Not sure I agree with this for historical reasons. The SL has one for personal protection... not for anything else really. But I do agree that the temptation for people to steal that spot because they like the weapon is likely.Replacing semiautos with bolts for squad leaders would be good idea too
When you open Steam, RO2 will start download update.how do i know if the shortcut works?
What is the game version and where do I find it?
I doubt you will see something like that fixed.Tripwire, this is a great patch in progress! Well Done.
May i ask, will the Ping issues on 50+ player servers be fixed in a future patch?
I notice 200+ ping when there are many players on a server.
Thank you TWI.
It's the defending team not defending but assaulting that makes the reinf go 0% so that few actually get to defend the last caps. You see the same problem on Darkest Hour map ''Hill 108''. Players adapted to it, but only after alot of experience.Grain Elevator, i believe needs help. The fighting on the last few objectives always seem the best but the allies run out of reinforcements before the fun last long enough. Usually the allies become a pain in the first cap and keep the game from going that far. Great map, lots of good spots, but most of the potential is lost because no one gets to fight in the later caps.
is it?This statement is largely dependent on player skill. I have no idea what you mean by "fewer threats". You must mean bots.
The only two destroyable objectives I know are on Red October, these are the welding shed and the signal box, not sure how it will work yet, will see after the patch is released, but just 2 objectives on just 1 map hardly makes this game changingFirst of all: good news !
Second, and I appologies for detracting the topic a bit, could someone give more details (here or on a pm) on these 2:
Yes there IS a problem with hit detection, the fact you may not of experienced it does not mean others have not. The problem is most prevalent to bots, but is not exclusive to bots. It is mainly (again not always) when hip firing at very close range, using the sights reduces the issue, but it is still therethere is nothing wrong with hit detection ffs
You must just play against bots is all I can say, I have levelled up all my characters, except MG and Anti tank, to highly decorated, and nearly all of my weapons are on level 50 (on a real server btw not on bot farming servers) and the SMG does not own all other weapons, in fact the first weapons I levelled up were the 4 rifles, only then did I move on to the SMG's, if any weapon owns in this game it is the semi auto rifle, but it is still the most fun to play with a boltin my opinion, reducing the auto roles may sound nice but fixes nothing
it's nice that the company apparently have listened to a community request, but without real changes to the weapon handling and movement system, this will only make the fewer SMG guys to rule even more, considering they will face fewer threats now
there's nothing a rifleman can do in this game that a SMG can't do better, even at "large" distances
not that I'd vote for dumbing down the SMG's accuracy. But if I can move and run and jump and get shot and everything without getting any real penalty, more riflemen means more frags to me and will make me even less careful
That is because the game is designed that way, once the axis capture the second floor, the allies have 60 seconds to recapture it or the reinforcements will be cut off. Think about it, your in a tower, the enemy hold the floors below you how do reinforcements get to you? Can't believe you say you love this map and yet still don't know how the map works...Grain Elevator, i believe needs help. The fighting on the last few objectives always seem the best but the allies run out of reinforcements before the fun last long enough. Usually the allies become a pain in the first cap and keep the game from going that far. Great map, lots of good spots, but most of the potential is lost because no one gets to fight in the later caps.