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Discussion: Game Forum Archives / Red Orchestra: Ostfront - Old Habits Die Hard - Thursday night on Koenigsplatz I was advancing on the Siegesaeule (no umlauts here at work!)
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    Coridon's Avatar

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    Old Habits Die Hard

    Thursday night on Koenigsplatz I was advancing on the Siegesaeule (no umlauts here at work!) from the North, and had to cross a stretch of open pavement. I started taking fire and immediately went prone to give my SMG better accuracy, and simultaneously slapped myself in the forehead. It takes so long to get back up I was dead before I even thought about it. Certainly a "You know better than that, ya big dummy!!" moment.

    What are some other bad habits we're trying to break while playing RO?
    |TG-1stMIP|Coridon

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    Re: Old Habits Die Hard

    Quote Originally Posted by Coridon
    What are some other bad habits we're trying to break while playing RO?
    Getting killed a lot.

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    Re: Old Habits Die Hard

    not ducking under cover all the way. Too often I stay just a bit too high and with essentially no partial health it is a very deadly mistake.

    I still sometimes forget that I have to manually reload my gun and that the SMG does not have the same amount of ammo as the SAW.

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    Re: Old Habits Die Hard

    Learning how to set myself up before i see the enemy and in a position where im not vulnerable from all sides. Everytime i do set up like that, im really successful. Every time i dont, i die a lot.

    Also learning to NOT run if you are a sniper. If you are breathing a lot from all the running, most every shot misses. I dont know if it effects the other guns as much, though.

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    Re: Old Habits Die Hard

    Lots of bad habits still holding over from BF2 from the one you mentioned to trying to take on a gun with a pistol.

    I've learned that there is a certain amount of valor in running away.

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    Re: Old Habits Die Hard

    Quote Originally Posted by jaymind
    Lots of bad habits still holding over from BF2 from the one you mentioned to trying to take on a gun with a pistol.

    I've learned that there is a certain amount of valor in running away.
    Im guilty of trying to take a machinegunner down with my pistol. It didn't work out too well. Though the pistol is somewhat handy in close quarters.

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    Re: Old Habits Die Hard

    The pistol rocks! You should only use it within 10 feet, but if your a sniper/MGer and come up behind a bunch of enemies, ya can take a few well aimed shots and knock em all down. I distinctly remember capping Wulfyn in the back of the head yesterday when he was calling in an artillery strike.

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    Re: Old Habits Die Hard

    I'm guilty of engaging in close quarters as a rifledude. I need to break the habit to singlehandedly capture objectives as in DoDS.

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    Re: Old Habits Die Hard

    I know some folks are having trouble making the transition from Battlefield 2 to Red Orchestra, and this is understandable since the two games are so different. A big sticking point has been Red Orchestra's lack of built-in squad organization. Some have expressed frustration, wondering why a new release would take such a "big step backward" in terms of multiplayer functionality.

    One thing to keep in mind is that Red Orchestra strives to be a combat simulator, and the combat it attempts to simulate is that of the Eastern Front in World War II. Squad structure was much different for those forces at that time, as this quote from Tripwire's History and Tactics Guide illustrates:




    So again, please keep this in mind. I think this has been one of the hardest "old habits" for many players to break when making the transition to Red Orchestra. Tripwire has tried to simulate what combat at the time was like, including the squad organization of the period. For folks who have been playing Battlefield 2 for such a long time, this may seem unnatural. You must unlearn what you have learned.

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    Re: Old Habits Die Hard

    Perhaps not squad structure, Strag, but unit cohesiveness. The tools given to us in this game make it very hard to act as one large squad. Perhaps a better comparison would be America's Army instead of BF2, since it also aims to simulate small squad warfare, but in a modern setting. When selecting a role in that game, you are shown exactly who is in your squad/fireteam and you have an indicator on the HUD showing where your leader is.. The leader can also set an objective and you'll see an indicator on your HUD showing you which way that objective is, instead of having to constantly pull up your map to make sure you're going in the right direction. Maybe something as simple as a small dot on the compass would help that. At least everyone would be able to quickly tell if they're heading in the right direction and could reasonably expect that their team is going that way too.

    Another problem we're facing is spawning in waves.. We spawn, think, "Hey, I'm alive, let's go fight!" and then run off in to battle. We're not giving ourselves the time to group up and move out as an effective fighting unit. Perhaps the nature of the objectives is forcing us in to the mindset that we need to get back in to battle as quickly as we can, wherever that battle may be. At least, that's what I've noticed the two or three times I've played, and it seems to be the mindset of others. If that wave timer were increased, then more people would be spawning at one time and could all move out together.

    BF2 gives us the tools we desire to work as a proper team with its clearly defined command tree but that is something that RO lacks. The difficultly switching between BF2 and RO is because we all thrive on teamwork and we're struggling to find ways to use teamwork in this game, IMO. You can see this in Wulfyn's proposal for making our own command structure based upon names.
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    Re: Old Habits Die Hard

    Good posts Strag and perry. I do believe if a CO marks a rally point on your map or issues an order to attack or defend a post it does show on your compass. I'd have to double check to be certain. I also agree that a change that needs to be made as soon as possible is an increased spawn timer, perhaps even to 60 seconds considering that'll be the absolute most you'll have to wait and most likely it'll be less than that most of the time.
    It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV

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    Re: Old Habits Die Hard

    Quote Originally Posted by perry
    Another problem we're facing is spawning in waves.. We spawn, think, "Hey, I'm alive, let's go fight!" and then run off in to battle. We're not giving ourselves the time to group up and move out as an effective fighting unit.
    Exactly. We. WE're the problem here. We take dying for granted. Respawn, back into the fray and nothing happened. We don't stop to think and assess the situation. This is why I'm very adamant about the servers eventually both INCREASING respawn times and DECREASING overall reinforcements. Those two changes together will promote spawn squad formation and tactical teamplay, as opposed to being drones with inadequate regard for our own lives.

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    Re: Old Habits Die Hard

    We'd alter respawn times now, but it's not something easily done. Apparently we have to either write a mutator to do it or wait for someone else to write one.

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    Re: Old Habits Die Hard

    One change that has been suggested by others would be to allow us to see what roles people in field have selected (perhaps even grouped by location) and in particular, who is respawning and as what class. Right now I don't know if I will be respawning solo or with 2/3 of my team. And while I'm waiting to respawn I don't have a clue if I should switch to SMG from rifle since the area I'm heading to is short on cqb players.

    The interface could be very similar to the scoreboard with the addition of location (grid or just general area used in the text commands) split with "Alive" players and then show all "respawning players in a seperate table below with their classess. This information screen should also be avaiable to the commander while he/she is alive, so they can direct the respawns appropriately.
    |TG-12th| SHINER


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    Re: Old Habits Die Hard

    Quote Originally Posted by Strag
    I know some folks are having trouble making the transition from Battlefield 2 to Red Orchestra, and this is understandable since the two games are so different. A big sticking point has been Red Orchestra's lack of built-in squad organization. Some have expressed frustration, wondering why a new release would take such a "big step backward" in terms of multiplayer functionality.

    One thing to keep in mind is that Red Orchestra strives to be a combat simulator, and the combat it attempts to simulate is that of the Eastern Front in World War II. Squad structure was much different for those forces at that time, as this quote from Tripwire's History and Tactics Guide illustrates:




    So again, please keep this in mind. I think this has been one of the hardest "old habits" for many players to break when making the transition to Red Orchestra. Tripwire has tried to simulate what combat at the time was like, including the squad organization of the period. For folks who have been playing Battlefield 2 for such a long time, this may seem unnatural. You must unlearn what you have learned.
    Ive always felt that at a certain point, you can cross the fun of realism and start hurting gameplay. This game would be amazing if there was a simple squad structure, even if it wasnt as complex as BF2's. Hell, even just being able to see where your team members were on the compass or to see their names show up on your HUD might be enough. But, alas, there is no squad structure what so ever. The few times someone has divied everyone up into 2 squads, people very quickly forget who is in their squad (Cant press tab to see), and even if they remember, you cant stick with them because you cant see them on your compass or see their names on the HUD. If, somehow, the squad sticks together, you cant really organize them very well because you cant see where people are looking by a quick glance at the compass. Instead, the order is just "Defend here" with no organization at all.

    The asinine objectives dont help teamplay either. In almost every map, the objective devolves into an entire team trying to capture the enemys only objective. There is absolutly nothing tactical whatsoever about sending 32 people to have a bloodbath in a small, confined location. Im pretty sure they made it this way to simulate how the germand and russians threw themselfs at eachother in massive numbers, but again, the realism is hurting gameplay.

    As i think Shiner said a while back, i will have to have proof that a game will have great gameplay without a squad structure such as BF2 or other games.

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