suggestions for RTCW2


(Demolama) #61

its not the point of not outshooting them its the point that the riflenade is a secondary weapon… not a primary… I guarenty that Splashdamage never intended for people to load a nade as soon as they spawn and walk around with it all the time and just shoot it at anything that moves… the riflenade is made to clear areas that normal nades cant reach

they should have just made the regular nade and the rifle nade count be the same ie if you throw a nade you also lose 1 rifle nade and vice versa… this would limit the amount of riflenades they can use


(Oxygen - o2) #62

understandable, but where does it end? there were more than just US, UK, and CA on the allies side (USSR, etc), and there were more than just Germany on the axis side (Japan, Italy, etc).

there were in fact some 25-30 nations involved, all taking substantial casualties.

i have no problem with a game using 2 nations to represent the two sides. adding more just complicates things. besides, nations weren’t often mixed together all hodge-podge anyway. they tended to cooperate but seperately (the various beaches at Normandy being divided between US, UK & CA, for example - it wasn’t a huge messy mix, else it would have probably failed due to confusion).

perhaps there could be different nations depending on location. that would be pretty cool. i always liked the idea of a pacific campaign with Japanese on axis. maps in that theatre would logically use Japanese vs Americans, for example, while there could be a Russian team for locations where they fought the Germans.

but just being able to choose your nation when you join a server, regardless of map location - no, i’m against that idea.

realism is cool, but only to a degree (in this type of game). yes, we want basic realism (allies vs axis, thomsons and garands vs mp40’s and mausers), we don’t want martians with rayguns to land and join the allies to defeat Hitler before he uses a secret Tesla ray to throw the moon off it’s orbit. but we also don’t want realism to the extent that a single well-placed bullet actually shreds your internal organs and leaves a sucking chest wound and you die within minutes of being given a mercy shot of morphine and crying out to your mother to save you. it’s more fun if bullets are essentially annoyances that you can foil by throwing a stream of magic shoeboxes in front of yourself and running 40 miles per hour, and the schrapnel of your own grenade has a predictable radius outside which all bits of red hot, razor sharp metal are stopped cold as if surrounded by a force field…

so ya, new weps like the mp44 and BAR, bazooka for allies, etc. that’s fine and dandy, but let’s not go overboard and add driveable vehicles and comical alien foes who giggle and shoot you with pink shards of light like in Halo[/quote]

didn’t russia start out on the nazi’s side?


(Oxygen - o2) #63

understandable, but where does it end? there were more than just US, UK, and CA on the allies side (USSR, etc), and there were more than just Germany on the axis side (Japan, Italy, etc).

there were in fact some 25-30 nations involved, all taking substantial casualties.[/quote]

didn’t russia start out on the nazi’s side?

BTW just to point with what deoman said

1:developers to recongize there are 2 type of players that play these games the pubber and the competer

developers don’t relise this because its wrong, there are serious players who play in competitions and with comp clans, and people who play for fun on pubs or with fun clans, smart people will relise that comp players are hell to make stuff for

2: the ability to turn off the xp system if having one

or the ability to not have one at all

3: if adding an xp system … add one that helps out the team/ fireteam not just one single player… sure there have to be some individual skills earned ie light weapons but everything else really needs to be team specific… this means you need to run at least 1 of each class in order to gain a skill for the team… promoting team play is what seperates the wolfenstein games from the quake and other fps.

so basicly, awar the whole team or people helping near-by rather than 1 player, sounds good

4: lower the xp system to 2 or 3 ranks ( 4 seemed to be too much for some classes and 4 wasnt enough for others) this is of course based off of ET’s skill tree which Im sure RTCW2 will change with the new weapons/ classes

get rid of them, just have points! it makes much less trouble when idiots fight for XP amongst each other rather than help the team

5: panzerfaust that takes full bar… period… it is a multi-person killer not a shoot at anything that moves that ET has created with lvl 1 heavy weapons. 400 radius 400 damage full bar always

damn right

i think the power from a panzer should be more so it can damage tanks easier but keep the same radius

6: rifle nades that do not stick to players and arent played as primary weapon… et has turned the riflenade into the primary weapon rather than a secondary weapon it was intended to be… too many people spawn and load a nade and blindly shoot. precision weapon like that of the panzer… not shoot at anything that moves

get rif od rifle nades, they are just a mix of mortar and panzer in a stick

7: the ability of the server to turn off non-player needed weapons ie landmines, tripmines, etc … anything that doesnt require the player to aim and shoot but instead place and run away

thus removing all hope the defence has of winning

8: rtcw style sniperrifle: rtcw’s rifle was meant to be a med stopper. while it was powerful it wasnt so powerful that it stop the push of the offense. in et with the xp system and the weak sniper rifle a chain of full revive (lvl 3 medic) medics can not be stopped unless panzered or attacked by a group as big… I’ll take a 160 damage for headshot 80 for body with longer next shot over a 35 damage 60 headshot fire when you can aim sniperrifle that ET has… especially for gibbing

could just give a time when people can be revived, if time runs out they die, however, if they get rivided in time, they come back with the health they had 5 seconds b4 they died

9: faster smgs with different attributes ( ie pros and cons) for both and the ability to choose to spawn with them.

SMG’s are fine

13: objective flags or some other type of indicator on the hud. players dont have time to look at the command map and try and figure out who controls the flag. This also is a problem because of the buffering of sound for objective info. when the flag goes back and forth for 5 seconds you dont know who controls the flag… and objective flag as I proved on the hud gives you immediate knowledge.

nice, but without covering the HUD with loads of gay text


(Demolama) #64

nice, but without covering the HUD with loads of gay text

no different than lines of popups or vsays … its just shows up when you press a button and goes off when you let go of the button… its used as a quick way to determine which flag goes with what objective

its better than having no way to determine what flag goes with what without spending 20 hours on a map like you had to do in rtcw


(carnage) #65

some more good ideas
btw thankx demoman for agreeing with my cov ops idea

i think that if you could turn of mines and stuff it would give a definate advantage to the attacking team, the players could change there tatics to suit the new gameplay but maps are made with the weapon posabilities in mind, so removing them gives unexpected results

no drivable vehicles plz they are no rtcw, i can just about go along with the tank that you escourt, but it realy should be on few maps otherwise they all become the same, 1thrd of ET maps had escortable veheicles

lets have some more maps, we know that ET prob had less maps than intended as it was cut half way through production

lose the comand maps they arnt realy uselful for anything but mortars (made for the lazy players who cant be arsed 2 use the keyboard)

dont try make anything for comp players (they cant be plzed anyhting that could give a team the slightesed advanteage and its a no go)

yeah a few new weapons would be nice, maby even acimbo smg’s just make them realy inacurate as you are using 1 hand for each and add massive reaload time

and now for my brainchild

how about to disarm bombs and dyno and stuff u use the pilars on them for like a sec and instead or them just disarming you see the components as a rotatiable model and then like decide whitch wires to cut and stuff, it sounds chease but i want like the same thing when u place dyno and stuff and then u wire it up your self so the coulour of the wires are different depending on how you do it and the components change as you can use diffrent ones but they take vairying amount of charge bar, well it sounded better in my head i dont think i can describe it too well


(Oxygen - o2) #66

it should take longer to arm dynamite

more weapons

giving the option to remove landmines and such weapons is a crap idea, the gameplay would be too unpredictable giving eratic results which means, it would be too biased


(bsmith1051) #67

Demoman, thank you for your detailed and well thought-out suggestions!


re XP, I like the general idea and I mostly like the current implementation. But there’s definitely something wrong when a high-XP medic can dodge back-and-forth in front of me while I empty my clip into him without any apparent effect. (Obviously, I’m not getting enough headshots, I know.) Maybe the ability to quickly create more medpacks should come at the expense of ammo capacity, i.e., as if they are carrying more medpacks? And maybe XP should expire if not maintained, i.e., if you’re a high XP medic you better keep reviving people or you’ll back-slide in XP!

I like the idea of more moveable objects, i.e., to allow creative defenses. Along the same lines, maybe there could be more walls that can be blown (and rebuilt?) so that routes are always in-flux? But I think this can be done with the current ET, too.

I also like the idea of changing (if not just eliminating) the rifle nades. Instead of exploding on contact I’d prefer them to be on a 5 sec counter that you cannot cook. This way, they’d only be useful for clearing far-off defensive positions.

I also agree that something needs to be done about the delay in voice notification of objectives. I’ve experienced many many many times when the flag is being fought-over and, as I’m in limbo waiting to respawn, I’m waiting to hear who has it.


(carnage) #68

cool idea with the xp and nades but if the routes that were takes conmstantly changed the defence wouldnt stand a chance


(BaRoN) #69
  1. I suggest to make the graphics a little better but not to much so it looks like DOOM 3.

  2. Keep the XP System with the Skillz.

  3. Keep the Current Classes but include some new ones.

  4. Make it so you have more then one Uniform for each class.

  5. Make more weapons like the BAR, and some other weapons but can’t think of them right now.

  6. Keep the same crosshairs.

  7. Make a Anti-Lag program for the game.


(RocketGrrl [SWE]) #70

Noooooooo, can’t let this pass. Sure they signed an agreement not to attack eachother (which neither of them intended to keep) and divided up which countries and parts of Poland to take but Russia ie Soviet Union on the nazi’s side, no, not really, no.


(stebbi67) #71

I would like to see the same map size as in ET. I really hate mp with large maps like almost every new game has now. If you check the stats on gamespy you will see that games like ET which has similar map size ( for example CS ) are most the popular games. :blah:

P.s can’t waite.


(Oxygen - o2) #72

search harder m8, this is the 6th one


(Oxygen - o2) #73

Noooooooo, can’t let this pass. Sure they signed an agreement not to attack eachother (which neither of them intended to keep) and divided up which countries and parts of Poland to take but Russia ie Soviet Union on the nazi’s side, no, not really, no.[/quote]

because russia was a threat to hitler so he bribed them

oh well


(towelie) #74

1pzer: make it have an arc-like flight (more curved) now its too straight and 100% accurate and has unlimited range…make it better versus tanks (1 shot from behind imo)

2riflenades: make it with less nades available max 4 but otherwise keep it like it is …it defenitly requires skill to use it with the arc flight and the bounce …bouncing stuff always gives a game somthing extra…shooting around corners and stuff and calculating distances is really cool…weapons in the hands of less skilled are always dangerous so no prob there :wink: and btw its fairly easy to evade riflenades if u have played it a few times…

3new weapons: id like to see the russian side : with a spagin smg the one with the drumbarrel of 70 shots …make it low damage 10 orsomthing and lowest acc and overheat after 40 shots a nice weapon for the new players :wink:

4enhance the teamplay through joint skill increase like it was mentioned before …make individual skill increase less high

5 rambo mediccing is becomming anoying…sure its fun but it guts teamplay if no-one is an engineer anymore…the class is just too powerfull its not in balance with the rest … i would say make them have less ammo like in rtcw.


(bsmith1051) #75

Now you tell me! Dang, I guess we’ll just have to delete this thread then.[/sarcasm]

Actually, before I started this thread (6 weeks ago), I tried browsing backwards for about 2 months, as well as doing a search for “RTCW2”. So, if there were 5 previous discussions, I suspect they were OT comments in other threads; if not, sue me :slight_smile:


(carnage) #76

there has been alot about making the graphics better like doom3, now i like splash damage games and i though doom3 was brill, untill i played half life 2

the hole game is basicaly made of models (props) so the graphics are great and you get way better fps than doom3 could ever dreem of, come on realy the per pixel lighting was just unesasary, it makes the lighting great but it kills the game because of the speed it take to process, mappers have to try and minimalise everything and use one or two lights at a time because of fear of killing the fps

not to mention the thing on hl2 where you can move almost everything on the levels, dont think you have a good enough defence pick up a desk and put it agains the door then add a few crates for good measure


i think with the current way the game engine works we have reached the point where just adding more polygons to models doesnt make the graphics better because they only take up 1 pixel, to make the game seem more real the objects need to interact more, a barrel that falls over and rols around realisticaly looks better than just a still model, it just seems to have some sort of life to the game

if your going to make rtcw2 like any game make it more like hl2


(bigstick) #77

give panzers a slight arc … it would better balance panzers in the game.

Oh, and subtract XP from players that vaporize themselves … don’t award them XP for doing something stupid.

If ur gonna have panzer shoot in a straight line, might as well change them to something like a lazer.


(nudge) #78

My two cents,

The riflenade is interesting and unpredictable, often a greater risk to its
weilder and team mates than its opponents. Leave it as it is. I agree however that thrown grenades and riflenades should come from the same pool.

The panzer seems a little overpowered. There are three minor tweeks than may make them more balanced. 1) Jumping with the panzer while firing, which seems strangly common, should have a more dramatic effect on the unpredictability of thier trajectory. 2) A minor veering off course over longer distances. 3) Once the fire button is pressed the damn thing will fire after the two second delay, even if the weilder is now dead, or has switch to his luger. Even if this means the damn thing pounds into the guys back pocket, nearby wall, etc.

Solving the John Rambo M.D. seems reasonably easy. Make the application of first-aid behave the same as the application of the engineers pliers. That is, it takes time, and leaves the medic vunerable. Fixing a fallen comrade should have the same risks and disadvantages as planting a landmine to the engineer. “Cover Me!” will get used.

With air-strikes, could we actaully get a visible plane fly over at low
altitude. :slight_smile:


(nudge) #79

Three cents,

RtCW’s expanding and contracting “crosshairs”. They are so cool. Might discourage bunny hopping.

The great thing about RtCW & ET is that you dont need a ninja stealth machine to play it on. Please don’t turn it into an unplayable redacted like doom3.


(carnage) #80

the graphics for rtcw dont need to be good as its success is from the great gameplay on multiplayer. i think that the d3 engine could kill this especialy if it uses its per pixel lighting. The graphics should be second to gameplay