Red Orchestra 2
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- CaptHawkeye
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Red Orchestra 2
So I caved and pre-ordered it and got access to the open beta because i'm a marketing shill who wants early access to TEH BAYONETZ zomg.
It's really everything you'd want a sequel to RO to be with the exception of a few things. The kill-scan rifles are gone and now replaced by an actual ballistics model that takes into account things like impact surfaces, penetration of weak walls, etc. Old RO2 staples are still around like class limiting, free aim, and vehicles. I wasn't able to jump into the tanks but sadly it looks like they still suck. There's also plenty of sound bugs and graphics mishaps (most of which are associated with the cover system). To be fair, this is the best implementation of a first person cover system i've seen so far. Remember Vietcong? Tripwire sure does.
The game has a leveling system now with gun stats and upgrades. The HUD is minimal but the press of a button brings up important elements like friendly, objective, and spot indicators. The controls are somewhat weird at first but after about an hour it's easy enough to get used to them. They actually make a lot of sense and incorporate the smart elements of plenty of modern shooters. (Single button grenade key, automatic bipod deployment, etc) The biggest problem with the game right now is that it's a bit clunky because of bugs but not unplayable so.
Overall, it's a really great shooter and will totally be worth 40 bucks on release. Their isn't much content now but that's going to change and the engine has a ton of modding potential.
It's really everything you'd want a sequel to RO to be with the exception of a few things. The kill-scan rifles are gone and now replaced by an actual ballistics model that takes into account things like impact surfaces, penetration of weak walls, etc. Old RO2 staples are still around like class limiting, free aim, and vehicles. I wasn't able to jump into the tanks but sadly it looks like they still suck. There's also plenty of sound bugs and graphics mishaps (most of which are associated with the cover system). To be fair, this is the best implementation of a first person cover system i've seen so far. Remember Vietcong? Tripwire sure does.
The game has a leveling system now with gun stats and upgrades. The HUD is minimal but the press of a button brings up important elements like friendly, objective, and spot indicators. The controls are somewhat weird at first but after about an hour it's easy enough to get used to them. They actually make a lot of sense and incorporate the smart elements of plenty of modern shooters. (Single button grenade key, automatic bipod deployment, etc) The biggest problem with the game right now is that it's a bit clunky because of bugs but not unplayable so.
Overall, it's a really great shooter and will totally be worth 40 bucks on release. Their isn't much content now but that's going to change and the engine has a ton of modding potential.
Best care anywhere.
- Brother-Captain Gaius
- Emperor's Hand
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Re: Red Orchestra 2
Sweet. I only recently jumped on the RO bandwagon, but I enjoy it greatly so it's good to hear RO2 is looking good.
My understanding though is that it's strictly mid war? What is the weapon selection like? I'm a little spoiled by RO's late war maps with a zillion different guns to choose from.
My understanding though is that it's strictly mid war? What is the weapon selection like? I'm a little spoiled by RO's late war maps with a zillion different guns to choose from.
Agitated asshole | (Ex)40K Nut | Metalhead
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1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
The vision never dies; life's a never-ending wheel
1337 posts as of 16:34 GMT-7 June 2nd, 2003
"'He or she' is an agenderphobic microaggression, Sharon. You are a bigot." ― Randy Marsh
- CaptHawkeye
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Re: Red Orchestra 2
It's actually a lot of early war stuff. AT rifles, early semi autos and machine guns, even the freaking C96. They're going to adding more stuff later on though. Their is also a Pacific War mod in the works already.
Best care anywhere.
Re: Red Orchestra 2
Did they seriously wait for a whole new game to fix that stuff? That's hilarious.
It might actually be worth playing again now; having a grenade button in a 'simhard' game shows at least SOME PC developers don't have their heads up their own asses. Shame about the tanks, though; putting tanks in RO is about the time the game became horrible.
What's the status on hipshooting, nadespam into spawns, etc? I have 'fond' memories.
It might actually be worth playing again now; having a grenade button in a 'simhard' game shows at least SOME PC developers don't have their heads up their own asses. Shame about the tanks, though; putting tanks in RO is about the time the game became horrible.
What's the status on hipshooting, nadespam into spawns, etc? I have 'fond' memories.
- CaptHawkeye
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Re: Red Orchestra 2
Hipshooting and blindfire are basically pointless for slow firing guns like bolt action rifles but it's handled flexibly. You don't have to press the mouse to cycle the bolt anymore (unless you want to) and submachine guns have manageable recoil now. No one seems to nade spawns on the smaller map yet but that may just be because they haven't figured out the best places to chuck grenades from yet.
The overwhelming feeling I get from Tripwire is that, yeah they do want to make a simhard shooter, but seem to be keenly aware of the advances in control and interface made in games. I'm sure plenty of nerds will still decry them for using a cover system because that's "zomg arcade" or something.
I'd rather RO *have* vehicles than not have them, it's just that Tripwire can't seem to make them not suck. I haven't used the T-34 or the Mk. IV but they both still seem to use crap damage models. Their are AI crews now but one of the guys I met in match seemed pretty annoyed with the competence of his "crew".
The overwhelming feeling I get from Tripwire is that, yeah they do want to make a simhard shooter, but seem to be keenly aware of the advances in control and interface made in games. I'm sure plenty of nerds will still decry them for using a cover system because that's "zomg arcade" or something.
I'd rather RO *have* vehicles than not have them, it's just that Tripwire can't seem to make them not suck. I haven't used the T-34 or the Mk. IV but they both still seem to use crap damage models. Their are AI crews now but one of the guys I met in match seemed pretty annoyed with the competence of his "crew".
Best care anywhere.
Re: Red Orchestra 2
Just having autobolt being optional is a big step over some other similar games. I got the impression the early tank problems were due to similar stupidity as World of Tanks (simple-minded use of 'real' stats, poor models, poorly thought-out damage volumes, etc). Hopefully they have a more game-focused than sim-focused attitude and they'll fix it. At least you can avoid vehicle maps.
Re: Red Orchestra 2
It's basically RO but usable. Also, the nice elements are optional, like the cover system. You can still dick around hanging behind a window and stuff to minimize exposure and there's advantages to each. But yeah, it's actually a simhard game where everything is pretty smooth and nice. That and tanks are avoidable if you want, which is good as of now, they need more work.
It's definitely amusing though. Just play Passchendale in the background for the proper ambience and you're set.
It's definitely amusing though. Just play Passchendale in the background for the proper ambience and you're set.
Re: Red Orchestra 2
I haven't found tanks to be that bad. I spend a few hours on a tanks only server and enjoyed myself. What I'm more surprised about is that they went for the two-man turret for the T-34. The lack of a commander hampers the effectiveness of the T-34 in tank duels and in general due to not being able to see. It also seems that the T-34 main gun has more drop off versus the PzIV. The PzIV just seems better in general, which is odd considering historically the T-34 is the superior tank. I didn't find AI crews to be that bad, or rather better than in RO with a full human crew. Having command over the whole tank is a welcome improvement in my view, especially since you rarely shoot and move at the same time.
What I'm slightly more worried about with the vehicles is that the quality of the model will make modding in more vehicles difficult and time consuming. The fully-realized interiors are quite fun. As is looking at the decapitated machine-gunner sitting next to you.
What is funny about the weapon selection is that even though it's mid-war they still find a way to put the MP-44 in, under the guise of its testing model. Not that I'm complaining since it was the best gun in RO.
The cover system took some getting used to, but now that I have it's once of the best features of the game. It's still somewhat difficult to tell if your head of poking out of cover though.
What I'm slightly more worried about with the vehicles is that the quality of the model will make modding in more vehicles difficult and time consuming. The fully-realized interiors are quite fun. As is looking at the decapitated machine-gunner sitting next to you.
What is funny about the weapon selection is that even though it's mid-war they still find a way to put the MP-44 in, under the guise of its testing model. Not that I'm complaining since it was the best gun in RO.
The cover system took some getting used to, but now that I have it's once of the best features of the game. It's still somewhat difficult to tell if your head of poking out of cover though.
Re: Red Orchestra 2
Does it have a decent single-player and co-op? I have pretty much zero interest in versus multiplayer for this kind of game.
- CaptHawkeye
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Re: Red Orchestra 2
Yeah their is a campaign and campaign co-op too. Not sure what the quality is of either since they're not accessible in the beta.
Best care anywhere.
Re: Red Orchestra 2
I haven't really had time to take a close looksee at the guns on both tanks, but it's likely the T-34 can stand up under fire a bit better. It isn't the strictly better tank historically though, the Panzer IV was a capable tank which was easier for the crew to use. It may be an attempt at interesting balance. The German tank is easier to play in, but it needs to gain an advantage to win at an even rate or something.DarkArk wrote:I haven't found tanks to be that bad. I spend a few hours on a tanks only server and enjoyed myself. What I'm more surprised about is that they went for the two-man turret for the T-34. The lack of a commander hampers the effectiveness of the T-34 in tank duels and in general due to not being able to see. It also seems that the T-34 main gun has more drop off versus the PzIV. The PzIV just seems better in general, which is odd considering historically the T-34 is the superior tank. I didn't find AI crews to be that bad, or rather better than in RO with a full human crew. Having command over the whole tank is a welcome improvement in my view, especially since you rarely shoot and move at the same time.
Re: Red Orchestra 2
For RO, moving away from 'strict historicity' to 'fun factional diversity' might actually be a good thing, to prevent them being married to numbers they found in a book somewhere that ruin balance. I remember when they were first introduced and how much 'fun' that was.
- CaptHawkeye
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Re: Red Orchestra 2
Having played the vehicles i'm very mixed about them now. The AI crew isn't Operation Failpoint bad, and the tanks are very detailed inside and out. They still seem to suffer from a lot of balance weirdness but that's not hard to fix. I'm actually happy that tank duels aren't just who gets the first shot off = winnar. At the very least it finally has things i look for the most in vehicles, non-health bar damage modeling and crew casualties for instance.
Best care anywhere.