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Jan 22nd, 2018
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  1. - Removable bayonets, no longer an unlock, for all weapons that historically had them (including sniper rifles). Soviet rifles will shoot off zero with the bayonet removed (unless a sniper), the reverse is true for German non-sniper weapons. The Soviets zeroed with bayonets on and seldom removed them; the Germans did the opposite. Sniper rifles on both sides could mount bayonets but if they were ever fixed it probably meant the sniper was pretty terrible.
  2. - No MKb, AVT, MP 40-II as these were all so rare as to never be seen on the front. A later mod to expand the scope of the game beyond Stalingrad may see the MKb return but not the other two. The MP 40-II and AVT are kinda shitty anyway.
  3. - Sniper scopes for Soviet rifles are randomised, with the PE and PEM having a similarly high probability and maybe like 5-10% for the PU - or make the PU a hero unlock, not sure on this yet
  4. - PPSh uses drum mag only
  5. - G41 limited one slot, as they were issued one to a platoon if they were lucky. Perhaps make it a hero rifleman/elite rifleman thing?
  6. - Option for 2-3 SVT-40s across the entire German side, bringing them roughly into line with the new number of SVTs on the Soviet side while maintaining authenticity. German troops prized captured SVT-40s as they lacked the G41's constant reliability issues and were generally a better rifle.
  7. - Germans get a new class (sniper) with the big 4x and 6x scopes on the K98; marksman gets a ZF41 like on the G41 and is attached to rifle squads so they actually, you know, be a marksman. Don't worry; sighting is altered so the damn thing is centred, unlike currently.
  8. - Squad leaders get bolt actions instead of semis, commander gets SMG only. Brings the number of autos and semis down across the board and is more historically accurate, also removes the incentive for important classes to do dumb shit.
  9. - Lack of SMGs for non-assault classes now means that most maps can stay with their current count of assault classes, some will need less and maps where there are engineers or other specialised troops with SMGs get less still to try keep things fairly even
  10. - sniper now has binos and can spot artillery for the commander
  11. - MG has binos but cannot spot artillery (will probably need to be a new weapon, or make the ability to mark shit with them class-specific if it isn't already - was in RO1 but not sure how it works here)
  12. - All binos can be thrown away, allowing snipers and MGs to find a friend to work with as a spotter and shooter team
  13. - Less AT classes, that's what engineers are for (seriously there are too many PTRS and they just tear T-34s up)
  14. - Mess with Hero loadouts some, I dunno - still brainstorming ideas for this
  15. - HHL functions as a magnetic mine (satchel coding) rather than an impact-fused AT grenade
  16. - Remove MG34 saddle, replace with belt feed that makes user slower, less stamina, longer setup time, etc. - not sure about belt here but the saddle is definitely going now and forever
  17. - Cosmetic things like sight hood, etc. random chance based on how commonly they were seen, not unlocks
  18. - Maybe up assault class' spawn grenades to 4, since there are less assault classes to go around
  19. - Add a pair of egg grenades for frontline German soldiers and up - Landsers commonly carried a pair in their pockets
  20. - PPSh gets select fire from the start, never loses it - no more PPSh model 1944 bullshit
  21. - MG42 as hero unlock for MG (began to appear noticeably on the battlefield by October; AGS got a bunch sent through to units within Stalingrad)
  22. - Less enemy weapons going around - PPSh and SVT unlockable for Germans, along with sniper rifles - perhaps nothing unlockable for the Soviets. I know people will prefer certain weapons and this may upset them but outside of commonly prized items like PPSh-41s or SVT-40s this doesn't make a lot of sense and looks goofy.
  23. - C96 a hero unlock, everyone else with a pistol gets to choose between the P38 and Luger - if it even remains at all
  24. - G41 with ZF41 is a hero marksman unlock and only available on a random low chance for spawning - or perhaps specific maps, not sure how to work this yet but I want them to be ungodly rare. Retarded fantasy-land ZF4 and mount is gone forever, never coming back, deal with it.
  25. - Possibility for an unlockable PE/PEM scope for either German sniper or marksman, they were occasionally captured and mounted on K98s by unit armourers. Not sure where I want to go with this yet.
  26. - Engineers get a choice of SMG and AT weapons/satchels or a flamethrower, which is a veteran unlock and handled sensibly - only very limited fuel, penalties to movement, and so forth
  27. - Ammo points no longer repair tanks. Deal with it. Conversely, scuttling no longer kills you but force-exits your crew, which brings me to my next point...
  28. - Tanks can be exited, but only after unbuttoning from hatch and a lengthy animation which leaves a good chance of being machine-gunned or walloped with HE. This allows commanders to get out and stand on their tank so they can see what's going on over a hill, something that was an absolute lifesaver back in the days of RO1 tanksin'
  29. - Bandaging system can get out. Bandaging even a minor wound hastily takes a lot longer than currently, and players do not want to sit still for two minutes bandaging only to die anyway. Back to the old RO1 standard - if you're combat ineffective, you're dead. I MAY revise this later but for now, death to bandaging.
  30. - Bleeding is still a thing, despite the lack of bandaging. It will either be minor enough to deal with or you will have just enough time to charge the MG that shot you, hulk out, kill ten guys and die a hero.
  31. - Being hit in the legs will slow you down, being hit badly will force you to drag the leg. Having both legs shot out from under you will force you to crawl. This is short-term to avoid shittiness but will cause a persistent penalty to movement speed. Being shot in the arm will fuck your aim now and forever, being shot in the hand drops your weapon. You don't need to pick up ammo separately so quit whining you fucking girly men.
  32. - Suppression doesn't grey your screen out and blur it, it makes you physically flinch and does blur your vision a little consistent with blinking.
  33. - Separate buttons for cover and use. No more do everything key.
  34. - Takes longer to shoulder weapons, cycle bolts, reload, etc. Also look into changing animations, especially for mag checks. Pace things realistically, like RO. This also means that players won't be able to let off a shot every half second with a bolt action once they level the piss out of it - perhaps have the current default level as the middle-of-the-road or even upper limit.
  35. - More variance between class levels, heroes now look truly impressive (e.g. for Germans - helmet covers, E-tools stuck through belt) - frontline classes and up have randomised rolled sleeves and unbuttoned collars to look a little more soldierly. Want the game to look more like a scene from Stalingrad than a trip to Uncanny Valley.
  36. - Sniper periscope? Maybe - need to flesh this out more, but would be useful as fuck
  37. - SLINGS. ALL OF THE SLINGS. This is more of an "if this mod ever somehow actually happens AND gets some serious support behind it, add this" thing, but I'm sick of seeing games - especially WWII ones - where weapons lack slings. Fuck you, everyone had a sling, they weren't those fancy quick detach clasp things we have now and so they were very seldom removed. They add visual interest as well as authenticity and I want them back in.
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