Red Orchestra 2: Heroes of Stalingrad V5 - Rising Storm
3,164 replies, posted
Sometimes I go into empty servers and cap points just to increase my level and unlock hats.
[QUOTE=Riley;52344678]Sometimes I go into empty servers and cap points just to increase my level and unlock hats.[/QUOTE]
I had wondered if this worked. I got a level while exploring the maps in single-player, but it didn't stick once the timer ran out. Weird because it said I got a level and at the end it did the XP bar thing but once I got back to the menu it was like nah that didn't actually happen.
If you're american and go SL you pick grunt class and nothing else.
If you go SL as viet you are more free but if you dont get a good squad tunnel up you can eat a DICK
[QUOTE=G-Strogg;52346114]If you're american and go SL you pick grunt class and nothing else.
If you go SL as viet you are more free but if you dont get a good squad tunnel up you can eat a DICK[/QUOTE]
There's a few valid choices for American SL.
Radio-man, for the smokes instead of frags (No commander ever uses the radiomen anyway, and the rare one that does will do good with having a fairly static, second-line guy running radio instead of some frontline dude who get killed all the time)
MG for suppression and range, and infinite ammo due to people spawning on you topping you off. Extra bonus: Your squad gets points for supplying you.
Pointman for better close-in self-defence and smokes.
Pretty much the only roles you shouldn't take is engineer and blooper.
Blooper is the best SL
Pointman as american SL is a bad idea. You need to always be at the forefront of the battle, endlessly throwing your smokes (which involves dying a LOT) to be an effective pointman
[QUOTE=NitronikALT;52346905]Pointman as american SL is a bad idea. You need to always be at the forefront of the battle, endlessly throwing your smokes (which involves dying a LOT) to be an effective pointman[/QUOTE]
boi you gotta git gud and go all tropic thunder with a shotgun
[QUOTE=Araknid;52346956]boi you gotta git gud and go all tropic thunder with a shotgun[/QUOTE]
that's what non flamethrower engineer is for. Dunk vietcong in the face AND burn them with willy pete
An effective pointman has to die a fuckton, which is just not a good thing to do as a SL
Love burning people alive and casually walking around ending their misery with my 1911. I need help
ARVN WIP, need some C&C.
[IMG]https://puu.sh/witFU/ecc811ee67.jpg[/IMG]
If all goes well they'll have Long, Rolled, Torn and Flak Jacket uniforms variants just like the US, and with their own customization screen.
Looks nice, I'd like to see the details up close though
That reminds me, any word on when the Workshop will be live?
Devs said they're working on it, but then again they've said that about several other things.
I imagine they're prioritizing fixing the SDK lightmass first, as without it we can't even compile maps properly.
the improvements to gunplay are subtle but significant over RO2 and helps a lot to avoid the laser beam of death feel that RO2 had... but it still needs more work and I fear that work won't get done.
For starters, suppressive fire is still of dubious value. The suppression effect seems very finnicky in when and where it chooses to work. sometimes you can be under direct fire and absolutely nothing happens to you, while other times you can be inside of a bunker behind 5 feet of dirt and rock and you will be getting suppressed by small arms fire hitting someone OUTSIDE that you can't even see. Its very odd.
Netcode issues are a huge one. Trading at point blank almost never happens in this game, you can watch yourself empty half a mag into someone but if the server registers his kill first yours never happened. Its like your bullets just disappear into a black hole. In stark contrast to games like ArmA where trading at close range often does happen, just because you fed someone doesn't mean they're not going to feed you before they expire.
Thirdly, and this definitely won't be changed, aiming is still way too easy. The problem with developing "realistic" shooters is the mouse is a bad proxy for aiming a weapon... chiefly, a mouse is an incredibly [I]precise[/I] and [I]fast[/I] index. Devs won't touch this is because its part of what maintains the twitch shooter like, fast paced atmosphere for RS. The minimal amount of sway and shaking in the game is completely offset every time you move the mouse. It should NOT be that easy for me to shoot the pixel of two inches of helmet being exposed over a trench line at 100m when all I'm doing is scanning for oddities in the environment and then point and clicking. Theres very little skill involved in being a sharpshooter in this game.
However one thing they could do is to improve the gunplay is make proper sight alignment take slightly longer. This way the person who is stable and already aiming will always have an advantage over the person reflexively shooting. This wouldn't prevent point blank "oh shit" shooting, just make it harder to do accurately.
I feel like it takes me a quarter of a second to aim at someone out of a sprint, but I'm regularly killed by people who shoot me before their animation even goes into firing stance.
[IMG]http://i.imgur.com/uXbUEpQ.jpg[/IMG]
Made this after watching the new COD trailer
[t]http://i.imgur.com/LaDEgVM.jpg[/t]
Charlie don't surf
Servers with autokick for teamkilling is such a bullshit.
Yesterday I was playing as US commander, did some successful airstrikes/napalms and then got autokicked on the last objective, because arty killed shitload of enemies and 3 teammates.
[QUOTE=grobov13;52353827]Servers with autokick for teamkilling is such a bullshit.
Yesterday I was playing as US commander, did some successful airstrikes/napalms and then got autokicked on the last objective, because arty killed shitload of enemies and 3 teammates.[/QUOTE]
You must've killed a lot of people, I've seen a US commander napalm almost the entire US team and not get kicked.
Depends on the server. Ive seen a VC commander destroy his entire team and not get kicked. Then in another I dead nade my squad and poof, one way ticket to the main menu.
[QUOTE=-nesto-;52352922][IMG]http://i.imgur.com/uXbUEpQ.jpg[/IMG]
Made this after watching the new COD trailer[/QUOTE]
Yeah the grease gun sights suck, I wish they were more open like in COD WWII
It's like trying to aim through a needle's hole
COD also gets the silenced OSS M3A1 :(
Is there any significant advantage of using the SKS?
Considering the fact that you can put a Type 56 in semi auto and basically have a 30 round, magazine loaded SKS that fires the same ammo.
I would imagine that the SKS have a bit high muzzle velocity than the Type 56 since the SKS have a slightly longer barrel but how big of a difference does it make in practice for long range shots?
I know for sure that the Type 56 have a higher muzzle velocity than the AKM, although that makes no sense to me.
I wish they could figure out a way to make the rear sight slightly translucent which emulates how the eye works kinda like this
[t]http://www.dslyecxi.com/images/bestoftactical/aao_249_sights.jpg[/t]
[QUOTE=Folstream;52354419]Is there any significant advantage of using the SKS?
Considering the fact that you can put a Type 56 in semi auto and basically have a 30 round, magazine loaded SKS that fires the same ammo.
I would imagine that the SKS have a bit high muzzle velocity than the Type 56 since the SKS have a slightly longer barrel but how big of a difference does it make in practice for long range shots?
I know for sure that the Type 56 have a higher muzzle velocity than the AKM, although that makes no sense to me.[/QUOTE]
The SKS is coded to have a lot less dispersion (almost half the Type 56's / AKM's MOA)
[QUOTE=NitronikALT;52354518]The SKS is coded to have a lot less dispersion (almost half the Type 56's / AKM's MOA)[/QUOTE]
Thanks for the info.
Is there any way to extract game files so that you can directly compare gun stats with one another?
[QUOTE=Folstream;52354629]Thanks for the info.
Is there any way to extract game files so that you can directly compare gun stats with one another?[/QUOTE]
The SDK would be your best bet - but I don't know where to look, specifically
I read some stuff about the Viet Cong and it made me realize just how important the Ho Chi Minh trail was. I was reading about their weapons since I thought it was odd Tripwire / Antimatter decided to give them all AK-47's, that didn't seem realistic. Well it turns out, it is realistic. Early in the war the Viet Cong used hand-me-down German, Russian, and Japanese weapons from World War 2, as well as crude homemade firearms, mostly designed to fire once shot with the idea that you ambush a lone soldier and steal his gun. The stronger weapons went to the larger and more organized VC groups, so a lot of the "jungle guns" were made by your village style Viet Cong. But in the mid-60's they started getting more weapons from the Soviets and Chinese via the Ho Chi Minh trail. By the late 60's when the game takes place, even the village level Viet Cong started sporting AK rifles thanks to the Ho Chi Minh trail acting as an unstoppable supply line.
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