rarely out of effective range. So that anyone can play this game. Only way you wont get an SMG is if you join the server 15 minutes late. Cause literally every class gets one except Riflemans an Machine Gunner lol.

I find this approach is kind of broken since it makes Bolt Actions stupidly hard to try to use. It's one thing when most of the people in the game are also using a Bolt an your on a more even playing field. But when most of your opponents are spraying bullets at you it goes out the window an your only getting kills if you camp. Also makes the Pistols nearly pointless. Honestly I think they need to open up ability for server admins to modify class's available while still being ranked.