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 Post subject: Thoughts on 0.94/0.95
PostPosted: Mon May 12, 2014 4:47 pm 
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Joined: Tue May 08, 2012 9:57 pm
Posts: 159
Back from a long hiatus, have some more feedback:

Mortar vs Grenade Launcher
The Mortar costs 300 RP I believe, whereas the Grenade Launcher costs 10 RP. On top of being much cheaper, the Grenade Launcher fires faster, its projectiles land sooner and it's more accurate.
Why on earth would I ever buy a Mortar?

I suggest increasing the Mortar's projectile range, reducing its cost or increasing its blast radius.
Or make it part of a mobile artillery vehicle...? Take the Cargo/Armory truck schematic, slap the Mortar on it and you have yourself a vehicle ready for testing in .096!

Grenade Launcher bug?
I've been playing around with this baby for a while now and I noticed that the weapon appears to be just as - if not more - accurate when RUNNING than when CROUCHED. The crosshairs look normal but I'd swear I've been more successful running back and forth while firing than I have sitting still.
Might be just me, but if anyone else has noticed something similar please let me know below.

Prisoner Transport
First off: LOVE THE IDEA. However, right now it's a little easy to break this thing open. Sometimes you can find it behind your own lines just sitting there as its automatically assigned guards try to get through your faction's front line. Other times you can just fire projectiles at it from afar without its guards doing anything.
It's just a very easy target right now. Could use some sort of mounted gun or something? Although that might look a a little weird.

Cargo Trucks
Love this. Also like how your own soldiers no longer try to blow it up anymore... My only complaint would be that it's only ever drivable on roads. Off-road it's SOOOOO SLOW. Unrealistically and annoyingly slow. I'd suggest a small speed boost.
Same thing for the Armory truck. I never use it just because it's a pain to get anywhere with. It would see a lot more action if it was just a little faster.

Special weapons
There are still many shitty special weapons. The P90, AKS-U and Vintorez seem to be by far the most efficient killers of the bunch, whereas I see little value in the special shotgun (not the stunning one, the lethal one) for example. Some streamlining in efficiency might be in order.

Faction specific weapons
At first I didn't like the change, but now that I'm used to it I like it. I just wish you weren't stuck with Green as the only playable campaign faction. I much prefer the Grey assault rifle myself.
The better weapons that you can sometimes buy at the armory (for 40 RP each) are great, but I still haven't been able to try out any other faction's but green (since I've only been playing the campaign lately).
Oh, and the SA80 (or whatever its name is, it looks like this: http://upload.wikimedia.org/wikipedia/commons/8/85/SA-80_rifle_1996.jpg) is pretty terrible also. Can't even fire two bullets before your crosshairs are all over the place. I forgot if it's silenced or not, but that brings me to my next point.

Stealth weapons
The silenced pistol and other silenced weapons are still TERRIBLY inaccurate. Why try stealth attacks when every single bullet you fire misses your target? I know there should be SOME penalty for them being silenced, but I'd prefer a quadrupled RP cost over the nerfed accuracy anytime.
The average artillery barrage is most accurate than these things.

FURTHER SUGGESTIONS
- Mobile artillery.
- Mobile anti-tank cannons, like the stationary ones found in Crescent but purchasable from the Armory.
- Fixed Miniguns/MGs. Basically the ones found in the armory, but made stationary (and respawning) similar to the anti-tank cannons in Crescent. I really enjoy playing around with the mobile versions, but they are just too expensive to enjoy for long.

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PostPosted: Mon May 12, 2014 5:00 pm 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
I'm on the run so I'll just answer a few things:

- the grenade launcher now costs 25 RP and is less accurate and makes less dmg to vehicles than in 0.94. The mortar Pit is for sure more accurate. The mortars useability is restricted to only a few situations (needs to be in cover and is good for assaulting over a high wall.

- the pistols are not inaccurate. They are made to be able to stealth without the need of the required XP for the mp5. On unalerted territory, hitting the enemy is 100% death probability. Unlike the mp5, you just can't shoot like crazy as the recoild recover is pretty high for balancing purposes. The Pistol is only meant to be use for such situations, in normal combat you'll have hard times getting successful with it.

I need to run but nice to see you back VH :)


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PostPosted: Mon May 12, 2014 5:38 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Visionhunter wrote:
Prisoner Transport
First off: LOVE THE IDEA. However, right now it's a little easy to break this thing open. Sometimes you can find it behind your own lines just sitting there as its automatically assigned guards try to get through your faction's front line. Other times you can just fire projectiles at it from afar without its guards doing anything.
It's just a very easy target right now. Could use some sort of mounted gun or something? Although that might look a a little weird.

Not everything needs to be accomplished through sweat and tears. If you ask me, the prisoner bus could be even less protected than what it is and it would be fine for my taste. Preferably I'd want players to stumble on it by accident when they explore or are on their way to a side base, creating a little snack of a fight where they may come alive despite being completely unprepared for the fight.

Quote:
Cargo Trucks
Love this. Also like how your own soldiers no longer try to blow it up anymore... My only complaint would be that it's only ever drivable on roads. Off-road it's SOOOOO SLOW. Unrealistically and annoyingly slow. I'd suggest a small speed boost.
Same thing for the Armory truck. I never use it just because it's a pain to get anywhere with. It would see a lot more action if it was just a little faster.

I somewhat agree but wouldn't necessarily touch the maximum speed but the acceleration. All vehicles could be made a little bit more maneuverable off road, not much, but a bit.

Quote:
Special weapons
There are still many shitty special weapons. The P90, AKS-U and Vintorez seem to be by far the most efficient killers of the bunch, whereas I see little value in the special shotgun (not the stunning one, the lethal one) for example. Some streamlining in efficiency might be in order.

Stoner LMG is a killer too.

There are two rare shotguns, Benelli and Neostead. I never had Neostead yet, but Benelli was awesome for the short time I had it.

The rare weapons generally become better the higher their rank restriction is. I think F2000 is an entry level rare weapon, but clearly better than the stock weapons.

..and that's about all the rare weapons there is in the game. Can't agree with the need for changes, except I want a rare pistol so bad :)

Quote:
Faction specific weapons
At first I didn't like the change, but now that I'm used to it I like it. I just wish you weren't stuck with Green as the only playable campaign faction. I much prefer the Grey assault rifle myself.
The better weapons that you can sometimes buy at the armory (for 40 RP each) are great, but I still haven't been able to try out any other faction's but green (since I've only been playing the campaign lately).
Oh, and the SA80 (or whatever its name is, it looks like this: http://upload.wikimedia.org/wikipedia/commons/8/85/SA-80_rifle_1996.jpg) is pretty terrible also. Can't even fire two bullets before your crosshairs are all over the place. I forgot if it's silenced or not, but that brings me to my next point.

Campaign faction selection is possible in 0.96.

There's a plan floating around that you'd be able to enable enemy weapons in your armory by doing something, and you'd get to choose which weapons do that. A few version ago the armories announced those demand items so you had an objective to deliver randomly chosen specific enemy weapons to the armories, resulting in just that, enabling the weapon for your faction. The downside was that it had no concept of which enemy weapon within a class was better than the one you already had i.e. if it's worth the task and getting it unlocked. Also the armory UI starts to be a bit crowded these days, so that would require a solution too first.

Quote:
Stealth weapons
The silenced pistol and other silenced weapons are still TERRIBLY inaccurate. Why try stealth attacks when every single bullet you fire misses your target? I know there should be SOME penalty for them being silenced, but I'd prefer a quadrupled RP cost over the nerfed accuracy anytime.
The average artillery barrage is most accurate than these things.

MP5 bases its action on high rate of fire and spread to catch also moving enemies easily. You only need at least 20% of the kill probability allocated in a bullet for a hit to act as 100% killing when the area is not alerted, and only suppressed weapons feature that.

Funny, I thought the pistol was great. It's a poor man's MP5 with a much more fun game mechanic of single & deadly shots, but don't try it at moving targets and don't bother using it if the enemies are already shooting back. It's great alternative when you want to prepare for the stealth to go bad, so you've got your primary with you for that moment.

Again, all I now need is a rare grade pistol.


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