Tripwire, the core gameplay of RO2 is fine

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Colt .45 killer

Grizzled Veteran
May 19, 2006
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Hmm at the point of over 250 rnds passing through your ankles, you would be walking on stubs. Or frankly COMBAT INEFFECTIVE. My goodness I wish HOS would go back to some kind of a kia when combat innefective. Yeah sure it might be realistic that shooting where your foot was when there is no more foot left to shoot wont actually kill you. But you wouldent exactly be able to run around full sprint after that.

Also @ movement. Considering most of HOS's cqb hit detection problems are due to a mixture of lag, plus that player not being where you see them; cutting down the movement speed will actually help make cqb more orderly in that hitting will be easier. ( Never mind all the other changes it would make, perhaps it would be wiser to actually cut corners than to COD it up )
 

Reise

FNG / Fresh Meat
Feb 1, 2006
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I don't post here often anymore because TBH I'm waiting for mods and the game to continue to be ironed out.

Every time I come back after some breaks from RO2 one thing bothers me most and it's the sheer quickness and pacing of everything. It's like some kind of hybrid game that has RO's shooting mechanics and CoD's lightning speed.

Some people may like it, and even I like the ability to move when I need to in the game, but it really doesn't feel like it should IMO. It's far too easy to pull off incredible maneuvers reminiscent of a Hollywood action film, and it really detracts from the authenticity of it all.

The fundamental game itself works fine, but the mechanics surrounding it still needs some tweaking. Reducing the number of automatic weapons on the field was a good start.
 
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Zetsumei

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Nov 22, 2005
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That is correct, and what the system was intended to address.

If you get shot in both your feet with an mg with 10 bullets maybe you won't die but you would be combat ineffective. Isn't combat ineffectiveness considered as dead in ROHOS, instead of actual death?

I mean if you jump down something like 1.5 meters you already drop dead in HOS (which was supposedly to simulate you straining your ankle). But a full mg belt to both your feet and you can run as if nothing happened :\.
 
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Apos

FNG / Fresh Meat
Dec 3, 2007
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That actually isn't the result of bandaging. The limb has run out of health and thus can't lose any more.

After one shot in limb soldier would be combat ineffective in RL, because no one wants to wait minutes till soldier pass out due bleeding, he should be dead in game. That's how it was in RO:O (soldier was dead after first shot or got serious injuries so he couldn't run that fast, or coudn't aim properly) and that worked perfectly (however there still was place for some improvements).
In RO2 it feels so downgraded, simple and it is way more forgiven: "oh I got shot in limb, I use 1 second insta-heal bangades and voila, I'm bullet proof there. I can run and gun w/o any drawbacks again". I know that you changed it to make game easier and more accessible for newcomers, but c'mon you saw poll results: bring realism back to game! RO:O was interesting, challenging on so many levels, when RO2 feels...you know community opinion.
 
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Poerisija

FNG / Fresh Meat
May 15, 2009
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How was RO:O more intresting? Both games had retarded wounding system. RO:O had magic nanobots that worked with a 2-second delay and RO2 has magic "tie-shoelaces and it's fine" without penalties.

Why is it so hard to say, copy Project Reality or Arma, since they both did it right but differently.
 

Golf33

FNG / Fresh Meat
Nov 29, 2005
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That is correct, and what the system was intended to address.
I have no word to express how ridiculous that is. This is one of the most unrealistic and immersion-breaking aspects of the whole wounding system and now we find out that it's not a bug, it's working as designed!

Please, go onto Google and look up the British Medical Journal articles on ballistic trauma and it's treatment. In particular, look at the photos of limbs and feet that have been torn open by bullets or smashed into a bloody ruin by blast.

That is what a limb looks like when it has 'zero hitpoints'.

Once you've done that, go back into the code and throw out the fundamentally stupid system you've put in there and replace it with what you had in RO:Ost - that might have been crude and occasionally unrealistic, but at least it wasn't stupid beyond belief.

I could put up with the current system when I thought it was a bug, but knowing that's how it's supposed to work.... I'll be back when that's changed but I think not before then.

Edit: I've just realised what it reminds me of - the Black Knight from Monty Python's Holy Grail. Was that really what you wanted for your realistic game of immersive, gritty combat?
 
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MarioBava

FNG / Fresh Meat
Jun 8, 2006
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That is indeed intentional. But there was been alot of community feedback on it, which is why it was part of the poll options I had up.

Wow. Thanks for the answer. I don't know who should be more embarrassed, TWI or me for thinking it was a glitch and arguing that it couldn't be intended.
 
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MarioBava

FNG / Fresh Meat
Jun 8, 2006
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On the one hand you have a system where two shots to an extremity will kill you and on the other hand you have a system where no number of shots to a limb, however high, will kill you. Neither one is realistic in terms of immediate life and death, but like everyone is saying in terms of what is being called "combat effectiveness," the former is clearly more realistic.

However, when you're in the game the real solution to this strange intended feature is the natural one: Stop shooting the foot, ffs and aim a lil' bit higher ;).
 

Rumpullpus

FNG / Fresh Meat
Aug 31, 2011
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i wonder if its "nostalgia" if i routinely go between ostfront and RO2 and still find ostfront superior to RO2 in just about every area (excpt graphics).

honestly i think your point would feel more valid if most of the community didnt already move on back to ostfront.

RO2 needs ALOT of work. and most of the stuff i hate most about RO2 (unlocks, wounding system is pointless, byonets and attachments cant be unattached) i doubt any of it will ever be changed or fixed. TW should just abandon this whole thing and make a new RO. its obvious that they had "my baby isnt ugly" syndrome.
 

Coolicus

FNG / Fresh Meat
Jan 2, 2008
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Perhaps the best solution would be to have a shot to the leg drop the individual to the ground and subsequent shots to that part of the body do likewise?

I've never been shot in the ankle or leg before but I think if you got hit somewhere you wouldn't be going anywhere particularly quickly. Let alone repeatedly.

As to why one would shot the leg and not aim higher - sometimes the rest of the body is obscured by cover - for example from some windows on Barracks you can look down into buildings and just see legs.

Also perhaps if you get hit a certain number of times in a limb you should bleed out with no hope of bandaging. If one was to get hit by say 12 rifle calibre bullets fired from a machine gun in the arm or leg I think you'd most likely go into shock and die.
 

dazman76

FNG / Fresh Meat
Aug 23, 2011
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However, when you're in the game the real solution to this strange intended feature is the natural one: Stop shooting the foot, ffs and aim a lil' bit higher ;).

Yeah, what's with all these foot assassins anyway? :) Jokes aside, this is quite a surprising turn of events.

Maybe a nice solution when feet run out of hitpoints, would be to force the player into a crouch? That way, foot assassins everywhere have something new to shoot at in the same target location :) Doesn't really work for hands, so I suppose it needs to be, as already suggested, a case of game over when any limb loses all of its hitpoints? Any kind of immunity completely breaks all kinds of rules, before you even start talking about realism.
 

Poerisija

FNG / Fresh Meat
May 15, 2009
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Wow. Thanks for the answer. I don't know who should be more embarrassed, TWI or me for thinking it was a glitch and arguing that it couldn't be intended.

Seems it was intentional for TWI to make the game half-baked in 50% of the features.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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Maybe just fix it so the second shot to the affected area is a bleedout (with bandage chance). This way its not insta death like RO1 nor immunity like RO2.
 

Who_Ate_Mah_Cake

FNG / Fresh Meat
Aug 5, 2011
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That is correct, and what the system was intended to address.
images
 
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defektive

FNG / Fresh Meat
Sep 16, 2011
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Gosh, it's intended. Hrmn. Once again, the conceptual spirit of the mechanic is sound but the implementation of it blows goats with reckless abandon. :) Having no effect at all is surely the worst possible of all the options. The logic isn't even consistent within RO2 itself as sprained ankles (falling) result in combat ineffective death but getting shot doesn
 

Cwivey

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Sep 14, 2011
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A single bullet will hit multiple areas on a soldier in game if it goes in at the right angle. Been shot through one leg and into the other before, came to a grinding halt as my guy collapsed dead after trying to run away. xd
 

swampy11

FNG / Fresh Meat
Apr 19, 2006
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One thing that really sets RO2 apart from other shooters, IMHO, is the historical base of the game. Read some historical books on Stalingrad, my suggestions is Stalingrad: How the Red Army Triumphed by Michael K. Jones, and the game takes on a new venue. It's all here from the Grain Elevator to Pavlov's House to the Red October Factory. It's great to read and shoot. The level of play and the attention to realistic historical detail makes RO2 a standout that most reviewers totally miss.
`swamp