situational awareness

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The Beast (nl)

FNG / Fresh Meat
Jul 2, 2006
3,160
486
0
The Netherlands
I see players who doesn`t have that. Two times that a player
comes sneaky to me with their back to the enemy.
An enemy comes both times behind them and i couldn`t shoot because
that were for both cases a teamkill.
 

Mike 78

FNG / Fresh Meat
Sep 14, 2011
184
202
0
I see players who doesn`t have that. Two times that a player
comes sneaky to me with their back to the enemy.
An enemy comes both times behind them and i couldn`t shoot because
that were for both cases a teamkill.

In current maps situational awareness is only relative. The DM'ish style on these maps mean that an enemy could come up behind you at any time. That's why I don't like the maps, combat is too random.
 
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NinetyNine

FNG / Fresh Meat
Sep 7, 2011
329
133
0
In current maps situational awareness is only relative. The DM'ish style on these maps mean that an enemy could come up behind you at any time. That's why I don't like the maps, combat is too random.

+1

The mapmakers stuck to the time-tested, stupid "many ways in/many ways out" DM theory for every single room/area on all maps.

It's why we now have Russian apartment blocks with basement entrances outside that lead to basement stairs 15 feet away inside.
 

monster

FNG / Fresh Meat
Jul 17, 2006
334
10
0
Situational Awareness in this game? Man, that's funny.

If you can't figure out where the bad guy is by all the blinking lights and carebear messaging, then you got a serious case of "Single-Player Scripted Win". I mean a terminal case, because that's what RO2 is catering to.

To make it worse, the need to earn situational awareness is further destroyed by the canned voices that tell you when you kill someone.
 

OnTheGun

FNG / Fresh Meat
Sep 22, 2011
209
0
0
In current maps situational awareness is only relative. The DM'ish style on these maps mean that an enemy could come up behind you at any time. That's why I don't like the maps, combat is too random.

DM'ish? They are based on REAL LOCATIONS. There is a thread here with photos of those locations compared to screenshots of the maps. Everyone is impressed with how close they got them.

Yet you think they are "DM" style? You know why? Because all those maps you got used to playing on were fake. The real world doesn't have the kinds of choke points they put in most games for "balance" reasons. When you play on a realistic map, realistic tactics work. Flanking and encircling an entrenched enemy is the most common real world tactic.

The fact so many games prevent it, doesn't make it any less realistic.
 

OnTheGun

FNG / Fresh Meat
Sep 22, 2011
209
0
0
The mapmakers stuck to the time-tested, stupid "many ways in/many ways out" DM theory for every single room/area on all maps.

No, its the way the real world works. Go outside and see how many ways you can move around your neighbourhood. You can walk down the street. You can weave in and out of houses. You can jump fences and crawl through bushes. You can even blow a hole through every solid object between you and the objective if necessary. The real world doesn't have small islands of indestructible cover with one entrance and one exit so that there is no way to sneak up on a camper. It doesn't have choke points or "protected zones" or "boundaries".

If a soldier finds a choke point with an enemy MG killing everyone, they just pull back and go around. That's how the real world works. Games try to prevent this because camp and snipers get their asses handed to them if people are allowed to move freely in dead ground. No, no, no... say the RO1 fans... that's unrealistic! The enemy should have to keep throwing himself at me through choke points, or run in the open with no possible chance of surviving. That's how I can get the most kills with the least deaths, so that HAS to be realistic!
 

rmrusher

FNG / Fresh Meat
Apr 16, 2010
27
1
3
Google translate... we meet again.

Anyways... I think I know what you mean, but is this MP or SP?
 

flavin420

FNG / Fresh Meat
Oct 2, 2009
308
49
0
I think alot of this comes from the lack of ingame VOIP, other wise id cover your back while you move forward and vice versa.

Alot of people also dont seem to care about lines of fire, which happens in every game anyway.
 

Sufyan

FNG / Fresh Meat
Sep 15, 2011
301
270
0
Sweden
Most people don't care about dying, their eyes are glued to their ironsights. Others like to play music while gaming.

This is a hardcore game but it attracts a lot of casual gamers who just want to shoot a little.
 

freeman45

FNG / Fresh Meat
Sep 24, 2011
16
44
0
my guess its the FOV stuck at 70-75. so low everyone is lookin through toilet paper tubes.

This, and the fact that it takes half an hour to turn your body each way.


I think it's faster to die and respawn than it is to check every corner you pass :cool:
 

Clowndoe

FNG / Fresh Meat
Jun 10, 2011
1,101
56
0
Canada
Yeah, it's something you develop over time and that in my case was very gradual. I can't say why, but I felt like when I started Fallen Fighters I couldn't move an inch out of cover without dying. Now I'm making leaps accross the map that I feel like should have killed me when I was new, but now they actually work. I can't explain how, but just give them time and they'll figure it out.
 
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Sifer2

FNG / Fresh Meat
Sep 16, 2011
207
28
0
Yeah this is one of those games where you have to learn the map to stand any chance. Until then your either clueless an constantly getting killed. Or hiding somewhere near the spawn being too paranoid.

Anyway in that situation its probably honestly better to shoot so he doesn't kill you both lol. Team kill gives hardly any penalty.
 

OnTheGun

FNG / Fresh Meat
Sep 22, 2011
209
0
0
my guess its the FOV stuck at 70-75. so low everyone is lookin through toilet paper tubes.

Your actual eyes only see 60 degrees and only a small fraction of that clearly. It seems like more because your brain actually moves your eyes around and builds up a bigger picture by merging information from several smaller pictures. That is why your peripheral vision is actually not much more use than as a coarse movement detector. That part of your vision is made up of barely glimpsed snapshots of the world seen on the edges of the real cone of vision. This is why when you focus, your real FOV narrows. When you are focusing on an object, you brain stops moving the eyes around rapidly and instead take longer pictures of the same area. This means it sees more detail where it is looking, but much less detail off to the sides.

This is why a soldier is told to look around constantly, making sure he uses the most sensitive part of his vision to look at every part of his arc. He is also told to have the weapon pointing anywhere he looks. So you should not be moving your eyes to look at the side of the screen. You should be staring at the dead centre, then moving the mouse to turn your "head" in game. The only time I'm not doing that is when I'm camping and trying to watch a large area at once. At that point, I'm expecting to have enough time to see the target, adjust my aim, and fire.

When I'm moving, or in close, I know I need to shoot the instant I see something, so I better already be aiming at it.

It's the little things like this that make other people call you a cheat, or say the game is unrealistic. They do something as basic as looking at the screen differently so they see the game differently to me, and can't understand how I can do what I do, because they can't do it.

I'm the same way when it comes to camp and snipe. I can do it OK, but some of these guys are crazy. They can shoot the balls off a fly at 200m. I don't demand the game be changed to stop them. I just assume they are out there and try my best to avoid them until I can get into my comfort zone.
 
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OnTheGun

FNG / Fresh Meat
Sep 22, 2011
209
0
0
Yeah this is one of those games where you have to learn the map to stand any chance..

Or learn good tactics so you don't have to learn the map. For example, if you know how to calculate distance using just the fall of shot, then you do not need to have known landmarks, but you do need to have accurate zoom levels.

If you know what causes a person to be inaccurate, you can do things that make them inaccurate even when they would otherwise have an easy shot. Running and gunning is EXACTLY what real soldiers are taught to do to overcome real world "camp and snipers". They run because you then have to move your weapon to track them, which makes it less stable and causes "sway". When you know sway is an issue and what causes it, you can shoot in a way that means sway has no effect which gives us the "gun" part of the equation.

Simply put, if you play realistically, you do not need to know the map, because in the real world you don't fight the same battle a thousand times on the same map. Every battle is like the first round on a new map which means that real soldiers are taught how to fight without knowing the terrain. They are taught to learn the terrain as they go and to take advantage of what they learn in real time.

The techniques real soldiers are taught work in RO2 better than in any other game I have tried, and I've been playing FPS for nearly 20 years. They are not hard to learn, and there are plenty of resources on the net if you don't trust people like me to teach them to you.
 

Tukhachevskii

FNG / Fresh Meat
Aug 18, 2011
157
35
0
In current maps situational awareness is only relative. The DM'ish style on these maps mean that an enemy could come up behind you at any time. That's why I don't like the maps, combat is too random.

Infiltration of enemy lines has been a standard offensive infantry tactic for at least a century. It was definately a common tactic employed during WW2.