>a single kid makes better scopes than most of AAA game developers
Seriously, what the fuck
What about RO2, then?
Is it not demanding too?
I guess you guys are right...I hate this kind of shit though. I love good scopes and devs are just putting the same scopes there were 10 years ago
This is now an Unturned thread. Anyone willing to host or some shit? The /vg/ server is full of people who hog all the loot and keep it in their sekret klub and snipe anyone that's not in their group naked or not and the rest of the people who are freelancers are just bandits.
It doesn't change your FOV, doesn't zoom in the entire screen or just doesn't bring you into a different screen. See pic
Y-yes. I like my scopes
No, that game is fucking trash
Who thought it would be a great idea to take the snoozefest known as Dayz and put a minecraft skin on it with 0 of the functionality of either games?
Anyways to be on topic here's some of RO2's glorious scopes
that 'style' is cancer
why not low-poly but still accurate?
What, you mean how your head and gun are independent of each other?
I kind of started to like it more once I got use to it. It makes having the gun always static and in the center of your screen really offsetting.
>Using the default scope
Stop playing arcade mode anon
But as soon as you aim in the sights get centered to your eyes.
And it makes it so the bullets actually go where your gun is pointing, not having the gun always centered and then the accuracy being random bullet spread where your gun shoots sideways if you'r not zooming in like COD or something
Killing Floor has scopes like RO2, but people set it to use the texture overlay instead because that has a gameplay advantage. Realistic scopes look fancy but they're much worse for gameplay, provided you aren't trying to make a simulator.
>how the fuck else would the game have any tactics whatsoever? just go play arma or project reality
How did they handle tactics in real life without people spawning out of thin air in the middle of the battlefield?
this is the only fucking feature in this game that makes me want to play it.
but then again, rendering the same picture twice is easy if you have only 500 polys and 2mb of texture in your scene.
I actually am having alot of fun with Unturned.
It already works better than DayZ, has more content and updates all the time. Jesus that guy will release a level editor next update. At the same time zombies are still and will forever be walking through walls in DayZ.
Also its free.
Red Orchestra 1 was perfectly fine without squad leader spawning.
Why or how or what the fuck does Red Orchestra 2 need SL spawn? So that's it more appealing to your cowabattlefield sensibilities or do you have an actual explanation?
i honestly can think of no other games that have only SL spawning, cowadooty has totally random spawning and battlefield has full squad member spawning
SL spawning means that the role of a SL is more important and unique. it also forces the team to make use of teamwork by providing a very necessary tool to do so. like i said i literally cannot imagine how tactics in this game would work if the SL couldnt spawn people
Without squad leader spawning the SL still plays a very important role using smoke grenades and his ability to spot for the commander.
> it also forces the team to make use of teamwork by providing a very necessary tool to do so
You'll have to elaborate on how it forces the team to make use of teamwork.
Are you actually 12 or just pretending to be?
>You'd have a valid point if you had 500 strong teams of people arranged into, and willing to remain within, proper military hierarchies
What does that have to do with anything? When I played on classic servers people played to capture tactically important positions and had to show a great amount of concern for the fact that their lives and their positions on the battlefield were actually limited - if they died, they'd have to start off from the corner of the map or wherever the reserves, reinforcements or whatever would realistically come in. They listened to commands, and artillery was used to weaken defenders before assault for instance. There were decent tactics. And they probably would have been diminished by something as silly as spawning onto a person in the middle of the field.
it just seems to me that it'd be way to fucking easy to attack and nearly impossible to defend without SL spawning, but maybe forcing everyone to walk everywhere stops that from happening. IMO realistic strikes the good balance between "realistic" and "fun battlefield" type game without being cheesy or a sim. its just fun and still thrilling knowing you can die in one hit while teamwork still plays a vital part
It's not impossible to defend because the attackers have to walk all the way from spawn if they get shot... most maps will spawn defenders practically on top of the objective.
Have you ever played IOM + classic? It's still fun.
It pisses me off that every AAA dev passes off scoping as a simple "zoom-in" function of the whole screen, while indie games like insurgency and red orchestra literally do scopes right by actually using scope magnification.
I really don't share your feelings for realism. Maybe I've been playing on bad servers, but it really feels less like Red Orchestra and more like a more mainstream action shooter where teamwork really doesn't take a front seat.
Never really had problems with the game being biased one way or the other, except for certain maps I guess. It was a while ago since Classic servers were really populated unless I missed something.
Timely combination of infantry assault and artillery barrages, squad leader and commander coordination, smokes to block the sight of the enemy (especially important since you'd have to wait for respawn and then run all the way back if you died), capturing positions to shoot down on the enemy, rereouting assaults to take advantage of neglected areas, etc.
It's fairly basic stuff admittedly.
this happens in realism too... it just means you have to really push people off the objective
maybe you should stop talking shit
IOM is a mod for RO2 that affects movement speed, ironsights and a lot more in ways that change the gameplay for the better
choose "installer for clients"
>Timely combination of infantry assault and artillery barrages, squad leader and commander coordination, smokes to block the sight of the enemy (especially important since you'd have to wait for respawn and then run all the way back if you died), capturing positions to shoot down on the enemy, rereouting assaults to take advantage of neglected areas, etc.
About one in every two hundred games had tactics like this
Don't be a sarcastic cunt.
I didn't play that much classic RO2 so I can't speak for that but in Rising Storm it's okay. Spawn is generally like a hundred meters behind the actual objective, which makes it entirely feasible to push the defenders beyond the objective.
Medal of Honor had a nice scope, warfighter not so much.
It was the norm on the servers that I frequented. On one server in particular there was pretty much always at least 2 experienced commanders on from the group/clan/whatever that had the server.
As an active-duty LRS, I'd like to inform you that no, we do not squint, and muscle memory isn't as accurate as you seem to think. I can whip my firearm up to my firing position without thinking about it, but that doesn't mean its always the other same position relative to my eyes with milimeter accuracy or some bullshit like that.
>gun is off to the side
>the aim is always at the center of my screen, so I've memorized where to shoot at people
>no crosshair unless I zoom
>zooming only takes up a small corner of the screen
>big white cross that comes up to tell you where to shoot precisely
and I like EYE's crosshairs better
>yellow cross that moves around, getting wider as your aim goes off
>the circle made by the inner points of the cross is where your bullets will tend to go
>getting headshots is super easy because I don't really have to pay mind to anything other than the head and what weapon I'm using
I really wish more games used expanding crosshairs to show inaccuracy with crosshairs
Originally that scope would use the same settings you have which caused your frames to drop in half. I have no idea how they were doing it internally but since frames were dropping nearly in half I'll assume they were rendering another picture the same size of your resolution, which would be a stupid ass implementation. Then they switched it to not use AA, lower AF, and less world detail to prevent that huge frame drop. I don't know what changed back from those originally changes since I don't play marksman.
But console games aren't going to use a scope to have the game even drop 5 frames when it already runs at 30fps.
Probably because fans of the previous game in the franchise might not be having as much fun.
Don't question the logic of why that should make you feel bad because I'm not going to defend it.
no it doesn't, the fucking dev decided to just change the POV and keep the gun on as a part of something that goes in front of everything but the hud goes in front of that. In short, the invisible camera on the person is shooting forward with the picture of the gun in front of it still
I love almost everything in RO2 but it does have one giant problem. No team scrambling.
>join american server
>always axis stacked
>join russian server
>always allies stacked
So sick of trying to carry teams against mlg naziboos or crazy slavs.
Because that would actually require artistic know-how and talent.
>mfw a game with a deliberately low-poly art style would be more taxing than TF2
You need to render the scene twice for that.
Guess what a single kid cannot do better than most of AAA game developers? Graphics.
Imagine all the new hot games getting their fps halved suddenly. A fucking slideshow is what happenes.
The more you type, the more of a ultra shitter you appear to be.
Reflexes are a big part of RO2. The difference is you need to
So does Unturned have a reason for going for the Minecraft look other than being lazy/because it is in right now?
I mean I'm fine when games did it because they were cube based by gameplay design.
Not saying that makes it a bad game, but I wish people would stop hyping the "only 16" part when the fact is a lot of us could have done what he did at his age had Unity been a thing back then.
Nigga, free-aim is not RNG. It just means you don't have a laser pointer in the center of your screen telling you where the bullets are going to go. If anything, it makes reflexes even more important.
>but I wish people would stop hyping the "only 16" part when the fact is a lot of us could have done what he did at his age had Unity been a thing back then.
True. My friend was making games in Multimedia Fusion 2 when we were, uh, 14? And I mean like MMORPGs.