It is currently Thu May 01, 2025 11:12 am

RUNNING WITH RIFLES Multiplayer

test

Game servers 49 List provided by EpocDotFr | Players online 124


All times are UTC




Post new topic Reply to topic  [ 29 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
PostPosted: Wed Dec 25, 2013 11:59 pm 
Offline

Joined: Fri Feb 15, 2013 7:56 pm
Posts: 128
Location: European Union, Warsaw
Small suggestion about invasion missions with all three factions - would be nice if HQ would always decide to finish of factions by capturing their last aera (when possible) insted of letting them be with just one base. They can sometimes be a real nusance ;)

Additionaly, on map 3 Factory should be either excluded from starting locations, or buffed greatly for starting location purposes only.


Top
 Profile  
 
PostPosted: Thu Dec 26, 2013 9:22 pm 
Offline

Joined: Sat May 19, 2012 10:00 am
Posts: 256
Location: Belgrade, Serbia
Reporting a bit: I just went through the first mission in the campaign in 5 mins. :D


Top
 Profile  
 
PostPosted: Fri Dec 27, 2013 2:43 am 
Offline
User avatar

Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States
video or gtfo :)

ComJak

_________________
ComJak's house... stay out of it


Top
 Profile  
 
PostPosted: Fri Dec 27, 2013 12:47 pm 
Offline

Joined: Sat May 19, 2012 10:00 am
Posts: 256
Location: Belgrade, Serbia
ComJak wrote:
video or gtfo :)

ComJak

:(


Top
 Profile  
 
PostPosted: Sat Dec 28, 2013 5:45 am 
Offline
User avatar

Joined: Wed Jun 12, 2013 4:39 pm
Posts: 59
Location: Canada
I've played around 2-3 hours on US Invasion, occasionally with other people. The most annoying thing I discovered is that greys have APC's. This is incredibly frustrating. Being of the lowest rank, I did not have access to the rocket launcher, and had to use frag grenades to clear the APC. Since frag grenades do far less damage now, this was a very difficult task. Especially considering that I was being attacked from all sides, as green's only base is surrounded. This only became easier after at least 2 hours of gameplay, when I unlocked the rocket launcher. Impact grenades didn't really help, because the lower range (Hand grenades can roll) meant having to get closer to the enemy APC, which was often a suicide mission.

Some ideas to fix this:
A. Allow any weapon to be picked up, and making weapon rank restrictions only apply for armory purchases. If players want a weapon of a higher rank they'll need to find it somewhere else (Perhaps a knife in the back of a high ranking officer?)
B. Let all ranks use faction's respective rocket launcher (Or maybe a very, very low rank)
C. Lower APC mobility and/or turret rotation speed. This will let players sneak up to them more easily and throw all the right grenades.

Those are just a few ideas, I'm sure there exist other solutions.


Top
 Profile  
 
PostPosted: Sat Dec 28, 2013 1:10 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Papa wrote:
I've played around 2-3 hours on US Invasion, occasionally with other people. The most annoying thing I discovered is that greys have APC's. This is incredibly frustrating. Being of the lowest rank, I did not have access to the rocket launcher, and had to use frag grenades to clear the APC. Since frag grenades do far less damage now, this was a very difficult task. Especially considering that I was being attacked from all sides, as green's only base is surrounded. This only became easier after at least 2 hours of gameplay, when I unlocked the rocket launcher. Impact grenades didn't really help, because the lower range (Hand grenades can roll) meant having to get closer to the enemy APC, which was often a suicide mission.

Some ideas to fix this:
A. Allow any weapon to be picked up, and making weapon rank restrictions only apply for armory purchases. If players want a weapon of a higher rank they'll need to find it somewhere else (Perhaps a knife in the back of a high ranking officer?)
B. Let all ranks use faction's respective rocket launcher (Or maybe a very, very low rank)
C. Lower APC mobility and/or turret rotation speed. This will let players sneak up to them more easily and throw all the right grenades.

Those are just a few ideas, I'm sure there exist other solutions.

I've felt something of similar when playing single player campaign, but, call me crazy, I actually felt it was a positive thing. The APC actually made a difference.

I decided to run away a few times to stay alive or keep hiding from it when I happened to face it alone, which was nice, there are times when you shouldn't take the risk. The times I tried to get to it for takeover in the open only caused me to fail horribly, exactly how it should be. If you can get it distracted by other soldiers and still manage to stay hidden and close, you can succeed in the takeover and it feels great because you know it isn't easy always. Approaching from behind can be easier as the cannon won't hit you if you manage to get right behind it.. and you can jump in the rear department too.

The easiest way to deal with it is of course to face it together with bots at the main attack area and they'll kill it in a while, they usually have bazookas and nades.

I think the mechanic should stay mostly as it is. The initial low rank restricts you from doing certain stuff for a while, but it will eventually open up as increased possibilities to influence the battle and allow you to take a bigger role. If this requires you to not go all lonewolfy, that's great, you'll stay with the group in the beginning because the group has the stuff you can't have. Once you've "practiced" regular infantry fighting mechanics for half an hour, you get impact grenade (I find it great against vehicles), and you get bazooka at around first hour, assuming your XP rate is about similar to mine.

The single player campaign settings I'm adding for 0.93.1/0.94 also affect XP rate, so if you feel the game's too grindy in that aspect, you can just turn up the rate. I'm seeing it so that 1000 XP/h is about fine rate, and when you complete the ~9+2 maps (out of which 3 are still non-existing), you've played for 10 hours and reached 10k XP give or take. Those values have been derived from my way of playing, obviously tough to get it same or even close to same for everyone, but that's pretty much how the "hard" difficulty setting has been aligned to, which is what 0.93 campaign uses.

Online invasion is basically same, but it doesn't provide a similar challenge if there are more players in the game, even if there should be +8 enemy capacity per each player.


Top
 Profile  
 
PostPosted: Sat Dec 28, 2013 2:14 pm 
Offline
User avatar

Joined: Thu Sep 27, 2012 4:41 pm
Posts: 392
Location: finland
Papa wrote:
I've played around 2-3 hours on US Invasion.
.


wanna join up at sas invasion one day? Having hard times at there when alone, or if not then just come to dominate greys :D if you dont have ridiculous ping around there

_________________
co-owner of NEWA


Top
 Profile  
 
PostPosted: Sun Dec 29, 2013 3:41 pm 
Offline

Joined: Fri Jun 14, 2013 6:38 pm
Posts: 51
I just checked my K/D in the savegame: 5.5 So actually not that bad, I think :) . Like ComJak, I had also problems with capturing 'Docks', 'Shop Lane' and 'East Town'...
But if you implement difficulty settings I would say some predefined values are more suitable for the campaign, which would allow you to choose between 'Easy peasy', 'Normal' and 'Hard', something like this.

_________________
Creator of the "Alternative Icons" Mod (http://www.modulaatio.com/runningwithrifles/phpBB3/viewtopic.php?f=11&t=1764)


Last edited by Tummerhore on Sun Dec 29, 2013 4:33 pm, edited 2 times in total.

Top
 Profile  
 
PostPosted: Sun Dec 29, 2013 4:03 pm 
Offline

Joined: Sat May 19, 2012 10:00 am
Posts: 256
Location: Belgrade, Serbia
You can easily push to the Docks if you keep going as aggressively as possible early. I pushed as quickly as I could and managed to take Docks and Shop Lane within 3 mins of game start, taking East Town a minute later, and East Beach another minute later. The only battle in it was taking East Farm (which has an illogical name, BTW - There's no other farm! :) ) which took 2-3 minutes.


Top
 Profile  
 
PostPosted: Sun Dec 29, 2013 5:42 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Tummerhore wrote:
I just checked my K/D in the savegame: 5.5 So actually not that bad, I think :) . Like ComJak, I had also problems with capturing 'Docks', 'Shop Lane' and 'East Town'...
But if you implement difficulty settings I would say some predefined values are more suitable for the campaign, which would allow you to choose between 'Easy peasy', 'Normal' and 'Hard', something like this.


There's 3 presets, easy, hard and unfair. Hard is about what it is now in 0.93. Easy gives some boost to player faction, unfair gives some boost to enemy faction. Moreover you can tweak the settings (fellow/enemy capacity/accuracy, xp and rp multipliers) for a custom preset.

It will take some time to find reasonable settings for "easy" as 0.93 feels a bit too easy for me, and that's considered "hard" in 0.94. Not straightforward to say what sort of boost in "easy" is enough for others.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 29 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 17 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group