Rising Storm/Red Orchestra 2 Multiplayer

Rising Storm/Red Orchestra 2 Multiplayer

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Attachable/Detachable Bayonets
RO1 is so much better than RO2 because it had lots of stuff and detail, RO2 doesnt even have attachable/detachable bayonets, get on it tripwire
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Sometime advanced capability, the likes of which you point out, aren't needed. I could never think of a time when I really needed to takeoff my bayonet. I mean, why would I?
With the leveling system the bayonete is meant to be superior to that of a butt, and it is, so why take it off?
Artyom a écrit :
Sometime advanced capability, the likes of which you point out, aren't needed. I could never think of a time when I really needed to takeoff my bayonet. I mean, why would I?
With the leveling system the bayonete is meant to be superior to that of a butt, and it is, so why take it off?
I should have added, bayonets make rifles less accurate as they effect the hramonics [whatever that means, something to do with sound vibrations] of the barrel, this was the case in RO1 at long range, its a nice feature and pretty simple, the biggest flaw with RO2 for me is that they really skimped on detail which RO1 had
I have barely played ro1, but I agree. Bayonets should be optional in game. And yes they effect accuracy in real life, as they should in-game I think too. - hence why you'd want to take it off!
I totally agree with this, it added a lot to the immersion too.
it's ponitless since most fire fights will never be longer than 100 meters.

but that means i could remove bayonets from the arisaka, im all up for it
Its not only accuracy. Its also easier to get spotted if your bajonett is attached. Especially at windows and wall corners. These are the little details i also miss in Ro2.

Regards Culti
Ruttley a écrit :
I should have added, bayonets make rifles less accurate as they effect the hramonics [whatever that means, something to do with sound vibrations] of the barrel, this was the case in RO1 at long range, its a nice feature and pretty simple, the biggest flaw with RO2 for me is that they really skimped on detail which RO1 had

The M91/30 was actually sighted in with the bayonet on, and most soldiers simply left the bayonet on the rifle. So if you shoot an M91/30 without the bayonet, it won't be hitting the point of aim; it's actually MORE accurate with the bayonet attached. Can't speak for other designs, but I would think it depends on how it's attached. The No.1 Mk.III (SMLE) for instance has a bayonet mounting system that in no way contacts the barrel. It merely adds some weight to the end of the rifle. Either way, the majority of players don't even go beyond 150m, so there's not a whole lot of long distance shooting to begin with. It'd be a nice addition, just saying it's not entirely applicable or necessary considering the firearms in the game and the average distance of combat; there's only 2 maps that I know of where I managed to go to 300m+.

I do miss the M44 however, but then those didn't see much action in the war, just like the SKS-45 which was designed back then, but only some prototypes were used right at the end. I often like using the STG44 prototype as an SKS; semi auto only, bayonet optional, only fire up to 10 rounds at a time. That's besides the point however, I'd love to see some of the older aspects return, even the whole 'drop firearm when hand is hurt' thing. Just make sure it doesn't happen from friendly fire... damn weapon thieves.


Jolly Jew a écrit :
it's ponitless since most fire fights will never be longer than 100 meters.

Never longer than 100m? You must play it like it's Call of Duty or something. I've got so many screenshots of 300m+ hits that I've stopped taking screenshots if it's less than 300m unless it's done with a pistol or SMG. I've taken an iron sighted M91/30 out to 645m, the STG44 prototype to 500m or so, gotten a fair few players around the 400m mark, and 300m can become child's play given enough practice. Some people actually know how to shoot, you know... you act as though RO2 is based in the 18th century with some kind of repeating smoothbore muskets.
Norman a écrit :
Ruttley a écrit :
I should have added, bayonets make rifles less accurate as they effect the hramonics [whatever that means, something to do with sound vibrations] of the barrel, this was the case in RO1 at long range, its a nice feature and pretty simple, the biggest flaw with RO2 for me is that they really skimped on detail which RO1 had

The M91/30 was actually sighted in with the bayonet on, and most soldiers simply left the bayonet on the rifle. So if you shoot an M91/30 without the bayonet, it won't be hitting the point of aim; it's actually MORE accurate with the bayonet attached. Can't speak for other designs, but I would think it depends on how it's attached. The No.1 Mk.III (SMLE) for instance has a bayonet mounting system that in no way contacts the barrel. It merely adds some weight to the end of the rifle. Either way, the majority of players don't even go beyond 150m, so there's not a whole lot of long distance shooting to begin with. It'd be a nice addition, just saying it's not entirely applicable or necessary considering the firearms in the game and the average distance of combat; there's only 2 maps that I know of where I managed to go to 300m+.

I do miss the M44 however, but then those didn't see much action in the war, just like the SKS-45 which was designed back then, but only some prototypes were used right at the end. I often like using the STG44 prototype as an SKS; semi auto only, bayonet optional, only fire up to 10 rounds at a time. That's besides the point however, I'd love to see some of the older aspects return, even the whole 'drop firearm when hand is hurt' thing. Just make sure it doesn't happen from friendly fire... damn weapon thieves.


Jolly Jew a écrit :
it's ponitless since most fire fights will never be longer than 100 meters.

Never longer than 100m? You must play it like it's Call of Duty or something. I've got so many screenshots of 300m+ hits that I've stopped taking screenshots if it's less than 300m unless it's done with a pistol or SMG. I've taken an iron sighted M91/30 out to 645m, the STG44 prototype to 500m or so, gotten a fair few players around the 400m mark, and 300m can become child's play given enough practice. Some people actually know how to shoot, you know... you act as though RO2 is based in the 18th century with some kind of repeating smoothbore muskets.
My point is more immersiveness and just the nice feature that was fixing bayonets in RO1 as a team, We dont act like its the 18th century, when I play elite assault or rifleman I find its more beneficial to the team to be getting kills at 30 meters as opposed to 300.
300m+??? holy crap what maps are you playing on when you get those kind of range kills???. it seems that most of these maps are geared to cqb so anyone with a rifle is at a severe disadvantage at the get go.

Good work hitting long range shots I mean I play frequently as a rifleman and im no slouch at this game by any means you must tell me what maps your hitting at that distance my furtherist has been roughly 225m with a scoped kar98k.
im terribly sorry, not a single map has a flat surface of more than 300 meters, let alone be able to see anyone in that range hell, people always spawn at least 150 meters from the objective. not even bridges.

i call BS.
Jolly Jew a écrit :
im terribly sorry, not a single map has a flat surface of more than 300 meters, let alone be able to see anyone in that range hell, people always spawn at least 150 meters from the objective. not even bridges.

i call BS.
Hes got screenshots, mostly by running outside the map on barashka
It's kind of irrelevant, but something you could potentially do in real life, even if there's no reason to, and I wish you could do in RO1 is affix a bayonet to a sniper rifle, because as I says in the weapon descriptions, the snipers are just ordinary rifles with scopes fitted.
GLaDOStheFrog a écrit :
It's kind of irrelevant, but something you could potentially do in real life, even if there's no reason to, and I wish you could do in RO1 is affix a bayonet to a sniper rifle, because as I says in the weapon descriptions, the snipers are just ordinary rifles with scopes fitted.

scoped mosin nagant and type 98 have bayonnet attachments actually
Jolly Jew a écrit :

scoped mosin nagant and type 98 have bayonnet attachments actually


No, no, no, I said RO1.
lol?
You must play apartments over and over, if for you battle takes place in range of 100m. My longest kill was 294m in official maps and over 300m in custom. You can see enemy at 300m, but you don't even need too, mg blind fire or shooting where you saw flash of shot.

Bayonet is more less 0,5kg at the end of your gun, it's heavy and makes aiming harder, not adding it to ro2 only shows that this series is more casual. Unlocks, leveling (i am not saying it's bad) but if you will play for example DH mod, you will see how many things could be in ro2 to make it better game:
-Exit/enter tank
-open hatch to leave it
-sit on tank to drive to battle
-bayonets
-smoke screen that does not stick in air
-visible damage of tank
-unable to sprint with mg
-tanks that do not explode everytime when destroyed
and much more...

RO2 is greate game but it could be much better..

btw check this mod "IOM" it has much more realism, new guns, no unlocks, nades are working like nades and not like fireworks for kids and you can take off bayonet if you want.
(my favorite, burn tank with molotovs :)

lol that topic is 2 years old, why would you dig it up? xD
Dernière modification de InPrøgress; 5 avr à 15h22
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