suggestions for RTCW2


(bsmith1051) #1

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:

  1. 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.

  2. 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.

  3. 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?

  4. 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.

  5. 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?


(chr0nicles) #2

I suggest you keep playing CoD, RTCW is not ment to be realistic, I love the “arcade” style RTCW uses and it would be obvious they keep it that way :slight_smile:


(squadjot) #3

i would like to add more “JAWOOOHL” and “ZE AMERIKANER!!!” …into RTCW2


(Depth_Charge) #4

If they make RTCW2 realistic I am not buying it :moo:


(Lagger) #5
  1. 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.

yeah, lets have a 25% chance your grenade is a dud or blowing up in yor hand.

or how about, when two players meet in a firefight, the game shifts to turn based mode. my thompson of retribution +5 will tear you apart, that is if i don’t fail my initiative roll…


(DarkangelUK) #6

I want ingame voice chat, but i want it the same as Halo 2… proximity chat. When you’re close to a player, you can talk to them, regardless of what team they’re on. But only players who are near you. So kill someone, crouch on their body and shout “JAWOHL!” :smiley:


(senator) #7

I wont buy a camper strike clone, even if it calls itself RtCW2.

Your point 1 is already the case since RtCW
And about the PF: it’s a HEAT weapon and was supposed to detonate immediately after it hits so that the plasma jet stream had enough space to form. So I guess a PF would explode if it hits a human body.


(bsmith1051) #8

Was MOH more realistic than RTCW? Maybe that’s why I thought it was so boring. I certainly don’t want anything about RTCW/ET changed that would make it less fun. That was the whole point of my posting: to identify things that made it (ET, basically) less fun.

chr0nicle, if I wanted to play something truly “arcade” I’d play Q3A. In other words, I disagree with your labeling RTCW as arcade. A big reason I became hooked on RTCW was that it was not twitch-based.

senator, I know that guns overheat after the first couple of shots but that’s not the same as CoD’s movement-based accuracy. Is CoD a “camper strike” game? If it is, maybe that’s why I didn’t like it though I thought it was because it didn’t have classes or any need for teamwork. re panzers, I know they also reduced the size of the splash radius in ET (vs RTCW) but it still seems to me like it’s overused as an anti-personnel weapon. Do you have a better suggestion?

lagger, if this was /. I’d mod-up your turn-based comment as Funny. I don’t think unpredictable nades would make RTCW2 less fun because I don’t think anyone would risk holding onto a nade for more than 4 sec. Instead, we’d always throw it early and the target would likely (75%) have an extra second or two to get away.

darkangel, some kind of industry-standard voice comm would be great. There was a good essay about this somewhere (I’ve forgotten where, sorry) saying that Halo and other Xbox games are more fun than PC games because they all support voice. So, add that to the list?

6. auto-configured voice comm, ideally something open-source.


(Cerebrate) #9

RTCW2 should be in line with the RTCW spirit. So, it should NOT have any damn CoD/CS crosshairs. I’ve played CoD a LOT so I know what I’m talking about when I say that CoD is much more based on luck than what RTCW/ET ever has!


(Depth_Charge) #10

I know they also reduced the size of the splash radius in ET (vs RTCW) but it still seems to me like it’s overused as an anti-personnel weapon.

Have you ever tried to take out a tank with less than two panzer shots?

Edit: Takes three panzers to destroy the goldrush tank


(bsmith1051) #11

cerebrate, why do you think CoD is luck-based? I haven’t played it that much, frankly, because it seemed to be a free-for-all, i.e., no coordination or teamwork. I guess I don’t understand what difference the variable accuracy makes. The cross-hairs in CoD just seem like a simple and effective way of indicating what’s already happening. As ‘senator’ pointed out, the weapons in RTCW already have variable accuracy (it’s just not as obvious as in CoD).

depth_charge, frankly I never use a panzer. I attack tanks with mines or with airstrikes (depending, obviously, on whether I’m playing as engineer or LT/Field Ops). I was unaware that it took 2 shots. But how does that affect my point that panzers are overused against personnel?


(senator) #12

I havn’t played CoD online but the way you describe it is exactly as it is in RtCW/ET. Move and your accuracy gets worse, jump or look around widely and your spread will increase significantly, there is no way a bunnyhopping player can land accurate headshots, even if his crosshair stays on the enemies head the whole time he’ll miss several shots due to the increased spread of his gun.


(Cerebrate) #13

bsmith, I have never at any point stated that CoD is based on luck.

It’s sad that people still seem to think that ‘realism’ should be considered above gameplay (we’ve been through this dozens of times in other threads). I once tried a game called Rainbow Six: Raven Shield, and it is one of the most realistic games I’ve ever played, but that doesn’t mean it’s better than anything else. RTCW/ET never tried to be realistic - don’t let the WW2 theme distract you too much.

Funny, I’ve never seen top players (in general) complain about this - that they get ‘owned’ by people who bunny-jumps and prones, so the crosshairs should be changed to give them a better chance.

I’m not attacking anyone when I say this, it’s just tiresome to see so-called fans wanting RTCW to become a completely different game than what it already is/was. RTCW got more in common with Quake than CS or CoD. And the reason these games are “camper strike” like, as you said, is mostly because of the damage model and the mode called Search & Destroy.

The sprint and 'nade time idea is way out of line as well - these are features which would be well-suited for single-player games to provide atmosphere and a sense of realism, but multiplayer is about competition (at any level and meaning you’d like to put into it).

I accept that you have different opinions that what I have, but I certainly hope the RTCW2 developers ignore your wishes. :wink:


(Genesis) #14

Since the topic is called: Suggestions for RTCW2, here are mine:

  1. Nice Graphics, now i dont mean the really smoothness of everything as you see in Doom3, but more like actually fitting graphics for the game. ET does this very well imo, people have called it cartoonish etc. But that suits the game, besides having everyone walk around with a back thats almost 90* (like in CoD) isnt that “realistic” aswell.

  2. Weapons, Im not going to be like ‘‘get iron sight’’ because that sucks imo. There are a few weapons that i miss in ET though. StG44 + BaR. If i had to name a game that has it right with the weapons id say thats Day of Defeat.

  3. Make it Official, just announce it! Give us a few Screenies to look at and to say “WoW i cant wait!” and when we’ve almost forgot about RtCW2 because we’ve been to busy playing ET. Release a free multiplayer Beta or Demo. Beta’s Rule!

Cant think of anything more atm…

About the realistic and making ET go CoD, CoD is a camper game. (espacially on rifle-only servers)
Im not a big fan of realistic games, they are fun for a while, but there’s a lack of movement. In ET i like the way you jump, you can choose to jump around trying to avoid bullets and when he’s reloading or almost out of ammo shoot him in the face, or you can duck/go prone and try to get as many headshots on as fast as possible. RtCW and ET are the only ones that have that.


(carnage) #15

hi, there seems to be a lot of bad idea in this post rather than good ones

what is the point of making rtcw2 if your going to change the gameplay, you may as well make a brand new game

so my surgestions

  1. in multiplayer mode i like the acimbo colts but they need xp points, and that means players new to the server are at a dissadvantage to players who have been on longer and since the mapps can take up to 30mins each you have to play for literaly hours, what if you just want a quick match or 2

ide say distribute the wepons to classes, like give the medic just one smg clip and the acimbo colts so they have to adapt to using different weapons and since they have health recharging on rtcw you can kill loads if your a medic and just hog ammo

  1. get rid of the mortar, its just not rtcw style. i want to see the guy who kills me

  2. a better variety in maps from ET, i like to play long drawn out battles but i also like to play quick blitz style maps where you are going from one kill to the next not kill one then walk for five mins to be killed then walk back, more action!

  3. ime not realy shure about the panzer but there is a problem, if i am killed in a good smg fight then fair play to them but if some noob just pops out with a panzer and kills me i fell cheated

  4. get rid of that head in ET (the one in ur hud) its just chews up framerate and doesnt do mutch usefull

  5. better gamemodels, or maby even two different sets, one high polly and one low so you can still get good speeds with a slow PC

  6. all droped weapons can be picked up by all classes, its good in ET where medics can pick up mp40 instead of using ur pistol when there area loads of smg’s lying around, and if a weapon is droped then i think all classes should be abel to use them, that way cov ops can use enemy smg for better disguise

  7. dont lose cov ops uniform when they shoot, instead have it where if you hold you croshairs over a player and then hold activate it brings a bar up and checks if its a uniform, if a cov ops is found let him keep his uniform and make his name apear as “SPY” in red and have an icon over his head, its just realy frustrating how easy it is to lose your uniform, you can actuly lose it to player who isnt even watching, players should mark enemy cov ops for better teamplay, one player marks and the others kill him.

  8. more control to mapper, give them the power to decied whitch weapons and maby even classes can be activated in each maps, so there is lots of different stratergy like e.g. for the 1st stage of the map there are no sniper riffles but if you capture the munitions bunker there are shelves with the weapon on so troops can colect it and have a good tatical advantage

so anyway you can tell that to me multiplayer is much more important the the single player, it lasts longer!
any feedback or coments on my ideas are welcome, i would like to hear others idea too


(bsmith1051) #16

'nuf said?

senator, my understanding was that the initial shot(s) were always accurate, and that the spread only affected the follow-on shots. I thought I read that in an analysis written-up by Ifurita back when RTCW first came out.

genesis, I agree totally with your suggestions. So-called critics of this thread don’t seem to understand the role of brainstorming and of keeping an open mind. I, too, hate all the duck-walking in CoD (though isn’t that mostly the bots in the SP version? Again, I haven’t played the MP much). And I’m sure the graphics will be better in RTCW2; how well they scale ‘back’ is really a function of the D3 engine.

carnage, thanks for adding your suggestions, and for agreeing with me that there’s still something wrong with the way panzers are implemented.

in general, to all whom have replied: I appreciate your feedback but did I ever say that realism was my goal? No, what I said was,

The fact that you can get mowed-down by a machine gun, then revived and instantly restored to complete health is not realistic, but it’s great fun! Really, the thing that killed CoD for me (and MOH and CS, too) is the player movement - they seem bloated and ungainly compared to RCTW. So don’t worry so much, I trust SD not to change too much in our beloved game!

re panzers, here are some other ideas I had last night:

[b]7. require panzer wielders to stay in-place during firing. If they try to camp on a corner and step out just as it ‘winds-up’ they’ll interrupt the firing sequence. This would force them to stand exposed (which was the whole point of the noisy protracted firing sequence!)

  1. if a panzer wielder gets hit, their own shot will be thrown off. I can’t tell you how many times I’ve had some panzer p@#%$y step-out from around a corner, take a barrage of fire from me (but not, alas, the required headshots…) and still get the better of me.[/b]

unrelated to panzers, here’s another random idea I had:

9. if you take a single headshot (and lose your helmet), you should be able to pick it up again (with ‘Activate’ key?) and regain the ability to survive a single headshot. I know, this complicates the elegant simplicity of the current Health model but I’ve had many occasions where there’s no medic around, my helmet is just lying there (next to my dead enemy, heh) and there’s no way to restore my health without back-tracking to the health rack.

Finally, I’m not insisting that any of these suggestions be implemented. I mean, hey, I’m just one person and I don’t work for SD besides. :slight_smile: Instead, I’m just trying to brainstorm possible changes to make in the future version. So please chill.


(schmeisser) #17
  1. Make medics more vulnerable. The near invincibility of a decent medic makes them primary offensive players, which makes no sense.
  2. Longer recharge on panzers.
  3. One shot kills for snipers, hitbox reduced in size for scope view. Rewards a good sniper.
  4. Ditto on the COD-like iron sight function.
  5. Return to realistic rates of fire on sub-machineguns.
  6. Make the Goddamn game MORE STABLE. Sick of constant crashes and random mistaken PB kicks.

My $.02


(Depth_Charge) #18
  1. Make medics more vulnerable. The near invincibility of a decent medic makes them primary offensive players, which makes no sense.
    Isnt the game enough defensively biased?

  2. Longer recharge on panzers.
    I agree on point 2 but panzers should have be stronge with a larger radius and they should have more effects on vehicles

  3. One shot kills for snipers, hitbox reduced in size for scope view. Rewards a good sniper.
    Agreed

  4. Ditto on the COD-like iron sight function.
    Iron sights would “camperize” (new word ;)) RTCW2. Since everyone is worrying about getting the best aim theyll camp with their sight

  5. Return to realistic rates of fire on sub-machineguns
    Return? When were they realistic?

  6. Make the Goddamn game MORE STABLE. Sick of constant crashes and random mistaken PB kicks.
    That would be evenbalance’s fault not SD ;), but the Pk3 download bug should not happen again! lol :stuck_out_tongue:


(Cerebrate) #19

'nuf said?[/quote]

I hope so, so that I won’t have to repeat myself.


(Schubi) #20
  1. Keep the speed of the playermovemnet! :slight_smile: