RO community wishlist (TWI please read this)

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Hobitt

FNG / Fresh Meat
Nov 22, 2010
586
286
0
USSR
I decided to gather the most requested things that TWI should implement with a few threads with good ideas:
1.Fixed tanks,better interface to enter tanks with other people
http://forums.tripwireinteractive.com/showthread.php?t=71970
2.More realistic bandaging and wounding system (or completely remove bandaging)
http://forums.tripwireinteractive.com/showthread.php?t=70188&highlight=bandage
3.Completely remove the ranking system or make it purely cosmetic
http://forums.tripwireinteractive.com/showthread.php?t=71434&highlight=ranking+system
4.Option for native languages
http://forums.tripwireinteractive.com/showthread.php?t=72060
5.Choosable REALSTIC unlocks
6.Sprint speed and everything else regarding movement
http://forums.tripwireinteractive.com/showthread.php?t=71407
7.Now i dont know if it is a bug but lack of footsteps and lack of long deathscreams
8.An option to completely remove the music including sound ques when you level up and capture
9.Little bit more sway
I really hope TWI will listen to these request's and i think a lot of people will agree with me that the most hardcore TWI fans deserve this + a lot of people will get back
 
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NikolaiLev

FNG / Fresh Meat
Oct 18, 2011
158
41
0
Server-side option for no zoom? Would turn the entire server into "Classic mode" :D

Mind you, you can edit .inis so you achieve this, by disabling sprint zoom and changing an .ini value, but this would enable it for all players for maximum balance.
 

Extension7

FNG / Fresh Meat
Jun 22, 2010
1,766
323
0
East Coast USA
www.createphpbb.com
Aww, you added my thread first <3 haha :D

I agree with all of these, although I think that tanks, movement speeds, and sway should be priority when it comes to whats first.

All the other things would be nice but I can live without ^_^
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
On sway:

Players at the moment have far too much confidence in their accuracy, and this is influencing gameplay. Whereas in real life a bolt-action rifeman would never dream of diving prone in an open street to pick off the MG or SMG that just opened fire on him, I see this happening quite frequently in RO2. Someone will reach the landing on a flight of stairs, spot an enemy waiting for him on the next level, and--instead of ducking back down the staircase for dear life--they will try, and sometimes succeed--in "out-drawing" the enemy by snapping into iron sights.

Cap-zones are being disregarded as lone semi-auto riflemen and bolt-action riflemen have been led to believe, with a degree of truth, that they can pick off running enemies from the prone position at 150m with enough consistency to contribute to the team effort that way.

Finally, enemies are too easy to spot at long ranges with shift-zoom, and too easy to eliminate with the reduced sway.

On a point that connects wounding effects with sway, a hit to any part of a player's body should jar their aim. This is indisputable--there is considerable force being imparted to the person by the bullet hitting them, notwithstanding the flinch in reaction to the pain. Too many times, I've grazed my target at medium range as he stared back at me. I see the blood spatter the wall behind him, but he--without flinching--fires off his perfectly aimed shot an instant later.

I can already imagine that if Kryukovo was ported into RO2, the Russians would spend all their time on their bellies at the first cap, trying and succeeding in sniping Germans on the opposite ridge as the timer ran out.

~

In addition, something also has to be done about the Rambo MGs. Hipfired MGs are now competing with assault troopers in close quarters, completely outscoring machine gunners that try to use their weapons in a more conventional manner. Germans in particular are running around with their dual-drum MG34s on Barracks, Grain Elevator, Station, Apartments, etc... trying and often succeeding in mowing down everything they run into. In hipfire mode, the machine gun simply doesn't have anywhere near enough inertia--a player can whip it around in an arc in an instant.

Perhaps a return to the Ostfront turtle-walk while hipfiring is excessive, but players should at least have to pick using iron sights between running at a normal jogging pace without being in a firing stance and running at a reduced pace with the MG at the ready. And the weapon should have far more "weight" to it.

In my opinion, sway and the ease of "storm-fire", in combination with the tanks' rediculous MG AI, and the wounding/bandaging system are the main issues preventing the game from truly shining. We're getting there, and I hope these suggestions seem reasonable!
 

defektive

FNG / Fresh Meat
Sep 16, 2011
663
256
0
UK
The above points could perhaps form the basis of a standard, out-of-the-box Realism mode (i.e., a re-working of the current [non-]Realism mode). From that foundation individual servers could then add their own slants via further server setting finessing. Leaving everything to server settings alone will create chaos, with every server being wildly different from another; allowing the splitting of an already unhealthy player base like that would be tantamount to suicide IMO. Please, give admins a solid Realism template to work from first.

Peace.
 

Spacehogking

FNG / Fresh Meat
Aug 28, 2011
114
65
0
Biggest one for me:

Make it so the bayonet is ATTACHABLE, not an upgrade. It's a situational weapon, not an upgrade. The bayonet should increase weapon sway if the rifle isn't rested on a surface.

Second biggest thing:

Bring back dropping your gun when you get shot. This will alleviate players' annoyance with some dude bandaging directly after getting shot and running off like it was no thing.
 
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LogisticEarth

FNG / Fresh Meat
Sep 24, 2007
831
132
0
Pennsylvania, USA
In addition, something also has to be done about the Rambo MGs. Hipfired MGs are now competing with assault troopers in close quarters, completely outscoring machine gunners that try to use their weapons in a more conventional manner. Germans in particular are running around with their dual-drum MG34s on Barracks, Grain Elevator, Station, Apartments, etc... trying and often succeeding in mowing down everything they run into. In hipfire mode, the machine gun simply doesn't have anywhere near enough inertia--a player can whip it around in an arc in an instant.

Perhaps a return to the Ostfront turtle-walk while hipfiring is excessive, but players should at least have to pick using iron sights between running at a normal jogging pace without being in a firing stance and running at a reduced pace with the MG at the ready. And the weapon should have far more "weight" to it.

This is somewhat important, it's really easy to sprint around with the MG as it is. It's a 20-40lb weapon with all the ammo and whatnot, and it gets whipped around like it's a light battle rifle.

I'm fully behind the idea that using the iron sights in"undeployed" mode should be required to fire the MG accurately from the hip. I don't really have a problem with the assault-fire as it stands, with the exception that it shouldn't be the default position to move in. Accurate assault-stance fire requires at least a bit of preparation in bracing yourself properly and seating the weapon right. This would be perfectly modeled by the time it takes to hit the iron-sights key.
 
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defektive

FNG / Fresh Meat
Sep 16, 2011
663
256
0
UK
I'm fully behind the idea that using the iron sights in"undeployed" mode should be required to fire the MG accurately from the hip.
As long as hitting the IDS key takes less time to set the weapon in hipfire stance than it does to deploy the weapon properly (the trade-off being a more reactive use of the weapon vs loss of accuracy), and whilst in hipfire stance still allow movement but only at a slow walking pace, that might just do the trick.
 

Kleist

FNG / Fresh Meat
May 3, 2009
2,034
333
0
Deutschland
3.Completely remove the ranking system or make it purely cosmetic

8.An option to completely remove the music including sound ques when you level up and capture


When they delete the whole ranking and level up system we don`t will hear any sound for level up anymore :D

I vote for: delete the whole Ranking and Level Up System and put the weapons and unlocks to the other other or a new class (Best player of the last round with access to: MKB/AVT)

ps: nice to see that post from Wilsonam

------------------------------------------------------------------------------------------------

Here a idea if they don`t want to loose any weapon or unlock

We need a extra class for the Mkb42/AVT-40/MG-34 II/MP40 II (Mkb42 for germans, AVT-40 for russians and MG34/MP40 with double ammo available for both teams, or delete them from the game and save it for "RO2: Secret Weapons")

This class will be only available for the best player of the last round. If he don`t want it, the one slot of this class will be free for all.


Delete the whole weapon level up system. No spawning with enemy weapons, you have to get it from the enemy if you want it.

Make it possible to choose between the stick magazine, or the drum magazine for the PPsh41 for the russian assault class.

G-41 and SVT-40 with scope availbale for every sniper (this little scope is very bad no one will use it, when he have the choice).

Removeable bayonet for the Kar98k and MN rifle. no bayonets for sniper rifles, have you ever seen a sniper with a bayonet at his weapon? A sniper need a accurate weapon and he need a good cover and a silver bayonet that looking out of a bush isn
 
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