Hey it's my first post on these forums, I want to say what I'd wish to see implemented in RO:HOS; I read most of the "ideas and suggestions" posts but don't be mad at me if I post ideas that have already been discussed
I see RO:HOS as the sequel of RO, that means to me that it has to ressemble RO but enhance the gameplay and correct some of RO problems.
MG ROLE
First of all and like many players suggested on these forums, I'd like to see in RO:HOS a very good suppression fire system like the one in darkest hour for example. IMO it really is a good addition it reinforces the role of the mg at covering partners and putting on the ground ennemies and blocking them which is obsolete at RO cause the standard motion blur effects can't prevent pixel sniping from riflemen and snipers. I believe this addition would be liked by the players and is easy to do
As an MG player I always thought that the deploying time was way too fast, IMO it should be longer and with the suppresion fire system it should make the mg class look like one Dangerous when set up and firing at an area, very vulnerable when undeployed and/or reloading.
SMG's vs RIFLES
What always annoyed me in RO is that the smg class is absolutely underrated at a point where on the highest competitive matches some skilled riflemen can easily match the ennemy assault troopers on close range fights while they absolutely destroy them on long range combat.
This feeling is also highly reinforced by the pop-up bug... I think that the measures that could even those two classes is too
-Make hipshoting with the rifle more difficult (it's very easy to hipshot at the moment, some players can hit like 60% of the time when they hipshot which is ridiculous)
-Add the suppression fire system ( again this is very important point )
-Less recoil for smgers (especially when knees put on the ground)
-no pop-up bug for RO:HOS (but I guess there won't be such a bug )
CLOSE COMBAT
The most ridiculous thing I ever encountered in RO is when you come behind a guy , stab him on the back hurt him but the guy is still able to turn back and shot you back!
The second most ridiculous thing is when you bash a guy 6 times and that he doesn't die
The third one is when you're making circles with your opponent trying to stab him but can't hit him while the guy is reloading and kill you when it's done.
The fourth is when the guy is prone and that you're struggling to bash/stab him.
What I suggest is that RO:HOS works with a completely different system about hand to hand combat with much more easyness for the player to stab/bash and more power ! Also when a player loses all his weapons it could be nice to use a knife or fists I don't know but I feel totally naked when I lost my weapons and I can't even try to get behind an ennemy and strangulate him that's lame
I don't know how developpers could do that, maybe an automatic sights when you prepare a stabbing/bashing attack so that you don't miss, or at a certain distance you cannot miss. I don't know, what would be ideal is invent a system that could easily let the player kill somebody on close combat but could make last two ennemies fighting in such ways. I don't if it's possible to find a good compromise though....
Thx you for reading this, I might add other suggestions in the future, I had thought a lot about it, just wrote it dow what came to my mind right now
I see RO:HOS as the sequel of RO, that means to me that it has to ressemble RO but enhance the gameplay and correct some of RO problems.
MG ROLE
First of all and like many players suggested on these forums, I'd like to see in RO:HOS a very good suppression fire system like the one in darkest hour for example. IMO it really is a good addition it reinforces the role of the mg at covering partners and putting on the ground ennemies and blocking them which is obsolete at RO cause the standard motion blur effects can't prevent pixel sniping from riflemen and snipers. I believe this addition would be liked by the players and is easy to do
As an MG player I always thought that the deploying time was way too fast, IMO it should be longer and with the suppresion fire system it should make the mg class look like one Dangerous when set up and firing at an area, very vulnerable when undeployed and/or reloading.
SMG's vs RIFLES
What always annoyed me in RO is that the smg class is absolutely underrated at a point where on the highest competitive matches some skilled riflemen can easily match the ennemy assault troopers on close range fights while they absolutely destroy them on long range combat.
This feeling is also highly reinforced by the pop-up bug... I think that the measures that could even those two classes is too
-Make hipshoting with the rifle more difficult (it's very easy to hipshot at the moment, some players can hit like 60% of the time when they hipshot which is ridiculous)
-Add the suppression fire system ( again this is very important point )
-Less recoil for smgers (especially when knees put on the ground)
-no pop-up bug for RO:HOS (but I guess there won't be such a bug )
CLOSE COMBAT
The most ridiculous thing I ever encountered in RO is when you come behind a guy , stab him on the back hurt him but the guy is still able to turn back and shot you back!
The second most ridiculous thing is when you bash a guy 6 times and that he doesn't die
The third one is when you're making circles with your opponent trying to stab him but can't hit him while the guy is reloading and kill you when it's done.
The fourth is when the guy is prone and that you're struggling to bash/stab him.
What I suggest is that RO:HOS works with a completely different system about hand to hand combat with much more easyness for the player to stab/bash and more power ! Also when a player loses all his weapons it could be nice to use a knife or fists I don't know but I feel totally naked when I lost my weapons and I can't even try to get behind an ennemy and strangulate him that's lame
I don't know how developpers could do that, maybe an automatic sights when you prepare a stabbing/bashing attack so that you don't miss, or at a certain distance you cannot miss. I don't know, what would be ideal is invent a system that could easily let the player kill somebody on close combat but could make last two ennemies fighting in such ways. I don't if it's possible to find a good compromise though....
Thx you for reading this, I might add other suggestions in the future, I had thought a lot about it, just wrote it dow what came to my mind right now