Red Orchestra 2: Heroes of Stalingrad V5 - Rising Storm
3,164 replies, posted
[QUOTE=CarnolfMeatla;52427906]Uh, isn't this is how it is supposed to be? Should a teammate sit behind the enemies team side of cover and shoot at his own teammates?
[editline]3rd July 2017[/editline]
Too bad the airtaxi was nearly empty[/QUOTE]
Misworded, sorry.
Meant to say would the enemy really be sitting on your teams side of cover and shooting toward the enemy
Welp, that was the first time I've been kicked due to teamkills thanks people not heeding warning about where strikes are going and run into it after it's been called out AND actively falling.
A bit of spicy Attack Helicopter gameplay.
Part 1:
[vid]https://u.nya.is/ctvupu.webm[/vid]
Part 2:
[vid]https://u.nya.is/scettb.webm[/vid]
I have no idea what I'm doing :v:
[IMG]https://puu.sh/wBX55/f66f31b322.jpg[/IMG]
You see dimitri, when drivin bote upwards you get protection
if you don't see enemy, enemy don't see you
I just played 2 hours of this horrid map, where the creator decided that spamming rocks with poor collision on a hill defense map was a good idea. Especially with the movement system prone to stop you in your tracks if you bump the slightest corner, not being able to simply walk over what is clearly a 5 inch tall rock is frustrating, especially because it means you're dead.
Also, that 2 hours part of playing on that map? Guess what, the fucking territory map DOESN'T have lockdown. Which means, as attacker, you either take all the objectives or make the enemy run out of tickets. Defender has to run the enemy out of tickets, or the worst option, run them out of time.
The time limit?
[B]45 minutes.[/B]
There was also the issue of the VC being able to get behind American lines and set up tunnels or just spawn camp.
Now, technically it's an alpha map. Hopefully the person who made it gets good feedback on what the issues with the map are, and fixes them, as the map is an interesting night time map with Americans on defense.
[QUOTE=ClarkWasHere;52434101]I just played 2 hours of this horrid map, where the creator decided that spamming rocks with poor collision on a hill defense map was a good idea. Especially with the movement system prone to stop you in your tracks if you bump the slightest corner, not being able to simply walk over what is clearly a 5 inch tall rock is frustrating, especially because it means you're dead.
Also, that 2 hours part of playing on that map? Guess what, the fucking territory map DOESN'T have lockdown. Which means, as attacker, you either take all the objectives or make the enemy run out of tickets. Defender has to run the enemy out of tickets, or the worst option, run them out of time.
The time limit?
[B]45 minutes.[/B]
There was also the issue of the VC being able to get behind American lines and set up tunnels or just spawn camp.
Now, technically it's an alpha map. Hopefully the person who made it gets good feedback on what the issues with the map are, and fixes them, as the map is an interesting night time map with Americans on defense.[/QUOTE]
Remember the name of the map so I know when to bail?
Multiple cobras when.
[QUOTE=DEMONSKUL;52434283]Remember the name of the map so I know when to bail?[/QUOTE]
apparently it might be NuiBaDen
Wish I could get into Unreal map making. I want to do a Tet Offensive map so the US finally gets to defend for once
[QUOTE=DEMONSKUL;52434283]Remember the name of the map so I know when to bail?[/QUOTE]
funnily enough, a third of the server left when the map finished loading. Maybe veterans? :v:
Has anyone else had an issue where you keep getting connected to empty servers after failing to connect to a server because it's full?
I've underestimated the double-barreled shotgun.
1. Infiltrate capture point
2. Plant tripwires
3. Use all rounds
4. Run for your life behind the tripwires
5. Reload
6: Victory
So the aiming in RS2 has issues.
[vid]https://giant.gfycat.com/JaggedSelfreliantHairstreak.webm[/vid]
You see that? That second slug round, even though the barrel of the gun was clearly over the rock, even though the 1st person weapon model wasn't even pushed back, [I]still[/I] hit the rock I was using to stabilize the gun.
The problem? Even though Rising Storm 2 actually uses a more realistic aiming system than RO2/RS, it doesn't properly implement weapon collision detection on walls and cover for some, if not all weapons.
Don't understand what I mean? Let me demonstrate.
[vid]https://fat.gfycat.com/JauntyKaleidoscopicAmericanmarten.webm[/vid]
See how when I move the rifle downwards towards the cover, the game pushes back the rifle towards the players camera? This is to indicate that the player's weapon is colliding with the wall, whether it be the barrel of the gun or the sides.
For Red Orchestra 2 / Rising Storm, this was fine as [url=https://i.imgur.com/h0119dH.png]the bullet would always come out from the tip of the iron-sight.[/url]
The weapon collision in RO2 helped prevent impossible shots from cover, but it still had it's issues.
Namely, if you stepped away from cover by a little bit so that way your gun wouldn't collide anymore, you'd still be able to shoot above where your gun's barrel is located, due to the bullet coming from the iron sights, not the barrels actual location. Here's a video that demonstrates this:
[vid]https://giant.gfycat.com/MilkyBogusFritillarybutterfly.webm[/vid]
For RS2, Antimatter games fixed that issue by having the bullet actually come out of the barrel location, like so:
[t]https://i.imgur.com/ErE9FJO.png[/t]
So, why is the RS2 aim model bad? Because in RS2, the collision for your weapons seems to be your[I] iron sights [/I], not your gun's barrel. Here's a video that demonstrates what I mean.
[vid]https://giant.gfycat.com/GracefulAliveAmericanwigeon.webm[/vid]
As you can see, it acts [I]just[/I] like RO2's aiming, where the weapon has this collision with the cover that pushes it back. However, this collision is inaccurate, as for some reason, RS2's weapons are using collision with the iron sights, not the gun or the barrel itself.
Especially noticeable on the M16, as the barrel sticks out farther than the iron-sights, yet the iron sights are what determines if your gun is to be pushed back or not. In that video above, it should have had the gun model pushed back throughout the entire thing, as the m16 barrel's is colliding with the sand bags.
Now, go back to the very first video and review what happens. I am using the hunting shotgun, which has a very long barrel, so if the collision model was accurate, that barrel would be pushed back, no?
Except that it wasn't. In-fact, the first shot in that video hit Obj C just fine, the second shot hit the rock i was using for cover, [I]even though the weapon model shows no signs of being pushed back.[/I]
I hope that someone could show this to some of the AM dudes, because I love RS2, but something is just wrong with the aiming here.
That has been driving me crazy. I'm glad you were able to figure out why it was doing this.
[QUOTE=ClarkWasHere;52439651]So the aiming in RS2 has issues.
[vid]https://giant.gfycat.com/JaggedSelfreliantHairstreak.webm[/vid]
You see that? That second slug round, even though the barrel of the gun was clearly over the rock, even though the 1st person weapon model wasn't even pushed back, [I]still[/I] hit the rock I was using to stabilize the gun.
The problem? Even though Rising Storm 2 actually uses a more realistic aiming system than RO2/RS, it doesn't properly implement weapon collision detection on walls and cover for some, if not all weapons.
Don't understand what I mean? Let me demonstrate.
[vid]https://fat.gfycat.com/JauntyKaleidoscopicAmericanmarten.webm[/vid]
See how when I move the rifle downwards towards the cover, the game pushes back the rifle towards the players camera? This is to indicate that the player's weapon is colliding with the wall, whether it be the barrel of the gun or the sides.
For Red Orchestra 2 / Rising Storm, this was fine as [url=https://i.imgur.com/h0119dH.png]the bullet would always come out from the tip of the iron-sight.[/url]
The weapon collision in RO2 helped prevent impossible shots from cover, but it still had it's issues.
Namely, if you stepped away from cover by a little bit so that way your gun wouldn't collide anymore, you'd still be able to shoot above where your gun's barrel is located, due to the bullet coming from the iron sights, not the barrels actual location. Here's a video that demonstrates this:
[vid]https://giant.gfycat.com/MilkyBogusFritillarybutterfly.webm[/vid]
For RS2, Antimatter games fixed that issue by having the bullet actually come out of the barrel location, like so:
[t]https://i.imgur.com/ErE9FJO.png[/t]
So, why is the RS2 aim model bad? Because in RS2, the collision for your weapons seems to be your[I] iron sights [/I], not your gun's barrel. Here's a video that demonstrates what I mean.
[vid]https://giant.gfycat.com/GracefulAliveAmericanwigeon.webm[/vid]
As you can see, it acts [I]just[/I] like RO2's aiming, where the weapon has this collision with the cover that pushes it back. However, this collision is inaccurate, as for some reason, RS2's weapons are using collision with the iron sights, not the gun or the barrel itself.
Especially noticeable on the M16, as the barrel sticks out farther than the iron-sights, yet the iron sights are what determines if your gun is to be pushed back or not. In that video above, it should have had the gun model pushed back, as the m16 barrel's is colliding with the sand bags.
Now, go back to the very first video and review what happens. I am using the hunting shotgun, which has a very long barrel, so if the collision model was accurate, that barrel would be pushed back, no?
Except that it wasn't. In-fact, the first shot in that video hit Obj C just fine, the second shot hit the rock i was using for cover, [I]even though the weapon model shows no signs of being pushed back.[/I]
I hope that someone could show this to some of the AM dudes, because I love RS2, but something is just wrong with the aiming here.[/QUOTE]
I've made sure the team is aware. Thanks for the write up.
Battlefield 4/Battlefield 1 sort of has the same issue since they patched it so the bullets come out from the barrel and not the ironsight. It's a bit less of an issue overall since the games are more fast-paced than RS2 of course.
[QUOTE=StrawberryClock;52441638]Battlefield 4/Battlefield 1 sort of has the same issue since they patched it so the bullets come out from the barrel and not the ironsight. It's a bit less of an issue overall since the games are more fast-paced than RS2 of course.[/QUOTE]
Didn't they change it so that the bullets were zeroed differently in BF4?
[QUOTE=NitronikALT;52442553]Didn't they change it so that the bullets were zeroed differently in BF4?[/QUOTE]
Also yes. I think most weapons were zeroed to 75 meters by default.
Footage of ShitBaDen
[vid]https://fat.gfycat.com/WhimsicalSneakyGroundhog.webm[/vid]
Imagine that, except all over the starting areas. At least the later areas have less rocks, but as you can see, 6 inch high rocks are apparently enough to stop someone dead in their tracks instantly and unexpectedly.
here's a more clearer vid of it happening
[vid]https://zippy.gfycat.com/YellowishWellinformedDoctorfish.webm[/vid]
You know, if they fixed the rocks issue on that map, it'd be a really fun map.
I thought it was one of the better custom maps I've played.
[B]Who Would Win:[/B] Agile High-Tech American Flying War Machine or Rice Farmer's Rusty Russian Pistol
[vid]https://u.nya.is/qwzijo.webm[/vid]
[QUOTE=Linkage;52445171]You know, if they fixed the rocks issue on that map, it'd be a really fun map.
I thought it was one of the better custom maps I've played.[/QUOTE]
I agree, but that rock stuff just kills the fun 90% of the time in the first parts of the map.
[QUOTE=StrawberryClock;52445717][B]Who Would Win:[/B] Agile High-Tech American Flying War Machine or Rice Farmer's Rusty Russian Pistol
[vid]https://u.nya.is/qwzijo.webm[/vid][/QUOTE]
YAH
[QUOTE=benzinxrm;52446874]YAH[/QUOTE]
everytime someone says that line, about two or three guys will yell 'YUUUUUUUUUH' and it never gets old
[QUOTE=Mark9013100;52447161]everytime someone says that line, about two or three guys will yell 'YUUUUUUUUUH' and it never gets old[/QUOTE]
I knew that was a thing during beta but didn't know people still do it.
Being radioman is not rewarding enough, but at least it contributes.
[QUOTE=The bird Man;52448133]Being radioman is not rewarding enough, but at least it contributes.[/QUOTE]
I feel like the TF2 approach should be taken for kills in regards to radiomen and SLs. If your radio/mark is being used, then the commander's kills also count as your own when they call arty. No better incentive to get better marks and be more helpful as a radioman than easily padding your KD ratio.
I feel the few times I've saved the commander's ass should be worth a little more. That's not easily measurable though.
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