Yup, that and the mkb.42.the speed in which you can bring the weapon from the hip to the shoulder and still retain accuracy is causing 70% of all the problems in game play.
It's too fast, and doesnt make sense.
Its like CoD: barbarossa warfare
Yup, that and the mkb.42.the speed in which you can bring the weapon from the hip to the shoulder and still retain accuracy is causing 70% of all the problems in game play.
It's too fast, and doesnt make sense.
We need bigger maps and infantry transport vehicles.
I seem to remember the devs saying of RO1 about maps like Arad that they couldn't create a lot of detail in buildings and the map overall because of engine limitations. Well they are on a new engine but instead of creating large detailed maps they created small detailed maps. One of the best things about RO1 was the variety in maps, sometimes you played slow big maps and sometimes you played small intense maps. In RO2 all you have is small intense maps and to be honest it gets repetitive and mentally draining. Those big maps gave you a breather and time to rest before being tossed back into the meat grinder.
Agreed 10^(10!) times, give us a realistic delay for going IS mode!THIS THIS THIS and 10000 times THIS
All these RO1 vets complaining about pace must have never played the old Danzig/Baskin Valley just to name two.
All these RO1 vets complaining about pace must have never played the old Danzig/Baskin Valley just to name two.These maps always had a very fast pace to be realistic to the battle of Stalingrad the official maps for now about have to be fast paced.The Germans called the fighting in Stalingrad the "Rat War" they claimed there was a Russian in every house the battle itself was very fast paced.
Its not the games fault its fast paced its the maps.Maps dictate the pace distance between objectives and distance to spawns etc.The battles in ro1 was designed to be more "wide open" with bigger maps and a slower pace to reflect these battles on the Russian steppe.
Coming to ro2 I wasn't expecting these type of slower paced battles.Knowing how the fighting in Stalingrad took place in RL its was about what I expected.To make slow paced maps would not have been realism while alot scream arcade or "cod" its very close to how the real fighting in Stalingrad was.
Don't judge this games pace until more custom maps are released or even official maps.That takes place outside of the city where the fight was more like what was seen in OST.Atm the fast pace game play is designed to be realistic to the real battle of Stalingrad was.
So its map design that dictates the fast pace of the game not game play mechanics.When APC's/custom maps are released I'm sure the vets will see some slower paced maps they are used to.While sometimes I do miss running a mile to reach a capzone.I still enjoy the chaotic battles that's realistic to the "RatWar" found in ro2 as well.
No, it isn't realistic. Have you ever shot a 98k or 91/30? Even seated and supported hitting a bullseye at 300 meters is extremely difficult. Try standing, out of breath from sprinting and shooting a moving or concealed target and 100 meters. You won't hit it.
The guns are laser beams.
xD
Yes, I have several of both guns. And hitting a bullseye at 300 yards is hard, but hitting a mansize target is not hard at all at 300 yeards.
Less likely to hit it sprinting, though I've never sprinted with my rifles to try it. I have held breath though and tried to shoot when I HAD to exhale and take that breath. There is not as much sway as people think there should be. Any experience at all and you can hold your shoulder girdle steady while bracing the gun against your shoulder while your chest expands and contracts.
Once more I'll point out that they are the same exact maps (including your example Danzig), but the gameplay is different. Gone is the kind of teamwork and tactical play we used to enjoy.
Danzig, Pavlov's, Fallen Fighters, Grain Elevator are THE SAME MAPS FROM Ostfront.
Wrong wrong wrong, it's not a matter of maps, it's a matter of mechanics, if I am able to aim in 0.001 seconds down the sights, running around with my gun in one hand and then instantly go from hipshooting to IS mode like call of duty, or if weapons have no sway recoil and when you shoot they shake a little but go back to the same position (like if there was a magnet) instead of going just up like in old red orchestra and let you compensate with the mouse (yes because the game auto-adjust the aim for you with autos/semi-autos, you can shoot one bullet and then the gun is back in the same millimetric position), everything just turned into arcade mode, and you can't negate it. I won't argue the accuracy of weapons such as the easy shooting of the mp40 up to 150 meters, it may be realistic i may be not, I don't care, what I want is a game with a good gameplay that gives you the realistic war feeling of red orchestra.Its not the games fault its fast paced its the maps.
same here, the game is getting boring fast because of all these arcade gameplay additions.
it's just so absurd, taking cover isn't even worth it, players run like racers with insta ironsights. running and gunning is made the favorite gameplay choice not the tactical maneuvering like in original RO.
In ROost you had also maps for running and gunning. For example
Danzig.
But in RO:OST it was backwards, they used sprint in FREEAIM to make it go dead center and shooting at the middle of scene even without a cross hair is easy...Not with iron sights tho, which is like having a crosshair without recoil. Shouldn't be so easy to go to iron sights while sprinting, without momentum. Can anyone really line up a guns sights in the blink of an eye while sprinting? You don't even have a pause before the gun shoots centre of the screen
Wrong wrong wrong, it's not a matter of maps, it's a matter of mechanics, if I am able to aim in 0.001 seconds down the sights, running around with my gun in one hand and then instantly go from hipshooting to IS mode like call of duty, or if weapons have no sway recoil and when you shoot they shake a little but go back to the same position (like if there was a magnet) instead of going just up like in old red orchestra and let you compensate with the mouse (yes because the game auto-adjust the aim for you with autos/semi-autos, you can shoot one bullet and then the gun is back in the same millimetric position), everything just turned into arcade mode, and you can't negate it. I won't argue the accuracy of weapons such as the easy shooting of the mp40 up to 150 meters, it may be realistic i may be not, I don't care, what I want is a game with a good gameplay that gives you the realistic war feeling of red orchestra.
You know with the easy shooting you no longer need cover as long as you aim at the enemy position, because you'll hit 100% of the times.
You know nobody wanted red orchestra with better graphics, but when they announced the game was going to be called red orchestra 2, people expected they wouldn't break those fundamental few key features they had in roost, again, no zoom/low zoom, sway, recoil, delay to go into IS mode, then experimenting would have been very welcome, not even the prototype guns would have matter that much.
I mean if you have played and are used to those kind of games like battlefield bad company or something like that and you find it nice to have those mechanics in red orchestra 2 it's good for you, but some people expected something else for a game with the red orchestra tag.