TWI is this how you envisioned RO2? (serious question)

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howzcat

FNG / Fresh Meat
May 8, 2011
59
70
0
All the kills count in this post puzzles me because you don't mention team points. At all. Which is what you should really be concerned about, especially as a squad leader who counts more toward objective captures than a regular grunt. If you were A) in the middle of the board and B) second in kills and C) your team won, then that means:

You weren't earning very many team points compared to your teammates.

So keep in mind it is harder to get to the top of a scoreboard on a team where a lot of people are earning team points, that is to say a team like the one you were on that was succeeding at all the team objectives.

On the other hand if that Mkb guy is at the top of the scoreboard with 35 kills and his team lost and could not even take and hold their first objective, that probably means something too, though there could be more to it. Maybe his team was just not working together and kills meant more in the scoreboard rank than it would on a successful team. On the other hand maybe he was actually scoring a lot of team points. Can't be sure on that one, though if attitude is any measure...

EDIT: I forgot to mention on the positive side that fewer deaths is partly good for SL, because you will "feed" team points to those around you who kill enemies ("protect squad leader"). But on the other hand there's a drawback if it means you didn't spend any time in objectives (ie dangerous zones), that's bad.

that i hadn't been scoring a lot of team points is a fact. but that wasn't even the point (which by now i don't quite remeber what it was, sorry, my mind is mush from work).

of course i was outside of cap zone (i was in concrete building). And maybe it wasn't the best example, but that's what it is, an example. Nevertheless, my job as squad leader was just that. i held our left flank, providing spawn near A (which we later recaptured), cutting the access route to B, and even firing at B from my right.

I really don't care about points, but it's not so gratifying (and maybe that's why there's so few people actually doing it) when you sacrifice a bit of your time to fill a badly needed role you don't like to play in order to help the team.

Most effective way is to be inside the cap point killing people in cap point? obviously, but not for squad leader! Then odds are i'd get killed and no more spawn near frontline! that is the kind of thinking that makes people mindlessly charge into the point when they see it's almost capping! Serves no purpose, and wastes another ticket for our team, etc etc.

I just think something else could be done to improve the odds of actually teamplay being necessary...better minds than me out there so.. :)

p.s. somehow tf2 manages this..even in pub..even after f2p. granted, i'm always the one that switches to engy in attack to build one teleporter, which is a pretty good comparison to the squad leader role here..
 

howzcat

FNG / Fresh Meat
May 8, 2011
59
70
0
this doesnt make sense.

if you do just fine without any teamwork, what is your incentive in going through the trouble to strategize?

thats the issue here. there is no reason to play as a team. there is no reason to bother ordering your machine gunner to provide suppressive fire. there is no reason to bother flanking the enemy. etc etc

sorry, hadn't read this. quoted for truth.
 

RJ_MacReady

FNG / Fresh Meat
Oct 24, 2011
194
92
0
Poland
true. the "+3 in objective.." credit where credit's due..it's a win.
-historically accurate or not, some weapons have no business being in the game (mkb, avt..there's 3 types of difficulty levels, make one that pleases every type of crowd).
I totally agree. I completely don't have a clue how could someone made this ridiculous decision to include these prototypes in the game. What he was thinking?
I'd rather introduce flamethrowers (one per engineers team perhaps and only on certain maps) to German Sturmpionere and Russian Shock Troops. If implemented properly(cool flame FX; flame mechanics; choking enemies when in closed space, like bunker or cellar) it would attract the console crowd too, but without destroying the overall historical corectness.

-recoil is non-existent (again, even if more accurate - i've read the whole professional soldier explanation from twi - just allows this rambo type gameplay (firefight was supposed to be the place for this maybe?)
A longer transition between sprinting and iron sight aiming would be nice; more sway when out of energy (after sprinting); a lil' bigger recoil. That's a difficult one, as I see people divided into two groups here, one that thinks the current sway is OK, and the second it should be bigger.

-not having your weapon rested, having just run 200m...none of this things matters in weapon sway!
See above.

-too many auto and semi-auto weapons in game
Yeah, way to many. What's wrong is the idea of assault squads. Never heard of such formations within German ranks in '42. Sturmpionere is what comes into mind, but I don't think that is it.
In German squads, only the SL had submachine gun. On the other hand, there were SMG-only platoons in Soviet army. I believe it would be difficult to balance if we were to stick with historical accuracy. So perhaps just reduce the SMG numbers to one per squad? I'm not sure about the current numbers of SMGs in each team (I never paid attention to it as I take the bolt rifle almost every time), but I always get the impression it's more than that.
At least give the server admins to fully customize team loadout and freely create teams (or let the commander to choose the squads and their loadout before the battle). So, if admin wants to find some crazy Germans with historical accurate loadout face a horde of PPsh-only squad, let the game be able to do it. The more customization we can have, the better as everyone would be satisfied.

-with a rifle, at less then 20 meters, you're always dead. period. even if i shoot him first, once or twice, he just turns around and full auto fires with extreme accuracy. i've even seen ppsh reload, kill me, then proceed to bleed out. While it's a realistic mechanic that your dying instinct is to pull the trigger and point at the bad man, your accuracy should be...well, very limited to say the least. A guy that knows he's bleeding to dead, having the cool head to reload and headshoot you from 15 meters? LOL
Well, I don't know about the lethality of 7.62mm rounds... I'm no doctor, but once I read that a projectile that fully penetrates the body (and 7.62mm rounds from rifled weapon certainly do) is much less lethal than bullets that stay within the body. On the other hand, in medieval times, it took several arrows to kill a person because the arrows stayed in the wound and unless they were removed, they did not cause internal bleeding (not that it didn't cause gangrene...). Well, go figure.
One thing I'm sure of is that the kinetic energy from any bullet would cause a person to drop on the ground incapacitated for some time, or at least... BLOODY DESTROY HIS AIM completely!

-bandaging takes 2 seconds? come on...not even a surgeon on a fully equipped hospital would stop a gun shot wound from bleeding that fast. It's no different from the "rest behind cover" cod model, except you only get to do it twice.
You sir are absolutely right. If a wound you sustained makes you bleed out in just several seconds, then not even a hospital can help you. And CERTAINLY not a bandage.

-shot to the chest with bolt rifle, from 10, 20 meters? surely insta-death. (at least out of combat).
Same as two quotes above.

And for Christ sake - the unlocks and experience system. The unlocks should be purely cosmetics, like (for example):
- different overalls/coats (major unlocks);
- equipment accessories, like shovels or an ability to remove the gas mask container from the German model (the latter not common, as most of the Jerries carried their trusty masks for the whole World War II and were reprimanded if not doing so, but I bet it's far more better than having am MG-34 belt reloading in two seconds, which is ridiculous);
- Soviet winter coats for Germans (I know that when they had the opportunity, they took them from the fallen Soviet troops, especially in the later stage of the battle. And no, I never play as Germans, so I'm not biased towards them - it just feels right. Generally speaking, most of cloth-type unlocks in Stalingrad would be for Jerries as their winter equipment was inferior to Soviet army. But Soviets could also, say, switch between Ssh-39 and Ssh-40 helmets for example. Can't say for certain which one has been modeled for the game though);
Or or at least also have certain disadvantages, like:
- Drum magazine for PPSh being heavy and causing the weapon to move slower as well as energy drain faster when sprinting. I had a pleasure of wielding the PPSh with a drum mag, as well as MP40 and Sten Mk I (all without ammunition in their magazines) and I can say the PPSh was heavy as hell, and I mean that - heavy (Sten being the lightest).
And the experience - should be just statistics, plus a visual change in avatar textures/model. As it is now - dirtier skin, medals (driven by per-map-achievements) or stuff like that.

Of course you can agree or disagree with my suggestions. I know they're not perfect and I'm fully open to any comments.
 
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LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
Lots of LOL's in this thread, especially from those defending the "strategy" of the RnG MKB'ers and vilifying someone watching the K/D ratio. I'm no longer in a clan, just a lowly pub these days, but as one, I've yet to see any coordination more elaborate than "Everyone get into the capzone!" on any server even those loaded with clan members. Every map petty much plays out as whoever can Rng the capzone best wins. Half the team sits back and snipes, the rest sprint and circle strafe their way forward. :rolleyes: Don't pretend this game is something that it's not. It is what it is, but not what a lot of players were expecting.

+1 for OP
 

Westernesse

FNG / Fresh Meat
Oct 11, 2011
406
68
0
But here's the thing: quick rounds aren't very good for farming points.

Personally, if your on the attacking team quick rounds are the best for farming points imo. It means your team is prob > 2.0 k/d for an average and > half of you were on every point. Also you get 5 extra points for the round end. When you win a 7+ cap point map in <5 mins you just got a lot of points, much faster than most rounds, but maybe not as many kills. Still 3 quick 5 minute rounds should give you more points than one long drawn out round that takes 15 out of 20 minutes to win. If your the defending team, ya you got nothing, but that's incentive to put up a better fight.

You seem to not understand the game. A lot of people don't seem to understand the dynamics of the game. Here is the battle lines by class:

Frontline
Assault
Engineer
Elite Rifleman
Squad Leader
Machine Gunner
Rifleman
Commander
Anti-Tank
Marksman
Rear

The experience you encountered was not the games fault or TWI. It was your team breaking down in the most basic senses.

If you think this game is run and gunning you haven't played a server where the the team is in good unison. You've only been on teams where your just frankly getting rocked. I see this a lot - It will go away in time when people learn their roles. If an MKB got 4 meters from your rifleman either you were in the wrong place or you had no defenses.

That's funny because I get frustrated when the divisions on the attacking team become more like those who want to win on the frontlines and those who care about the k/d ratio in the rear. Especially a map like commissioner's house, no one wants to go to D because they are gonna have to die twice before they get their. If your attacking because of the time limit you need to assault fast, but don't just charge recklessly all the time, those are the teams that win. The teams that try to slow it down and have lots of classes standing around or guarding areas for minutes on end are usually the ones that lose.
 
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The_Cook

FNG / Fresh Meat
May 10, 2006
542
177
0
once I get the unlocks that I want, lvl 50 rifles, lvl 50 mg32, lvl 50 pistol w/ silencer. I'll start to settle down and actually play this game. Till I'm maxed out on what i want I need those kills. Tripwire decided they wanted me to grind for my **** and guess what, that's exactly what I'm doing. grinding the **** out of it till I get the things I think I need. Cause I really hate that ring above the sightpost on the mauser and I really want a silencer