Suggestions to increase immersion

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KittyKitsune

FNG / Fresh Meat
Aug 18, 2011
48
10
0
This thread is for suggestions to increase immersion in the game.
I'll probably add more when we know more about the game.


Recoil of Weapons

1. Consider which weapons had muzzle brakes, the AKM had this as standard. However the chinese Type 56 didn't afaik.
2. Consider the weight of the gun and the power of the round.

RPG-7 and LAW

1. Speed

Both movies and games continue to get this completely wrong. RPGs wether they be russian or american, don't go swoooosh slowly across the battlefield. Take the RPG-7 as an example, it's initial launch speed is 115-140 m/s depending on the version, and increases to 295 m/s.
Which means that it would do 200 meters in probably less than 1 second.

I suggest that the rockets speed are actually realistic, in most cases you wouldn't be able to see the rocket fly at all. This also has the added advantage of stepping up the pace for being an AT soldier a bit.

2. Sound

Again, they do not go swooosh. When being fired it would sound like an explosion, for the RPG-7 the sound can be more intricate since it's a 2 stage rocket.

I suggest that rockets go bang insted of swoosh. This is also just so much cooler, RPGs that fly like fireworks don't feel or sound powerful.

Authentic Loadout of Ammo

One of the biggest advantages of smaller caliber ammo is how much of it you can carry.
Here is some examples of ammo carried assuming 5 kilogram loadout, not saying you couldn't carry more or less but think of it as a good bench mark.

5.56x45 (M16) - 300 rounds in 15 20-round magazines.
7.62x39 (AKM) - 180 rounds in 6 30-round magazines.
7.62x51 (M14) - 100 rounds in 5 20-round magazines.


Authentic Communications Mode

One of the bigger problems in RO2 is stealth being destroyed by the player's character speaking loudly while trying to sneak around.
I suggest, that communication should be toggleable, like between handsigns, whispering or off, and speaking.
So that when you are sneaking your characters communicate with these silent methods, and when loud noises are around you, you can yell and scream orders. It seems a lot more reasonable than people in combat sounding calm, but people in trying to sneak up on someone are screaming "I NEED FOOD COMRADE" or something silly like that.
It's a real immersion and gameplay breaker in RO2 and when pretending to be vietcong, stealth seems even more important than ever.
 
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PoisonStrudel

FNG / Fresh Meat
Mar 17, 2013
282
1
0
Ottawa, ON
M16A1
-30 round magazine should be substituted for a 20 round straight mag, the 30 rounders were rarely used and only towards the end
-Should have light recoil
-Faster rate of fire than the AK47/Type56
-Lightweight (Maybe makes the player a bit faster?)

AK47/Type56
-Muzzle break is slanted (pic related)
634460_zpsaavsrfig.jpg


It should be flat (pic related)
62ak47-044079_3_zpsv26qhbqd.jpg

-Lower rate of fire than the M16A1
-It should penetrate more than the M16A1
-Heavier than the M16A1
-More recoil

Miscellaneous
-Booby traps are a must
-Tunnels as well
-Vietcong should not appear in late war maps
-Everything KittyKitsune said about RPGs/LAWs
-Vietnamese propaganda in some battles? It would be cool to hear Hanoi Hannah in Hue city
 

Bluehawk

FNG / Fresh Meat
Feb 13, 2006
2,392
431
0
Hamilton, ON
And even if it was meant to be an AKM, there were still many early productions in circulation that used the older brake.
 

Srinidhalaya

Active member
Jan 20, 2011
729
209
43
M-14's should be semi automatic, with the exception of a single class, would allow the selector switch to be installed, at which the full auto rate should be next to impossible to maintain. Only 1 member of a squad was issued full auto M-14, others had selectors removed.
They should be loud, kick hard, and penetrate much deeper than the AK-47.
 

Panzer Jager '43

FNG / Fresh Meat
Dec 15, 2010
1,169
218
0
I agree. I want to say about the terminal ballistics of the time as well:

m193.jpg


AK-47_7.62x39mm_wound_ballistics.gif



Within a torso width of 25cm, we can see the 7.62mm AK round produces a very neat, through-and-through wound not unlike that of a pistol round. Despite it's higher energy and larger caliber, the ammo of the time was extremely stable and did not yaw.

Also of note is that the 5.56mm M193 ammo did not do this at any range; it would only break apart like that at ranges under ~150m (more specifically: at velocities lower than 2700fps.)

Lastly, when striking objects such as leaves or branches in the thick jungle of Vietnam, the 7.62mm AK round would keep going; it's raw energy and stability allowed it to punch through weak materials like that with little effect. On the other side of things the 5.56mm M193 may just break apart as soon as it struck a leaf, meaning it's ability to reliably penetrate light cover such as leaves could be even worse than that of 9mm ammo.



I think there could be room to represent this in the game; such as giving the M16 a max of 90 damage and setting it's penetration depth of 12.00, while the Type 56 could have 65-70 damage and depth of 19.00. For reference the MkB42 has 70 damage and 18.4 penetration.
 
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Scubasteve0719

FNG / Fresh Meat
Jun 16, 2015
3
0
0
Atlanta, GA
In addition to fixing the weapons. M16 with smaller magazines. Please fix the flashhiders on the end of the M16's as well. They used a triangle style flash hider mostly in Vietnam. The "birdcage" flash hider which is the one they show in the trailer wasn't put in place til the M16A1 which really didn't see any action in Vietnam.

More changes that would make it more immersive. Put a helmet on the soldiers with just the headbands. If you want to make a realistic game, normal grunts always wore helmets. The only troops who were even allowed to forgo a helmet where Special Forces and LRRP troops who even then only did it when trying to be stealthy.

Although this would be difficult to do with the physics of the game. Most in country M60's didn't have the box to put a belt of ammo in. They just had to hold it as they fired. Hence why the M60 was a two person weapon, needing a gunner and a assistant gunner. So again it would be difficult to have a flopping belt of ammo hanging around but to be truly authentic, that is how it would need to be.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
something is wrong i think

180 would just need 6 mags, but remember that RO2 has MG belts that are 1-2 rounds long, so having 3-4 in a single additional mag could happen.

I googled for Hanoi Hannah, not too much audio online and especially not necessarily free. Go ***** mode on me, but I am not a fan of copy right violation, especially not when I'd like to make a map for a game. So, it would be nice if AMG brings a load out of Hanoi Hannah voices with the game to be used.

Suppression should be more present. It always astonishes me that if a Stielgranate lands in the room and murders 5 of my comrades, I am not suppressed at all whilst a single MGS burst sends me into 1-2 minutes of black and white.

I would wish very much for Full Body Awareness in first person, it's simply immersive to be more than two hands and a gun hovering through the battlefield.
Same goes for seeing my own shadow, IOM did great there, yet the shadow and first person need to be synched.

Napalm attacks and vegetation. I believe it would look weird if the jungle wouldn't burn to the ground. Having destructible plants and trees is a must in my eyes.

I always missed the ability of scorched earth in RO2. Destroying every building and cover for the enemy and have them run over open ground. Removing foliage with napalm makes the VCARD and NVA a pretty visible.

Field modifications to the gun like bayo on and off would be neat, currently the bayonet is welded to the gun.
 

Perun58

FNG / Fresh Meat
Sep 22, 2011
335
18
0
Czech Republic
Please remove the AKM-style muzzlebreaks from Type56s.
It makes so sence and it's not historically accurate.
Same for 30rnd magazines for the M16s.
 

Jedi Mart

FNG / Fresh Meat
A more living environment, let blood discolor so it shows how "old" the kill really was and after a certain time remove from the map.

Also, perhaps have some maps with weather FX, so that the map has some changes and not only 1 static weather.
 
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KittyKitsune

FNG / Fresh Meat
Aug 18, 2011
48
10
0
something is wrong i think

Yes I derped I out, I meant Six magazines. Sorry about that.


@Raven, Area Denial weapons should not be in the game imo. Not because they were not used, but because they were strategic assets, and not something that a field commander could call in, what would be cool though, is to have giant clearings in the middle of the forest from a Daisy cutter bomb.
 

JD0x0

FNG / Fresh Meat
Sep 2, 2013
299
0
0
M16A1
-30 round magazine should be substituted for a 20 round straight mag, the 30 rounders were rarely used and only towards the end
-Should have light recoil
-Faster rate of fire than the AK47/Type56
-Lightweight (Maybe makes the player a bit faster?)

AK47/Type56
-Muzzle break is slanted (pic related)
634460_zpsaavsrfig.jpg


It should be flat (pic related)
62ak47-044079_3_zpsv26qhbqd.jpg

-Lower rate of fire than the M16A1
-It should penetrate more than the M16A1
-Heavier than the M16A1
-More recoil
+1 the slanted brake seems to be a newer design on more modern AK's
 
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KittyKitsune

FNG / Fresh Meat
Aug 18, 2011
48
10
0
The slanted brake is the standard on AKMs, the flat design is from the original AK-47 mod 51, and the chinese variant.

Both guns were in vietnam, though the chinese version was more common, AKM with muzzle brake should probably go to squad leaders or elite assault.