Red Orchestra 2: Heroes of Stalingrad V5 - Rising Storm
3,164 replies, posted
[QUOTE=NitronikALT;50989674]They have plenty of modelers helping them out. I remember getting my hands on some vehicles, as well[/QUOTE]
I specifically remember one of the devs Lemonater complaining to me that all their artists were one-offs, they'd contribute something then leave.
Heck they had to get their Bren Carrier model from me because they apparently couldn't implement it themselves, even though it was the simplest of mesh edits. I still don't understand that.
Eh, whatever, it doesn't matter.
[QUOTE=SergerantJoe;50989234]
I'm thinking of a mod that'll let you choose between the Mosin, [b]Type 38[/b] and Kar 98 rifles since those were all used at various points in the war.[/QUOTE]
I want this in the base game.
Best gun.
[QUOTE=SergerantJoe;50989709]I specifically remember one of the devs Lemonater complaining to me that all their artists were one-offs, they'd contribute something then leave.
[/QUOTE]
Strength in numbers! I'm guilty of it as well...
[QUOTE=NitronikALT;50989589]you're making it sound like it was out of necessity - but it actually was a conscious decision made by US troops.
I think the BAR saw most action when the M16 was first deployed - as it was an infinitely more reliable option. The VC would focus on stealing BARs because of how good the weapon was in the jungle environments, actually![/QUOTE]
Yeah I know, was just saying some because they weren't exactly standard issue, but were just given to forces based on request iirc.
Wondering how RPGs will work against Infantry. Is it going to be weenie poopblasts or will it be Jihadi John
[QUOTE=Zillamaster55;50997532]Wondering how RPGs will work against Infantry. Is it going to be weenie poopblasts or will it be Jihadi John[/QUOTE]
prolly will be just like manual aim knee mortars
[QUOTE=Zillamaster55;50997532]Wondering how RPGs will work against Infantry. Is it going to be weenie poopblasts or will it be Jihadi John[/QUOTE]
In the alpha I tried they were basically manually aimed knee mortars
[QUOTE=-nesto-;50997539]prolly will be just like manual aim knee mortars[/QUOTE]
bleh
[editline]4th September 2016[/editline]
Knee mortars felt piddly as hell
[QUOTE=Zillamaster55;51000267]bleh
[editline]4th September 2016[/editline]
Knee mortars felt piddly as hell[/QUOTE]
Unless you were on the receiving end.
I'm hoping the RPG in this game gives you a couple HEAT rounds to use against vehicles and a couple HE-frag rounds to use against infantry.
Any news on release date?
No exact date but I think I remember reading in the new pcgamer article that they said early 2017.
[URL]https://www.twitch.tv/pax2/v/87783945?t=103m45s[/URL]
Archive of the PAX West Panel.
They're aiming for a Q1 2017 release date. Weapons will have multiple variants to choose from that you don't need to unlock. M16 will have 20 and 30 rounds magazines, with the 20 round variant carrying more ammo overall. They are planning on having the ANZAC and ARVN factions post-release
Q1 2017 Release in Tripwire terms means roughly Q4 2023
Have a crosspost on some of the things I learned from the panel.
[QUOTE]Some highlights from the PAX Panel.
-North Vietnam gets a SAM site that lasts like 1 minute and shoots down anything above 75m.
-Weapons have variants, so the AK has 3 different types of AK rifles.
-Squad Leaders can be any class now. So if you wanted to you could be a SQL with a M60.
-NV has some cool Commander abilities, like having all dead players spawn on the TL, or Recon that can't be shot down.
-Hueys can be linked with squads to become mobile spawns.
-ANZAC and ARVN confirmed for coming after the initial release.
-There is a Simple and Advanced flight model for Helicopters.
-The Tail Rotor can kill you if you run into it. [/QUOTE]
[b]ANZACCCCCCCCCCCCCCCCCCCC[/b]
Please add soviet military "advisors".
I am okay with all of these things.
[quote]-Squad Leaders can be any class now. So if you wanted to you could be a SQL with a M60.[/quote]
Goddamn fuckin' finally man.
[QUOTE=Zillamaster55;51008602]Goddamn fuckin' finally man.[/QUOTE]
Rambo rp servers when
In RO2, I tried to through a satchel charge out the window on the second floor of point G in Bridges.
Keyword "tried".
The satchel charge ended up floating in mid air above the window sill, right in the middle of the window.
I got kicked for exceeding the friendly fire limit :v: Fucking Tripwire's collision detection on charges.
[QUOTE=ClarkWasHere;51009429]In RO2, I tried to through a satchel charge out the window on the second floor of point G in Bridges.
Keyword "tried".
The satchel charge ended up floating in mid air above the window sill, right in the middle of the window.
I got kicked for exceeding the friendly fire limit :v: Fucking Tripwire's collision detection on charges.[/QUOTE]I once did something similar where I went to satchel a tank and it drove off. It ended with me catching my own team's spawn wave as they rushed around a corner in a giant group.
[video=youtube;1Uuw1xxdJLc]https://www.youtube.com/watch?v=1Uuw1xxdJLc[/video]
Just the gameplay bits from the PAX Panel
[QUOTE=StrykerE;51005861][URL]https://www.twitch.tv/pax2/v/87783945?t=103m45s[/URL]
Archive of the PAX West Panel.
They're aiming for a Q1 2017 release date. Weapons will have multiple variants to choose from that you don't need to unlock. M16 will have 20 and 30 rounds magazines, with the 20 round variant carrying more ammo overall. They are planning on having the ANZAC and ARVN factions post-release[/QUOTE]
So does that mean that the bullshit unlock system from RO2/RS is gone? It was way too fucking tedious leveling up to get shit.
Yup. All weapons are available from the start, leveling up will only affect your character appearance.
Also, Punji Stakes confirmed.
[QUOTE=PsYcH0_Ch!cKeN]We basically have punji pits with trapdoors that only trigger when US players walk on them. Any time we want a tunnel to be truly off limits, we put one of those in the floor and it makes it completely inaccessible to the US team. Now that said, it's at the discretion of the LDs as to whether they include them in their maps or not, so whether any actually end up in the finished product I couldn't say, but they're still there for anyone to use if they so desire.[/QUOTE]
[QUOTE=StrykerE;51021996][video=youtube;1Uuw1xxdJLc]https://www.youtube.com/watch?v=1Uuw1xxdJLc[/video]
Just the gameplay bits from the PAX Panel[/QUOTE]
I like how they still speak Japanese apparently :|
[editline]9th September 2016[/editline]
Before you go "Placeholder"
They've had this game in production for more than a year. Hiring a person to sit down in a room, speak some Vietnamese, and leave, is not a difficult task.
[QUOTE=Zillamaster55;51023997]
They've had this game in production for more than a year.[B] Hiring a person to sit down in a room, speak some Vietnamese, and leave, is not a difficult task.[/B][/QUOTE]
will I get banned for insulting you
[QUOTE=Zillamaster55;51023997]
They've had this game in production for more than a year. Hiring a person to sit down in a room, speak some Vietnamese, and leave, is not a difficult task.[/QUOTE]
So? They just haven't done that yet.
[QUOTE=Zillamaster55;51023997]
Before you go "Placeholder"
They've had this game in production for more than a year. Hiring a person to sit down in a room, speak some Vietnamese, and leave, is not a difficult task.[/QUOTE]
It is, actually. Voice actors are expensive and it's generally a good idea to have most of the game done and with a final script to record it all in one go.
[QUOTE=Zillamaster55;51023997]
They've had this game in production for more than a year. Hiring a person to sit down in a room, speak some Vietnamese, and leave, is not a difficult task.[/QUOTE]
[video=youtube;Fs3bXmPVy-U]http://www.youtube.com/watch?v=Fs3bXmPVy-U[/video]
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