I haven’t seen any such thread here yet, so I think I’ll try and start one! I’ve seen similar threads on other RTCW/ET forums but isn’t Splash Damage the actual developer working on RTCW2?
Things I would like to see in RTCW2:
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Call of Duty-like crosshairs! I don’t like CoD’s MP play but I do like its life-like crosshair variance. If you’ve never seen it, it’s like the RTCW sniper’s steadiness meter except that it’s always in effect. I don’t care how good a shot someone is (and that’s assuming they’re not just cheating) but it really pisses me off when I’m in a defensive position and someone runs into view and bunny-hops away from my shots while still getting headshots on crouched or prone me. In CoD, not only is your accuracy bad while moving, it gets even worse when jumping.
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sprinting makes you put your gun down, i.e., you can’t fire while sprinting. I think the new CoD-UO does this, too. Again, it’ll be more realistic.
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make panzers require a collision with an immovable object before they detonate, and make the splash damage directional. I’m sick of panzer p#@!^%ies killing me with one shot. If someone manages it with a nade, that’s fine (and I work at doing that, too). But it makes no sense that a panzer – which is not detonated by the air pressure as it blasts off – will detonate if/when it hits a person. And if someone fires a panzer into the ground behind you, it should spray shrapnel in the direction of flight, shouldn’t it? Make people aim for the ground in front of you if they want to use an anti-tank weapon against personnel. I mean, if panzers had really been so easy to use, why’d the Nazi’s ever use SMGs?
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Make the timer on nades variable. Just to make things interesting! Instead of a perfectly consistent 5-sec timer, give every nade a 25% chance of exploding after 4 or 6 sec.
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Make the servers report their responsiveness! I never play on any server for which I have a ping over 100ms yet I frequently end-up on laggy servers. I know there was a lagometer in RCTW but I never understood it, and I wanted to know how laggy the server was before I logged onto it. Maybe include min/avg/max server response-time?
Basically, I think my suggestions are aimed at eliminating “cheap” kills. I much prefer the drawn-out shootouts, where it’s hard to kill a careful player. Or would this give a strategic advantage to the defense?
What are your thoughts?



