• Red Orchestra 2: Heroes Of Stalingrad
    2,795 replies, posted
[QUOTE=hypno-toad;29076360]It takes one man to run a tank with the AI crew. The other three can join in if they want. I think it may actually be 3 total, I don't think the loader is a playable position (would be kind of a waste, too) I don't think the AI crew are counted on the server roster, as well.[/QUOTE] That would make alot of sense with the AI crew, because most of the time with AIs is that they are always either too good or too bad.
TW says their AI is a lot better. problem with AI in ROOST was they were pinpoint accurate at shooting with tanks, but they had garbage navigation.. I think it's been balanced out now. It was mentioned in an interview that the AI were actually often TOO smart and they had to tone it down. For tanks at least, it sounds like the commander can give accurate orders to the AI crew so they may actually do your bidding this time. The cocnept of AI always bothers me a bit, because in some sense if an AI doesn't shoot you instantly it's because it's "going easy" on you and just feigning lack of skill. The AI see you at all times and could shoot you instantly through a wall if they were told to do so :tinfoil:
Are there also some other ground vehicles like half tracks? Or only tanks.
[QUOTE=cheezey;29076580]Are there also some other ground vehicles like half tracks? Or only tanks.[/QUOTE] Yes, there will be half-tracks.
I'm just happy you can lock tanks now, it was impossible to play in RO tanks in SP cause AI would hop in and start to drive off. You could drive off to a remote place and they will still find you and commandeer your tank. Tell them to hop out, then they hop straight back in again.
It's their decision. They've already got most of the modeling done, too late for them to change it now. We'll just have to deal with it. And besides, it's still looking to be an awesome game anyway.
[QUOTE=hypno-toad;29072393]Yes, and not having a health bar is a great idea, [I]but it does not require a fully modeled interior to have a realistic damage system.[/I][/QUOTE] But it does in this game so your bitching about it is fucking pointless.
[QUOTE=Trooper0315;29076247]What I meant was it only makes sense for them to accurately model one of the most potent weapons that is in RO2. Also, you don't run Tripwire, please save all the rage for THEIR forums. [editline]9th April 2011[/editline] The pictures were of a PZIV, not a PZIII.[/QUOTE] The P4 was in the trailer, but screenshots of a P3 and a 251 halftrack have been published
[QUOTE=hypno-toad;29076461]TW says their AI is a lot better. problem with AI in ROOST was they were pinpoint accurate at shooting with tanks, but they had garbage navigation.. I think it's been balanced out now. It was mentioned in an interview that the AI were actually often TOO smart and they had to tone it down. For tanks at least, it sounds like the commander can give accurate orders to the AI crew so they may actually do your bidding this time. The cocnept of AI always bothers me a bit, because in some sense if an AI doesn't shoot you instantly it's because it's "going easy" on you and just feigning lack of skill. The AI see you at all times and could shoot you instantly through a wall if they were told to do so :tinfoil:[/QUOTE] ???? The AI sucked at tank combat in RO, they couldn't drive or shoot for shit.
[QUOTE=the_killer24;29077918]The P4 was in the trailer, but screenshots of a P3 and a 251 halftrack have been published[/QUOTE] In a RPS interview they said the PZ3 would be released after release, with the PZ4 being packaged with the game.
[QUOTE=chunkymonkey;29077939]???? The AI sucked at tank combat in RO, they couldn't drive or shoot for shit.[/QUOTE] Quite the opposite, the AI could shoot really well in RO.. the problem is often they just didn't shoot due to some sort of bug. But when they do, it's pinpoint accurate. Play manikkala with bots and try attacking the Stugs. You will understand. If you are on foot they will shoot you in the face with AP shells from hundreds of meters. The second their sights are on you they fire instantaneously. "Difficulty" does not define the intelligence of the bots, it only defines their cone of fire. So the second you come into their view, you will be directly in their crosshairs.. depending on the difficulty their shot will hit or miss, but they will have their crosshair on you when they fire. On aprty fantic bots will be shooting you from hundreds of meters away while they are walking.
[QUOTE=hypno-toad;29081380]Quite the opposite, the AI could shoot really well in RO.. the problem is often they just didn't shoot due to some sort of bug. But when they do, it's pinpoint accurate. Play manikkala with bots and try attacking the Stugs. You will understand. If you are on foot they will shoot you in the face with AP shells from hundreds of meters. The second their sights are on you they fire instantaneously. "Difficulty" does not define the intelligence of the bots, it only defines their cone of fire. So the second you come into their view, you will be directly in their crosshairs.. depending on the difficulty their shot will hit or miss, but they will have their crosshair on you when they fire. On aprty fantic bots will be shooting you from hundreds of meters away while they are walking.[/QUOTE] Bullcrap, I've never been killed by a bot in a tank on any difficulty.
I'd rather have 2 very detailed tanks than 10 simple tanks. Take World of Tanks as an example, all tanks are just numbers, nothing more than a sheet of stats and percentages. When you go from one tank to another the difference is in fact minimal, they don't have a "feel", you just pit your number sheet against the enemies number sheet. Also two tanks at release is fine, they said they'll release more later (which I think they said wouldn't be MUCH later either).
[QUOTE=chunkymonkey;29084348]Bullcrap, I've never been killed by a bot in a tank on any difficulty.[/QUOTE] I got hit by an AP round when spotting another tank with binocs from a mile away.
Wait, are we talking about bots in ROOST? Those guys are fucking insane :ohdear:
Bots are hard? I've had times where real enemy machine gunners managed to ricochet their bullets so that they came right into our spawn!
AI is really random, they can be running around in circles and take you out from few hundred metres away from the hip. Or they can just be standing dead still and not respond to your presence at all.
[QUOTE=chunkymonkey;29084348]Bullcrap, I've never been killed by a bot in a tank on any difficulty.[/QUOTE] I've been killed many times by AI tankers, so it's definitely possible.
they key is that game must be fun, if the infantry and combined arms is fun then i'm sure TWI will work out the tank portfolio for some tank battles (even with help of community) ... the challenge with fully modeled interiors is that w/o some system which allows you simplify (procedural or modular system) this work it's really huge task (especially if you try cover more than dozen vehicles in more than 2 armies) even then it's questionable effort as players want to spend most of time watching outside not inside (be it optics, vision-slit or by opening hatch and looking around), the only worthy difference is transport of passengers but i'm looking forward to see how they cope with this aspect
You forgot to use A, An and The alot of times which made that a bit difficult to read. [editline]10th April 2011[/editline] Otherwise I agree.
sry, my grammar is pathetic :) especially related to a, an, the etc.
I'm really happy that theres destructable maps, now my Tiger I wont get stopped by a 1ft high stone wall
[QUOTE=beanhead;29091494]I'm really happy that theres destructable maps, now my Tiger I wont get stopped by a 1ft high stone wall[/QUOTE] It wouldn't get stopped anyway because it's not in the game. [editline]10th April 2011[/editline] Yet.
What, Tiger I or the stone wall?
[QUOTE=beanhead;29091494]I'm really happy that theres destructable maps, now my Tiger I wont get stopped by a 1ft high stone wall[/QUOTE] I'm still concerned about the destructable maps. It can get really annoying. I just hope there won't be too many explosives and that things like grenades won't blow down walls and such, and that there won't be more than 1-2 tanks on the battlefield at the same time. A plus is also if the maps are big. I'm not saying it's gonna be like Bad Company 2 but still. [editline]10th April 2011[/editline] [QUOTE=beanhead;29091709]What, Tiger I or the stone wall?[/QUOTE] Tiger.
Looks intense.
[QUOTE=MrJazzy;29091733]I'm still concerned about the destructable maps. It can get really annoying. I just hope there won't be too many explosives and that things like grenades won't blow down walls and such, and that there won't be more than 1-2 tanks on the battlefield at the same time. A plus is also if the maps are big. I'm not saying it's gonna be like Bad Company 2 but still. [editline]10th April 2011[/editline] Tiger.[/QUOTE] Stonewall DLC?
[QUOTE=Bravo;29086671]AI is really random, they can be running around in circles and take you out from few hundred metres away from the hip. Or they can just be standing dead still and not respond to your presence at all.[/QUOTE] Basically this. Like I already explain, their navigation is absolute garbage, but their aim is always perfect. The second they see you they will lock onto your center-mass. Whether they pop your heart with a bullet or not depends of whether their cone of fire is normal or not, because they always aim perfectly. I think for RO2 they are probably going to make them behave more like humans. Ala: they will be affected by recoil and weapon sway. If you spectate the bots in ROOST they aren't affected by recoil. They just lock on with an SMG and let her rip... but there is a large cone of fire for bots which is why they miss. [editline]10th April 2011[/editline] [QUOTE=beanhead;29091709]What, Tiger I or the stone wall?[/QUOTE] Tiger. The Tiger I was not around early enough to see a whole lot of action in Stalingrad.. at least not enough for the dev team to make one. Mostly medium and light tanks.
Like PzIII and IV?
[QUOTE=Raidyr;29066572]I think letting AI have your tank is a work-around for people just taking tanks by themselves. There really is no way to prevent that from happening besides not letting you drive the tank without atleast one other person (which screws over the entire team as you now have a parking lot of tanks in spawn), so they just went with it and gave solo tank drivers the ability to use all their tanks potential. I don't really have a problem with it. I solo tanks all the time in RO and DH because tanking with someone without voice comms is fucking hard.[/QUOTE] True, and you bring up a good conflict there also. If you bail out of the tank, it will be extremely boring for the remaining dead crew of said tank to wait for a guy fighting on foot to respawn with the entire tank crew in a tank. So that's really a conflict there... But in my honest opinion, it should be fully encouraged to have the tank fully crewed(But then again I look at games for "realism over fun", so my opinions need to be taken with a grain of salt) and if someone goes solo all the time, I mean, come on. It drastically reduces their effectiveness on the field, isn't fun for you, and isn't the entire experience for them. If you see some of the really good RO players, they always go with a commander/gunner, and a driver. It's just so much more effective and immersive(yelling to people on the microphone is always fun :v:) Adding bots to replace players will always subtract from the MP experience. I mean, if you play Counter-Strike, and join a server only populated by bots, you will leave and look for a server with real human players. I don't need to mention RO's bots, and it doesn't really matter how "amazing and smart" these new bots are. But yes, I'm nit-picking at the end of the day, and I'm sure this will be an excellent game no-doubt and that Tripwire have already taken these issues into concideration time, and time again. Tripwire knows how to treat their bitches anyways :v:
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