• Red Orchestra 2: Heroes of Stalingrad V5 - Rising Storm
    3,164 replies, posted
The team play in rs1 was pretty simple, but uniting the whole team for a charge on a point or getting everyone to hunker down to fend off a charge was honestly some of the most fun I've had in a team game. Rs2 is cool and all, but idk it just didn't capture the same feel to me.
I feel the problem with RS2 is that it's the exact same game and mechanics as the WWII Red Orchestras, and that this gameplay-style is thrown way off-balance by the overabundance of automatics. In Red Orchestra and Rising Storm 1, automatic weapons were either SMGs, LMGs or THAT GOD DAMN FUCKING MKB. SMGs were limited in range, LMGs were limited in mobility, and THAT GOD DAMN FUCKING MKB was mildly game-breaking in having no downsides at all. Now you got Vietnam, and everyone has a weapon equivalent to THAT GOD DAMN FUCKING MKB, which means everyone excels at every range and has overwhelming firepower. It balances itself out in the end since it applies for both sides of the match, but it makes it less fun and rewarding. [editline]19th December 2017[/editline] In RS2, the strongest class is the rifleman, by a fair bit. He can serve any role reasonably effectively. Accurate out to 150 meters like the bolt-action rifleman of the earlier games, can lay down suppressing fire like the machine gunner, can storm positions like the assault-soldier of the old games. There's no role he doesn't fill pretty damn well. Sure, some classes do [I]one[/I] of those roles slightly better, but not to an extend where it's worth the tradeoff at all. Even when I do decide to sit back in a high place and snipe the enemies all game, I feel like I'm better off with the 30 rounds and quick follow-up shots of an AK over the scope of the SVD. Holding an angle or suppressing a position, rapid single-shot fire from the M16 can do that just as well as bursts from the M60. The VC's punji-traps are almost as effective route-denial tools as the scout's tin-can-grenades. The M79 is superior to hand grenades, sure, but hardly worth the tradeoff in ability to save your own ass when somebody gets close. That's not to say I don't play other classes. I do like having fun with variety, after all. But if I am in it to win it, I pick up the ol' standard assault rifle and go to town.
[QUOTE=Squeegy Mackoy;52989056]I'm sure its partly to do with the voice acting. Noone sounds as impassioned or bloodthirsty or terrified as they should be. Also, melee is wholly ineffectual, and not just because everyone has automatics. You stab people in the face and either "miss" them or have to stab several times before they die.[/QUOTE] Blunt > blade every time. There's a low chance of missing with your rifle butt and it doesn't take long to charge up a big swing.
I just hate the whole assymetric warfare in RS2 and the lack of "frontlines" and such. Plus i was never the fan of jungles and alike, it's why i hated RS1 aside from that MOTHERFUCKING KNEE MORTAR that seriously pissed me off and made me hate the game with a vengeance, and why i like RO2 more than both.
I'm just gonna patiently wait for an Ostfront game on UE4. Ideally just a prettier RO2 without bugs and some dynamic destruction that extends to more than fences. Dynamic arty craters would be neat.
[QUOTE=kaskade700;52990852]I'm just gonna patiently wait for an Ostfront game on UE4. Ideally just a prettier RO2 without bugs and some dynamic destruction that extends to more than fences. Dynamic arty craters would be neat.[/QUOTE] Yeah hopefully by the time that happens UE4 is at least half way optmized because right now its a piece of shit and theres no reason to use it over UE3 which looks just as good and runs 100x better.
[QUOTE=viramax;52990899]Yeah hopefully by the time that happens UE4 is at least half way optmized because right now its a piece of shit and theres no reason to use it over UE3 which looks just as good and runs 100x better.[/QUOTE] All Tripwire games look dated as fuck nowadays. UE3 can't compete with Ue4 visuals in any way what are you smoking?!
This is the kind of moments some more dynamic destruction could lead to [media]https://www.youtube.com/watch?v=AV9UyJBeHSI[/media] Maybe with less coherent yelling and more localized voice style screeching
[video]https://youtu.be/KcymjtKo-aQ[/video]
[video=youtube;jz1ouRfrvG8]https://www.youtube.com/watch?v=jz1ouRfrvG8[/video] So I'm not exactly sure what happened here. I have two guesses: I killed the pilot on my first shot with a collateral on a gunner or passenger in the back. By the time control transferred to the copilot the helicopter crashed. The other explanation is that the pilot was killed right before my shot and I only killed a gunner or passenger in the back.
Looks like you killed their right door gunner and the pilot teamkilled his crew by crashing on his own.
[QUOTE=Tea Guy;53015399]Looks like you killed their right door gunner and the pilot teamkilled his crew by crashing on his own.[/QUOTE] Allegedly, the Bushranger can host a second human pilot so apparently I did kill the main pilot and the copilot couldn't take control in time resulting in teamkills.
[QUOTE=StrawberryClock;53015761]Allegedly, the Bushranger can host a second human pilot so apparently I did kill the main pilot and the copilot couldn't take control in time resulting in teamkills.[/QUOTE] It [I]can[/I] hold, doesn't mean it [I]will[/I] hold. One pilot can fly it just fine.
[QUOTE=Riller;53015770]It [I]can[/I] hold, doesn't mean it [I]will[/I] hold. One pilot can fly it just fine.[/QUOTE] Yeah, but we're trying to figure out how I got a kill. A frame-by-frame analysis suggested that I didn't have an angle on the gunner in the back. I'm 90% sure I killed the main pilot.
:snip:
Sometimes I feel like the RPG gets all the glory. [video]https://youtu.be/6XYc4lgGK0w[/video]
What's with the review bombing lately? I haven't played in a while but there wasn't anything negative review worthy last time I checked.
Heya fellows, for my modding contest submission I'm combining all my previous mods into one big supermod, as well as adding some extra content. [URL="https://trello.com/b/xkN8YOWP"]Can I please get some feedback on this plan here[/URL], particularly on the new commander ability and modified roles. I need to know what people think about it.
[QUOTE=CertainDOOM;53056254]What's with the review bombing lately? I haven't played in a while but there wasn't anything negative review worthy last time I checked.[/QUOTE] I've put a good 27 hours in and i can safely say its one of my all time favourite gaming experiences in the past 3-4 years, honestly the game is amazing. I was on a server a few nights ago at about 4am local time, and it was full of a bunch of other university dudes from the UK like myself who couldn't talk down the microphone loudly, in the end about 6 of us ended up joining a squad, and we just kept whispering to eachother over voice, in the end the commander was whispering orders to everyone and our team were 3d voiping to the enemy by whispering, it was funny as fuck also playing Hue gets boring, its a fun map for kill farming but at the same time when your team is awful and your stuck on the first two objectives it just turns into Metro on BF4, grenade/thumper spamming and no real tactical work. Cu Chi for best map though, someone mentioned here a few months ago how amazing it was to go from village, to rice paddies, to jungle straight to the factory base, its the best defence map imo, playing either team feels balanced and the jungle part as the Vietnamese is insanely fun I really cant say many faults about the game, for what it is and the audience it has I have never had this much fun with a RO game, and I even think it beats RO2 and RS1 in terms of gameplay, probably the best vietnam era game I have played, (without counting BF Vietnam oc)
[QUOTE=SergerantJoe;53056453]Heya fellows, for my modding contest submission I'm combining all my previous mods into one big supermod, as well as adding some extra content. [URL="https://trello.com/b/xkN8YOWP"]Can I please get some feedback on this plan here[/URL], particularly on the new commander ability and modified roles. I need to know what people think about it.[/QUOTE] Good luck.
[QUOTE=SergerantJoe;53056453]Heya fellows, for my modding contest submission I'm combining all my previous mods into one big supermod, as well as adding some extra content. [URL="https://trello.com/b/xkN8YOWP"]Can I please get some feedback on this plan here[/URL], particularly on the new commander ability and modified roles. I need to know what people think about it.[/QUOTE] I have no idea how this site works but some of the roles for the Northern forces seem a little off. For instance I'm not too sure what a "Viet Cong Main Force" is but it seems kinda strange that their rifleman gets an AK but not the NVA. Also the NVA Scout has a choice between an Assault Rifle and a SMG, if I was playing that class I would never touch the SMG. For the SAM ability is it feasible to keep the SAM as is in vanilla and give an additional benefit to the commander's guerilla deployment instead? As in it still spawns guys on you but it also gives those listed abilities. With the current way it just seems like it'd be the North's "win" button. (IE: Whenever the button is pressed the team is just better, which would lead to spamming it) I might be reading the entire thing wrong though so do correct me if I'm wrong. MACVSOG and the Guerrila weapons sound pretty damn cool.
There were two types of Viet Cong: Local and Main Force. The Local VC is your stereotypical untrained ill-equipped rice farmer that put down the sickle and grabbed whatever crappy leftover or homemade guns he could find lying around the jungle. The Main Force is what we have ingame right now, guerrillas that were trained and equipped with modern weapons directly by the NVA. There's no way in hell a group of badly equipped rice farmers would have access to SAMs, so for them I'm replacing that with an ability that makes the entire VC team immune to Recon/Loach spotting while it is active. I'm also thinking of making it temporarily disable the Pointman's ability to see traps glowing through walls. [QUOTE=Destroyox;53058467]it seems kinda strange that their rifleman gets an AK but not the NVA. Also the NVA Scout has a choice between an Assault Rifle and a SMG, if I was playing that class I would never touch the SMG.[/QUOTE] Good points, I'll change those.
Holy crap playing the cobra nose gunner is fun as fuck on Hamburger Hill, I destroyed 10 tunnels and killed about 15 people in a few runs. Slowly getting the confidence to play SL roles now too, had a few good matches where i racked up loads of assists with my marks. I think theres a bug with the duck hunting achievement though, I was playing supremacy on An Lao the other day and shot down like 8 heli's with a RPG, but non of them counted towards the achievement nor the statistics for heli's down. Later on I played on one of the aussie maps and took down a couple of Huey's with my RPK but still nothing. I think its down to how the game counts the kill maybe? Im not entirely sure
[QUOTE=cr2142;53064834]Holy crap playing the cobra nose gunner is fun as fuck on Hamburger Hill, I destroyed 10 tunnels and killed about 15 people in a few runs. Slowly getting the confidence to play SL roles now too, had a few good matches where i racked up loads of assists with my marks. I think theres a bug with the duck hunting achievement though, I was playing supremacy on An Lao the other day and shot down like 8 heli's with a RPG, but non of them counted towards the achievement nor the statistics for heli's down. Later on I played on one of the aussie maps and took down a couple of Huey's with my RPK but still nothing. I think its down to how the game counts the kill maybe? Im not entirely sure[/QUOTE] SL is easy. If your on the American/Aussie side you find a safe spot near the objective and camp out to let buddies spawn on you. If your on VC side you plant your tunnel in a good spot and immedietly get another one up if it gets destroyed. Bonus points for talking to your squad
How does this icon look? [IMG]https://media.discordapp.net/attachments/255046521261654026/404521214233542657/unknown.png[/IMG] Does it convey what the ability does, without reading the tooltip?
[QUOTE=SergerantJoe;53069281]How does this icon look? [IMG]https://media.discordapp.net/attachments/255046521261654026/404521214233542657/unknown.png[/IMG] Does it convey what the ability does, without reading the tooltip?[/QUOTE] I think the description is a little silly, but thats just me. The part about "camouflage netting" just seems a bit silly because why not just use it all the time then? Its a decent, original ability similar to how you use AA to counter a spooky.
Finally played RS2. This game rewards all the tactics I used as an SL when playing RS1 so I'm having fun.
Some custom meshes. Any thoughts? [t]https://cdn.discordapp.com/attachments/262428275660292097/407409969567367169/unknown.png[/t][t]https://cdn.discordapp.com/attachments/262428275660292097/407335744961511434/unknown.png[/t][t]https://cdn.discordapp.com/attachments/262428275660292097/407668175464038409/unknown.png[/t]
I like the MP helmet. Not sure about the arm bands.
Arm Bands seem realistic. [IMG]https://upload.wikimedia.org/wikipedia/commons/thumb/2/28/JSA_south_korea_military_police.jpg/220px-JSA_south_korea_military_police.jpg[/IMG] Unless they're american MP's or something. They look like South Korean to me with the helmet design. On a side note, does landing in a dedicated repair zone heal your pilot or passengers if they're wounded but not dead? I noticed I can revive the AI pilot/copilot and the blood cleans up.
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