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PostPosted: Mon May 14, 2012 12:03 am 
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Having played 0.63 for 15 hours or so now, I've come up with the following remarks/suggestions:

- Water combat AI in Map3
At the start of the match, I often spot a large number of my men (depending on set # of max. units) swimming far off the coast for no apparent reason. I swam over there once and found out they're swimming nearby a few enemy soldiers. It's almost as if they're simulating a gunfight without realizing they can't use guns in the water. They don't even knife one another when they come close. Killing the soldiers yourself seems to cure your soldiers of Eternal Splash Fight Syndrome.

- Sniper rifles
At a very long range, sniper rifles are not the precise weaponry they appear to be. It's often more useful to just spray the enemy from afar with any kind of machine gun than to try and snipe them off one by one. Only a very small percentage of shots actually hit anything, the opposite of how a sniper would work in a real conflict. I suggest making the sniper much more accurate and possibly also slightly increase the speed of its bullets.

- Pistols
It might be nice to have an alt weapon - a pistol - you can quickly use (Right Mouse) in case your support machine gun/shotgun runs out of ammo and you have an enemy at a short range about to eagerly increase your daily lead intake. A possible penalty would be the instant dropping on the floor of your main weapon the moment you hit the Right Mouse button. This means your hide might be saved in this one instance, but you have no choice but to pick your weapon back up or quickly leg it with just your pistol in case the enemy is nearby. Snipers especially will benefit from this and I see them using this weapon a lot in skirmishes where their rifle is temporarily of no use.
On the other hand, it might a good thing to have a player get killed IF an enemy manages to get close (to teach them a hard lesson in when to flee and/or reload or attempt to knife the enemy), but I hope you'll find my idea worth considering.

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PostPosted: Mon May 14, 2012 1:39 am 
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First of all: go to the e-mail you received your download link from, and get the new version =)

It would be nice if AI used water to cross rivers and stuff, but would avoid staying in them for too long. Finding the closest shore when fired upon would be nice, right now it's like shooting fish in a barrel.

In the new version, standing still will increase the range you can spot enemies, giving you a ranged advantage. I haven't used it yet but if the projectile speed is as slow as the assault rifles currently it should be increased for gameplay purposes.

Pasik has thought of the idea of having pistols, can't exactly remember what he said they would be for. Sidearms for machinegunners, I think. The idea of dropping your weapon is actually kinda neat, sort of like how swapping weapons currently works. I know during the multiplayer session this past weekend at one point somebody charged at me while I had no ammo, and he got close enough for me to knife him =3 but the option to resort to a sidearm would be neat. In reality I imagine soldiers would have a sling so that they could drop their weapons to free their hands for various things, such as climbing ladders or using pistols, but gameplay wise dropping you weapon seems like a good compromise to make it more of a last ditch effort sort of ordeal.

Speaking of that knifing bit, I still think the AK should have a bayonet on it. Would make it more distinguished from the G36 =)

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PostPosted: Mon May 14, 2012 7:44 am 
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The map3 is still unfinished and still contains a few map-relates bugs.
The sniper rifle isn't bad but for some reason in the MP session we had sat evening I didn't hit anything with it. Since 0.65 the sniper view range switches from 1.2x to 1.5x from moving to being mobile. The transition needs to be smoother, else it's barely viable and makes me kind of seasick. Pasik is aware of this.
I am not too sure about pistols. I like this idea but sometimes I use to rush around a corner because I know that the enemy is reloading his weapon. Once pistols would be implemented, it wouldn't be the same. Imo pistols may be implemented if the ammo amount is limited.


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PostPosted: Mon May 14, 2012 2:02 pm 
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Yep, AI definitely needs some work dealing with water, it's been known since water made its first appearance in the game.

I'm fairly sure I'll stumble on this big time once I'll teach the AI to drive the jeep, as they will be driving all over the place as they don't have any clue where the road is and where water is precisely.

Hopefully I've managed to allocate some time improving it by beta 0.75.

About sniper accuracy, I've actually heard complaints that sniper is overpowered due to its one shot kills, 100% accuracy with being still and prone, good accuracy even while walking, not that slow cycling, and magazines. It sounds that making the weapon even better wouldn't sound like a good choice.

If the bullet speed would be increased, which other quality would you be willing to trade off?


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PostPosted: Mon May 14, 2012 2:19 pm 
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pasik wrote:

About sniper accuracy, I've actually heard complaints that sniper is overpowered due to its one shot kills, 100% accuracy with being still and prone, good accuracy even while walking, not that slow cycling, and magazines. It sounds that making the weapon even better wouldn't sound like a good choice.

If the bullet speed would be increased, which other quality would you be willing to trade off?


If someone moves around it's very hard to hit him, with a machine gun it's usually much easier and in the time you may have killed some other enemies with the spray. AI just sitting around isn't hard to hit, but that's the case with every weapon. The sniper is in no way OP, I can't agree with that.


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PostPosted: Mon May 14, 2012 3:16 pm 
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I think it was especially said to be overpowered in MP.

I know it's hard to hit a target which is moving sideways from the sniper's point of view, but I'm thinking it should be pretty hard. M240 is the weapon that excels there because of the spread and rate of fire, which is fine I think. But, when the target is coming in the shooter's way or being still (like e.g. a machine gunner), it becomes easier target for the sniper but not that much for M240.

I think the suggestion was that the lethality / accuracy of M24-A2 would be reduced a little, but another sniper rifle would be introduced with higher accuracy / lethality, possibly by increasing the bullet velocity, but the model wouldn't feature a magazine, making it a lot slower to operate.


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PostPosted: Mon May 14, 2012 10:03 pm 
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I haven't used the sniper rifle much at all so I'm not sure how it works right now, but does it reload with a magazine right now? If it does it should be changed so that reloading is slower. Preferably pressing reload should open the bolt, then begin putting rounds in as the button is held, then the bolt closes when you let go of reload. That would prevent people from loading one bullet then instantly shooting. If the scope zoom is there while reloading you should remove that too, only allow looking through scope when the rifle is ready.

Aside from slower reloading, the only thing I can possibly think of is to make it like in Red Orchestra, where each bullet fired needs the bolt to be cycled with a click, which would prevent your guy from running while doing it, leaving him less mobile. If this were implemented I imagine the guy making the WWII mod would be pleased ;)

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PostPosted: Mon May 14, 2012 10:30 pm 
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Faster bullet, less accuracy while standing, 100% accuracy while prone, 5 round bolt action magazine with reloading like the shotgun. How does that sound?

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