What We Are Up To - *rumbling*rts

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Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
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Canadian in Australia
2, 3rds Joke, 1 3rd serious.

I havent been playing for a couple of months but just statring too again, and i am wrapped about the vehicles, but then think about the maps i always hop onto public servers.... and really cant see where there fit now.

On the maps you mentioned absoulutly, but they just are not cycled through as much as they should be...probaly because they didnt have halftracks to begin with.

Hopefully this all gets sorted and maps will roll out designed with a bit more mobile warfare and it will all come out in good time.

Well Barracks could have them as a support role (like a mini tank) if some of the obstacles were removed on the roads between each building and the play area expanded beyond the "Return to Combat Zone" areas.

Spartanovka could use them too with a bit of tweaking to the map.

Fallen Fighters could certainly use them in the same fashion as the Tanks. (Cover Fire, mobile MG's instead of Mounted MG's)

Com's House

Barashka

Pavlov's House

Mamayev Kurgan

etc.

They would all of course need some modifications to their map designs and they'd mostly play a support role, but they could be added into the maps in such a way that they would add a whole other element to the gameplay as they create some nasty choke points on maps, forcing the enemy to be funneled towards a specific direction. On maps with tanks and AT classes, I imagine Transports/Half-Tracks would look like weak and easy kills to go after and that nobody in their right mind would want to use them due to being death traps...... it's kind of the mentality that existed in ROCA/RO1.

..... But put them on maps that have no tanks & have only one Engineer Class (or no Engineer / AT Class) and those tin cans on wheels suddenly look a bit more scary when you round the corner.... infantry have to start thinking about how to snipe the crew, or toss grenades accurately, etc....

They wouldn't work on Apartments or Grain Elevator of course, but with some tweaks to the other maps, they could be properly added into the game if one was so inclined to do so.

As for playing strictly as a transport role in conjunction with support (cover fire), you'd need to have new maps made up. Though I haven't played the community map contest maps much to even know most of their names, I'm pretty sure the transports could be added to those in some fashion as well.
 
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chuy

FNG / Fresh Meat
Apr 14, 2012
611
0
0
Jalisco, Guadalajara, M
Well Barracks could have them as a support role (like a mini tank) if some of the obstacles were removed on the roads between each building and the play area expanded beyond the "Return to Combat Zone" areas.

Spartanovka could use them too with a bit of tweaking to the map.

Fallen Fighters could certainly use them in the same fashion as the Tanks. (Cover Fire, mobile MG's instead of Mounted MG's)

Com's House

Barashka

Pavlov's House

Mamayev Kurgan

etc.

They would all of course need some modifications to their map designs and they'd mostly play a support role, but they could be added into the maps in such a way that they would add a whole other element to the gameplay as they create some nasty choke points on maps, forcing the enemy to be funneled towards a specific direction. On maps with tanks and AT classes, I imagine Transports/Half-Tracks would look like weak and easy kills to go after and that nobody in their right mind would want to use them due to being death traps...... it's kind of the mentality that existed in ROCA/RO1.

..... But put them on maps that have no tanks & have only one Engineer Class (or no Engineer / AT Class) and those tin cans on wheels suddenly look a bit more scary when you round the corner.... infantry have to start thinking about how to snipe the crew, or toss grenades accurately, etc....

They wouldn't work on Apartments or Grain Elevator of course, but with some tweaks to the other maps, they could be properly added into the game if one was so inclined to do so.

As for playing strictly as a transport role in conjunction with support (cover fire), you'd need to have new maps made up. Though I haven't played the community map contest maps much to even know most of their names, I'm pretty sure the transports could be added to those in some fashion as well.

What I want is to have more AT classes in non tank maps :p And your saying to limit the ptrs :(

PS: I dont join a server that the current map doesnt have AT class. Or if map changes to a map without AT class, I change servers. I dont play as any other class but anti tank :p I actually feel important as AT class-instead as cap meatshield with rifleman -_- It is because you feel the most rewarded than any other class of any other game (especially in roost)
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
3,300
1,667
0
Canadian in Australia
No no no... Keep the AT classes as they currently are on existing maps with tanks.

What I was saying was that if some of the existing infantry maps were modified to have transports, that they either only have one AT class per team, or one Engineer per team, or none & let the infantry try and figure out how to handle transports with small arms and grenades.... Just to make it interesting.

If there were more than one AT and/or Engineer on each team, than transports would be almost useless as a support vehicle & thus, no point bringing them in.

On maps that already have tanks and AT/Engineers, put transports in them and leave the maps as they are.

Yes, some would say that it would be impractical to have them on some maps because players could jump into one objective to the other too quickly..... But I think that players would soon learn enough new tactics to adapt to such possibilities.

If they try and rush caps with transports, they could find themselves surrounded by enemies all around them and die really quickly, or AT's and Engineers could be right beside them waiting to blow them up with AT Grenades & Satchels.

Those transports are not very stealthy and easy to track / know when they're nearby.

The other thing that can be done is that anybody inside a transport does not count as a body in the cap zone.... This would force players to get out of transports to engage and occupy the objective, while making it a bit easier to the other team to defend. And if the other team has their transport in the zone, that could make things very interesting.

That's why they'd be great as a support vehicle as well as transport. Drop your team off close to the cap zone, stay behind them for safety and provide cover fire. When the objective is captured, everybody boards and you take them to the next zone. I used to do this all the time in ROCA's Karlovka.

And of course, you could make sure they only spawn back at the first spawn much like tanks.... Which of course can lead to many of the forward spawns no longer being needed in most maps..... Which leads to similar battles and similar experiences as in ROCA & RO1.

Spawn on SL could go too.

All Win Win in my books.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
The other thing that can be done is that anybody inside a transport does not count as a body in the cap zone.... This would force players to get out of transports to engage and occupy the objective, while making it a bit easier to the other team to defend. And if the other team has their transport in the zone, that could make things very interesting.

Excellent idea, or only make them count as a partial body especially since someone will surely be manning the mg and doing something.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
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Falmouth UK
the PTRS doesnt have clientside hitdetection requiring you to lead more, add to that the additional speed of a halftrack compared to a human. And its probably not that easy to take one down :p.
 

JosephBaier

FNG / Fresh Meat
Mar 3, 2013
1,535
1
0
the PTRS doesnt have clientside hitdetection requiring you to lead more, add to that the additional speed of a halftrack compared to a human. And its probably not that easy to take one down :p.
oh we saw that in the barashka testing.. and that tiny little Russian thing is a way smaller target than this
Bundesarchiv_Bild_101I-217-0493-31,_Russland-S%C3%BCd,_Sch%C3%BCtzenpanzerwagen.jpg


the speed didn't helped the UC much.
 
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chuy

FNG / Fresh Meat
Apr 14, 2012
611
0
0
Jalisco, Guadalajara, M
the PTRS doesnt have clientside hitdetection requiring you to lead more, add to that the additional speed of a halftrack compared to a human. And its probably not that easy to take one down :p.

Its not THAT hard. I mean, if your a native AT person, it wont be that hard :p Ive gotten some 300m+ kills on infantry in barshaka :p
 

Skyrilla

FNG / Fresh Meat
Aug 10, 2012
123
7
0
The Shatcave
Goodie! "About time" indeed, but I'm a patient kind of person.

And the future shall hold... well, who knows. The war could advance into later-year stages! :IS2:

The only way to keep this community and the game alive and to potentially increase the player base is to move forward and expand!

And of course not to forget about Rising Storm which still has a lot of room for improvement! <3
 
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Xerxes17

FNG / Fresh Meat
Jun 13, 2007
25
15
0
So it has been two years since RO2 has come out, so about 4x longer than the advertised time frame of half-tracks at release of "6 months". Not only that, this is only occurring because TWI is taking the assets of modders and slapping an "official!" sticker on it. If the game had died completely at this point and there was not a single modder active we would never see any new content for this game as that's the only source of new stuff. All the new maps? Community made as well, also given the sticker treatment.

The level of obvious disdain for the IP that made TWI is staggering. TWI management seems not to care because hey, they got all their money in pre-orders so why put any resources into the game.:rolleyes: We've gotten not even a small fraction of the post release support that RO:OST had, despite the much greater initial revenue of RO2.

Call me when TWI actually puts some of their own in-house produced content in the game. I think I'll be waiting a long time.
 

Walsh

FNG / Fresh Meat
Jun 5, 2013
51
0
0
I bet if you add half tracks to small maps you'll get a whole bunch of trolls running everyone over in spawn. With one engineer there will be no way to kill the troll, my 2 cents.
 

Massimo92

FNG / Fresh Meat
Apr 5, 2012
77
0
0
Treviso, Italy
Goodie! "About time" indeed, but I'm a patient kind of person.

And the future shall hold... well, who knows. The war could advance into later-year stages! :IS2:

The only way to keep this community and the game alive and to potentially increase the player base is to move forward and expand!

And of course not to forget about Rising Storm which still has a lot of room for improvement! <3

I believe that Tripwire should proceed as follows.
In the short term, they should keep working on vehicles. First halftracks, that will hopefully both (the community's universal carrier and Tripwire's Sd. Kfz. 251) be made official by Christmas time 2013. By this date Tripwire should also try to turn official some great custom maps that have been around and couple everything with a free weekend set during the holidays with the aim of bringing in new player base.
While working on getting this stuff official and ready to market the free weekend of Christmas 2013, they should improve and fix the tank mechanics, like they recently said they would, in order to make tanks actually playable and enjoyable.
Also, both the introduction of the two halftracks and some good tank fixing would unquestionably prove crucial in giving the right incentive to the community modders to design larger custom maps that encourage combined arms gameplay and add decisive vitality and differentiation that has been lacking in the gameplay since the first RO. In the meantime, Tripwire should take Dibbler's & Co. sound mutator, skins and better realism mod. and make it official (at least implemented in Classic), for it also takes the war experience to a whole other level. In other words, they should seize this opportunity and keep reaping the fruits of their own labour, which has also been creating an amazingly supportive community with such an ever-ending enthusiasm for this awesome game to provide Tripwire with constructive criticism, greatly innovative ideas, as well as custom maps, halftracks and so on...

Only then should Tripwire start thinking of broadening the game's horizons in order to bring new content, gaming experiences and player base: this could mean working on a new expansion, and maybe (and this is just my idea) bring the Battle of Kursk to the game. On this one, Tripwire could be confident to start with a solid foundation due to the fact of having ironed out most bugs that affected the game since release for a long time - this has been the main excuse as far as not having enough resources to work on new content - and of having a properly working tanking system within the game that by this time should already been fixed, and brought other types of vehicles such as halftracks into the game that could definitely be used in such a battle environment. This, obviously, would mean creating large maps and adding many new vehicles to each side... but still, I know, having seen the over two year's time that it's been taking Tripwire to bring new vehicles to the game, it does sound quite ambitious, but man would that be crazy!! The largest tank battle that's ever taken place....

Ultimately, I believe that this could be a good strategy for Tripwire to keep improving their game and expanding the community base.
 
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