My 2nd best (DH ftw) teamwork experiences are from BF 2142. It was awesome, it really supported team and squadplay.
This game aims to realism when in comes to ballistics, but the most important part of warfare; the structure of military organization, is nearly completely left aside (SL have 1 smoke and act as spawnbeacon). It feels like it is everyone for themselves as players aren't even introduced with an idea or organization in this game. They dont have to be forced, but rather encouraged.
I think RO2 should give players more something with the whole squad system. SL forms a squad and lets players pick their roles. In some cases, player classes could be also be squad limited rather than this free anarchy pool. Role kicking should be fixed though, now it doesn't even work lol.
Maps should also take advantage of this; again, it is currently total chaos, everyone spawns in a same spot and starts running around. I would like to see goals which are approached in different ways. For exampe: Squads spawns 1,2 are attacking frontally different sectors, 3 spawns on a different path that has flanking paths or is responsible to open for others. 4 has their own sub-goal like others. (show engineer class some love, they need wire-cutters and cuttable wire at least ;_; )
It would't even have to be this much enforced. Joining in a squad of strangers already gives you some responsibility, you start to work toward your common goal where you need help of others[]/b and whoah we have teamplay. This doesn't happen when the unti size is 32. When it is 8, it could.
tldr; squad system (current one is bit of a joke, horrible ui btw), map-specific sub-goals for squads, more teamplay elements where you must play together.
(RO1/DH had more of these of these; radioman, mortarteam, zooka/shreck reload, more obstacles for engis, transports, tanking system).
Whoa I got bit off the track here, but this just came to mind when I started thinking, "Why is RO2 teamplay like a common shooter?" this way it also feels more like common shooter.
This game aims to realism when in comes to ballistics, but the most important part of warfare; the structure of military organization, is nearly completely left aside (SL have 1 smoke and act as spawnbeacon). It feels like it is everyone for themselves as players aren't even introduced with an idea or organization in this game. They dont have to be forced, but rather encouraged.
I think RO2 should give players more something with the whole squad system. SL forms a squad and lets players pick their roles. In some cases, player classes could be also be squad limited rather than this free anarchy pool. Role kicking should be fixed though, now it doesn't even work lol.
Maps should also take advantage of this; again, it is currently total chaos, everyone spawns in a same spot and starts running around. I would like to see goals which are approached in different ways. For exampe: Squads spawns 1,2 are attacking frontally different sectors, 3 spawns on a different path that has flanking paths or is responsible to open for others. 4 has their own sub-goal like others. (show engineer class some love, they need wire-cutters and cuttable wire at least ;_; )
It would't even have to be this much enforced. Joining in a squad of strangers already gives you some responsibility, you start to work toward your common goal where you need help of others[]/b and whoah we have teamplay. This doesn't happen when the unti size is 32. When it is 8, it could.
tldr; squad system (current one is bit of a joke, horrible ui btw), map-specific sub-goals for squads, more teamplay elements where you must play together.
(RO1/DH had more of these of these; radioman, mortarteam, zooka/shreck reload, more obstacles for engis, transports, tanking system).
Whoa I got bit off the track here, but this just came to mind when I started thinking, "Why is RO2 teamplay like a common shooter?" this way it also feels more like common shooter.
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