We should be able to decide what upgrades are fitted to our weapons surely?

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Coolicus

FNG / Fresh Meat
Jan 2, 2008
143
52
0
One thing that could easily be remedied it seems is the current railroaded nature of the upgrade system. Particularly when you consider some of the upgrades aren't necessarily a straight forward step up from the latter .

Take the sniper scopes for example sometimes I might want one with more zoom or less zoom depending on the conditions I encounter. Further to this with the G41 the "scope" actively hinders the use of the iron sights mode which will put an elite rifleman at a disadvantage. This is not to mention how we will all be "forced" by the current upgrade system to use the dual magazine MP40 eventually if we make use of this gun.

Also how much work would it be really to make it so alternative fire removed the bayonet from your rifle? It's something that seems to have been excluded to no benefit when compared to Ostfront.
 

Killitingrillit

FNG / Fresh Meat
Aug 3, 2011
63
10
0
when do even unlock these things for your gun? I've been playing a while, and seeing guys with scopes, but I have none :(
 

Mike133

FNG / Fresh Meat
Sep 13, 2011
150
177
0
Yes, bayonets NEED to be REMOVABLE...why Tripwire took a STEP BACK from Ro1 we'll never know...

In Ro1 weapon sway was increased with fixed bayonet, it required you to think about each situation and determine whether you might need a bayonet and whether the accuracy loss was worth fixing it...
 
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SingeDebile

FNG / Fresh Meat
Feb 23, 2006
325
34
0
....i had always assumed all the upgrades would be selectable for each weapon, any alternative just seemed to ludicrous. I guess I shouldn't assume..
 

Derpus

FNG / Fresh Meat
Mar 16, 2011
535
126
0
Cosmetic upgrades I don't care about, but stuff like bayonet and so on would be nice; the things that actually change gameplay. However, I'd rather they work on important optimizations before they bother with making bayonet removal animations and so on.
 

Keith Moons Liver

FNG / Fresh Meat
Sep 4, 2011
149
36
0
yes, bayonets need to be removable...why tripwire took a step back from ro1 we'll never know...

In ro1 weapon sway was increased with fixed bayonet, it required you to think about each situation and determine whether you might need a bayonet and whether the accuracy loss was worth fixing it...

+1
 

Citzen_Snips

FNG / Fresh Meat
Sep 8, 2011
46
20
0
I would like an "Equipment Menu".
[x] AVT/Mosin
-[ ] Bayonet

[ ] Pistol
-[ ] silencer

[ ] F1 grenade

[x] Smoke

[x] Binocs
This way, SL and TL can run faster off the break w/o having to spam backspace at the start of each round.
 

skullman86

FNG / Fresh Meat
Aug 7, 2011
284
69
0
Well, since we have scope add ons now, the only thing I can see working is a pre-spawn loadout menu of some kind. I would like bayonets to be something you can attach or remove on the fly as much as the next guy, but that would require new animations and (hopefully) more sway variables for almost every weapon in the game. I imagine that would be a ton of work, and unless that was the original goal and it just wasn't finished, I don't have much faith in those features being added :(.