• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.
  • The Politics forum has been nuked. Please do not bring political discussion to the rest of the site, or you will be removed. Thanks.

Red Orchestra 2: Heroes of Stalingrad |OT| You're already dead... by friendly fire

Danne-Danger

Member
Oct 23, 2006
8,893
0
0
Sweden
subversus said:
My friend came to my place today and he played this game for the first time. He loves shooter (mainly COD in SP) but he is also a WWII geek and played Operation Flashpoint back in the day.

He was better in this game than me in the first hour. It was very natural. He didn't mind camping, he actually embrace it as the only actual strategy like there is no other shooter on the market. He was looking for spots deliberately moving around the map and he found some really good ones. He flanked Vermacht on Fallen Fighters and picked out like 12 dudes from behind. It was glorious and VERY tense.

After he left I sat and played the game like it was new. I mean I was camping before that, but I felt a bit ashamed given my experience in other games. Now I'm not. This game is not a twitch shooter.

Also I like cinematographic filter, it hides UE3 flaws very good.
Yeah, camping is where it's at. If you can't get the drop on your enemy in this game you're already dead 90% of the time. You shouldn't move through open spaces, you shouldn't stand up, it's advisable to let the enemy come to you rather than the other way around.

That's what makes it so good when you actually make a successful assault.

I had this... thing, on Grain Elevator (as a German with a semi-rifle) the other day when I was showing it off to a friend. I wanted to display some action! I went towards the right flank of the main building (that usually has a mounted MG in it), first I crawled along the tracks, inching my way forward, exposing the windows little by little. I caught one Russian peeking out, so I shot him, another one popped out in front when I had to reload. I crouched and ran towards the concrete train thingies, knowing I was well covered. As a diversion I tossed a couple of nades (not thinking that one was a smoke) over the left side of my cover towards the russians and moved out, crouched and pinned to the right side. I shot one guy as he ran by left to right in-front, trying to avoid my nades. As I waited for more another kill popped up from the blast. I started to move forward, the left flank (and windows of the Grain Elevator) was covered in smoke, I caught a machine gunner trying to set up at the edge of the smoke and shot him. Then my ammo ran out. I could hear footsteps in the small house as well as gunshots (obviously) in the GE. I went to the right side of the house (where there's a tiny hiding space). By this time I had killed the same guy in that area twice, so I knew he'd be coming back. Not having any ammo I just stood there with my melee charged up, listening to the sounds. All of a sudden, that very guy ran out in-front, pistol at the ready and aiming right for me, I clocked him with the rifle and it didn't seem to do anything, so he shot me. After a while I saw that he had died a slow death from my melee attack.

It didn't really help the team that much, besides keeping a couple of guys occupied. But goddamn it was one of the most tense gaming experiences I've had. And it all felt so natural, when you die from one shot, you have to act realistically, that's where this game really shines.

 

Nelo Ice

Banned
Jan 13, 2009
13,686
0
0
Uriah said:
So I have Red Orchestra 2 - Stats DLC in my list. Anyone know what that is?

Tripwire haven't mentioned exactly what it does but iirc its a way for them to mark people who bought and played the game before the stat reset. In the future they plan to reward people that have stat dlc and the "in b4 reset" achievement.
 

Sober

Member
Feb 8, 2008
14,640
0
0
Nelo Ice said:
Tripwire haven't mentioned exactly what it does but iirc its a way for them to mark people who bought and played the game before the stat reset. In the future they plan to reward people that have stat dlc and the "in b4 reset" achievement.
I don't have it, yet I bought it and played a good 30 hours before the reset so I have no clue how that works.

Also, I don't know if it's because I am not playing on a widescreen resolution, but has anyone noticed white "pips" that are on the edges of your screen? I think it's supposed to emulate peripheral vision or something because when I notice them I turn that direction and pretty much always encounter an enemy within my LOS -- you have to be pretty close though. Still confused why they don't do it for grenades though.
 

Uriah

Member
Apr 12, 2011
2,801
0
0
Sober said:
I don't have it, yet I bought it and played a good 30 hours before the reset so I have no clue how that works.

Also, I don't know if it's because I am not playing on a widescreen resolution, but has anyone noticed white "pips" that are on the edges of your screen? I think it's supposed to emulate peripheral vision or something because when I notice them I turn that direction and pretty much always encounter an enemy within my LOS -- you have to be pretty close though. Still confused why they don't do it for grenades though.

What do you mean by pips?
 

Dakota47

Member
Oct 17, 2010
1,296
4
780
Haarlem
steamcommunity.com
This update was just posted on the Steam community page:

We're releasing an update later today (if all goes well) and below is the list of changes and fixes:
-Initial implementation of demorecording to support clan play and server admins
-Fixed a server crash in garbage collection that would sometimes happen when changing maps
-Fixed main menu movie corruption (random green squares) when going to/from fullscreen when the startup movies are playing
-Fixed dynamic shadows for fixed MG's not being visible when deployed
-Fixed "double ironsights" issue
-Fixed exploit where players could hide window curtains, etc. by changing their world texture group lod bias
-Fixed bullet decals being completely black in low texture settings
-Fixed black scope textures on Panzer IV
-Fixed interaction icon showing during transitions to a seat inside a tank
-Fixed object and object material popping when you start or stop sprinting
-Added showing the name of the player you are spectating on the hud

Notes on Demo Recording:

First pass implementation of demorecording. This should be considered an "Alpha" implementation, as only certain functionality is hooked up. This early implementation has been created to help support clan play and help server admins finding/catching cheaters. Here is what works/doesn't:

What works:
- Basic server side demo recording: you can record a demo on a server which can be played back on a client. This demo essentially records the net traffic for the gameplay that is sent by the server and then plays it back on the clients. So when the demo is played back on a client you essentially get the same views you would have as if you were spectating a match in real time.
- Third and first person player spectating as well as viewpoint and free roam spectating
- An added "Aiming Info" toggle which will show where the spectated player is looking, and where they are aiming (which with free-aim can be two different places)
- Most sounds play
- Added displaying the specated player's name on the hud. Works with demo recording and standard spectating

What doesn't work or isn't implemented
- Rewinding
- Showing the first person weapon
- Some sounds will not playback in the demo (battlechatter)
- Have not tested with vehicles
- Client side recording
- Have not tested what the maximum length of a demo can be
- Older demos may not work properly with newer builds of the game
- Pretty much anything else

How to use it
- On the server through webadmin or through admin console commands use the command "demorec " to start recording the demo
- When you are done recording the demo through webadmin or through admin console commands use the command "demostop" to stop recording the demo
- In the ROGame\Demos folder you will find your demo files. Copy the demo file(s) to the same location on a client machine
- Start up Red Orchetra 2. At the console type "demoplay " to view the demo
 
Patch notes for later today:

-Initial implementation of demorecording to support clan play and server admins
-Fixed a server crash in garbage collection that would sometimes happen when changing maps
-Fixed main menu movie corruption (random green squares) when going to/from fullscreen when the startup movies are playing
-Fixed dynamic shadows for fixed MG's not being visible when deployed
-Fixed "double ironsights" issue
-Fixed exploit where players could hide window curtains, etc. by changing their world texture group lod bias
-Fixed bullet decals being completely black in low texture settings
-Fixed black scope textures on Panzer IV
-Fixed interaction icon showing during transitions to a seat inside a tank
-Fixed object and object material popping when you start or stop sprinting
-Added showing the name of the player you are spectating on the hud

Notes on Demo Recording:

First pass implementation of demorecording. This should be considered an "Alpha" implementation, as only certain functionality is hooked up. This early implementation has been created to help support clan play and help server admins finding/catching cheaters. Here is what works/doesn't:

What works:
- Basic server side demo recording: you can record a demo on a server which can be played back on a client. This demo essentially records the net traffic for the gameplay that is sent by the server and then plays it back on the clients. So when the demo is played back on a client you essentially get the same views you would have as if you were spectating a match in real time.
- Third and first person player spectating as well as viewpoint and free roam spectating
- An added "Aiming Info" toggle which will show where the spectated player is looking, and where they are aiming (which with free-aim can be two different places)
- Most sounds play
- Added displaying the specated player's name on the hud. Works with demo recording and standard spectating

What doesn't work or isn't implemented
- Rewinding
- Showing the first person weapon
- Some sounds will not playback in the demo (battlechatter)
- Have not tested with vehicles
- Client side recording
- Have not tested what the maximum length of a demo can be
- Older demos may not work properly with newer builds of the game
- Pretty much anything else

How to use it
- On the server through webadmin or through admin console commands use the command "demorec " to start recording the demo
- When you are done recording the demo through webadmin or through admin console commands use the command "demostop" to stop recording the demo
- In the ROGame\Demos folder you will find your demo files. Copy the demo file(s) to the same location on a client machine
- Start up Red Orchetra 2. At the console type "demoplay " to view the demo

http://steamcommunity.com/games/RO2/announcements/detail/1099104415168247471
 

Phife Dawg

Member
Dec 4, 2006
8,066
0
0
-Fixed object and object material popping when you start or stop sprinting
-Added showing the name of the player you are spectating on the hud
That's good. Wish they fixed the popping with the zooming though or at least make it tweakable. Also fix the sound bug proper please.
 

subversus

I've done nothing with my life except eat and fap
Oct 26, 2009
24,268
0
0
WOW, that is sick. I'm proud of myself if I hit something at 100 meters.
 

Phife Dawg

Member
Dec 4, 2006
8,066
0
0
gibon3z said:
Just unlocked this sweet new scope for my sniper.

With It I was finally able to get a 300+ meter kill.
That's a cool scope. Getting the kill would me more impressive if it was in-game and not staged though :p.

I think the furthest I managed was something like 170 meters and it was a stray bullet which was aimed at someone further ahead :).
 

Llyranor

Member
May 17, 2006
12,169
6
1,525
The furthest I've had is 204m with an unscoped Mosin-Nagant. I saw a shade of movement in Fallen Fighters on the other side of the map (from the Russian HQ, watching the east side of the map near the sandbag labyrinth) and predicted that he'd stop just behind the wall, so I estimated the time he'd take to get there, then just took the shot. I'm still working on that 225 achievement!
 

Sober

Member
Feb 8, 2008
14,640
0
0
Damn, haven't broken 200m headshots, especially unscoped (the scope really drags my fps into the shitter), but it always feels satisfying regardless as long as it's over 100m. feelsgoodman.jpg
 

gabbo

Member
Jun 25, 2011
13,372
0
0
Ontario
So I just got around to installing this after picking it up at launch, and man do I suck. I'm just playing through the campaign to get my bearings. Would it be advisable to get online when I can and play on some noob servers to really get acclimated to the game?
 

Phife Dawg

Member
Dec 4, 2006
8,066
0
0
gabbo said:
So I just got around to installing this after picking it up at launch, and man do I suck. I'm just playing through the campaign to get my bearings. Would it be advisable to get online when I can and play on some noob servers to really get acclimated to the game?
Play the tutorial missions to get a hang of the gui etc. But don't spend too much time on the single player. Take a role with less responsibility (rifleman) and start learning the maps. Play defensively and try to get to a good vantage point. Once you get a feel for the weapons and maps you will see quick progress.
 

subversus

I've done nothing with my life except eat and fap
Oct 26, 2009
24,268
0
0
gabbo said:
So I just got around to installing this after picking it up at launch, and man do I suck. I'm just playing through the campaign to get my bearings. Would it be advisable to get online when I can and play on some noob servers to really get acclimated to the game?

to win at this game you should....


CAMP
 

Uriah

Member
Apr 12, 2011
2,801
0
0
I tried playing the single-player again, but it's just so boring compared to mulitplayer. I though they were adding the ability to play the campaign online?
 

subversus

I've done nothing with my life except eat and fap
Oct 26, 2009
24,268
0
0
Sober said:
Camping willy-nilly is pointless. If you understand these concepts then you should be able to do much better.

of course it's pointless. You should get to the sweet spot and switch these spots while helping the team. But your link is interesting.
 

Sober

Member
Feb 8, 2008
14,640
0
0
subversus said:
of course it's pointless. You should get to the sweet spot and switch these spots while helping the team. But your link is interesting.
Of course, it seems obvious at first but defilade fire is the best option in the game because you try to cover as much as you can while being able to fire (I think I've successfully used a dead horse on Station as a Russian rifleman very well). Craters and windows are good too because they have to physically get around you or use grenades to try to flush you out. Because quite honestly, you don't really have the advantage if both you and the enemy you spot are out in the open unless you happen to have an automatic/have the drop on them.

Enfilade fire is sorta rare since there isn't much organization in pubs, but I've seen it happen a few times from a couple of riflemen players camping the rear of the lines, so much fun to take out and none of them noticing it.
 

Rufus

Member
Sep 8, 2006
7,634
0
0
Everyone is.

Steam News said:
Red Orchestra 2 Update Released
Product Update - Valve 09:43
Updates to Red Orchestra 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Map Balance
- Reduced Elite Riflemen and Assault roles on all maps.
- Fixed various spawn camping issues on all maps.
- Apartments - Added additional allied spawn after capturing the first set of objectives
- Barracks - Fixed an exploit that allowed you to get into a wall
- Fallen Fighters - Added missing spawn on squad leader spawns to sewers and trenches
- Grain Elevator - Added a spawn for the Allies that is on the 4th floor. This for when the allies are defending the Foothold
- Spartanovka - Fixed a issues with spawn protection incorrectly showing up when one of the objectives was captured in the 16 player version.
Also fixed an Allied spawn not working correctly on the 16 player version.

Performance/Stability
- Reduced the fps hitch during first spawn
- Improved the frame rate smoothing video setting to give more stable FPS
- Fixed memory spike when changing teams in the role selection menu
- Improved physics performance (removing another cause of hitching)
- Fixed a crash when device was lost

Other
- Fixed a wall exploit while leaning
- Satchel objectives can now be 'captured' by destroying the target
- Fixed getting kicked for idling if the server has set MaxIdleTime when reinforcements have run out, or when dead in countdown mode.
- Fixed momentary green scope texture when taking over a bot with a sniper scope.
- Fixed a bug where tank crew members would be invisible the first time they unhatch from the driver seat
- Tank geometry should no longer disappear after being killed as a tank crewman
- Several problems with the hero rank have been addressed (Enemy loadout weapons not showing up, losing hero status after death, UI refinements,
etc...)
- Launching the game the first time will add a setting, HUDTipsLevel, to ROGame.ini. Changing this will reduce the amount of text tips that appear on the HUD (0 - All Tips, 1 - Moderate Tips, 2 - Few Tips).
Looking for feedback and later on we may add it as a menu option.
 

Sober

Member
Feb 8, 2008
14,640
0
0
Hopefully the less automatics and semi-automatics make the pace of the game much better than before. Will give it a spin later, hopefully it's good. If so I'd have to split my MP shooter time with Tribes: Ascend again.

Now we just need new maps, getting tired of a few of them.
 

mbmonk

Member
Jun 17, 2009
3,604
0
0
I am thinking about picking this up. Any game breaking bugs or such? I am just concerned about big stuff :)
 

Phife Dawg

Member
Dec 4, 2006
8,066
0
0
I am thinking about picking this up. Any game breaking bugs or such? I am just concerned about big stuff :)
The new build is running really well for me. Be advised though, at this point with BF3 and MW3 still going strong there are mostly hardcore players on the servers. You will die without killing someone - a lot, esp. in the beginning when you don't know the maps. If you do manage to shoot someone you will however experience the most rewarding kills in any current FPS imo.
 

mbmonk

Member
Jun 17, 2009
3,604
0
0
The new build is running really well for me. Be advised though, at this point with BF3 and MW3 still going strong there are mostly hardcore players on the servers. You will die without killing someone - a lot, esp. in the beginning when you don't know the maps. If you do manage to shoot someone you will however experience the most rewarding kills in any current FPS imo.

Lol. Thanks Phife Dawg :). I played a little of RO1 and loved it. The player count being low ended up causing me to pass on it.
 

Nelo Ice

Banned
Jan 13, 2009
13,686
0
0
The new build is running really well for me. Be advised though, at this point with BF3 and MW3 still going strong there are mostly hardcore players on the servers. You will die without killing someone - a lot, esp. in the beginning when you don't know the maps. If you do manage to shoot someone you will however experience the most rewarding kills in any current FPS imo.

If only the game didn't have worst possible launch ever, the player base wouldn't be so anemic. I'd love to play some more RO2 but all the servers I used to play on are dead since everyone left for BF3/MW3, including myself. It's a shame really but tripwire did not help themselves with how many problems the game had/still has.
 

Phife Dawg

Member
Dec 4, 2006
8,066
0
0
If only the game didn't have worst possible launch ever, the player base wouldn't be so anemic. I'd love to play some more RO2 but all the servers I used to play on are dead since everyone left for BF3/MW3, including myself. It's a shame really but tripwire did not help themselves with how many problems the game had/still has.
Yep it had a rough launch. I don't have problems finding populated servers with decent pings in Europe though. May be different for other parts of the world of course.

What problems does it still have? Aside from some sound issues with the mkb the new build is solid and the balance changes (less assault and elite rifle) are good imo.
 

Nelo Ice

Banned
Jan 13, 2009
13,686
0
0
Yep it had a rough launch. I don't have problems finding populated servers with decent pings in Europe though. May be different for other parts of the world of course.

What problems does it still have? Aside from some sound issues with the mkb the new build is solid and the balance changes (less assault and elite rifle) are good imo.

I'm in the US myself but finding a good server is still difficult. Also havent had probs myself even at launch, but I've read theres still issues that need to be ironed out.
 

Phife Dawg

Member
Dec 4, 2006
8,066
0
0
I'm in the US myself but finding a good server is still difficult. Also havent had probs myself even at launch, but I've read theres still issues that need to be ironed out.
I think the 7Cav server is in the US, no? That one seems to be populated. In my experience the major issues have been ironed out (hitching, stuttering, general balance issues). If the server is decent it runs well and if the players are decent it's a great experience.
 
Nov 24, 2009
12,718
2
1,165
London
No of course I haven't investigated how to remedy the problem.

Simply thought I'd blame Tripwire for all the information they've released on trying to fix the issue.

Especially when finally joining the game, they've been brilliant in communicating the issues with some routers.