Red Orchestra 2: Heroes of Stalingrad V5 - Rising Storm
3,164 replies, posted
[QUOTE=matt000024;49571572]I'm not against knee mortar's overall although their are certain situations where someone instantly dives and kills someone only about 30m away which imo is OP. Also they have theoretically infinite ammo on certain maps due to ammo crates.[/QUOTE]
You could say the exact same thing about the flamethrower.
Both teams have OP shit, but you're right, it's very difficult to make them cancel each other out.
[url]http://forums.tripwireinteractive.com/showthread.php?t=115944[/url]
So apparently the squad system will now work like the squads from Battlefield Bad Company 2, where anyone can make a squad and then personalize it. This actually seems like a good idea.
That's pretty good to hear. The squad system in RO2 was really awkward in the way it worked.
It usually ended up making Squads 1 and 2 the most "important" squads, while Squads 3 and 4 were like auxillary troops, with squad 4 having the least amount of soldiers overall.
Dying as SL1 or SL2 is a really big deal, since you have so many people relying on you as a forward spawnpoint. Basically you were supposed to find a good spawning area, and hide there to help your team push up.
But dying as SL3 or SL4 is not really a huge deal, since your squad is usually relatively small, making it actually more worthwhile to go aggressive as a Squad Leader in those cases, and find kinks in the enemy's line/spot out good artillery positions.
It's a weird system that's only really effective if each SL knows their role as SL#. It looks like they're reworking it pretty hard in RS2, so I look forward to finding out more about it's new functions.
[QUOTE=SergerantJoe;49579270][url]http://forums.tripwireinteractive.com/showthread.php?t=115944[/url]
So apparently the squad system will now work like the squads from Battlefield Bad Company 2, where anyone can make a squad and then personalize it. This actually seems like a good idea.[/QUOTE]
Sounds more like BF2142's squad system to me actually, where you have access to more SL tools as your squad grows bigger on top of being able personalize squads.
[QUOTE=SergerantJoe;49579270][url]http://forums.tripwireinteractive.com/showthread.php?t=115944[/url]
So apparently the squad system will now work like the squads from Battlefield Bad Company 2, where anyone can make a squad and then personalize it. This actually seems like a good idea.[/QUOTE]
Oh my god, finally. The squad system in Red Orchestra 2 was incredibly clunky
[QUOTE=Zillamaster55;49580260]Oh my god, finally. The squad system in Red Orchestra 2 was incredibly clunky[/QUOTE]
May be clunky, but hell if i like it. A good SL can swing the game a lot.
[QUOTE=Joseph Smith;49581067]May be clunky, but hell if i like it. A good SL can swing the game a lot.[/QUOTE]
I know that, it's just that the system is bizarrely buggy and if you're a great player but are unlucky enough to be SL 3 or 4, consider yourself just a glorified rifleman rather than a crucial mobile spawnpoint and FO for artillery
The guys from In Country actually responded to something for once.
[QUOTE=harv]Sorry for the late reply we've been really busy behind the scenes and we've effectively gone dark until we're at a point we can reveal what we've been working on.[/QUOTE]
That is a horrible practice in my opinion. Staying totally silent while completely ignoring everyone and everything is the absolute worst PR thing you can do as an indie dev.
Nobody's expecting them to make a detailed weekly progress report a la Garry, but it'd still be nice to hear something at least once a month.
More bugfixing and content for IOM
[video=youtube;tV8odH8nHDg]https://www.youtube.com/watch?v=tV8odH8nHDg[/video]
[QUOTE]Good Morning Vietnam Fans!
(Sorry I had to get that out of my system)
Today we want to give you a look at one of the core game mechanics we have been talking about as well as introduce you to another one. As always keep in mind these are works in progress and subject to change as we iterate with the systems and find out more about what works and what doesn’t.
With that in mind, here are some additional warnings on the topic: In the following WebM you will see a snapshot of a development build with non-final numbers and settings, showcased on an early block-out map that has little-to-no art (and any art you see is most likely placeholder).
[vid]http://media.tripwirecdn.com/020516/m16.webm[/vid]
What you’ve just seen here are changes we have been experimenting with on how weapons handle with full-auto This includes ironsight misalignment and how the ironsights and weapon behave during recoil which are different from past RO/RS titles. To reiterate: The goal of these systems and experiments is to make sure weapons still feel good in the hands of the player, but encourage a more authentic engagement between sides in a firefight. You may also have seen some other additions we feel fans of the franchise will enjoy.
Another core design goal of the game we’ve been working on can be summed up as:
-One mode of play
An authentic, immersive tactical shooter
-One game with some server and client settings - the game should always play the same across servers
The majority of which we are currently looking at being visual aids
We feel this will help newer players without diluting the core gameplay experience or jar them from one mode to the next
We are looking to show more details and examples on other core systems as they come online. Right now there is a major focus on UI and Menu work heavily underway.
[/QUOTE]
[url]http://steamcommunity.com/games/418460/announcements/detail/974270303562851904[/url]
[QUOTE=Zillamaster55;49513594]Take everything with 2 or 3 servings of the Dead Sea.
Tripwire are shitty when it comes to actually putting out updates in a reasonable amount of time or giving a shit when it comes to what the community says.[/QUOTE]
agreed, we've seen nothing like the level/amount of content being delivered in RO1.
but to be fair they've got a lot more on their plate now compared to then
this game is so immersive tho
im ducking behind some cover and im pinned by some sniper in an apartment building whose position i know 100% and i take a risk and pop my head up and aim at the sniper but i get a bullet to the head instead
i flanked people on that one swamp map as a flamer and burned down 5 people
i like to believe i won us the round
its hella fun to banzai charge along with your whole team :v:
[QUOTE=StrykerE;49681238][url]http://steamcommunity.com/games/418460/announcements/detail/974270303562851904[/url][/QUOTE]
Man, it looks so much like a KF2 mod, only because it's most likely the same upgrade UE "3.5" engine they have.
Glad to see they're not doing the arcade mode they had for RO2 and not trying to spread their net too wide in search for players.
[QUOTE=lilguy;49697786]it's most likely the same upgrade UE "3.5" engine they have.[/QUOTE]
That's exactly what it is.
On the bright side, it does mean easier modding.
New update on Rising Storm 2: Vietnam
[QUOTE][B][URL="http://steamcommunity.com/games/418460/announcements/detail/988908370230440592"]Refinement Part 1[/URL][/B]
Hello everyone and welcome back. Today I want talk about refinement. One of the questions we have seen come up in the community is “What systems are shared between RO2/RS and RS 2?”. Previously, we’ve talked about new core mechanics and systems, so today I want to take a look at some of those that are similar to our past titles and how we are bringing them forward.
While the complete list is much larger (obviously), I’ll just focus on spawn protection and HUD elements in this bulletin. Spawn protection is always a tricky subject as you want to reward players for doing well, pushing forward and taking the fight to the enemy, but not at a cost of spawn-killing. Nor do you want players having to be “red-screened” to death when spawns move up. In Rising Storm 2 we’ve been experimenting with a new type of spawn protection that does not kill off the player (or even tint their screen). Instead it will lower the player's weapon into a non fireable state until they leave the spawn protection or out of bounds zone. We are continuing to look at refinements to this system as we playtest in different types of maps and modes but overall our goal is to make this less frustrating and obtrusive to players who find themselves in it, especially if it has recently moved.
Another point where we’ve been making changes to improve the experience is in the HUD. Players can now customize their hud in terms of opacity and scale to find their own optimal client settings. Along with those changes we have been iterating on tactical view with icons that scale with distance and fade when iron sighting to make sure that it isn’t obtrusive to the player while continuing to provide useful information at a glance.
And to finish things off today I have something new to show! As always keep in mind what you are about to see are Works In Progress and may contain placeholders and may not always be fully representative of the final product. With that in mind I would like to introduce you to another of the primary weapons of Vietnam the Type56:[/QUOTE]
[vid]http://media.tripwirecdn.com/021816/type56.webm[/vid]
Holy shit, that looks gorgeous.
this looks like it will take PTSD simulator to a whole new level.
Here's to hoping parts of the MEAT system from KF2 will be in this. Super PTSD from artillery exploded limbs and whatever possible traps they have in store.
Ahhh, fantastic, they're using the T-56 rather than just generico AK, excellent!
Any word on a release window? It's about time we got a solid Vietnam era FPS and they're building the hype plenty.
[QUOTE=spekter;49771409]Any word on a release window? It's about time we got a solid Vietnam era FPS and they're building the hype plenty.[/QUOTE]
2016 I think.
They've specifically stated that it will be out this year. No other information though.
Here's hoping they try to optimize it because jungles are going to murder people's frame rates.
I wonder if Napalm will be something for team leaders to use
And people whine about flamethrowers, can't wait for them to see napalm strikes AND FLAMETHROWERS.
idk if you guys play on the merrill's (40-1) servers, but recently there's been a 16 year old admin named Garmo on there shitting it up.
- made everybody say "reporting for duty garmo sir" whenever he joined,
- he muted/banned people for "mic spamming" (which included tl's and sl's giving orders, because apparently talking on the mic for longer than 20 seconds is spam),
- he also made a guide and titled it as "official" while also changing his steam name to TWI Mod and promoting it in several servers.
well, today he was relieved of his admin powers, and because of the TWI Mod thing, he's been banned from the following servers permanently
[quote](Banned from 27 Server Groups) (64 Servers in total)
[40-1] (UK) (x3)
|6TH| (NL) (x1) {6TH Wehrmacht}
[ro2.fi] (FI) (x1)
[HSA] (GR) (x1) {Hungarian Second Army}
=]NOD[= (GR) (x2) {Nettesten Ostfriesen Deutschlands}
[Tactical Viper] (GR) (x1)
[frontCCCP] (RU) (x1)
[TWG] (RU) (x1) {The White Guard}
[VTG] (RU) (x2) {Volunteer Tank Group}
[Liga] (RU) (x1)
[RedOrchestra.ru] (RU) (x2)
[TW.Fire] (TW) (x4)
[CN] (CN) (x1)
[Aussie/NZ] (AU) (x1)
[ [url]http://Games.on.net][/url] (AU) (x6)
[ [url]http://Skankyflat.net][/url] (AU) (x3)
|RD| (US) (x2) {Red Devils}
[Bloodbath] (US) (x4)
[Ober*] (US) (x1)
[RO*Gaming] (US) (x1)
[WaW] (US) (x2) {World at War}
SonderKommando (US) (x1) {SONDERKOMMANDO DIRLEWANGER}
[2.FJg] (US) (x1) {2nd Fallschirmjager}
[ [url]http://RO2Arena.com][/url] (US/GR) (x4/x3)
[TWB] (US/UK) (x2/x4) {The Wild Bunch}
[Runic] (US) (x1)
[29ID] (US/GR) (x5/x1) {29th Infantry Division}[/quote]
[QUOTE=BeardyDuck;49783590]idk if you guys play on the merrill's (40-1) servers, but recently there's been a 16 year old admin named Garmo on there shitting it up.
- made everybody say "reporting for duty garmo sir" whenever he joined,
- he muted/banned people for "mic spamming" (which included tl's and sl's giving orders, because apparently talking on the mic for longer than 20 seconds is spam),
- he also made a guide and titled it as "official" while also changing his steam name to TWI Mod and promoting it in several servers.
well, today he was relieved of his admin powers, and because of the TWI Mod thing, he's been banned from the following servers permanently[/QUOTE]
Haha, I played with that guy like twice and since then I've avoided being on his team. He was always really obnoxious and stubborn about the terrible tactics he'd tell the team to use. For some reason people always listened to him.
[QUOTE=BeardyDuck;49783590]idk if you guys play on the merrill's (40-1) servers, but recently there's been a 16 year old admin named Garmo on there shitting it up.
- made everybody say "reporting for duty garmo sir" whenever he joined,
- he muted/banned people for "mic spamming" (which included tl's and sl's giving orders, because apparently talking on the mic for longer than 20 seconds is spam),
- he also made a guide and titled it as "official" while also changing his steam name to TWI Mod and promoting it in several servers.
well, today he was relieved of his admin powers, and because of the TWI Mod thing, he's been banned from the following servers permanently[/QUOTE]
Who the fuck gives admin rights to a 16yr old :v:
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