why are so many easy to fix problems are still present in this game?

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Cat_in_da_Hat

FNG / Fresh Meat
Dec 11, 2006
1,749
115
0
Regarding spawn protection.

The ServerEx mutator has this.

spawnprotection.PNG


If you server isnt using ServerEx then its a dud server.

The troll punishment works like this. If a player throws a nade in spawn then they get injured and not friendlies.
 
Last edited:
May 30, 2012
214
0
16
Espoo - Finland
Reloading magazines is broken no matter how much you fanbois try to defend it.

Just what happens to the magazines and bullets inserted and fed into the gun when you dont have the time to cock the gun or rest it in your hands in the right position? I find this issue bothering me nearly every time I play as I tend to be quite the active player.


I think that breaking the process atleast in two parts is ESSENTIAL. Loaded and cocked. This has been done before but not in this game which markets itself with adjectives like "realism". As this is very basic gunplay it should be implemented even in light realism aimed games. It is much more relevant than bullet travel speeds or irrelevant stuff like barrerl cooling faster in winter maps. Stuff you wont even realize without reading it from the forums, really guys, they do not serve 97,6% of the gamers. Stuff like broken reloading, inadequate voting system, and the sticky prone/standing are something people have to suffer from.

Secondly, marking artillery is frustrating as the protection zone moves. In these 800 hours I still havent learned all the phases of the artillery restricted zones not to mention the newcomers. Just mark the ultra realistic artillery reach into the commander map when you are at radio. Just one more line amidst those realtime updating dots in your map...

I also think that the ongoing barrage shouldn't be cancelled by itself when the zone moves during the barrage.



http://fi.pinterest.com/pin/create/extension/
 
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Jank

FNG / Fresh Meat
Jun 6, 2007
1,188
8
0
Redwood City, CA, USA
I also think that the ongoing barrage shouldn't be cancelled by itself when the zone moves during the barrage.


Note, if you allow this, then defending commanders will place a mark at the enemy's next spawn area. Then when the current capzone is falling, they will call in artillery on the new enemy spawn point. Saw it a million times on the RO1 Basovka map.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
1) no indicator of spawn protection - spawn protection in general is something that shouldn't exist in a realistic shooter, but if its already there why on earth is it nor marked on the map?


For me spawn protection makes sense to some extent as it is simply bull**** that you get gunned down when you are just taking control of your model. This normally does not occur in real life. You either walk or drive to the combat zone. So you'd recognize the enemy on the way there.

But many maps have absolutely ill-placed spawn protection areas. One of them being PavlovsHouse. There is nothing more vile than the Soviet tank parked right next to you and you can't get out of the trench and get a satchel on it. Why? Spawnprotection! There is no chance you make it back alive if you mantle the trenchwall and place a satchel on it, time's up!

This has been in since over a year now and it's been addressed many times. Yet Tripwire did nothing.

In campaign mode when you play Grain and you slaughter the enemy team down to zero reinforcements, it says "Spawn Protection Disabled" but the truth is that the attackers' spawns are still protected.
 

ZzDe0

FNG / Fresh Meat
Feb 24, 2010
92
7
0
I mean, I see what you're saying, but I don't think it's really broken if they made it that way on purpose.

Well that's sad because I always thought it was most definitely broken. Why don't they just set it up so you can't aim until you're done reloading but can still move around? And then once you stop moving it starts the reload animation over again before you can aim? Now no one can shoot an empty gun but isn't stuck if they press reload.
 

RoastinGhost

Active member
Jul 14, 2011
438
59
28
Minnesota
The worst part about reloading for me is reloading from prone- that's when I'm most likely to encounter the "did everything except chamber the round but you moved a little so you have to start all the way over" frustration.
I dunno if splitting up the reloads is easily implemented/worth it, but ugh.
 

Raven1986

FNG / Fresh Meat
May 24, 2014
1,067
9
0
Alongside repairing the reload issue it would be awesome to be able to melee at any given time, be it reloading, rebolting, don't care. It's a nail in my big toe that I can't defend myself in melee combat while doing this. Real life you don't complete rebolting or reloading, you just smack the things you have in your enemy's face.:D
 

ZzDe0

FNG / Fresh Meat
Feb 24, 2010
92
7
0
Wait moving interrupts reload? Since when?

If you move before the reload animation is 100% complete you wont have new rounds loaded in your gun. Even if you watched your character put them in. Go try it, it's always been like that.
 

mrsirr

FNG / Fresh Meat
Apr 12, 2013
4,077
0
0
Over here, no not there, here.
If you move before the reload animation is 100% complete you wont have new rounds loaded in your gun. Even if you watched your character put them in. Go try it, it's always been like that.
Seriously? You can't even move? How have I never noticed that?
Can't even walk a little bit? Ok I'd say that's an issue.
 

ColJenkins

FNG / Fresh Meat
Aug 17, 2011
18
3
0
Calgary, Alberta
When you're using manual-bolting and aiming down sights, you don't have to right click to exit the sights then click to bolt and then re-enter. You just double click and you bolt and be back in sight, barely leave it actually. How's about you trying things before raging about them?
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
This just makes no sense whatsoever. What is the complaint here? You can force respawn every 2 minutes, and you can see the respawn timer and who is waiting to respawn, to decide when to use it. Having a personal rule on when to force respawn is (IMO) a must. Myself, I use it whenever I notice that SL1 is dead, or during a sustained banzai effort.

I think he is talking about near round end, when there is less time left than the next spawn cycle, the spawn timer stops counting down and just goes zero. Apparently you can't force respawn in that particular space of time, which, if true, is indeed a real problem, as that can often be needed if the last objective is being overrun (or if you are attacker and just needs those extra men in cap zone).

The spawn timer at round end is also a problem when overtime kicks in. Both teams effectively lose one spawn, because the spawn timer doesn't begin counting down until a full spawn round has passed (without spawning anyone, of course).
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
0
55
Newton, NJ
And sprinting. You can walk normal pace and reload fine, but all other forms of movement interrupts it.

Walk or jog?

Default speed is jogging. Walking is what you do when you move in iron sights or if you have a key bound for that movement.

And I have no problems reloading when I am jogging.
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
Walk or jog?

Default speed is jogging. Walking is what you do when you move in iron sights or if you have a key bound for that movement.

And I have no problems reloading when I am jogging.

Hm, let's see, Captain Obvious, how would it be possible to reload while in iron sights?

Of course I meant "jogging", as you can clearly read that I was saying "sprinting" interrupted reloading.