[QUOTE=JerryK;31325105]anything about a beta yet?[/QUOTE]
There's a closed clan beta right now.
A bit of info on the dynamic battle chatter from Zerisus (Creative Director) responding to someone who asked if the death sounds from the latest videos were placeholders:
[quote]Yes what you heard there was from a build that didn't have all the new voices implemented. We've really gone all out on the battle chatter system for RO2. We recorded 12 actors in total with 566 lines per character, everything they say is totally dynamic to what's happening in the battle, We even made character bios and traits for the different characters so they all react and say different things depending on the situation. We worked with PCB Productions and some very talented actors! It was a great honor to work with these guys!
[url]http://www.pcbproductions.com/HTMLfiles/STUDIOS/studios.html[/url][/quote]
It's nice to see Tripwire going full out on their game with this detail when they don't have as much money as Activision or EA because on that website, the guys who are doing the voices for RO2 also did the voices for every Call of Duty game starting from 2 (excluding 3)
[QUOTE=bobsynergy;31346028]A bit of info on the dynamic battle chatter from Zerisus (Creative Director) responding to someone who asked if the death sounds from the latest videos were placeholders:
It's nice to see Tripwire going full out on their game with this detail when they don't have as much money as Activision or EA because on that website, the guys who are doing the voices for RO2 also did the voices for every Call of Duty game starting from 2 (excluding 3)[/QUOTE]
Yelright lads, ya'll hup Captaaiiinn Price is an actour.
[QUOTE=proch;31346453]Yelright lads, ya'll hup Captaaiiinn Price is an actour.[/QUOTE]
The voice acting was always top notch in CoD.
I'm not saying its bad, but Price's acting in CoD 2 was 'interesting.
Cap'n Price was a cool guy, so was Gaz.
The VAs from MW2 can go die in a fire though.
Might be relevant but Nuclear Dawn's preorder was pushed back to tomorrow because two major titles were going up on Monday/Tuesday (Only Stronghold 3's preorder has been put up so far).
Also they updated the Steam's store icon for RO2 to match the new wallpaper as well.
[quote][img]http://s2.postimage.org/u3ictnk9p/new1.jpg[/img][/quote]
Just fixed the link so you can now view that website [url]http://www.pcbproductions.com/HTMLfiles/STUDIOS/studios.html[/url]
So when can we expect a Steam pre-order? I just want to buy itttt.
[QUOTE=Mr. Agree;31347023]So when can we expect a Steam pre-order? I just want to buy itttt.[/QUOTE]
Soon probably
I'm anticipating a new trailer soonish that'll surely taunt me. :smith:
Been trying to get into Red Orchestra one again, definitely coming off from Call of Duty doesn't help because of the learning curve, but I have been playing ARMA 2 lately.. this game is definitely better with microphones.
Post by Alan responding to how squads work in game:
Here is the post that asked [quote]Hi everyone,
Long time reader, first time poster! I have searched through the forums and while there has been a huge amount of information, not very much has been said on the squads! I can observe from the media that squad gameplay is going to be focused on more in RO2, as apposed to ROOst (pub gameplay) where there weren't squads unless you really worked at keeping one together with friends.
My questions are:
1). Squad Size;
a). What sort of size squads are we likely to see? I know we've seen on various media sources that there are 'fire teams' which seem to consist of about 4 people, however I don't know if that's a reliable source due to unknown casualties etc.
b). Will the number of squads simply increase as you increase the size of the server?
2). Squad Class Limits;
Will the Class Limits be based off squads or the team as a whole? For example, could one squad have 3 MG42s and a Kar98k Scoped Sniper Rifle? (Not complaining if that is the case!)
I like working with a squad, so I hope gameplay (& scoring!) is heavily bias to those working in a squad!
"Effective Teamwork Can Overcome Any Obstacle or Objective".[/quote]
And here is Alan's response to the questions:
[quote]1. a. Squads in game reflect real-world organisation - so usually 8-10 people, broken up into "fireteams". Depending on mission, can be rifle team, assault team, MG team. You may see a separate sniper team, to reflect that snipers were not usually part of the squad makeup.
1. b. As the number of players increases, so new squads will open up.
2. The squads are set up by map, so the LD can mess around with the composition of the force, to suit the map. So, one squad can be rifle-heavy, one can be assault-heavy.[/quote]
This game will use Steamworks right?
Yeah.
What would be nice for those fireteams, there would be a special Spotter class to go with the sniper that would have a SMG, Binoculars, and possibly a grenade or so.
[QUOTE=Trooper0315;31354219]What would be nice for those fireteams, there would be a special Spotter class to go with the sniper that would have a SMG, Binoculars, and possibly a grenade or so.[/QUOTE]
I'd like to see something on the line of that.
Really pumped for this game.
[QUOTE=acds;31303481][img]http://i750.photobucket.com/albums/xx148/Acds9/Untitled-1.png?t=1311497139[/img]
Nice and clean.[/QUOTE]
Who stores all their stuff in the recycle bin?
[QUOTE=Raneman25;31354314]Who stores all their stuff in the recycle bin?[/QUOTE]
Garbage men
[video=youtube;bcYppAs6ZdI]http://www.youtube.com/watch?v=bcYppAs6ZdI&autoplay=1[/video]
My computer is all set for this game and future ones!
i5 2500k @ 4.3ghz
8gig ddr3 gskill 1300 ram
560TI
620W Antec PSU
MSI P67-C43 motherboard
Audigy SE Sound card.
My computer is ready... As well as my wallet, lets do this tripwire
Just watching this..
[MEDIA]http://www.youtube.com/watch?v=017MPxDdv98[/MEDIA]
Have to say I do like the lighting, gives a nice atmosphere.
[editline]27th July 2011[/editline]
Woo also getting Red Orchestra 2 for £5 from Amazon, as i'm getting a £20 voucher from lovefilm :D
[url]http://twitter.com/#!/TripwireYoshiro/status/96323819874156544[/url]
Red Orchestra 2: Heroes of Stalingrad (#RO2HoS) has been rated M for Mature (17+) for North America. Blood and Gore Violence Strong Language
So? No shit it would be rated M. It's a realistic war game.
Some discussion about the squad system in RO2 and spawning on the squad leader from the tripwire forum. Q is forum members and A is devs.
[QUOTE=Q]The spawn-on-squadleader will be interesting to see how it affects gameplay. Cutting off reinforcement routes with MGs and artillery was one of the things that gave depth to RO:O. I'm all for that you spawn closer to your squad (i.e on the right flank) but that you still have to move up to the front.[/QUOTE]
[QUOTE=A]It adds a different tactical dimension: if you can infiltrate your squad leader somewhere - and he can stay alive - and you can get a bunch of people to respawn on him it can make a big difference.[/QUOTE]
[QUOTE=Q]I see a very bad situation, a squad leader and his team is pinned in a building way behind enemy lines, the enemy throws a few nades inside and kill half the squad, 10 seconds later the squad respawns in the building. I thought this respawning was limited to firefight?
No thanks. Praying this can be disabled, because I will definitely disable it on my server.
....[/QUOTE]
[QUOTE=A]I see nothing tactically wrong here, except for you trying to clear a building from the outside only. Thats not how you secure a building :-)
The spawning system has specific conditions regarding enemy presence.
In situations like you describe you will have to infiltrate that building after you threw your nades in, and actually clear it and secure it properly by sweeping through it. Because as you do, the enemy players most likely will not be able to re-spawn in that building. [/QUOTE]
[QUOTE=Q]We probably have two very different scenarios in our heads at the moment. I'm thinking something like the tower on the map Odessa from RO1, russians surrounding it on all sides, the Germans are completely cut off from reinforcements, but the squad leader is hiding in a corner on the roof and spawning germans. So unless the russians can kill the SL (which would be near impossible with people spawning and running down the stairs) the tower is never going to fall.
Tactically nothing wrong, but it cuts out as others were saying, cutting off supply and storming a building, which is coincidentally the way the russians took stalingrad.
That is my concern.[/QUOTE]
[QUOTE=A]In your example, it would not be very likely that people would keep spawning in that tower, because we ourselves would not want that to happen.[/QUOTE]
The last comment made it sound a bit better but I'm very sceptical about the whole system itself. When they first announced it I though you would spawn on the right side of the battlefield and if possible a little bit closer to the action than normally depending on where there are enemies.
When I read about the spawn system in those Q's, I was a little concerned at first, but I have faith that Tripwire knows what they're doing. It sounds like it's pretty well thought out, and was really tested and optimized for use. They're not huge fans of the whole Battlefield feel in an RO game as well. It sounds like the spawn AI is actually going to be rather advanced - almost like L4D's director - so I don't think it will be a huge concern.
[QUOTE=Nikota;31373402]So? No shit it would be rated M. It's a realistic war game.[/QUOTE]
Well, ESRB rating is just a little fun milestone in a game going gold.
I want this now :smith:
Not sure if anyone mentioned this before, but wouldn't it be better if they introduced the 'dynamic wreck'?
Have the tanks actually show the damage done to it by weapons on certain locations? i.e. Panzerfaust to the turret shows the tank with a destroyed/dismounted turret, or a shot to the treads would show the wrecked treads?
I tried Red Orchestra again last night as I was useless at it coming from Call of Duty, but ARMA 2 has sort of helped me.. we was on Danzig and I killed 6 or 7, okay not a shit load but I got some.
My best shot was with a rifle, we was being surpressed from a window on one bridge and I managed to get a good angle and kept firing when I saw something in the slightest, managed to get him :v:
[QUOTE=Raneman25;31354314]Who stores all their stuff in the recycle bin?[/QUOTE]
There's a recycle bin in windows?
[quote][img]http://img1.uploadscreenshot.com/images/orig/7/20809392343-orig.jpg[/img][/quote]
Yes, I always have my desktop [I]sorted[/I] like that.
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