• Red Orchestra 2: Heroes of Stalingrad V5 - Rising Storm
    3,164 replies, posted
[QUOTE=DaysBefore;52278477]Reinstalling RO2 to fill that need until then, is there anyone playing it tho? Last time I tried it was dead[/QUOTE] it generally has 2-3k players online, the game being currently free bumped it up to 7k
One annoying bug with the consistent team colours thing I don't know if they've fixed it yet You turn [B]off[/B] consistent team colours play as a red faction, NLF/PAVN open your overhead map your teammates are still blue.
Don't need to know who your teammates are really, if it's a good shot it's a good shot... That said Commander FF has really stepped up in this, the amount of point arty is has reached we were soldiers levels of trauma.
How is RS2 compared to Insurgency? INS is pretty casual and you don't need a mic, is it the same for this? Also does it run similarly to KF2?
RS2's beta was pretty casual. maybe 5 people bother to use mic. your squad leader doesn't have to really give you orders but it really boils down to how competent your squad leaders and commander are. for example if the commander isn't calling in artillery/airstrikes/etc then you might as well kick them in the balls since they aren't utilizing important assets, and if you are playing with a squad whos squad leader keeps either A: DYING, or B: not bothering to build a tunnel then you should change squads or try to become squad leader yourself GI joes can spawn on their squad leader so it's super important that they stay out of direct combat so they don't get wasted, and NVA squad leaders can put down tunnels with a pickaxe which works as a forward spawn. if they aren't doing their job and you have to spawn back way away from the objective then you might as well just call it quits because you'll always have a hell of a time trying to get back to the objective other than that there's absolutely no need for communication so long as you look at your map every now and again
Communication should largely be reserved for SL/TL so they can coordinate things
I'd argue Insurgency is a lot faster - the only thing they really have in common is free-aim hipfire In RS2 you cannot afford having inept squad leaders or, even worse, Team Leaders who do not utilize abilities
[QUOTE=NitronikALT;52282045]I'd argue Insurgency is a lot faster - the only thing they really have in common is free-aim hipfire In RS2 you cannot afford having inept squad leaders or, even worse, Team Leaders who do not utilize abilities[/QUOTE] Not having a Commander or any competent Squad Leaders at all is a certain loss in most cases. How important are good Chopper Pilots for the USA side in RS2, are they as valuable as a good Tank in RO2? Haven't had too many issues in RS2 with choppers just yet, but maybe I've been lucky in that regard.
i think choppers are mostly there as a backdrop more than anything personally. i mean it was only the beta so most heli pilots have little to no experience but i've never really seen a cobra do much damage and most huey pilots were just doing their jobs; landing here and there to drop off their spawns i think helicopters don't serve much of a purpose unless you have a squad leader that insists on dying, thus making it next to impossible to spawn on or near objectives
[QUOTE=Jordax;52282075]Not having a Commander or any competent Squad Leaders at all is a certain loss in most cases. How important are good Chopper Pilots for the USA side in RS2, are they as valuable as a good Tank in RO2? Haven't had too many issues in RS2 with choppers just yet, but maybe I've been lucky in that regard.[/QUOTE] Bad choppers don't really cause you to lose games, but they are quite a pain in the ass for the vietnamese. Thing is, I'd argue it's far too risky to be a transport pilot, as the vietnamese can just ambush you on landing
Bad choppers absolutely can lose you the game. We lost a round on Valley because our chopper pilots would never land which resulted in full birds constantly getting shot down while the rest of the team kept failing to assault C. We could never get a foothold outside of our spawn because there wasn't constant pressure on D or B via drops so C just became a huge meat grinder while they held everything.
it really depends on how good your squad leader is. if your squad leader keeps dying then it's impossible to spawn near the action. your best course of action if you have a bad squad leader is to rely on the transport helicopters as your forward spawn, but if the pilot is bad then that becomes a huge problem too the thing about transport oriented maps is that there's a huge surrounding area around all of the objectives, so there's tons of potential LZs you can use to drop off your haul, but most pilots just insist on dropping right in to the objective and get obliterated right then and there if your squad leader does their job and stay alive away from the action then there's no need to rely on helicopters
Here's hoping we get more maps as the game goes on. Would kill for some nighttime ones, or something along those lines
Oops
I really liked piloting helicopters in beta (combat helis). Had to spend more time in the little bird like chopper however, because other 2 pilots always bitchfight about who gets to fly cobra, so they end up crashing it on the helipad or gets crushed by a transport chopper. My only issue with little bird is that I can't seems to hit shit with it most of the time, as you have to be very precise (which I'm not usually good at) and this goddamn 50cal that makes my life a living hell. :v:
All I want is helicopters that can take a solid landing and not lose the fucking struts
[QUOTE=grobov13;52283825]My only issue with little bird is that I can't seems to hit shit with it most of the time, as you have to be very precise (which I'm not usually good at) and this goddamn 50cal that makes my life a living hell. :v:[/QUOTE] Well you're making two mistakes here. First off, the Loach is a recon helicopter, and second off it's a 7.62 not a .50 cal.
You mean 12.7mm (he's talking about the DShK).
The cobra is fun to pilot with a friend, but you only get enough time for a few kills before the commanders AA comes and takes you out with seemingly nothing you can do about it. Unless we've been missing something?
Stay below 75m
[QUOTE=-nesto-;52284060]Stay below 75m[/QUOTE]Is it possible to evade a missile once fired? [QUOTE=Stroheim;52283957]All I want is helicopters that can take a solid landing and not lose the fucking struts[/QUOTE]You must be thumping them down damn hard, I haven't had it happen to me unless I'm also shot in the face while landing.
I think the most embarrassing thing in RS2 is getting a fucking huey plopped on you after someone snipes the pilot. Happened twice to me.
[QUOTE=Squeegy Mackoy;52284412]Is it possible to evade a missile once fired? You must be thumping them down damn hard, I haven't had it happen to me unless I'm also shot in the face while landing.[/QUOTE] SAMs will lose lock on if you stay below 75 altitude
I think we all can agree the worst Huey pilots are the ones who land right near US Spawn instead of actually landing somewhere we cannot spawn normally.
We lost the racist banter from Rising Storm 1 but at least we get to use a whole new set of politically incorrect jokes. [IMG]http://i.imgur.com/qLULisU.png[/IMG]
[QUOTE=NitronikALT;52284421]SAMs will lose lock on if you stay below 75 altitude[/QUOTE] This isnt true. Once the SAM makes a lock the only way to avoid it is to fly behind some type of obstacle that physically blocks the path between you and the missile so it strikes that instead. Just don't fly above 75m and they can't lock on, you will never have to worry about SAMs again. [editline]28th May 2017[/editline] [QUOTE=matt000024;52284770]I think we all can agree the worst Huey pilots are the ones who land right near US Spawn instead of actually landing somewhere we cannot spawn normally.[/QUOTE] Honestly it really just depends. A lot of the time you ground guys don't give good huey pilots enough credit because they really have to keep up with the action on the ground if they want to be good at all. This means checking your map constantly in flight to make sure the loach and recon planes dont spot any RPG guys near the landing zones, and if they are then the only places to land are near the US base. If your ground troops don't look at their map or know how to play correctly (back capping and hunting tunnels near lz's) it will become literally impossible for any hueys to drop any troops off near objectives. If you see a your huey pilot circling around, check your map to see if he sees something you don't. You just might be surprised at how many people are waiting at the places you expect to land.
You can evade SAMs. Was a passenger in a huey when we got targeted and the pilot managed to evade it by turning and diving. This was right above D on Valley, there wasnt anything to break LOS. Dunno if it was beta shenanigans or working as intended but it worked.
ayyy [IMG]http://i.imgur.com/UBSNlUx.png[/IMG] GI GO HOME
Scout, rebort in.
[QUOTE=Tea Guy;52285139]This isnt true. Once the SAM makes a lock the only way to avoid it is to fly behind some type of obstacle that physically blocks the path between you and the missile so it strikes that instead. Just don't fly above 75m and they can't lock on, you will never have to worry about SAMs again.[/QUOTE] I was looking through some RS2 videos, and I think I found pretty definitive proof that going under 75 meters breaks the lock: [url]https://youtu.be/b4z-E0RVlzc?t=110[/url] Unless it's a bug, you can definitely see that as soon as he goes under 75 meters he stops being locked.
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