I'm happy that Tripwire included the option for them to work on gameplay changes as they continue to support RO2. If they do indeed work on this (and with the poll results I cant imagine the would not) it is still very ambiguous what needs to be changed and how and even how far Tripwire is willing to go.
Before getting into details I think it's very important that the changes are almost radical to what we have now. The reason being twofold; first many people were anticipating RO2 and second a large portion of those people were very disappointed with the game. So much so that it will take a dramatic change in the game to coax them back rather then small tweaks. I'm not as sensitive to think that RO2 needs a 're release' type patch but the game did leave a bad taste in a lot of peoples mouths.
Note I mashed the two realism options in the poll together because I feel they are one and the same. Bold are the changes and below each change are detailed notes.
REALISM MODE
Progression - disabled
Unlocks - disabled
* Marksmen given both options of semi & bolt rifles with most common scope for each (ie no useless scout optics)
* 1 Elite automatic class for each side (mkb and avt)
* Riflemen given bayonet with option to detach ingame
* Squad leaders and commanders given option for pistol loadouts
* Pistol unlock kits disabled (silencer & auto c96)
* most common MG34 ammo kit given (50 round drum?)
* PPsH given round drum as default
Weapon Sway - Increased by factors which may stack together
*large increase for being low on stanima (negated by prone or weapon resting)
* Large increase for being shot recently
* Medium increase for being recently suppressed
* Small increase for standing and crouching (ie the base sway should be increased but not when prone)
Suppression - Effect increased
* Base suppression effect unchanged
* Lose more control when stanima and/or morale is low
* Lose more control when recently hit
* Lose more control when under sustained fire (ie a machine gunner using an entire clip rather then a burst)
Aim Down Sights - Speed slowed
*Base speed slower
*Slightly slowed with recent stance change
*Slightly slowed when low on stanima or suppressed
Grenades - Lethal radius rather then Hit point damage
*It's very common to see people physically bounce from grenades exploding under them and see them continue to run unneffected. Also common is if 'low health' to be killed by a grenade a very far distance away.
On hit effects added - Legs, Hands and arms
* Possible to have weapon shot out of hand
* When sprinting and shot in the legs, stanima is depleted and character automatically falls to prone (I felt in RO1 it was odd to see bullets almost stun characters and this way their forward momentum goes somewhere, besides in RO1 if shot in the legs the first impulse was to go prone)
* Harder to control recoil/sway when shot in arms
* Stamina depletes much faster when shot in legs
Run/Sprint speed - Unchanged
* I feel the default 'level 1' speed is actually fine. It only becomes ridiculous with hero level assaults. Like I stated above I hope realism mode has no progression system.
Lockdown - Removed
* Honestly I don't think this change is controversial in the slightest.
Light MGs - Hipfire and deployed tweaks
* Must use IS key to bring the weapon to a fire ready state when not deployed
* More freedom of movement when deployed. Using the MG while prone on even the slightest slope is far too unforgiving. The same can be said of aiming left and right when on a ledge.
SMGs - Unrested accuracy tweak
* When unrested sights are never quite perfect to be accurate at 60+ meters ('smg sniping' still possible, just not quite as ridiculous as RO2s mp40 sniping without exaggerating recoil or cone of fire like RO1. As trivial as it sounds it actually has a huge impact on gameplay)
Weapon Zoom - Decreased effect
* As it is it's a strange conflict of realism in individuals senses and realism in a firefight scenario. I feel though the science behind it as the devs have shown is solid enough. However it detracts from gameplay when everyone is playing the part of the marksman, including the assault classes.
This list is still a WIP. If anyone has suggestions I'll be happy to add them.
Before getting into details I think it's very important that the changes are almost radical to what we have now. The reason being twofold; first many people were anticipating RO2 and second a large portion of those people were very disappointed with the game. So much so that it will take a dramatic change in the game to coax them back rather then small tweaks. I'm not as sensitive to think that RO2 needs a 're release' type patch but the game did leave a bad taste in a lot of peoples mouths.
Note I mashed the two realism options in the poll together because I feel they are one and the same. Bold are the changes and below each change are detailed notes.
REALISM MODE
Progression - disabled
Unlocks - disabled
* Marksmen given both options of semi & bolt rifles with most common scope for each (ie no useless scout optics)
* 1 Elite automatic class for each side (mkb and avt)
* Riflemen given bayonet with option to detach ingame
* Squad leaders and commanders given option for pistol loadouts
* Pistol unlock kits disabled (silencer & auto c96)
* most common MG34 ammo kit given (50 round drum?)
* PPsH given round drum as default
Weapon Sway - Increased by factors which may stack together
*large increase for being low on stanima (negated by prone or weapon resting)
* Large increase for being shot recently
* Medium increase for being recently suppressed
* Small increase for standing and crouching (ie the base sway should be increased but not when prone)
Suppression - Effect increased
* Base suppression effect unchanged
* Lose more control when stanima and/or morale is low
* Lose more control when recently hit
* Lose more control when under sustained fire (ie a machine gunner using an entire clip rather then a burst)
Aim Down Sights - Speed slowed
*Base speed slower
*Slightly slowed with recent stance change
*Slightly slowed when low on stanima or suppressed
Grenades - Lethal radius rather then Hit point damage
*It's very common to see people physically bounce from grenades exploding under them and see them continue to run unneffected. Also common is if 'low health' to be killed by a grenade a very far distance away.
On hit effects added - Legs, Hands and arms
* Possible to have weapon shot out of hand
* When sprinting and shot in the legs, stanima is depleted and character automatically falls to prone (I felt in RO1 it was odd to see bullets almost stun characters and this way their forward momentum goes somewhere, besides in RO1 if shot in the legs the first impulse was to go prone)
* Harder to control recoil/sway when shot in arms
* Stamina depletes much faster when shot in legs
Run/Sprint speed - Unchanged
* I feel the default 'level 1' speed is actually fine. It only becomes ridiculous with hero level assaults. Like I stated above I hope realism mode has no progression system.
Lockdown - Removed
* Honestly I don't think this change is controversial in the slightest.
Light MGs - Hipfire and deployed tweaks
* Must use IS key to bring the weapon to a fire ready state when not deployed
* More freedom of movement when deployed. Using the MG while prone on even the slightest slope is far too unforgiving. The same can be said of aiming left and right when on a ledge.
SMGs - Unrested accuracy tweak
* When unrested sights are never quite perfect to be accurate at 60+ meters ('smg sniping' still possible, just not quite as ridiculous as RO2s mp40 sniping without exaggerating recoil or cone of fire like RO1. As trivial as it sounds it actually has a huge impact on gameplay)
Weapon Zoom - Decreased effect
* As it is it's a strange conflict of realism in individuals senses and realism in a firefight scenario. I feel though the science behind it as the devs have shown is solid enough. However it detracts from gameplay when everyone is playing the part of the marksman, including the assault classes.
This list is still a WIP. If anyone has suggestions I'll be happy to add them.
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