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Thread: Red Orchestra: Heroes of Stalingrad

  1. #1121
    Master Gunnery Sergeant OnlyRazor's Avatar
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    I still enjoy Red Orchestra 2 quite often, as a matter of fact. There's also a couple of always-full or at least near full 64-player servers. Okay, sometimes they're filled with Nazis that have every WWII-era German military song and a copy of all of Hitler's speeches, but so what. They take requests.
    Quote Originally Posted by W0lle View Post
    But obviously it's very hard for people these days to make use of BRAIN v1.0.

  2. #1122
    Omg, servers filled with nazis? I need to get this game (just so I can kill all them)

  3. #1123
    Quote Originally Posted by OnlyRazor View Post
    Okay, sometimes they're filled with Nazis that have every WWII-era German military song and a copy of all of Hitler's speeches, but so what. They take requests.
    You´re not saying you play RO2 with VOIP enabled?

    Holy cowz

    REALISM! No, fuck that, FIRE THE LASER!

  4. #1124
    Master Gunnery Sergeant OnlyRazor's Avatar
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    Quote Originally Posted by Mr Burns View Post
    You´re not saying you play RO2 with VOIP enabled?
    Well, most people don't even use it. I only met people with microphones a few times, and it was always the same guy (exaggerated for emphasis).

    Also, for added awesome, listen to this.
    Last edited by OnlyRazor; Jul 5 2012 at 17:56.

  5. #1125
    I've been playing the game since launch and enjoying it since then, despite the bugs (luckly, I never had many of them), lack of players and all. But I got bored of it, 2 weeks or more without proper playing it.

    The lack of maps is the main problem here. There are custom maps beign developed and used, but I can´t download them straight from the server (too slow) and the manual instalation is chaos (and hey, I'm an ARMA player...). In the end, I don't even know if is worth to try to download and install them as the player count is lower every day.
    Also, TWI timming was bad since release and updates\fixes were way too slow to create any "momentum". They design choices weren't so great either in some points.

    Maybe the $30k map contest, TWI ladder and the release of mods(*) will bring some of those players back as the game isn't bad (it is not RO1, but is a nice middleground between hardcore simulation and brainless shooters). I'll just wait to see.

    (*)Mods: Been a long time without seeing anything about them, so some candy eye.

    Rising Storm (hope it gets released as free mod; More $ into a "dead" game thus creating a new division in the playerbase isn't good): Pics (1 2), interview with other 3 pics.
    In Country: Dev Blogs, ModDB. Both with some screens.

    Looks like that both are far from finish....

    @Gamemodes: I thought that Classic would save the game, but IMO, its just bad. Unrealistic slow and some maps are just impossible to win.
    Realism is the way to go, but since the update most servers are using global kill messages and other configurations that made it not so good. Why? The mix of features from Classic and the base of Realism would be one solution, at least for me.
    Action, nothing to say.

  6. #1126
    There is a patch coming today for RO 2. It will be a large download, but that is because we're converting our files over into something that will work much more efficiently with Steam's new content system. Future downloads will much smaller allowing us to update the game more often. Other changes include:


    Maps

    Mamayev
    Balanced reinforcement count in Allies favor
    Added additional cover
    Added ammo depot to Axis staging area
    Barracks
    Improved cover between NCO barracks and Admin
    Modified area that could be used to fire on a spawn
    Pavlovs House
    Moved ladder in Zabs house to a better location
    Modified initial Allied spawn protection
    Added new routers to help the Allies leave their spawns without getting killed as easily
    Modified several spots in Zabs House that could be used by the Axis to overlook the Allied spawn exit
    Modified Allied spawning location when the Axis are pushing the final Allied objective
    Added additional cover to some areas of the map
    Blocked off tank access to the yellow building area behind Zabs House
    Red October Factory
    Rebalanced reinforcement count
    Added additional map time
    Decreased artillery use timer
    Removed 2nd Axis tank
    Modified number of window firing points for Axis on the 1st obj
    Modified initial Russian spawn protection
    Added more cover to the 1st and 2nd objective areas
    Station
    Added more cover to the initial Axis approach
    Modified 1st Axis spawns
    Spartanovka
    Modified capzones for Housing Block 1 & 2
    Grain Elevator
    Added several obstructions to break up line of sight
    Increased capture time on last objective
    Increased duration before allies lose all of their reinforcements
    Fixed map boundary times being 1 second
    Commissars House
    Added new cover from first spawns
    Added cover to road ahead of Commissars North Hall
    Increased size of snow mounds around Commissars House
    Modified map boundaries
    Modified objective setup
    Modified spawn locations and handling
    Training
    Fixed ref pose bots in squad leader training
    Fixed minor lighting issues across all maps


    Gameplay

    Fixed bullet impact effects not being visible when on a fixed MG
    Fixed weapons getting lowered while aiming left from prone
    Increased spawn protection time to 20 seconds if standing in the area when it’s activated
    Correct initial ammo count for P38 and TT33 (added one)


    UI

    Fixed the scroll bar on the server browser player list. It should no longer continue to snap to the top.
    Fixed voted maps sometimes disappearing from the right-hand map voting box
    Fixed flickering text on the loading screen when downloading a custom map
    Fixed “FT1, FT2, FT3” etc text stuck on screen for squad leaders and commanders
    Fixed Marskman roles missing from some maps in action mode. Squad view shifting down as roles open up eventually making roles un-selectable.


    Webadmin

    The 'Mutate' command can now be used from the management console


    * Attention Modders *
    We found that most custom maps will need to be republished if you haven't already done so using the opt-in beta. Mutators are generally still compatable, but we recommend all modders briefly test their content. Continue checking the modding forum for more info.
    http://forums.tripwireinteractive.co...ad.php?t=82161

  7. #1127




    Release: 2013 Q1.

    _________

    Have you played the custom maps? Now that I managed to use the "updater" I have to say that, if TWI aims for creating more maps like Gumrak Station, ColdSteel and Bridges od Druzhina, among others that I didn't played yet, the game will improve since the gameplay in those maps change quite a lot. Add halftracks and stuff to that and it will get even better.

    Also, news on the upcoming patch that will feature the MP Campaign (about time), at least one new map, new vehicles and fixes: http://forums.tripwireinteractive.co...ad.php?t=82695

  8. #1128
    Rising Storm is the nail in the coffin...

    "...to boldly go where no one has gone before."

    Steam ID: Click me! | Origin ID: MrCharles9206

  9. #1129
    "balance teams that are pretty asymmetrical in equipment"

    Welp, skipping this.

  10. #1130
    Master Gunnery Sergeant OnlyRazor's Avatar
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    Quote Originally Posted by GRS View Post
    "balance teams that are pretty asymmetrical in equipment"
    Which is a shame. My awesome WWI game (fittingly titled 'Project Awesome' - all I need now is an investor, a full team, a home office and knowledge of what the fuck to do ) will have none of that.

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