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View Full Version : Higher ticket loss for rambo officers.



Jeb Bush
04-04-2018, 06:09 AM
For my suggestion I thought that officers who are by themselves who run up to line just to spam revolvers and kill potentially 11-12 or 5-6 people should lose more tickets than enlisted. If there is already in place there needs to be a more severe loss of tickets. I get wanting people to play certain ways and have fun, but this game is about realism and reliving history the best we can through this game.

Dman979
04-04-2018, 06:56 AM
For my suggestion I thought that officers who are by themselves who run up to line just to spam revolvers and kill potentially 11-12 or 5-6 people should lose more tickets than enlisted. If there is already in place there needs to be a more severe loss of tickets. I get wanting people to play certain ways and have fun, but this game is about realism and reliving history the best we can through this game.

It's an interesting idea, but I imagine that it would only encourage trolls to rambo.

I'd like to wait and see how CFG's new officer mechanics work first.

Best,
Dman979

Dutchconfederate
04-04-2018, 07:10 AM
Alternative suggestions, some perhaps better than others...
Reduce the stopping power of the sidearm such that it isn’t a 100% guaranteed one shot kill.
Reduce the speed to cock back the hammer.
Reduce accuracy at range.

These ideas are all fine for the skirmish mode in my opinion.
In the historical battle mode with company spawn-ins I hope they will remove these restrictions as you will not have randoms running around like rambo's. And if a company officer does this that says a lot about the company where you can choose not the fight along side or against them.

Dman979
04-04-2018, 08:12 AM
you will not have randoms running around like rambo's.

What makes you think that? If anything, I'd imagine that we'll have more rambos. More public players means more rambos, unless the devs implement an effective system to prevent/discourage/penalize the person from ramboing.

Best,
Dman979

Dutchconfederate
04-04-2018, 08:30 AM
What makes you think that? If anything, I'd imagine that we'll have more rambos. More public players means more rambos, unless the devs implement an effective system to prevent/discourage/penalize the person from ramboing.

Best,
Dman979

So with the historical battle mode where you spawn in together with your registered company and where you have organised battles you now say that will provide more Rambos?
Historical battle mode are not public servers but organised servers.

Maximus Decimus Meridius
04-04-2018, 10:46 AM
I dont like the idea of higher ticket costs of officers. They are a primary target and will every be so no need to increase this. you get "higher ticket costs" by killing the officer first after that his unit will be disorganised for a few moments which make them a great target and you will get enough ticket wipe out.

Pronewb
04-04-2018, 12:08 PM
I dont like the idea of higher ticket costs of officers. They are a primary target and will every be so no need to increase this. you get "higher ticket costs" by killing the officer first after that his unit will be disorganised for a few moments which make them a great target and you will get enough ticket wipe out.

He is saying higher ticket loss when the officer is Rambo, meaning being on his own. Not with his men.

Hinkel
04-04-2018, 12:13 PM
An option might be:

If the officer is out of line for to long, he could get "teleported" back to the spawn ;)

Maximus Decimus Meridius
04-04-2018, 12:17 PM
He is saying higher ticket loss when the officer is Rambo, meaning being on his own. Not with his men.

ohh, yes that would be fine.


An option might be:

If the officer is out of line for to long, he could get "teleported" back to the spawn ;)

please no teleport. a howitzer shell works the same way and provide more fun :p

Leifr
04-04-2018, 04:27 PM
Officers should be forced to group with their men.

TrustyJam
04-04-2018, 04:33 PM
Officers should be forced to group with their men.

This will be tested soon.

- Trusty

Redleader
04-04-2018, 05:24 PM
An option might be:

If the officer is out of line for to long, he could get "teleported" back to the spawn ;)

A few of these ideas are already discussed in this thread (https://www.warofrightsforum.com/showthread.php?4865-Officers-Officer-Rambos&highlight=rambo+officers) , ranging from a longer (personal) respawn time to a 'teleport' or having the 'losses' due to officer killing out of line not counting as 'morale loss' (no ticket loss) or to get rid of the 'one shot one kill (unless headshot)'.

I think we all agreed in first instance the team should not be punished for this behaviour, but the person itself.
And there is the question if that everyone should be able to pick an officer class and if the company tool could help in that matter ?

Another issue brought up is that it's not neccessary the 'officer class' itself is the problem, but the usage of pistols in general, but then again some 'Cav units' have a 'rifle', a sword and a pistol.

Maximus Decimus Meridius
04-04-2018, 05:38 PM
nerving the damage of Revolvers is a very bad idea in my mind.

It is the only weapon with nameable damage in close combat. The sword is worthless due to the shorter range. If anybody has a problem with charging a unit and get shot by a pistol should stop charging or take out the officer first.


The officer has to command but he should be also able to fight in close combat. It's a fact that they used revolvers and I think that 90% of soldiers who got shot by a pistol weren't able to fight any longer.


The officer class per se is not a problem but that they are not forced to group up with others is it. So let's try the new system first before we discuss such drastic and in my opinion unrealistic changes.

Redleader
04-04-2018, 05:46 PM
Officers should be forced to group with their men.

Some of these men has marched for days, some without shoes ... some have contrapted deceases .... and some look like bearded hipsters avant la lettre.
In July we had to fight amongst our fallen while the sun was mercilessly shining, I like the men, but it's the stench ....

We also don't have a 'dentist', our surgeon does his best to pull teeth.
There is also a story that 'good' teeth are missing from the dead to be used in Ivory dentures and to be sold for huge amounts.

Redleader
04-04-2018, 05:49 PM
nerving the damage of Revolvers is a very bad idea in my mind.
The officer has to command but he should be also able to fight in close combat.

I fully agree on these points, the 'Officer class' itself have been nerfed a bit (no reload) and unless he/she has the LeMat these shots are limited (I had some pistols jamming to).
We should work on making the officer more efficient in giving orders by giving him the right tools (I'm sure the ability to draw a line again will help :p)

Redleader
04-04-2018, 05:51 PM
nerving the damage of Revolvers is a very bad idea in my mind.
The officer has to command but he should be also able to fight in close combat.
The officer class per se is not a problem but that they are not forced to group up with others is it.


I fully agree on these points, the 'Officer class' itself have been nerfed a bit (no reload) and unless he/she has the LeMat these shots are limited (I had some pistols jamming to).
(Like said before, some NCO's and CAV also have pistols)
We should work on making the officer more efficient in giving orders by giving him the right tools (I'm sure the ability to draw a line again will help :p
)

Redleader
04-04-2018, 05:56 PM
This has not been my experience. The melee is so miserable spacially in War of Rights that I feel we're all more or less on equal footing sword vs. bayonet.


Some are pretty good with a Bayonet :) I personally find stabbing with a bayonet versus swinging a sword is easier.
It might be the hitbox registration, sometimes you will find that someone stabs you while he is pretty far away :) (with the sword you have to be up close)

And Yes, the melee system is something to get use to atm :) ... but a part of the community doesn't like the whole idea of 'melee' itself ... luckily we where able to keep it ! (thanks devs)

Matt(Fridge)
04-04-2018, 08:17 PM
Yeah I agree. There should be a more severe penalty for out of line officers. I am sick of dying because of rambo officers. Revolvers were seen as defensive weapons in case of a charge or something. Not used in the fashion that they are commonly used in game. I am not against the idea of being able to reload the revolver but before it happens there has to be a officer nerf.

Bleddyn
04-04-2018, 09:29 PM
If anybody has a problem with charging a unit and get shot by a pistol should stop charging or take out the officer first.

I don't think anyone has an issue with the revolver as a defensive weapon. The thread is about it being too powerful, or too often used as an offensive weapon.

McMuffin
04-04-2018, 11:13 PM
Please for the love of god do not increase ticket loss for rambo officers, it will not at all stop them and just punish everyone else. Go with teleportation.

LaBelle
04-05-2018, 09:24 AM
My suggestion is to raise the respawn timer for out of formation deaths. In formation death? 10 seconds or whenever the next respawn wave triggers. Skirmisher death? Next respawn wave. Out of formation? A full minute or such.

Leifr
04-05-2018, 10:17 AM
My suggestion is to raise the respawn timer for out of formation deaths. In formation death? 10 seconds or whenever the next respawn wave triggers. Skirmisher death? Next respawn wave. Out of formation? A full minute or such.

There are moments when a player may find himself out of formation though, often under circumstances that are beyond his control. It seems a little harsh to penalise folks in this manner.

Saris
04-05-2018, 05:01 PM
There are moments when a player may find himself out of formation though, often under circumstances that are beyond his control. It seems a little harsh to penalise folks in this manner.

If that is the worse thing that happens, I’m not mad.

TrustyJam
04-05-2018, 05:05 PM
Dying out of line will likely either block your ability from spawning on the flag bearer for that one respawn or cause a time penalty before being able to spawn on the flag bearer.

- Trusty

RhettVito
04-05-2018, 05:55 PM
An option might be:

If the officer is out of line for to long, he could get "teleported" back to the spawn ;)

I like this

A. P. Hill
04-05-2018, 06:08 PM
There could be an option where "Rambo" officers will be prevented to respawn as officers, or, NCOs.

LaBelle
04-06-2018, 05:14 AM
There are moments when a player may find himself out of formation though, often under circumstances that are beyond his control. It seems a little harsh to penalise folks in this manner.

Oh I mean specifically for officers. We could even introduce another "formation status" for being so far away from your team that would have this penalty. "Bushwhacker" or "Jayhawk" status.

I like the flag spawn penalty too, though.

TrustyJam
04-06-2018, 08:31 PM
The revolver issue has really been highlighted by the close quater engagements in Harper's Ferry as of late. Expect the first officer specific limitations to be testable within the next few updates. If the tests turn out well we'll likely increase the amount of available officer & NCO slots a bit in the future.

- Trusty

Sox
04-07-2018, 04:07 AM
It was probably a mistake to give pistols to nco's in addition to those already carried by officers.

TrustyJam
04-07-2018, 05:29 AM
It was probably a mistake to give pistols to nco's in addition to those already carried by officers.

Those will be removed when officer specific rules come into play.

- Trusty

Sox
04-07-2018, 06:43 AM
Those will be removed when officer specific rules come into play.

- Trusty

That's good to know, you guys are doing a lot of things right, bodes well for the success of the game.

Maximus Decimus Meridius
04-07-2018, 08:43 AM
in my mind it's a bad idea to limit the number of officers one more time also the NCO's. It's pretty dumb when you have to lead your company as a private. It causes so much trouble because nobody can see directly that I am the officer and lead.

Please dont lower the numbers instead bring another fix like teleporting when out of formation over 30 sec or something like that.

I could live with a lower number of sergeant majors on Harpers ferry since it's a real close combat map but never on Antietam.

TrustyJam
04-07-2018, 08:54 AM
in my mind it's a bad idea to limit the number of officers one more time also the NCO's. It's pretty dumb when you have to lead your company as a private. It causes so much trouble because nobody can see directly that I am the officer and lead.

Please dont lower the numbers instead bring another fix like teleporting when out of formation over 30 sec or something like that.

I could live with a lower number of sergeant majors on Harpers ferry since it's a real close combat map but never on Antietam.

Please reread reply #31.

I never said anything about limiting officer or NCO availability even more - quite the reverse actually. :)

- Trusty

Maximus Decimus Meridius
04-07-2018, 08:59 AM
I am really sorry.

I am a bit tired since I have to work today (due to my own fault but I never would say that :p ) and I will stand up now and get my first cup of coffee. I will try to fix my problems and read here in the forum which will hopefully prevent me from freaking out ^^


But good to heear that you will increase it. I read decrease. Time to get a big cup of coffee

Dutchconfederate
04-07-2018, 09:14 AM
I am really sorry.

I am a bit tired since I have to work today (due to my own fault but I never would say that :p ) and I will stand up now and get my first cup of coffee. I will try to fix my problems and read here in the forum which will hopefully prevent me from freaking out ^^


But good to heear that you will increase it. I read decrease. Time to get a big cup of coffee

Let's hope you are in this condition on the 13th of April when we attack Harper's Ferry :-)