1. Post #1
    Gold Member
    the-dutch-guy's Avatar
    June 2009
    3,577 Posts

    The op is stolen from inspired by bobsenergy's V2

    ''Red Orchestra 2: Heroes of Stalingrad, the leading tactical multiplayer WWII shooter on the PC, will take the award winning Red Orchestra franchise into the next generation of gaming. Cutting edge graphics and audio built using the Unreal Engine 3, inventive features and streamlined realism will deliver an unrivalled tactical shooter experience.

    Heroes of Stalingrad will focus on the Battle of Stalingrad and the surrounding operations, both German and Russian, from July 1942 to February 1943. The game allows the player to experience one of the most brutal battles in all of human history. Delivering unrivalled accuracy and attention to detail, along with gritty, vicious combat in multiplayer and single-player modes the game will feature everything from quick, brutal firefights to more intricate and challenging tactical modes.
    '' - according to the steam store

    Overview:
    [release]Heroes of Stalingrad will take the award winning Red Orchestra franchise into the next generation of gaming. Cutting edge graphics and audio built on Unreal Engine 3, inventive features and streamlined realism will deliver an unrivaled WWII experience. Focusing on the Battle of Stalingrad and the surrounding operations, both German and Russian, from July 1942 to February 1943 the game allows the player to experience one of the most brutal battles in all of human history. For the first time ever in a first person shooter gamers will be able to experience WWII from the Axis side in a German single player campaign. As always with the Red Orchestra franchise, Tripwire will aim to deliver unrivaled accuracy and attention to detail, along with gritty, vicious combat in multi-player, co-op and solo modes.

    Again, Tripwire have listened to the fans and have designed a whole set of new features to make the game more accessible and easy to get into – all while delivering the tactical shooter realism fans of the original game loved.
    Features:

    RO multiplayer taken to new heights: Tripwire’s renowned MP already exceeds that of much of the competition – the new game will stretch that lead even further. With highly addictive and fun varieties of game-play online, the game will feature everything from quick, brutal firefights, through to more intricate and challenging simulation modes.

    Persistent Stats Tracking and Player Progression: Persistence constantly gives the gamer something to strive for and keeps them playing. Grow in rank, earn medals, improve your abilities, and become a Hero – all visible to the complete online gaming community and embedded within the game.

    Heroes: Obtain the ultimate goal and become a Hero online. Players with hero status inspire troops around them and cause fear in their enemies. Heroes have access to the best and rarest weapons and equipment, and will stand out visually from the rest of the soldiers.
    Stalingrad Campaign: The Stalingrad campaign will feature the multiplayer maps used in a campaign layout recreating the battle for Stalingrad from both the German and Russian sides. This will be enhanced with story elements through the form of mission introductions and in-game cinematic sequences that begin and end the campaign.

    Unique Focus – the Battle of Stalingrad in depth: takes the familiar WWII genre into a unique direction. Far removed from the well-trodden Normandy setting, gameplay is based on fresh scenarios and actions the player has never experienced before. Follow the German army as they assault the city of Stalingrad, to the banks of the Volga. Follow the Soviet army as it holds the city against all the odds then destroys the Axis forces.

    First person cover system: Experience the ultimate firefights that a cover system allows, from the immersion of a first person view. Peek or blind fire over and around cover and more.

    Squad Command: Command fire teams on the battlefield using an easy to use first person interface. Suppress the enemy, send a fire team to flank them and hit them where it hurts!

    WWII weaponry redefined: true to life ballistics, bullet penetration, breathing, adjustable sights, free aim, weapon bracing, photo-real graphics and more, create WWII weaponry that has no equal.

    Morale: Experience what it is like to be a soldier in one of the bloodiest conflicts in history and the importance of a soldier’s state of mind and how it can turn the tide of battle.

    Single Player Campaigns: Play through a full German campaign AND a full Russian campaign, in iconic engagements from the Battle of Stalingrad.

    Enhanced Unreal® Engine™ 3: Built on an enhanced version of Unreal Engine 3 the game features cutting edge visuals and features.

    And coming after release:

    Co-op: Players can connect with their friends and battle AI in multiple game types including the Stalingrad Campaign, Skirmish Mode, and more.

    Offline Challenges: Offline challenges such as the shooting range and assault courses let the player learn and hone their skills to perfection with all of the weapons and features in the game. Training with different challenges to achieve awards, win competitions and improve their skills the player can pit their best times/scores against the rest of the online gaming community.
    New vehicles: We will roll out new vehicles for the game, including new tanks as well as armored transports.
    [/release]

    System requirements & some info:
    [release]Release Date: September 13th 2011 (Aka, Out right now)

    Developer and Publisher: Tripwire Interactive

    Official Website: http://www.heroesofstalingrad.com/

    Minimum:

    OS: Windows XP/Vista/7
    Processor: Dual Core 2.3 GHz or better
    RAM: 2 GB
    Graphics card: 256 MB SM 3.0 DX9 Compliant NVIDIA® GeForce 7800 GTX or better ATI® Radeon® HD 2900 GT or better
    Sound: Windows Supported Sound Card
    DirectX: DirectX 9.0c
    Hard Drive: 8 GB free hard drive space

    Recommended:
    OS: Windows XP/Vista/7
    Processor: Quad Core 2.6 GHz or better
    RAM: 3 GB
    Graphics card: 512 MB SM 3.0 DX9 Compliant NVIDIA® GeForce GTX 260 or better ATI® Radeon® HD 5750 or better
    Sound: Sound Blaster Audigy or better
    DirectX: DirectX 9.0c
    Hard Drive: 8 GB free hard drive space[/release]

    Mods currently in development:
    [release]
    In Country Vietnam: http://www.incountrymod.com/

    Rising Storm: (Pacific Theater) http://www.risingstormgame.com/

    Iron Europe: (World War 1) http://ironeuropegame.com/news.php

    Red Orchestra: 40,000 (War Hammer Mod) http://forums.tripwireinteractive.co...ad.php?t=50373

    Between the States: (Civil War Mod) http://forums.tripwireinteractive.co...ad.php?t=52325

    First to Fight: (Mod about the Polish defending against the Germans and the Russians) http://forums.tripwireinteractive.co...ad.php?t=49634

    BunkerCraft: (The Big Rigs of RO2 mods, it is remaking basically Minecraft/Ace of Spade for RO2, this will be Mod of the year and will probably be it's own game) http://forums.tripwireinteractive.co...ad.php?t=56110

    Karelian Front: (Continuation War mod) Continuation War http://karelianfront.com/[/release]

    General facts about Red Orchestra 2:
    [release]First Person Cover System: Players can take cover behind objects in first person and easily peek or blind fire and throw grenades over and around cover, and more.

    Squad Command:Players can command fire teams on the battlefield with an easy to use first person interface.

    Damage System:A detailed hit detection system. Specific bodyparts hit are more lethal than others. Instant Death, Lethal, Critical and Non-Critical.

    Mantling System:Players can negotiate low obstacles, such as climbing over fences, through windows, etc.

    Adjustable Sights:Iron sights as well as scopes on weapons are adjustable for longer and shorter ranges.

    Bandaging:Players can bandage minor wounds to stop themselves from bleeding to death. Non-critical hits will cause half the damage instantly, with the other half occurring over bleed out time. Prompt bandaging can stop the second half of the damage from occurring.

    Interactive Weapon Collision: Weapons collide with the game world; the player will raise and lower his weapon accordingly.

    Bullet Penetration: Bullets can penetrate some materials and cause damage on the other side. Degree of penetration depends upon the type of material being shot.

    Breathing System: The player's breathing pattern will affect his aim; players can hold their breath momentarily for a more stable shot. Players who have low stamina from sprinting, etc. will breathe harder.

    Bipods: Bipod mounted weapons will pivot around their bipods when deployed. Deploying bipod mounted weapons is much easier than it was in Ostfront.

    Tactical View: HUD elements appear as the player needs them, and are automatically hidden when the player does not. The entire HUD can be brought up at any time with the press of a key.

    Weight System: The player can carry multiple weapons as well as grenades, but has a maximum allowed weight and will slow down as they carry more.

    Peripheral Vision Indicators: Small indicators appear at the edge of the player's screen to denote possible enemies in the player's peripheral vision.

    Character Progression: Players can gain experience and rank. Higher ranked players have access to rare weapons, equipment and classes. Higher ranked players are visually distinct from lower ranked players. If you do poorly, for example tk a lot you can rank down.

    Dynamic Music System: Heroes of Stalingrad features a dynamic music system that adapts the emotional mood of the soundtrack to match the morale of the player based on the flow of the battle. To highlight the differences between the two warring powers the game features a completely unique soundtrack for the Russian and German sides.

    New Recoil Model: The recoil model is more realistic than that of Ostfront. SMG's have had their recoil lowered and MG's have more recoil.

    Interruptible Reloads: Reloads can now be interrupted.

    Ironsights for the Sniper: Sniper rifles now have usable ironsights, as they did in real life.

    Destructable Buildings: Any and all buildings are destructible if the mapper wants. Buildings can be destroyed partially, and piece by piece but will still leave ruins behind, so the battlefield isn't bombed flat. (Source: GDN Gamescom Article - Gamespot GDC Preview)

    Suppression System: Players will be suppressed when under fire (bullets passing or landing close by); the player hears their heartbeat, will breathe faster (affecting weapon sway) and their screen will desaturate and shake a bit. Players can also be suppressed by grenades and artillery. The effect is cumulative and the more suppressed the player is the more pronounced the effect will be.

    SDK: The game ships with SDK and a Mapping Tool out of the box.

    Environmental Temperatures: Maps can have set temperatures, which influence the rate at which the MG barrel heats up. This also influences the muzzle velocity of tank rounds.

    Ammo Check Button: You can now check the state of your ammo without reloading.

    Streamlined Movement and Deployment: The movement is much more streamlined in RO2. If you are in prone, simply pressing the forward and sprint keys will move you out of prone and sprinting forward. When releasing the button, you will automatically return to the proned position. It's also possible to reload/change barrels from a deployed state, while crouching behind the cover you are currently deployed on.


    The Commander's Abilities:



    Fire Support: There are 3 types of fire support: mortars, artillery, and rockets. Mortars cause a small amount of damage in a small area, rockets cause a large amount of damage over a large area. Artillery falls in between. Fire support takes longer to arrive depending on its size.

    Aerial Recon: The commander can call a recon plane which surveys the battlefield and reports enemy positions. Enemy infantry and tanks will show up on the commander's map instantly (as long as he is near the radio), and will filter down the ranks with a few seconds delay. The plane will only report units it has actual visual contact with; it will be possible to hide from it and shoot it down.

    Force Respawn: In critical moments in the battle, the commander can choose to let a reinforcement wave spawn immediately. This ability will be limited.


    The Hud:



    The Hud as seen when using the Tactical View button:



    Multiplayer Features:



    Persistent Stats Tracking and Player Progression: Persistence constantly gives the gamer something to strive for and keeps them playing. Grow in rank, earn medals, improve your abilities, and become a Hero – all visible to the complete online gaming community and embedded within the game.

    Heroes: Obtain the ultimate goal and become a Hero online. Players with hero status inspire troops around them and cause fear in their enemies. Heroes have access to the best and rarest weapons and equipment, and will stand out visually from the rest of the soldiers.

    Co-op: Players can connect with their friends and battle AI in multiple game types including the Stalingrad Campaign, Skirmish Mode, and more.

    Competitions & Leader-boards: Compete to obtain unique awards and achievements with players all over the world. The competitions range from shooting range challenges to unique and fun assault courses.

    64 Player Support: They are shooting to max out players in a game at 64 (with quite large maps one would imagine) and there are ten maps in the game already.

    Realism Settings: 2 Settings. Relaxed Realism and Realistic. Relaxed realism will include all of the new interface helpers. Realistic will be for the more hardcore players, and will have some of the new interface helpers disabled. Server admins will be able to set up a custom configuration that picks and chooses which features to have.

    Deathmessages: 3 Death message settings. Normal, Delayed, and Off. Death messages also display distance for your own personal kills.

    Kill Assists: You now get points for assisting a kill.

    Server Class Lock: Some classes are locked until a certain amount of players join the server.

    Mini-map: The mini-map shows you friendly players, and where your squad mates/squad leaders are.

    Custom Server Configs: Server configs are customizable, can be shared, and can even be rated by others.

    RO TV 2.0: RO TV makes a comeback making it possible to spectate (clan) matches.

    Battlefield Commissions: Low ranked players can earn a promotion by performing well, and get to choose higher ranked classes. This is a temporary ingame commission.

    VOIP: Public, Team, Squad, and Vehicle channels. No 3D VOIP.

    Spawning: Choose to spawn at a predefined spawn point or on your squad leader (unless you switch to a class that is not part of a squad)


    Gameplay Modes:



    Territory Mode: This is the original gamemode that made Red Orchestra famous. Attack, Hold and Defend objectives within the set timelimit, or until one side runs out of reinforments.

    Countdown Mode: Countdown mode is a single life gametype that is governed by a short countdown timer. Players will have to attack or defend a series of objectives, but with only one life per objective. If the attackers capture the objective, all players respawn and move to the next objective. If they do not capture the objective before the timer expires, they lose. Maps will have "key objectives" which when taken will allow the attacking team a single respawn on a later failed capture.

    Firefight Mode: Red Orchestra's version of team deathmatch. This mode has no class limits.

    Multiplayer Campaign Mode: The campaign map is divided into 10 smaller maps. The players vote which map to attack, and can decide how much of their Combat Power they want to use on the attack. Each campaign can last a maximum of 4 hours.

    Co-op Campaign Mode: The singleplayer campaign can be played with a friend/friends.

    Skirmish Mode: This mode can be played online and offline. You get three fire teams of three members each. Fire team members can be made up of human players or AI. The goal is to 'clear' the map of enemy AI. It can be compared to Terrorist Hunt mode in the Rainbow Six games.


    The Campaign Map:




    Weapons & Equipment:


    German:

    Mauser C96
    Walther P38
    Mauser Karabiner 98k
    Mauser Karabiner 98k Sniper
    Gewehr 41 Walther
    Walther Maschinenkarabiner 42
    Maschinenpistole 40
    Maschinengewehr 34
    PzB784r (German Captured PTRS)
    Stielhandgranate 39
    Hafthohlladung (Anti-Tank Grenade)
    Satchel Charge

    Soviet:

    Tokarev TT33
    Nagant M1895
    Mosin-Nagant 91/30
    Mosin-Nagant 91/30 Sniper
    Tokarev SVT40
    Tokarev AVT40
    PPsh 41
    Degtyarev DP/DT 1928
    Maxim 1910
    PTRS
    RPG-40 (Anti-Tank Grenade)

    (Weapon) Unlocks:



    German:

    Mauser Karabiner 98k Sniper: 1.5x Scope (Default), 4x Scope, 6x Scope

    Russian:

    Unknown for now but I would assume it would be the Mosin Nagant 91/30 Sniper

    Vehicles:


    German:

    Panzerkampfwagen IV G
    Panzerkampfwagen III J (First version) - Free DLC
    SdKfz 251/1 Halftrack - Free DLC

    Russian:

    T-34/76
    T-70 - Free DLC
    Universal Carrier - Free DLC



    Virtual Interior: The entire interior of the tanks is modeled, with useable hatches, periscopes, viewports, etc. The driver, hull mg, and commander can all unbutton their hatches.

    Tank Locking: Tank commanders can choose to lock their tanks or allow other players to join their crew.

    New Tank Damage System: Heroes of Stalingrad has a significantly more complex damage system than Ostfront. Damage to systems such as optics, engine, transmission, turret rotation mechanism, fuel tank, drive sprocket, treads and more are modelled. Shots that penetrate the tank's armor can kill crewmembers inside. Crewmembers have individual hitboxes within the tank and are killable via penetration of an AT rifle round.

    Tank Crew (AI/Human): All tanks will have a full crew; any playable positions that are not filled by a human player will be filled by AI. The AI can be ordered to drive, or open fire on specified targets as commanded by the player.

    Dynamic tank class system: There will be one tank commander class slot for each tank; as commanders choose to allow human players in their tanks, tank crew class slots will dynamically open up. This means that players don't have to make a choice between having more tanks with solo tanking or fewer with team tanking.

    Realistic Modelled Tank Destruction: Tanks can be destroyed by secondary explosions, caused by diffirent circumstances. Fuel fires, ammo blowing up etc.





    Maps:



    Red Orchestra 2: Heroes of Stalingrad will launch with a total of 10 maps. All maps are designed for 64 players. Playable portions of the maps and number of slots per class will be scaled down depending on max players (defaults 64, 32, 16) In between numbers (think 24 or 40 players) will scale up to the next default setting. One of the maps will be focused entirely on tanks.[/release]

    Community:

    The Official Red Orchestra 2 Steam group, join it for updates as soon as they are announced by Tripwire.

    Facepunch Red Orchestra steam group

    Facepunch Red Brochestra sqaud

    Media:

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  2. Post #2
    Gay Member #1
    Dennab
    November 2009
    5,519 Posts
    Picked this game up during the sales on G2Play for about £11

    I bloody love it, I am so awful and I think I have about 15 kills in total but oh boy the atmosphere is sexy.
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  3. Post #3
    Gold Member
    Lonestriper's Avatar
    September 2008
    5,613 Posts
    Needs more custom maps
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  4. Post #4
    Iggy the mean Piggy
    Legolas's Avatar
    September 2007
    9,080 Posts
    This might be a dumb question but will the custom maps be bigger than the current ones? I don't know why but the stock RO2 maps, to me, feel really small and that kind of turns me off from playing.
    I might've just played a bit too much of that one big destroyed city map on RO1
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  5. Post #5
    Gold Member
    the-dutch-guy's Avatar
    June 2009
    3,577 Posts
    This might be a dumb question but will the custom maps be bigger than the current ones? I don't know why but the stock RO2 maps, to me, feel really small and that kind of turns me off from playing.
    I might've just played a bit too much of that one big destroyed city map on RO1
    Probably, Bob posted these nice screens from a WIP map.
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  6. Post #6
    juGGa's Avatar
    April 2009
    2,059 Posts
    Don't forget Karelian front.
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  7. Post #7
    AloneEasyTarget's Avatar
    July 2011
    168 Posts


    Lies.

    Err are there any confirmation they will still put in this mode? What about the Terrorist Hunt-alike that they promised too?
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  8. Post #8
    Daddy_Waffle's Avatar
    November 2007
    900 Posts
    While testing my HD518 headphones and amp I just now realize how horrifying some of the death sounds are. e.i. the choking on blood one.
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  9. Post #9
    While testing my HD518 headphones and amp I just now realize how horrifying some of the death sounds are. e.i. the choking on blood one.
    It is quite terrifying, very immersive though
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  10. Post #10
    Gold Member
    Dominic0904's Avatar
    September 2006
    2,414 Posts
    I love this game, the feeling of charging a building all together, seeing your fellow soldiers cut down next to you is really immersive and a rush.

    Anyone wanna add me? I'd love to play online with you guys, sick of having a team who doesn't wanna use voice chat :(.
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  11. Post #11
    smelly member
    The DooD's Avatar
    June 2005
    7,081 Posts
    I had no idea that the TT33 was in this game until yesterday.
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  12. Post #12
    Gold Member
    bobsynergy's Avatar
    August 2010
    3,838 Posts
    Nice OP



    Lies.

    Err are there any confirmation they will still put in this mode? What about the Terrorist Hunt-alike that they promised too?
    Yes they are still going to put in this mode but first they are working on other things such as the realism mode.
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  13. Post #13
    Gold Member
    Angus725's Avatar
    October 2010
    1,636 Posts
    I've had the game since release, but I've not been able to destroy or damage any buildings. What happened to the idea and what was shown in the trailers?
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  14. Post #14
    zombojoe's Avatar
    March 2010
    7,607 Posts
    I haven't seen too many things destroyed but you can use satchels to destroy doors and a few walls.

    Wood Fences also get destroyed with 2 grenades.
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  15. Post #15
    Niklas's Avatar
    July 2010
    3,777 Posts
    Err are there any confirmation they will still put in this mode? What about the Terrorist Hunt-alike that they promised too?
    what?
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  16. Post #16
    Gold Member
    bobsynergy's Avatar
    August 2010
    3,838 Posts
    Some news from Tripwire on the SDK and the future updates that were in the poll:

    What we are up to - Jan 3rd "Welcome Back Mr. Freeman" edition

    [release]Happy New Year Everyone!

    To start off, most of the staff has managed to drag themselves back into the office today as the normal work schedule resumes. And with that work has resumed. For those of you who have been enjoying the Twisted Christmas, if you don't have Bad Santa yet, you better hurry! The holiday zeds will be taking their year long vacation again shortly.

    Our priority this week for RO 2 is fixing up the SDK and getting it out the door. We've isolated and addressed the long load times for both the loading of the editor and the compiler for scripts. We are working next on fixing redirect for servers and some changes to the cooking processes for maps. After that is out and tested we are looking at the full release of the SDK for everybody.

    As always we continue to work on bugs and performance issues. This includes overall performance enhancements and a Punkbuster related fps spike. We continue to look into other issues such as the ping issues on servers that should not be overloaded.

    With the last "what we are up to" thread before the holiday break we asked you, the community, what you felt should be our highest priority. We monitored the poll and the discussion thread over break and I am currently putting it all together for the studio to discuss the results. Over the break several members of the community also reached out to me via PM and Steam Message to post their thoughts and opinions as well on specific subjects and the game as a whole. I would like to thank them for their dedication and valued input.

    Andrew (StragoMagus) our lead coder has put together a list as well for me detailing how long he feels each of the items will take to implement and we will be using that as well to plot the future time line of updates.

    The next update for RO 2 will likely be at the earlier side of next week with the main feature being the SDK updates (and possible potential full roll out) and any performance updates and bug fixes that are complete and fully tested at the time.

    As I stated in my last update, we have a slew of content in production for RO 2 in 2012, from maps to weapons and tanks. It will be an exciting year.
    [/release]

    So the SDK is coming out very soon and the redirect issue will be fixed for servers so you guys should see the popular servers running custom maps and as I have played both Ogledow and Butovo (both 2 releases custom maps) online with people, you guys are going to enjoy those maps.

    With that list they have it looks like they will be very organised this time so that's good, this should be a great year for RO2.
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  17. Post #17
    Reimu's Avatar
    July 2010
    4,799 Posts
    I can't wait to see the projected timeline.

    Dying to play online campaign.
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  18. Post #18
    smelly member
    The DooD's Avatar
    June 2005
    7,081 Posts
    I don't get the allure of playing online campaign. Wouldn't that just be playing against bots?
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  19. Post #19
    Gold Member
    acds's Avatar
    October 2008
    14,927 Posts
    The WH40k mod being dead makes me sad.
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  20. Post #20
    Gold Member
    the-dutch-guy's Avatar
    June 2009
    3,577 Posts
    I played Darkest Hour again yesterday when I was bored, it was fun. Damn, I wish they would remake it for Red Orchestra 2.
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  21. Post #21
    Fuck Bitches, Get Scritches
    Suitcase's Avatar
    April 2005
    1,323 Posts
    Best teamwork I've experienced in an FPS since Tribes 1.
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  22. Post #22

    January 2012
    5 Posts
    Awesome game. I've even pre ordered it in order to play the beta. The immersion is great, mostly because of the good graphics and sounds. I just wish they'd implement all the features they promised. So far there's no coop, online campaign, SDK and many important things that will eventually make this very potential game. I haven't heard about this Karelian Front mod earlier. Nice that they're making a mod of the Finnish fronts. Sounds interesting.
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  23. Post #23
    Gold Member
    bobsynergy's Avatar
    August 2010
    3,838 Posts
    I played Darkest Hour again yesterday when I was bored, it was fun. Damn, I wish they would remake it for Red Orchestra 2.
    All the major mods teams in the OP have Darkest Hour members in it and the Darkest Hour team themselves is making their own WW2 game.
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  24. Post #24
    Reimu's Avatar
    July 2010
    4,799 Posts
    I don't get the allure of playing online campaign. Wouldn't that just be playing against bots?
    No, it's much greater than that.
    It's a lot like Galactic Conquest on Battlefront II, or a more user-oriented version of tc_hydro in TF2. You decide what region to invade as a team, play the battle, winner decides which region to invade again. Entering and leaving a battle also brings about an in-game cinematic, ala the sort in Killzone 3. Campaigns can take hours since completing all of the Stalingrad battles can take a long time.
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  25. Post #25
    Gold Member
    Dennab
    December 2008
    8,250 Posts
    No, it's much greater than that.
    It's a lot like Galactic Conquest on Battlefront II, or a more user-oriented version of tc_hydro in TF2. You decide what region to invade as a team, play the battle, winner decides which region to invade again. Entering and leaving a battle also brings about an in-game cinematic, ala the sort in Killzone 3. Campaigns can take hours since completing all of the Stalingrad battles can take a long time.
    That sounds great
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  26. Post #26
    Gold Member
    RichyZ's Avatar
    September 2007
    15,973 Posts
    would be cool if it went indepth and allowed you to capture resources to secure tank reinforcements and plane strafe and runs
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  27. Post #27
    zombojoe's Avatar
    March 2010
    7,607 Posts
    would be cool if it went indepth and allowed you to capture resources to secure tank reinforcements and plane strafe and runs
    I think thats the way it supposed to work.
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  28. Post #28
    Gold Member
    FlakAttack's Avatar
    November 2006
    5,668 Posts
    I don't get the allure of playing online campaign. Wouldn't that just be playing against bots?
    As Reimu said, there's more to it than that. But yeah, does RO2 even have bots yet? I haven't played in awhile and don't feel like downloading it again just to find out.
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  29. Post #29
    Niklas's Avatar
    July 2010
    3,777 Posts
    I just hope they improve the netcode somehow. It is awful that you can sometimes shoot at someone point blank and your bullets not hitting because of delay
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  30. Post #30
    zombojoe's Avatar
    March 2010
    7,607 Posts
    As Reimu said, there's more to it than that. But yeah, does RO2 even have bots yet? I haven't played in awhile and don't feel like downloading it again just to find out.
    Its had bots since release.
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  31. Post #31
    Gold Member
    Darkslicer's Avatar
    January 2006
    5,083 Posts
    Does someone have a guest pass for a nice german WW2 fan? I thought about getting this game after upgrading my PC heavily but I still have no newer games and have been playing xbox360 for games. Are there guest passes? I need to get a taste before I get to want it
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  32. Post #32
    smelly member
    The DooD's Avatar
    June 2005
    7,081 Posts
    No, it's much greater than that.
    It's a lot like Galactic Conquest on Battlefront II, or a more user-oriented version of tc_hydro in TF2. You decide what region to invade as a team, play the battle, winner decides which region to invade again. Entering and leaving a battle also brings about an in-game cinematic, ala the sort in Killzone 3. Campaigns can take hours since completing all of the Stalingrad battles can take a long time.
    Oh I thought it would be like the singleplayer campaign, just with more people on one side.
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  33. Post #33
    zombojoe's Avatar
    March 2010
    7,607 Posts
    Oh I thought it would be like the singleplayer campaign, just with more people on one side.
    That's the co-op mode that also didn't get released.
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  34. Post #34
    Reimu's Avatar
    July 2010
    4,799 Posts
    Oh I thought it would be like the singleplayer campaign, just with more people on one side.
    tbqh it is hard to find a lot of info on campaign. Save for things like this OP, the info on it isn't widely available.
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  35. Post #35
    juGGa's Avatar
    April 2009
    2,059 Posts


    My best round yet. (I'm PornoPete]
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  36. Post #36
    Gold Member
    Bonde's Avatar
    December 2006
    1,767 Posts
    Damnit, I am really looking forward to the SDK, not because I want to make maps, I just don't want to play the same 5-6 maps over and over again anymore!
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  37. Post #37
    Gold Member
    bobsynergy's Avatar
    August 2010
    3,838 Posts
    Update on the SDK:


    SDK release currently on track for next week


    [release]We are currently on track to release the SDK for all users next week. We are working on getting server redirect and downloads working properly as the last step before release and are expecting to have that resolved on the early side of next week.

    For those with SDK access already we are putting out an update today to fix load times and the SDK compile time.

    As a heads up we are also looking into the reports that full servers can result in an unnatural ping growth for all players. We will be hosting a server in just under 2 hours at this IP: 96.38.241.66:7777 for testing. Thank you for your help in this matter.[/release]

    I'm more excited for the redirect fix since I can now play the new maps such as Ogledow and Butovo with 64 players instead of 20 and since I already have the SDK
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  38. Post #38
    Gold Member
    RearAdmiral's Avatar
    May 2010
    5,914 Posts
    Alright, I am not very good at this game. I do my best to take cover, check my angles and advance carefully with my comrades, and I'm also shot by an enemy that I can't see which often results in a killcam screenshot of an empty window or a bush.

    I appreciate that that happens a lot, but does anyone have any tips on how I can manage to not suck quite as badly?

    Also it's an unspoken rule that as soon as I start the reloading animation enemies walk in.
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  39. Post #39
    dossla420's Avatar
    March 2010
    151 Posts
    Why are there so few people playing Countdown mode?
    I rarely see a countdown server with more that 5-6 players.
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  40. Post #40
    Daddy_Waffle's Avatar
    November 2007
    900 Posts
    I too wish there were more countdown servers. With the proper about of players its really fun.

    Edit

    I've realized, this is like a completely different game with headphones.
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