'Embody'? Some aspects of the paint job and some of the jargon perhaps; but none of the weapon metrics are remotely realistic, to scale, or even proportionally consistent within their caliber, design, or method of operation...
Do you think puppies are cuter then kitties? Are you suggesting that nukes be added to the game now?
Why because? Creating and answering your own premise that has nothing to do with the OT because? You can't stay on topic, or even make the effort to read and understand what you're replying to...
GR:O's OP semi-automatic sniper rifles are capable of easily being balanced even with applying more realism if that's your desire. GR:O's sniper rifles are OP because they're simplistic and have no handling metrics. No one in th e real world could wield a 16+ pound sniper rifle that kicks like a mule, semi-auto or otherwise the way they're handled in GR:O (per the OT post ya know); it's physically impossible to crouch in cover in any posture even remotely resembling those in the game, snap heavy long rifle to aim, compensate your range to target, hold your breath, steady your aim, fire a shot, and move back to cover in under a second. In GRO you can not only do this, but you can do it repeatedly, often faster then the net-code allows the player your shooting at to even see you move.
In the real world and many more realistic games: scope bob, breath hold, setup time, and ranging your target are a part of long range shooting which does very nicely at balancing sniper weapons weapons in these games.
Similarly, in the real world and many more realistic games: a light machine or SAW gunner could suppress a sniper making it completely impossible for the sniper to raise his head and no less peek and fire for the duration of suppression.... In GR:O a Sniper can snap out of cover under a hail of the most accurate fire the the game's LMGs offer (which is absurdly inaccurate btw) from the supported position, not even take any damage, and shoot the LMG gunner, be back in cover before anyone saw it happen and do this over and over consistently -- I know barbecue I've done it, and been on the receiving end...
This is not only absurdly unrealistic, it's bad game design, because an LMG that's less accurate and does less time/damage then pistol is not only absurd, counter to all realism game canon, it makes the weapon's 'specialization' fairly useless...
Obviously you don't 'know', but take a look at some of the fire-maneuver and cover fire tactics that get used in other games, and that more coordinated squads and fire-teams will try and use in GR:O like, bounding, RTFA or 'Ready Team Fire Assist' as the U.S. Marines brand the tactical fire-team doctrine. While I agree GR:O's objective design is as simplistic as it gets, that doesn't mean you have to approach it simplistically.
And you know this how? Then what's your explanation for that the server "Activity" level monitor going from "High" and green at the start of the beta, all the way down to "Low" yellow and now even consistently red in the match-making dialog... How do you account for the three to five players I see leave literally every game in explicitly declared frustration with aspects of the games design discussed in the OT post?
Then why are so many leaving? And the OT, have you read it, right? Is not about the people that stay, it's about declared reasons people have left the game... Perhaps you're posting to the wrong thread, or from some of your remarks perhaps the wrong game forum...
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