I end up rage quitting using bolt. So frustrating
And why ? IF i take bolt i dont rage quit and why u ?
I end up rage quitting using bolt. So frustrating
Well put. On top of it all, these soldiers are supposed to be cold, malnourished, cut off, and tired. The model we have now is of well fed, high-morale modern athletes.
I try to get into the cap zone. I take a few steps out of the spawn and get gunned down by the MG.
I try to take cover, dart to towards the crater, MG.
For some reason, I can't see the muzzle flash even with bloom enabled, so there is no way I can spot where he is.
if the maps are close quarter combat type, all I end up doing is bayo charge. Don't really like doing that either.
Other than that, I just get bored after a few minutes.
Edit: Forgot about this part.
If I come face to face with PPSH, I die no matter the fact that I aimed and fired a rifle round at the guy as soon as he started shooting.
Blame it on the lag or not, it's not fun.
Not one game will reflect 100 % reality . Games should still make fun and war is not fun .
....And also if u leave the first spwan from A there is tank btw A and ur spwan and also next to ur tank a tree use the tree as cover and move slowly dont do fast movements and watch onle one side of windows and then the next and u can pick up alot of russians form the windows .....
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Not all aspects of slowing down the gameplay make it more unrealistic. For example, shift super-zoom makes medium-to-long range combat far too lethal. You'll take up position behind a fence on spartanovka, fire one shot, and instantly someone 175 meters away kills you because he saw the muzzle flash. Increasing sway and decreasing zoom makes gameplay slower paced, but more realistic in reflecting the fact that humans can't pull off 175 meter shots on a one square foot stationary target time after time.
Having to relocate because some kill-cam shows the enemy where you're firing from AFTER he's been killed? Not realistic, not fun either.
Similarly, because the speed with which people can aim down sights has been reduced, people are far too confident in their ability to accurately return fire. What I mean is, an enemy running across a street on Barracks, upon coming under fire from a rifleman in a distant window, will dive prone and try to return fire because he can do so with reasonable speed and accuracy, when in reality one's natural instinct would be to take cover. I've seen enemies sprinting across the open notice one another, skid to a halt, and start taking potshots at each other standing up in the middle of an open field. That's not realistic either. Slowing down this feature will solve this.
Hipfired MGs running around at a jog with the same agility as an assault trooper with a PPSh? Not realistic.
Camping with a semi-auto or Mkb on Spartanovka at 150+ meters instead of capping, or running around with an MG34 at the hip--that is not hardcore. Not in the slightest.
And oh my goodness... lockdown... Any potential for a careful, planned, methodical assault is lost because of the need to RUSH RUSH RUSH the cap to beat a timer... Hence phenomena like the entire Russian team desperately charging capzones on Commissar's House, or the Germans rushing the Conveyor Tower on Grain Elevator.
Sure, some positive improvements to RO2s mechanics have sped up the gameplay, and we don't want them gone. Penetration makes indoor firefights much more lethal, for instance, but we don't mind that feature. The maps are also smaller and more urban, and we accept that.
But some tweaks to the gameplay features that currently favor run-and-gun have the potential of IMPROVING the gameplay, through slowing it down.
And you cite Stalingrad as your model for RO2's gameplay. Well, besides the obvious fact that German machine gun squads didn't romp up and down stairways and through hallways carrying their weapons at the hip, combat in Stalingrad was brutal precisely because it was slow-paced on a minute scale. Seesaw battles fought over a house. Grim struggle to advance across a street. The Russian close combat doctrine involved throwing a grenade into EVERY room suspected to harbor an enemy before clearing it. How many people in RO2 do that? People are content to rush corners, spraying at the hip. Close combat can be intense AND slow at the same time. These soldiers knew they were in a meatgrinder--they sure weren't in the mood to sprint around indoors like a maniac going toe-to-toe with the enemy.
If the maps were larger and the way to the action was longer, people would feel the pain of death in RO again and would act differently. I am 100% convinced of this.
In my eyes, RO 2 is very close to give this feeling if it was just for some of the minor motorics being rethought.
I wish there was a big enough player based for realism mods, but I doubt any of the large mod teams will actually release something.
I'm pretty sure the big 3 will release, they have put in to much work allready to abandon it, what with starting even before the game was out.
The real question is, will there be enough players to get them past Beta 1.0? I woulden't expect them to continue work on it if their releases aren't met with players.
The small mods are far more questionalble, maps and mutators, thease things generally do not thrive in tiny communities.
Rising Storm will be.... interesting aswell, since the RS team has not been given free reign to make their mod as they see fit, beeing slated as an expansion from the very start, it's going to have all the Ro2 trappings, including a progression system.
Yeahhh... that kinda curbs my enthusiasm for it, or rather, it has outright killed it for now.
While I am looking forward to all the mods, it really is Iron Europe that has me the most hooked.
It's not unrealistic so much as less realistic then Ostfront. It's technically realistic but the game just doesn't fit the mechanics. It's like trying to play a round of ARMA II on de_dust.
If we slowed the game down a bit, gave it bigger maps, added a bit more sway with firing unsupported, increased suppression, and made teamwork necessary, removed the RPG unlock metagame thingy, then we would have a true candidate for an RO sequel.
A very great explanation of what bothers me in RO 2.
Yes, I do know that Stalingrad was a lot of close-quarter combat. And I also don't mind playing it if it was portrayed realistically.
Run'n'gun machinegunners with Nike shoes, being able to raise their MG34 within a second after sprinting up the stairs is not what I consider to be realistic.
I read several books about Stalingrad, damn, my grandfather even fought their at the beginning of the battle. I am very sure that no soldier who cared for his life would run into an enemy occupied room and hoping to take out 3 guys with an MP 40. After all they didn't respawn...
Currently, I don't see many assaults/rifleman entering a room, first dropping in a nade or two to clear the room as much as possible. They either run with their MP 40/PPSH and press fire, quickly moving around their gun, or if they are a riflman, prepare for stabbing because close hit detection seems off and somehow the animation makes stabbing so easy.
@ Nikita
I rly dont know how to answer u . I just made dif experience like u . First i dont play on servers with kill cam . I play most of the time on the toga server and based from ingame experience ( atm 246.4 hours) i never saw one guy hip fire constantly with mg . I play also as machien gunner and i can say using hip fire with mg is not effective but cover tactical position with mg is effective . Ofc i shot also mg form the hip if i have no other choice but i dont run like rambo its just not effective . And again Lockdown should not force to rush ! It should force ur team to concetrate on their targets . If ur team loose bcs of lockdown then bcs there was no teamplay . And from my ingame experience most of the time u loose of lockdown bcs of dump commander that doesnt call for arty strikes or call arty on stupid location and to many lonewolf in ur team , spwan campers or run and gunners .
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Damn, I didn't know you were related to someone who fought at Stalingrad, Sensemann! :IS2:
And in response to a lot of people who put down those asking for more historical/realistic features, what we want isn't a 100% super accurate 1 life/map simulator. We want an immersive WW2 tactical shooter. IMMERSIVE. TACTICAL. That's what we were promised, but not all of it was delivered. Some--maybe a lot of it--was, but not enough to seal the deal. That can be fixed, though, and I'm confident it will be. Eventually.
But much of that is overshadowed by a few minor issues. Minor ones, really. A few tweaks, and I daresay we'll see a significant surge in player count.