RUNNING WITH RIFLES

RUNNING WITH RIFLES

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SuperSonya May 15, 2018 @ 5:29pm
Why RNG for bullets?
Name says it all.. I'm a two star general and for the life of me still can't understand why they made it rng for bullets even when close range... I shot an AI with two full mags and it still hunted me down through my bullets and even friendly players to put me in wounded state from my armor... then one shot my wounded character. As if the AI actually gave me the finger. Then, and here is the best part, he strolled away. Not ran...walked away as he got shot by a player with an SVD and one with an m16. At the end there was a pathway of blood that fallowed where this AI had been...

Suggestion.. Hardcore mode. Where bullets have an even higher chance of killing. Why RNG anyways?? There are already plenty of mods that make the bullet and gun play waaaaaay more realistic but I dont get to use my online stats plus stash I had saved up. Why can't the devs just make a mode where it feels like you are firing a real gun and not a bb gun? Honestly..
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Showing 1-14 of 14 comments
Silenced SMG? You hit the enemy 30 times at close-point blank range while they're facing one of your AI teammates? They walk it off like it's nothing and proceed to one tap you.

Edit: Fixed grammatical error.
Last edited by Krel zhe Partially Insane Medic; May 15, 2018 @ 6:07pm
SuperSonya May 15, 2018 @ 6:17pm 
Nope. F2000. I went around a corner and showed very little of my body fired a full mag into the enemy at close range and about 20 or so hit. Ran down back behind the wall to seek cover because "♥♥♥♥♥♥♥♥♥" then after realoading, took a chance to do the same attack doing the same hits. This time when running back to reload he runs after me. Two tapping my armor and putting me down. He ran at my wounded body and crouched in front of me whilst getting shot by a player with a Dragonov SVD and a player with an M16. Gloriously he one tapped my dead body and then proceeded to walk off the bullets from everyone. Actually....whilst....walking...
Last edited by SuperSonya; May 15, 2018 @ 6:17pm
Originally posted by SuperHans:
Nope. F2000. I went around a corner and showed very little of my body fired a full mag into the enemy at close range and about 20 or so hit. Ran down back behind the wall to seek cover because "♥♥♥♥♥♥♥♥♥" then after realoading, took a chance to do the same attack doing the same hits. This time when running back to reload he runs after me. Two tapping my armor and putting me down. He ran at my wounded body and crouched in front of me whilst getting shot by a player with a Dragonov SVD and a player with an M16. Gloriously he one tapped my dead body and then proceeded to walk off the bullets from everyone. Actually....whilst....walking...


I was referring to one of my own experiences, on the subject of "RNG bullets". I mean I get it, the silenced weapons are supposed to be used for stealth and not good in direct combat.. but even with the more accurate pistol, if I hit them 7-20 times, you'd think they'd die. (Especially if they're unarmored). What makes it worse is due to the stealth mechanic, the grunts just kinda stare at you going "someone's there!" "What was that?!" "I know you're out there, coward!" while soaking up your shots, blood splatters proving you hit and everything.
Caliđa Myriad May 15, 2018 @ 7:51pm 
Ontop of this aswell, I've shot some enemies with atleast 4~ sniper rounds before, I highly doubt... Anybody would take that without armour, just saying, I don't like having to draw more risk than I need, becuase of some very poor RNG-function on each shot, that makes my sniper not work. It overall feels clanky at times, to just pop 12 7.62s into some random lowly AI Private, and have them not die due to a kill probability.


And, this is exactly why I don't use my rarer blues, I don't feel like losing them. It feels pointless to do unless you have stockpiled them up until that point, because otherwise RNG like this just makes the item damned to be lost. Usually if I do carry a blue, I always ensure to wear a vest, but even then, I don't feel it's entirely balanced in favour of some blues being paticurally useful. Now more throw-away blues like the MK23 SOCOM, the P90, or the APR, I can see using without a vest, but something like the F2000, as mentioned earlier, I don't see why that shouldn't be able to have a 'hit cap' on enemies, (I.e, how many bullets they can take in total, from that gun.) I only can imagine what it is like to actually lose a F2000, as I've never really used one myself, most guns like that I find, and successfully get my hands on, I usually just drop at the armoury for some more skilled player (Or a newer player) to receive as a gift. I just don't see a point in using it, if the RNG function + losing it exists. But losing it is offtopic.

I wholeheartedly agree with this post. But I think it should work more in a 'Bullet cap system" or an increasing chance of death.

(Edit, uhh, is it normal that "damn" isn't censored?)
Last edited by Caliđa Myriad; May 15, 2018 @ 7:52pm
LIMP BISQUICK May 15, 2018 @ 8:54pm 
Doesn't this go both ways though? I might be wrong, but I believe I've seen my guy take some shots from far away or stray bullets without instantly dieing. That's sort of a good thing IMO IF it works like that.

However, I don't disagree with you at all about a bullet cap system. That would be nice to have, at least on higher difficulty or as an option.
Last edited by LIMP BISQUICK; May 15, 2018 @ 8:55pm
JackMayol  [developer] May 16, 2018 @ 2:13am 
the kill probability system in RWR has been deliberately implemented. Imo it works well in coop and as a standard automatic rifle having a kill probability of 50%, you usually kill a soldier with just 1-2 bullets. The projectiles have a decay time, thus they lose kill probability over time after like 2/3 of a screen usually. This adds some realism and avoids having too many off-screen kills.
A sniper rifle usually has a 100% kill probability and the bullet decay kicks in very late so that even at long range it should still be around 100%.
If the enemy isn't dying on bullet impact, he might wear a vest or there is some lag going on.
I agree that the RNG system can be frustrating in PVP in some cases though but PVE has always been our main focus and we wanted to have a similar system.
I wonder why noone worked on a mod without RNG yet, it's really not that complicated. It could simulate a healthpoint system (see Man vs World mode) with the weapons having at least 100% probability.


SuperSonya May 16, 2018 @ 9:14am 
I get what you are saying but do you think maybe giving a hardcore mode a try would be good? It could easily be taken out of the game if it is not a big thing for the player base. If you think about it, bullets flying from off screen to kill you is realistic. It happens in real war and it makes you more inclined to take cover even when you think its safe. Currently I sometimes get shot whilst behind cover or when I popped up to fire one single bullet. Other times I have stood in the open and sprayed bullets only to not get shot at all. Which is kind of weird as I see visual bullets hitting me but not doing damage.
Mieumieu May 16, 2018 @ 8:15pm 
Was this on the vanilla version or Pacific? It reminds me of what happens on Pacific a lot with certain enemies, it's almost funny in a way. Suicidal enemies who run at you with swords or bayonets become nearly invincible. It's funny the bullets you'll empty into them as they still get to you and kill you with their melee, and then kill a few more people around who are also shooting them. If I had to guess in my mind why they made it like that I'd think maybe they were supposed to be super drugged up for the kamikaze charge or something.
76561188078797539 May 17, 2018 @ 4:30am 
Originally posted by MewmewGirl:
It reminds me of what happens on Pacific a lot with certain enemies, it's almost funny in a way. Suicidal enemies who run at you with swords or bayonets become nearly invincible. It's funny the bullets you'll empty into them as they still get to you and kill you with their melee, and then kill a few more people around who are also shooting them.
Yeah, I don't really have a problem with the original game in terms of kill possibility.

The way I see it, this might as well be a simplification of a "wound" system. You tap somebody without dropping them, it's a graze or something similarly irrelevant.

Would be nice to have some kind of accuracy debuff and/or kill-percentage-per-shot modifier for the target for a short time, though. It would make it both less likely for the original shooter to get insta-killed in return, would make those opening shots actually do something, and feels reasonable enough as a simulation of getting shaken up by too-close-for-comfort shots.

Pacific, on the other hand... Yeah. IJA officer running through hailfire of a full squad's return fire to still kill of half of them. Flamethrower troopers running into concentrated LMG fire from several sources and frying them all. Bayonett chargers shrugging off multiple bullets to melee most defenders to death.... It's a surprisingly glaring disconnect form the overally fantastic balance of the DLC.
shade_of_fox May 17, 2018 @ 6:51pm 
Originally posted by Sheepify:
Originally posted by MewmewGirl:
It reminds me of what happens on Pacific a lot with certain enemies, it's almost funny in a way. Suicidal enemies who run at you with swords or bayonets become nearly invincible. It's funny the bullets you'll empty into them as they still get to you and kill you with their melee, and then kill a few more people around who are also shooting them.
Yeah, I don't really have a problem with the original game in terms of kill possibility.

The way I see it, this might as well be a simplification of a "wound" system. You tap somebody without dropping them, it's a graze or something similarly irrelevant.

Would be nice to have some kind of accuracy debuff and/or kill-percentage-per-shot modifier for the target for a short time, though. It would make it both less likely for the original shooter to get insta-killed in return, would make those opening shots actually do something, and feels reasonable enough as a simulation of getting shaken up by too-close-for-comfort shots.

Pacific, on the other hand... Yeah. IJA officer running through hailfire of a full squad's return fire to still kill of half of them. Flamethrower troopers running into concentrated LMG fire from several sources and frying them all. Bayonett chargers shrugging off multiple bullets to melee most defenders to death.... It's a surprisingly glaring disconnect form the overally fantastic balance of the DLC.

I too think the IJA reinforcement call and flamethrowers could use a bit of a rework, you or someone usually needs a good rare to stop them. Last time I played it was like Hacksaw Ridge, run or die trying to break them.

https://youtu.be/3M1jLtLxD6E
Last edited by shade_of_fox; May 17, 2018 @ 6:58pm
219A730 May 17, 2018 @ 8:00pm 
I usually pack explosive charges just for banzai charges when on the run, especially without a fast anti personnel weapon.

The common sniper rifle isn't fast enough to deal with banzai mobs. They at least take one sniper round, if not more.

Enemy sentries are even more silly but at least they don't chase you down.
Last edited by 219A730; May 17, 2018 @ 8:05pm
76561188078797539 May 18, 2018 @ 7:57am 
Originally posted by 219A730:
Enemy sentries are even more silly but at least they don't chase you down.
That mobile MG IJA, though.

They can literally take on two fully squads and wipe them out alone. I generally just hit them with AT weapons.

Banzai chargers and elites are really my only issues with Pacific. The rest of the DLC is extremely well balanced.
Dr. Fronkensteen May 18, 2018 @ 8:59pm 
The main problem seems to be a disproportionate amount of bad rng, where you fire half a mag of 'hits' (identified by blood splatter) at a non-vested troop and they one hit you from across the screen.

Maybe a cap on hits, after 5 or so the kill probability is guaranteed, or since non of them were technically lethal hits, they get put into wounded even without vest.
SuperSonya May 18, 2018 @ 9:28pm 
This sounds like a wonderful idea honestly. Hit cap. Not sure about wounded without vest but the rest is sound!
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Date Posted: May 15, 2018 @ 5:29pm
Posts: 14