yes and danzig felt like an arcade game as well. what point were you trying to make?
You shouldn't play danzig on servers with over 24 players, as the map is quite small. Every small map becomes a cluster**** when you place too many players in it. Pretty much all stock Roost maps were as small as danzig and effectively played very similarly. Danzig was just overplayed.
But basovka, odessa, lyeskrovy, krasnyi, stalingradkessel and danzig were all short range cqc maps.
I don't even arcade games, I enjoy quake, unreal tournament, serious sam. HOS as it comes down to for me at least is simply not fun in close quarters engagements. Where as long range engagements are completely stagnant with every camping out instead of going for capzones.
The game need to commit colour, and I personally think the best way to do it is make the arcade more arcade and the realism more realistic. Just having different maps won't change the issues there are, you just evade issues in cqc due to completely avoiding it.
I thought it was a lot harder to spot people in Red Orchestra 1, and In Red Orchestra 2 soon as you go near a window you get shot
In general I find people harder to spot in RO2. As with heavy fog and all that stuff its near impossible to see enemies, unless you zoom in. If you zoom in enemies are much easier to spot of course but with the low fov you have a big disadvantage that you wouldn't have in real life.
I would personally prefer it if you could use your wide fov to actually spot and find people, and then use the zoom more as a guide to help you aim so you don't need to pixel shoot. Rather than forcing you to spot with it. I think in general shooting is a lot more easy in HOS, hardly any sway, hardly any recoil, together with bigger targets. Firefights are near non existent someone poof just dies without knowing what hit him. If shooting would be a bit more difficult with sway and recoil someone would have more difficulty hitting causing bullets to fly over people their heads rather than through their heads, giving a warning and creating a firefight.
And if you could actually spot enemies in your wide fov then gameplay could be more progressive on the long range maps.
Roost Fallenfighters
Hos Fallenfighters
Note how there is a sort of blur over the HOS game, while it looks good it makes it much harder to see things clear. It looks cool but makes it more difficult to spot enemies. In hos you cannot really see anything in the buildings, meaning that in the buildings you are very difficult to spot for people in the general cap zones making it very easy to just camp there.
Note when looking at an enemy how in Roost there is a much bigger contrast visible between the enemies, while in HOS they pretty much blend in. If visibility in the wide fov of HOS was made a bit more like in Roost (while keeping the zoomed in view the same as it is now). Then it would be possible to spot enemies with the wide fov just as you use your wide fov in real life. Basically making enemies somewhat similar to spot in wide and low fov scenarios. Just as people are always equally equal to spot in real life (as your eyes see things in a bigger size while having 180degree fov at the exact same time).
If ability to spot enemies in both modes would be about the same, then you would use the zoom more as a way to counteract pixel shooting. Requiring you to aim at an individual pixel. But would not force you to use the low fov mode to actually find enemies. The zoom in KF and DH is much less of an issue, as even without zoom you are pretty able to find enemies in regular engagement ranges (<200m) in HOS your vision in the wide fov gets quite horrible around the 75-100m range already.
This is one of the keys for me why long range seems very campy, you cannot spot enemies with your wide fov, requiring you to use your zoomed fov. The low fov together with only the ability to use it when still means that you effectively use your low fov as you would use a sniper scope in other games. Making the gameplay feel as if everybody is just using a sniper.
The max zoom is about 2.2x over the default fov. And that difference is so big in being able to spot enemies. As enemies get both wider and higher enemies become 2.2*2.2 = 4.8 times easier to spot. This currently reduces your wide fov to absolutely useless for anything but general movement or close quarters combat. To be able to have a realistic chance of seeing or fighting enemies you will need to zoom in. While as said before in real life you can see things in high resolution in a big size, together with the big fov. Forcing gameplay to be played in a low fov is generally just bad for game play. The ArmA or DH methods are much better in my opinion.