The official Red Orchestra 2 thread

No, you wont, because this game is a pile of dogshit.

Low tier detected.

This is the game BF3 ought to have been.

What, you haven't played it in 4 months? And you only played ~20 hours. Must be amazing.

Most of the playerbase has been playing the beta client over the last few months, as it addressed a lot of the issues being fixed with this patch long ago.

Here's an example for you, from my own steam page (also using non-disabled date format, like SoFGR):

a0ns8.png


Doesn't look like much, but every single one of those 24 hours has been in singleplayer.

Troll-fu is weak and all that noise.

Well, it seems like they are optimizing the game by removing details.

http://forums.steampowered.com/forums/showthread.php?t=2134950

I honestly don't know how it ran so poorly for some people? I had to make do with an old X1950 Pro for six months and could still run RO2 well. Since I got my (1GB) 6950 I've been able to play at 1920x1200 with a minimum 35 FPS whilst recording at 30FPS at the same resolution.
 
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I honestly don't know how it ran so poorly for some people? I had to make do with an old X1950 Pro for six months and could still run RO2 well. Since I got my (1GB) 6950 I've been able to play at 1920x1200 with a minimum 35 FPS whilst recording at 30FPS at the same resolution.

Well, at launch old Core2Duo CPUs weren't able to cope with it at all.
On my i7 920/5850 I get 90-100 fps on reasonable graphics settings, less if I ramp it all up to ultra.
 
This game is 75% off today, $10 - anyone have an opinion on whether or not it's worth it?
 
finally got around playing action mode with 2 of my BF3 buddies, we all enjoyed it, plays like a mix of cod1 + Day of Defeat, very nice :D
 
I recently got some morning hours off so rohos is my #1 choice for spending my precious free time.

Most rounds have a time limit of 20 mins and can end much earlier if the defenders take advantage of the lockdown feature.

I prefer realism mode now, action is meant for new comers and most of the servers have barely any players left, classic is not that popular as well, i don't like it either since the realism mode has been much improved now.

Nearby enemy fire makes your gun shake, there's extra ADS sway now when your soldier is fatigued and/or supressed, bandaging takes twice as long compared to action mode etc.

Classic mode is indeed more faithfull to RO1 than realism but i pretty much like all the gameplay enchancements now ( lockdown - bandage system - zoom view - spawn on SL )

I don't know about the american player base but if you live in Europe you can easily find a dozen of populated servers, even on working days.

You can dive by pressing Z while sprinting, blind fire with pretty much every weapon in the game, peek above a sandbag without bringing out your rifle, shoot a poor bastard in the stomach and then watch him unload his clip all over the place while his eyes are slowly closing, hear his death cries and feel a little bit of "guilt" :D

The game is only going to get better with time, once the epic sized maps and the halftracks come into play it will officially be my favorite WW2 shooter. spent over 90hrs so far and have no thoughts of bailing anytime soon, especially since the developers themselves actively support mappers and modders http://forums.tripwireinteractive.com/showthread.php?t=80515

Here are my graphic settings btw (http://steamcommunity.com/id/SoFGR/screenshot/577835582171836899?tab=public) everything looks so good with the SMAA injector, SMAA takes care of the jaggies without making you feel shortsigthed, I highly recommend this tweak ! http://forums.tripwireinteractive.com/showpost.php?p=1087824&postcount=138
 
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Rising Storm gamescom trailer is out :D :D

http://www.youtube.com/watch?v=HsYn0g3PQ2I

here are some very juicy details found in this french article http://www.nofrag.com/2012/aou/15/40991/

The basis is the same, with the capture points and a relatively hardcore gameplay, but the Japanese are played differently from Germans of RO2. For starters, they have little automatic rifles, and when they they put a bayonet. And above all, they can use grenades as booby traps, by planting them in soil. And folklore, they can also make a charge with the saber and group shouting "Banzai!", Which will have the same effect as suppressing fire on the players on the other team. Another innovation , are the maps: there is volcanic island (Iwo Jima, in the trailer above), although the muddy swamp (Hanto), the urban environment (Saipan), the sunny beach (Beito). .. their particularity? It will go each time driving the Japanese, who receive on each map of a "bunker spawn" placed randomly on the map. To progress, the Americans will succeed in locating the spawn bunker and destroy (with grenades or flamethrowers, very classical solutions altogether). infrastructure side, the game will use the same servers as Red Orchestra 2, to not to fragment the community.

epic game is epic :D
 
Rising storm I might get into. Did not enjoy the original or 2 but will continue to try. Want a new game for MFPS for sure. Fingers crossed.
 
Meh, I like being a member of the Wehrmacht too much ;)
 
I tired it a couple of times. I can see where it has merits but just could not get in a groove with it. The Rising Storm I will try too. It is a good fps, just might not be your cup of tea. You MUST give it a fair shake. Just playing a round or two will not give you a true feel for the game.
 
GOOD MORNING VIETNAM !


We know you have all been waiting to see how In Country: Vietnam is progressing and we are now pleased to reveal two new in game screenshots! While we are taking big steps forward in development, please be aware that these screenshots represent works in progress.


The first screenshot is taken from our Truong Son map. Set along the Ho Chi Min Trail it's an intense fight over a jungle river crossing near Cambodia.

truongson_1.jpg


The second of our screenshots features LZ Betty, a Military Base outside of Phan Thiet which takes players out of the claustrophobic jungle and into the open sands.

lzbetty_1.jpg


You may also have noticed that the website has been given a make over - check out our new 'Features' section where we will make available new details about the project in the coming weeks and months.

Don't forget you can keep track of our progress on our development blog over at Pop Smoke Games and you can also continue to support us the usual way by either liking us on facebook, following us on twitter, watching us on ModDb or by simply joining the discussion in our forum.

http://www.incountrymod.com/

oh about the half-tracks :D -> http://forums.tripwireinteractive.com/showthread.php?t=83586 <-
 
RisingStorm_Iwo_Mortar_002.jpg


RisingStorm_Guadalcanal_006.jpg


Rising Storm hands-on preview | PC Gamer


And the next GDC exclusive to announce is with EVOLVE (https://www.evolvehq.com/welcome). On this Wednesday afternoon (27th March, 3pm Pacific/6pm Eastern/10pm UK/11pm Central European Time) we will be showing a full gameplay session of Rising Storm LIVE, just as it happens. We'll be sitting with the Evolve team, including host Blake Morse of GlassHome.TV, plus a bunch of the Rising Storm test crew and developers, in San Francisco, with the gameplay streaming live via Twitch TV, to the following sites:
Twitch TV's home page: http://www.twitch.tv/
Evolve's Twitch TV page: http://www.twitch.tv/evolvehq
Evolve's own website: http://www.evolvehq.com/live
So, if you want to see the first ever broadcast of live gameplay footage of Rising Storm, make a note in your diary for Wednesday afternoon and come and watch! Tell all your friends who have been waiting to see the Red Orchestra franchise take on the Pacific Theater. Knee mortars. Flamethrowers. Banzai charges...

http://forums.tripwireinteractive.com/showthread.php?t=88628

edit : oh, here's the reveal trailer :D :D

http://www.youtube.com/watch?v=wG_BMqYqdDo
 
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I decided to finish the singleplayer campaign... I started it on release but never got all the way through. Have they done something weird to the AI?

Every single mission on whatever difficulty the AI players either died for no reason (dropped dead) or just got slaughtered in 20 seconds. So each checkpoint was just me against 334 enemy AIs (which made it more interesting, especially with only being able to take a bullet or two :D).

Lots of times id see stuff like my team AIs ignoring the enemy machinegunner standing in the same room after he'd set up on a wall. He'd still shoot at me, but ignore them, and they'd ignore him. also lots of times the AIs would just run out into the open and stand there... Though the enemies would work as normal. Was just wondering if that was normal or the install is messed up somehow. :D
 
The game got better with Classic Mode, though there are still some things I don't like about the game. Sadly it is dead.

Rising Storm looks okay, but I have a feeling it will suffer a low player base (or divided) just like RO2 itself. I am not sure if I will pick it up yet.
 
I used to play RO2 quit ea bit, but what killed it for me were the BOTS.

I HAAAAAAAATE playing online mper in game sthat have "bots" in them, that defeats teh ENTIRE POINT to me, and lalmost every server had bots, and you couldn't tell which servers had bots/didn't (at least back then). I just got so annoying with it (and many people on the forums did as well).
 
I used to play RO2 quit ea bit, but what killed it for me were the BOTS.

I HAAAAAAAATE playing online mper in game sthat have "bots" in them, that defeats teh ENTIRE POINT to me, and lalmost every server had bots, and you couldn't tell which servers had bots/didn't (at least back then). I just got so annoying with it (and many people on the forums did as well).

I don't remember ever joining any MP servers that had bots, unless it was nearly empty or something...
 
I don't remember ever joining any MP servers that had bots, unless it was nearly empty or something...

The only way to find out (unless they changed it) was when you got into the game and the players you saw with 0 ping, bots.

Here's an old thread about it:
http://forums.tripwireinteractive.com/showthread.php?t=72091

I believe they may have added a filter later on, but the whole bot thing ruined mp for me.

You could spend over an hour or so trying to find one server full of just real people instead of like 10 people + bots galore. Having to join the game, look at the player list and see if any of them were 0 ping and bots.
 
Ha ha my buddies in my BF3 clan are going to cry with this announcement. They hate RO2 not because the shooting is bad or the game is too slow; they can't figure out who killed them! Every last one of them go running in guns blazing and get mowed. Thank you for alerting me to this. So much trolling will commence until the game launches.

BTW I love RO2 as the threat of death is as blood pumping as playing the original Resident Evil game when it first came out.
 
can't believe i missed it !!!
head over to the steam group page guys, it is loaded with RS beta keys !!!!!!


http://steamcommunity.com/gid/103582791431103356

edit : about the pricing

Ro2 owner who pays for RS --> full content, gets discount on RS.

Ro2 owner who doesn't pay for RS --> maybe only rifleman class in RS, gets RS for free.

RS owner without original Ro2 --> Pays full price for RS, cannot play RO2 SP, no other penalties.

edit #2 : all keys got activated within 30 minutes, daymnnn, atleast i got some youtube vids to drool over :D

http://www.youtube.com/watch?v=9cfMfqSPmd4
 
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Yeah I gave up on getting a key.

People somehow that snap that shit up so fast.

I tried within 1-minute of getting the notification (part of the steam group) and every single key I tried was taken.
 
I got into the Rising Storm beta. It is the same thing as RO2, so if you like RO2 you will like RS. If you did not like RO2, you will not like RS.

The technical issues, such object pop in, texture pop in, reload animations break for certain weapons when moving, you can occasionally sprint while using sights, often times gun shots from team mates or enemies will not be heard and machinegun deployment is extremely picky are still present. I feels very much like the RO2 beta from almost two years ago.

The gameplay issues (IMO) are still present. The overly balanced gameplay, tweaking of weapons to "make them more fair" is still present. The Japanese get an abundance of sub machineguns, the M1 Carbine has less power than a pistol and less range than the submachineguns.

Unlocks are still here, though I am not exactly sure what they are aside from unlocking the Trench Gun.

Suppression is still over done, and you vision is black/white a good 50-60% of the time you are playing. Likewise, your sound is muted, which makes it abnormally hard to discern where gun shots are originating. Your weapons flop around a bit too much making the suppression concept go from good to gimmick and gamey.

Iron sights still have that annoying blurring affect; my eyes don't do this when looking down real AR/Mosin/AK/MP5 sights... very annoying.

We tested a new map today for the first time, which is rather nice visually, but after spawning and moving for about 4 seconds the Japanese team mowed me down with a mounted machinegun.

Overall I don't like the game.
 
really ? :S

object pop in, texture pop in, reload animations break for certain weapons when moving, you can occasionally sprint while using sights, ouch often times gun shots from team mates or enemies will not be heard did you try setting max sounds to "128" instead of 32 ?

the M1 Carbine has less power than a pistol and less range than the submachineguns. yea right :p


Likewise, your sound is muted, which makes it abnormally hard to discern where gun shots are originating.ouch x2 Your weapons flop around a bit too much making the suppression concept go from good to gimmick and gamey. sway rules :D

Iron sights still have that annoying blurring affect; my eyes don't do this when looking down real AR/Mosin/AK/MP5 sights... very annoying. disable depth of field
 
really ? :S

I think the main issue with the Carbine is the range, or lack of. Someone on the forums did some in depth testing with it and its range seems to be 45 meters before the round drops off. All I know is the range is rather short, even compared to the SMGs. No one seems to hit anyone with them and just about everyone in game seems to mention its horrible. The Thompson is much better for ranged shots, IMO.

Did not look at the sound settings, but they are still bugged. Often times team mates weapons will not make a sound. I think this is an issue with the suppression system activating too much when it shouldn't, though this is something that is present in RO2.

As for sway, there is hardly any. Only when you're being shot at, in which case your player turns into an 8 year old girl and can't hold their weapon straight. :p Insurgency 2 got the suppression system and sway right. Both are noticeable, but not over done.

I am going to disable depth of field next time I play, then I'll see how that is. I dislike that effect in games in general.

Still have not unlocked the shotgun yet. :(
 
So how healthy is the community for this game, are the servers well populated? I used to play RO1 a LOT.
 
So how healthy is the community for this game, are the servers well populated? I used to play RO1 a LOT.

As of now with the RO2 + RS beta community it has a population similar to RO1 had after being on the market for 3 or so years. :p

About 5 servers total (RO2 + RS). I am not counting arcade mode servers; there might be 1 or 2 of those.
 
massive update + free weekend till sunday night, enjoy :D

Multiplayer Campaign Mode made officially released and Pacific campaign added - Multiplayer Campaign Mode is an all new paradigm in multiplayer FPS games &#8211; more than just a game type, it ties the game types and individual matches together into a campaign that can last hours. This gives the multiplayer game more depth than ever before &#8211; individual matches now matter for the overall victory or loss in the MP campaign. Both sides battle it out to control territories on a large scale battle map, voting on which territories to attack, whether to attempt to take more territory, or to defend and try to grind down the enemies resources. We like to say it is like a &#8220;meta&#8221; game of Risk. MP Campaign was cut before the original launch of Red Orchestra 2 due to time constraints, but now returns with both a Stalingrad and Pacific theater campaign. You can find out more about MC here:

http://wiki.tripwireinteractive.com/index.php?title=RO2_Multiplayer_Campaign

All new level Betio. The tiny island of Betio was the scene of the heaviest fighting during the Battle of Tarawa in November 1943, the first major US amphibious offensive of the Pacific Theater. The map here recreates the push of the US 2nd Marine Division across the devastated island against their counterparts in the 6th Special Naval Landing Force (the Japanese 'Marines') as the US forces attempt to disable key tactical objectives such as naval guns and transmitter stations. The map favors desperate pitched defenses and assaults at all costs and features extensive use of destroyable objectives. So engineers get those satchel charges primed!

New Russian weapon - PPS-42 SMG. Born out of desperation during the siege of Leningrad, the PPS-42 provides the Russian's with a powerful, lightweight SMG option.
New Japanese weapon - Type 97 Sniper Rifle. More accurate, but less powerful than the existing Type 99 sniper rifle, this weapon gives the Japanese another way to reach out and touch their enemies.

Gameplay
Refined prone system - Players will now be able to successfully prone in many more locations
Crawling through tight spaces (e.g. trenches) is less restrictive
Japanese Type 38 rifle now gets additional ammo clips at level 3
Fixed being able to single fire a BAR with a burned-out barrel
Removed plus-one reloading for the PPSH 41
Dropping a primed grenade when killed can now award points for kills
Fixed issue where Aerial recon planes were spawning at the wrong location when team roles were reversed.
Refined Countdown game mode to prevent gameplay exploits where one team would suicide after capturing an objective to improve their chances of winning (* Special thanks to THOR's mod *)
Auto Commander can be disabled in Countdown on the server (in the config or web admin).
Removed spawn protection when spawning on squad leader
Fixed being able to spawn on the other team&#8217;s MGer
Fixed M1917 firing too high
Disabled spawning on MGer when spawning on SL is disabled
Fixed spawn delay after accepting battlefield commission after a round has begun

Level Design

Took a pass through many maps to improve gameplay balance including the following maps: Apartments, Barracks, Commissars House, Mamayev Kurgan, Pavlov&#8217;s House, Red October Factory, Station, Spartanovka, Hanto, Peleliu, and Guadalcanal.

Apartments:
Changed allied reinforcements to 420 from 365
Changed axis reinforcements from 325 to 280
Allies respawn rate changed to 15 seconds from 25

Barracks:
Moved Allies last spawns to be more in line with the routes needed to defend the last objectives.
Reduced Allies respawn time by 5 seconds

Commissars House
Most objective capture times have been slightly increased
All objectives now lock after being captured

Mamayev Kurgan
Reduced Axis artillery amounts
Both team's respawn rate set to 20 seconds (Previously, Axis = 15 and Allies = 25)

Pavlov's House
Balanced artillery amounts for both teams
Decreased tank respawn rates
Added infantry/tank cover around Jan 9th Square
Added field locations for satchel charge pickups'
Both teams now only have 1 tank

Red October Factory
German spawns for the 1st objective now fall back after 3 minutes (similar to Kwajalien)
All objectives lock after being captured
All objectives capture times are slightly increased

Station
Decreased allies respawn time from 25 seconds to 20
Increased objective capture time gradually as the map progresses - final objective capture time has been doubled
1st objective now locks after being captured

Spartanovka
Added more aggressive spawn protection for attackers and defenders

Hanto
Reduced Axis reinforcements 550 to 450
Reduced map time 25min to 20min

Peleliu
Increased Allied respawn time 15sec to 20 sec
Reduced Allied reinforcements 420 to 350
Reduced Axis respawn time 25 sec to 20 sec

Guadalcanal
Reduced Axis reinforcements 610 to 510
Increased Allied reinforcements 530 to 550
Increased Axis respawn timer 15 sec to 20 sec
Decreased Allied spawn timer 25 sec to 20 sec

Classic Mode
Changed Classic Mode weapons handling. Sway is significantly higher when you first go into ironsights, then ramps down shortly afterwards, then climbs back up a bit if you stay in iron sights (but not as high as when first going into iron sights)
Added a new recoil modifier for weapon handling. Many weapons have more recoil with Classic mode weapon handling now.
Many weapons have had their sway/jitter values tweaked for Classic weapons handling
Increased base run speed of players in Classic mode. It now matches the realism default run speed
In Classic Mode you can now use your iron sights key to stop sprinting and start a transition to ironsights. The transition to iron sights when coming out of sprint is now much longer than normal iron sights transitions however
Sway will reset when transitioning to/from crouched so you get more sway when you have just changed stances.
Fixed some Classic mode weapon handling properties not working online

User Interface
Fixed satchel objective icons not being reset in the next round
The unit select screen now remembers the previously selected weapon and weapon level
Added a cancel reload hint
Added &#8220;Enter&#8221; key input on spawn select screen
Increased scroll speed in role selection squad view
Fixed WebAdmin incorrectly stating that spawn on squad leader would un-rank your server
Game will now alternate between RS menu music and RO 2 menu music

Other
Eyefinity/nVidia Surround support in 3x1 Landscape and 5x1 Landscape (5x1 Portrait not currently supported). Menus and HUD correctly resize and relocate to the center monitor
Various additions to WebAdmin
Fixed a memory leak which was crashing/restarting servers
Fixed kill messages not displaying for demorecs
Fixed several game crashes and added additional logging for several others
Implement extensive functionality to support the vehicle mod team&#8217;s work on adding new vehicles to the game including base transport functionality, and transport vehicle spawning functionality
Added mutator hook for ROGameInfo::preLogin
 
Can't wait to check out the new map. I was getting tired of only playing Hanto.
 
I just wanted to double-extra confirm this. I bought RO2 a LOOOOOOOOOOOOOOONG time ago, but quit after the bugginess. The game had an extremely high amount of potential, mind you.

If I have just RO2, and install on steam "RO2/Rising storm Multiplayer" will that get me all the newest updates + rising storm multiplayer?
 
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