• Red Orchestra 2: Heroes of Stalingrad V5 - Rising Storm
    3,164 replies, posted
I always follow the commander as a radio man, but they never use me. I want to feel used
Radioman is great during double xp event because you just get shitloads of xp and can just stuff your face or do paperwork with the game running.
Why does NOBODY try to shoot down the recon plane with small arms fire? When it passes directly over you, you can light it up with the AK. It's hard to hit, and my potato aim + a far away target you have to account for bullet drop and travel time = me having to dump several mags into it but it literally bursts into flames. From what I've read, it might only take as little as 3 bullets, one to make it smoke, one to set it on fire, and one to take it down. It's even possible to destroy helicopters (fire at the cockpit to mess up their steering) and of all things, the spooky! Commander will have a harder time deciding where to arty or drop napalm if he can't get good information. Nobody seems to want to do it though. I love using the DSHK an entire round just shooting down planes and helis. https://www.youtube.com/watch?v=E7wmrVHoHu0 https://www.youtube.com/watch?v=SgnjtcYWmLE Two videos of it being done to the spooky. I've never shot one down with the DSHK as it flies MUCH higher, farther than the recon plane, so you have to track MUCH better. No idea if it's more durable.
If I got a RPD and I'm not in an active fight or anything, I always magdump at the plane whenever it appears. Easy way to help team out a lot.
You can also 1-2shot kill the recon plane on the dhsk
Anyone know how to deal with the "Fake Spooky" trick and SAM sites? The gist of it is, as US Commander, you call in the Spooky....then immediately cancel it. What'll happen is the spooky will go up, it won't fire, and will fly off, and the cooldown for the next one will be reduced to like 90 seconds. This results in a lose-lose situation for VC Commander. If you DO activate the SAM site* and it's a fake, (it'll still get shot down but the cooldown will be reduced) the next time the spooky is ready, your AA won't be, and you'll enjoy hearing your teammates whine about why you're not using SAMs, (Well I would if they were fucking available). You'll also suffer a ton of deaths from the spooky remaining in the air. If you decide to wait and see if it starts firing before hitting the button, and it IS real, your SAM will take about 30 seconds to go up (The radio dialogue has to go through it's lines) and you'll suffer massive casualties again. Once again your team will blame you. I've run into american TL's who keep me bamboozled the entire match, seemingly rolling dice every time they call in the spooky if it'll be a fake one or not, with no obvious pattern. What to do? *(Arty don't care about SAMs, napalm is too quick to predict, and using it on recon planes is a waste so it seems like it's only good vs spooky)
When I played the RS2 beta I loved shooting at aircraft with the Dshk, but it was not always in a good position. Shooting down the recon with it was a blast. I loved to just be an AA gunner rounds where I could.
I'm just happy that my shadows remain stationary in RS2 for the longest time after the Aussie update the shadows would frequently follow my vison, it was horribly distracting. Now I can play the game, yay.
Hey guys is there a revamp of RO2 coming too? Is this non-existent or did I totally miss the boat there.
no revamp, but it's being forward-ported to the RS2 branch
Cool, when you say forward ported to the RS2 branch do you mean UE3 with RS2 UI?
RS2 has a host of engine tweaks (instanced rendering, 64bit, newer DX), it uses WWISE instead of Unreal's own audio system... there's a fair share of tweaks under the hood
Got a blog post or something of the like detailing this? I hope they won't touch any gameplay elements of RO2 and just bring forward the optimizations of RS2. There's quite a few very specific and niche stuff about RO2 that made me prefer it over RS2, mainly the more clunky, but responsive movement that may sound oxymoronic, but is something that threw me off of RS2 completely with the lack of it. With that said, I'd love it if they finally get rid of the godawful stuttering and make the game a lot more optimized in general.
The plan is mixing the features from the two games. They recognize that RO2 maps and gameplay relied on certain systems (such as Stamina) so they're taking that into account. I don't have any written sources, only tidbits picked up from various streams and dev chit chatter
SgtJoe, when you looked at tanks in RO2 did they have bones for treads?
To me, it seems like most American TLs use their support all at once. So it will be Recon > Arty > Recon > Spooky/Napalm. For me I almost always wait for the Spooky to start shooting and try to use Ho Chi Mans if I can. Something about the timing it seems like I also catch napalms this way about 50/50.
In a way. The whole tread is a solid mesh, and it's animated by a scrolling texture. They do have bones, but each bone controls a section of the tread mesh, to allow it to fit on the terrain. It's pretty smart really.
I see. Thank you. Does only the bottom part of the treads have bones?
They're probably skinned in a way to have the section of threads go up and down depending on altitude, like so https://files.facepunch.com/forum/upload/58138/5e04b621-3e57-403f-87b8-c9ca416002fc/immagine.png
Holy hell is every fucking game with no commander on a fucking PAIN! Yesterday on that hill 921 (?? obj. Charlie is an mountain outpost) is freaking impossible! No one wanted to take command and whoever chose the role got kicked. Kept getting totally owned because of boogies and air superiority. Can anyone recommend me any servers?
I like doing these videos when I'm bored. May be loud af, bad sound, too much contrast/blackish, so pretty much wip samples https://my.mixtape.moe/mmmgns.mp4 And the intro https://my.mixtape.moe/qjacvn.mp4
I sincerely hope those inbred cocknuggets whose whining got suppression nerfed all die shitting. Return fire is too fucking accurate now. GJ you cockstains.
Well. I don't play RS2. Sounds like Verdun now though.
At least it doesn't have the bhopping from Verdun. I got that game cuz I was interested in a realistic ww1 fps, and then there's people bhopping with bolt actions dodging your shots and it just severely turns me off. Pretty sure that's not how it went back in ww1
Whoop, 1.07 is live. Spine critical hit zone is here along with "sound refinements". And a new map along with a couple of guns I guess but who cares about that.
Who cares?! Dude it's the M1/M2 Carbine! OK, I guess I can see why nobody would care, but I'm one of the few people who really favor it. From what I've used of it, it's incredible; you can just POPPOPPOPPOPPOP with basically nil recoil. It seems a lot better than its RS1 counterpart. That being said, the new crit zone is pretty handy, and the new weapon sounds are really hot. The DShK in particular really needed it, now it sounds like something that can be used to shred aircraft.
M2 Carbine is my favorite American gun from WWII, one of them in any case. The update sounds like one I'd really enjoy, I'd definitely use the M2 over the Grease Gun.
Only the grenadier seems to get the M2, I suppose as an alternative for people who aren't comfortable with the M79. No idea which class got the M1, because no NVA class has it. Probably NLF-exclusive or something.
The update says: The roles which receive the M1 Carbine are: NLF Commander, NLF Sapper, and NLF Scout. The roles which receive the M2 Carbine are the US Grenadier and the US Pointman.
It's a choice between M79 and a willy pete or an M2 and 4 frag grenades
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