No, I'm not going to debate anything with you because you're blatantly wrong. There is nothing to debate. What I am going to tell you is you're nit picking. Certain things cannot be simulated short of a VR machine. TripWire cannot magically produce squad cohesion and the hundreds of days of training that go into building that cohesion. What they can do is give you the same situational awareness a unit would have from basic communication and intelligence chains. Can clans and organized units tackle that learning curve? Sure! That's why you can turn the radar off if you so choose on your server.
But you're taking me off topic. You're asking for unrealistic things hiding behind the flawed logical that the original game was realistic. You have been told otherwise by people with life experience in weapons handling (myself, and a few others) as well as the developers/coders/friggin' president of the company that admits their initial mistakes in being over ambitious with the idea of realism, thus making the game unrealistic. Yet you still won't accept the reality of it all?
The weapons handling is fine. No one has anything to go on regarding how the current in game presentation will affect marksmanship at extended ranges. Yet, this onslaught of unrealistic changes are being requested on the daily. All backed by the notion that the first games unrealistic flaws, as stated by the creators, are not flaws and are indeed how things are.
But since I think you're blatantly wrong, and the facts won't convince you otherwise. I will just agree to disagree for now. I will not stop pointing out the flaws in this entire movements logic though. I don't know want to see your changes made as I think the RO franchise has grown for the better and his moved closer to Tripwire's overall goal. As well as providing what I payed for in the first game, a realistic representation of war in that time based on facts, knowledge/research, and experience.
-Paas