Sometimes it might be a good idea to reflect on what went wrong with the game and why, and then move in the right direction to counter the going down the wrong way.
nope
he's right this so called "realism mode" way to fast.almost unlimited sprint,no weapon sway after a long sprint,split sec.aim down sights,zoom, hip firing MGs...
Check out the improved lmg hipping @ RO2beta.
Running speed is realistic
What changed?
Hopefully they did something about the quickdraw ability of them?
+1. All true points. Though honestly at this late date just accept that it's too late for this game and move on. I have.After over a year of updates and changes, I still this game is flawed, and it can all be boiled down to one reason alone:
TWI forgot their market at some point in development.
Red Orchestra was for the tacticool "realism" crowd. On release, RO2 simply was NOT. Now, they certainly have gone in the right direction since, but there are still problems.
They wanted the mainstream crowd, and I thought it would be obvious they wouldn't get it. They made relaxed realism, a mode so unsuccessful it doesn't exist in today's RO2.
While a lot of problems have thankfully been fixed, some leftover stuff from this silly endeavour still remains.
1. A lot of game mechanics that should've needed more testing and tweaking were neglected. The Zoom system is clunky to this day. The multi-functional keybinding stuff was infuriatingly awful in the beginning, luckily that's been fixed. I still sometimes find myself wresting with the controls to do something that should be easy.
2. The horrible, tacked-on unlock system. Upgrades all over, stat boosts, players spawning with enemy guns, the need to unlock standard issue gear. You even need to grind like hell to make your character realise the PPSh-41 has a fire selector.
Stupid, stupid, stupid. But hey, the cool crowd of DICE and IW puts such crap in their games, so RO2 needed it too! (Hurr durr)
3. Bad map design. Maps like Mamayev are a step in the right direction, but in a bid to go for the instant gratification crowd a lot of maps are just horrible meat grinders with no room for thought. Apartments is by far the worst. I for one disliked that map back when it was called Danzig.
4. A neglect of teamwork enhancing game design resulting in selfishness. The unlock system formed the basis of this, incentivising players to act selfishly and not even bother to try winning. Then they made the terrible chat system, the lack of direct 3D voice chat (According to the devs it was "unnecessary"), and a lack of decent interface elements for teamwork (Imagine if SLs could put detailed orders on the map!). It's like they were actively trying to stop players from working together.
But seriously, why the hell did they stop prioritising realism at some point in development? Why the hell would you abandon your niche with virtually no competition for a demographic that is no interest in your game at all? Why, when you have the opportunity to make a fantastic, unique game would you take the mainstream route? Wasn't it obvious from the get-go that mediocrity is actually far riskier than uniqueness?
To this day I want to get my hands on the incredibly strong stuff TWI smoked when they made the decision to make relaxed realism. It's gotta be intense.
lol. You will never make the grumps recapture their youth.
Nothing is good enough.
+1If we had more realistic sprint-to-iron sights transition, more realistic sway, historically accurate upgrades, WASD tank turret control, and a magnetic anti-tank mine that was actually a magnetic mine and not a grenade... Forget Classic. If all of this was part of the standard game, tell me, Destraex, Dark Dragon, Guy Sajer, TrOOper, Cpt. Praxius, and the rest--would you not be happy?