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PostPosted: Thu Jan 01, 2015 7:30 am 
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I've played about 30 hours now, and overall, RWR is a really fun game and well worth the money. But there are some real irritations for me, and I offer this feedback:

[*] "Medium Difficulty"
The "less hard" setting was pretty easy... some maps I didn't have to do anything at all and my faction just ran over everything. Then I played the "hard" setting and it was ^#$% annoying at certain sections*. It is too big a difference between the two levels and I would suggest having a third preset difficulty between "hard" and "less hard".

[*] Grenade in Your Face
Grenade launchers have an arc, and so does the mortar. Why then does my player throw a grenade straight into the rock in front of me and die instantly? RAGE. I have died many many times because the player can't "lob" a grenade. What's the point of a grenade if you can't lob it over the obstacle 2 feet in front of you? Broken. If you don't want it to lob for gameplay, at least give the damn thing a fuse. No grenade in the world explodes immediately one foot away from you.

[*] OS X Keys Not Responding
I play on a Mac and remapped my crouch to Caps Lock and prone to Left Shift. Well sometimes they don't work, and I have to double- or triple-tap them. There is nothing more frustrating than dying because the game doesn't register your keypresses. Go prone. Prone! PRONE! PRONE!!!! dead. Sometimes fire (spacebar) won't work either. Sometimes the crouch/prone will get stuck completely and not work no matter how many times I press it, then it will get unstuck if I fire (space).

[*] Map Chokepoints
There are several regions which seemed overly difficult to take/hold compared to others. The biggest standout for me is Rattlesnake Crescent's Outpost and Junkyard objectives. It was really difficult to take Outpost compared to other regions until I put a mortar on the hill. If not for that, I have no idea how I could capture it. But worse than Outpost, it took me FIVE HOURS to take the Junkyard. The brown team seemed to have endless floods of reinforcements coming from nearby spawns and zooming in with vehicles. When I finally did capture the Junkyard, probably by random swing of force, my commander ordered everyone to attack the next section, and Junkyard was under-defended. It was too easy for the brown faction to drive a couple Jeeps and/or tanks into the Junkyard and instantly have more numbers than us. 10 seconds later... Junkyard is lost, with really no chance of even reacting to the brown vehicles. Maddening! I even sat there with a machine gun and hosed two squads of brown guys, but to no avail. More swarms of browns with too few green reinforcements to defend. Once I was able to hold Junkyard, the rest of the map was straightforward again. Similar thing with Keepsake Bay / East Beach. Maybe wherever the map comes to a chokehold, the computer resistence concentrates and makes it very difficult to break through.

[*] Disappearing Machine Guns
Several times I tried to place a machine gun on a hill, or on a roof, and it would tilt over, or maybe fall, and sometimes completely disappear off the map. What a frustrating waste of precious RP. The mortar tells you "not enough room" but the machine gun... just vanishes. I lost more machine guns this way than I had successful MG setups. With a success rate of < 50% I just quit buying them.

Anyway, like I said, it's a great game overall. Hopefully this feedback can make it even better. The only "critical" fix IMHO is the keys sometimes not responding on Mac.


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PostPosted: Fri Jan 02, 2015 2:54 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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kashapa wrote:
I've played about 30 hours now, and overall, RWR is a really fun game and well worth the money. But there are some real irritations for me, and I offer this feedback:

[*] "Medium Difficulty"
The "less hard" setting was pretty easy... some maps I didn't have to do anything at all and my faction just ran over everything. Then I played the "hard" setting and it was ^#$% annoying at certain sections*. It is too big a difference between the two levels and I would suggest having a third preset difficulty between "hard" and "less hard".

We're hesitating on having a middle/medium/normal difficulty preset as that's probably what people will pick, even if Hard is the setting we're always testing, balancing and trying to keep as the normal setting to play with.

Quote:
[*] Grenade in Your Face
Grenade launchers have an arc, and so does the mortar. Why then does my player throw a grenade straight into the rock in front of me and die instantly? RAGE. I have died many many times because the player can't "lob" a grenade. What's the point of a grenade if you can't lob it over the obstacle 2 feet in front of you? Broken. If you don't want it to lob for gameplay, at least give the damn thing a fuse. No grenade in the world explodes immediately one foot away from you.

I see you're playing with impact grenades. You can throw them farther than other grenades but you have to be more careful with them because of their nature of exploding on collision. Try to use hand grenades instead.

Quote:
[*] OS X Keys Not Responding
I play on a Mac and remapped my crouch to Caps Lock and prone to Left Shift. Well sometimes they don't work, and I have to double- or triple-tap them. There is nothing more frustrating than dying because the game doesn't register your keypresses. Go prone. Prone! PRONE! PRONE!!!! dead. Sometimes fire (spacebar) won't work either. Sometimes the crouch/prone will get stuck completely and not work no matter how many times I press it, then it will get unstuck if I fire (space).

I had something weird going on with trying to use right mouse button at times on Mac, it's probably somehow related. I had a feeling at some point it would be somehow related to using Left Ctrl too, but have no clue about the connection there. I'm using a regular Windows keyboard and mouse.

Quote:
[*] Map Chokepoints
There are several regions which seemed overly difficult to take/hold compared to others. The biggest standout for me is Rattlesnake Crescent's Outpost and Junkyard objectives. It was really difficult to take Outpost compared to other regions until I put a mortar on the hill. If not for that, I have no idea how I could capture it. But worse than Outpost, it took me FIVE HOURS to take the Junkyard. The brown team seemed to have endless floods of reinforcements coming from nearby spawns and zooming in with vehicles. When I finally did capture the Junkyard, probably by random swing of force, my commander ordered everyone to attack the next section, and Junkyard was under-defended. It was too easy for the brown faction to drive a couple Jeeps and/or tanks into the Junkyard and instantly have more numbers than us. 10 seconds later... Junkyard is lost, with really no chance of even reacting to the brown vehicles. Maddening! I even sat there with a machine gun and hosed two squads of brown guys, but to no avail. More swarms of browns with too few green reinforcements to defend. Once I was able to hold Junkyard, the rest of the map was straightforward again. Similar thing with Keepsake Bay / East Beach. Maybe wherever the map comes to a chokehold, the computer resistence concentrates and makes it very difficult to break through.

Completing side objectives helps the main attack force to advance; destroying enemy comms truck or radio reduces the enemy capacity and stops their movement between bases, destroying enemy AA gives you paradrops which are the most important asset when doing side base captures, and so on.

I hope you're playing with standard Hard setting. Some people go boosting both friendly and enemy capacities and that's when things get really tough as you have to survive much more (or have coop players) in order to be of enough use for your faction.

Also note that the farther you get in the campaign the bigger role is upon you to beat the maps as your faction's capacity slightly decreases.

Quote:
[*] Disappearing Machine Guns
Several times I tried to place a machine gun on a hill, or on a roof, and it would tilt over, or maybe fall, and sometimes completely disappear off the map. What a frustrating waste of precious RP. The mortar tells you "not enough room" but the machine gun... just vanishes. I lost more machine guns this way than I had successful MG setups. With a success rate of < 50% I just quit buying them.

Haven't noticed this happening, at least not on Windows. It's true the deployments used to fall off from the roof if created too near the edge, but the automatic position shifter that attempts to push you to position where you can deploy the weapon or sandbag seems to work fairly well to me. Maybe there's some specific case where it doesn't work. I'm mostly using sandbags so maybe it's not working that well for MGs.


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PostPosted: Sat Jan 03, 2015 4:06 pm 
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pasik wrote:
Quote:
[*] OS X Keys Not Responding
I play on a Mac and remapped my crouch to Caps Lock and prone to Left Shift. Well sometimes they don't work, and I have to double- or triple-tap them. There is nothing more frustrating than dying because the game doesn't register your keypresses. Go prone. Prone! PRONE! PRONE!!!! dead. Sometimes fire (spacebar) won't work either. Sometimes the crouch/prone will get stuck completely and not work no matter how many times I press it, then it will get unstuck if I fire (space).

I had something weird going on with trying to use right mouse button at times on Mac, it's probably somehow related. I had a feeling at some point it would be somehow related to using Left Ctrl too, but have no clue about the connection there. I'm using a regular Windows keyboard and mouse.

For your information, I found the mouse issue now at least. On Mac the mouse events in RWR were processed instantly when happening which isn't what the game logic expects, causing some mouse press results to be handled badly. A good test use case was by bringing up the radio view and clicking on a call there, the radio view would always close as a result but the call request would not start always, being confusing as hell.

I suspect the squad commands by using RMB were caused by the same thing, though can't be sure yet.

My keys worked as expected on my 2h test run in campaign, too bad I forgot to remap the keys as you've got them to see how it behaves in my setup.

Depending on the keyboard, it's also possible some key presses are not registered by the system when certain other keys are down. I've had a few keyboards earlier that denied me from using prone (C) while also moving southeast (S and D) for example. However, it wouldn't work by simply re-tapping the key but it would require to let go of the other held keys.

Are you using prone / crouch toggle keys or the others?


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PostPosted: Sat Jan 03, 2015 10:47 pm 
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Joined: Thu Jan 01, 2015 6:53 am
Posts: 6
I understand the comment about keyboard wiring, and I experience a "keyboard jam" problem when trying to open the map (backtick key for me) while moving diagonally (S and E for me). I didn't list it as a bug, really... I just have to let up on one of the movement keys to also hit the backtick.

The crouch/prone/fire problem is separate. Yes, I am using the toggle keys for prone/crouch, and sometimes they don't work even if there are no other keys being pressed. It mostly happens for crouch/prone (capslock/left-shift) but also, surprisingly, occasionally for fire (spacebar). I've never had a problem with other commands, which are all mapped to letter keys.

Thanks for the response on other stuff. It's the MG which falls off– haven't had any issues with cover deploy.


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