Red Orchestra : Heroes of Stalingrad
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dezztroy




Posts: 6590
Location: Sweden
PostPosted: Thu, 10th Feb 2011 22:09    Post subject:
Actually, to update myself:

Full SDK WILL be included with the game release. There are already people using it.

Confirmed in the podcast I posted.
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Fri, 11th Feb 2011 06:34    Post subject:
Score!

Good news Very Happy


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W123




Posts: 2494
Location: USA
PostPosted: Fri, 11th Feb 2011 07:35    Post subject:
Sorry if this is flamebait, but how does it compare to DoD? I used to play DoD all the time and loved it before it got bought out by Valve...are there a buncha asshats running around with bazookas and shit?
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Fri, 11th Feb 2011 07:59    Post subject:
W123 wrote:
Sorry if this is flamebait, but how does it compare to DoD? I used to play DoD all the time and loved it before it got bought out by Valve...are there a buncha asshats running around with bazookas and shit?


We don't know yet. But I do know RedOrchestra1 and it had a more realistic simulation feel to it. There are also tanks (Which needed a driver, cannoneer and so) and such. Personally, I think that the only thing they have in common is the setting.
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ixigia
[Moderator] Consigliere



Posts: 65072
Location: Italy
PostPosted: Fri, 11th Feb 2011 12:42    Post subject:
dezztroy wrote:
Actually, to update myself:

Full SDK WILL be included with the game release. There are already people using it.

Confirmed in the podcast I posted.


Excellent news Very Happy
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human_steel




Posts: 33269

PostPosted: Fri, 11th Feb 2011 14:48    Post subject:
Good news, indeed.
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Maus0r




Posts: 424
Location: Manchester
PostPosted: Fri, 11th Feb 2011 17:07    Post subject:
W123 wrote:
Sorry if this is flamebait, but how does it compare to DoD? I used to play DoD all the time and loved it before it got bought out by Valve...are there a buncha asshats running around with bazookas and shit?


Well if it's anything like RO1, and it will be, then expect realism (within the confines of a videogame, obviously). The first game had class restrictions to prevent sniper/AT spam. If you didn't have a fast enough machine and took a while to load a map, you were left with a bolt action rifle at the start of the round. Of course there was a problem with the odd noob who would cap you for your scope, but on the whole the DoD crowd were mainly scared away/bored by it. Imagine ArmA II crossed with CoD-WaW and you're close. Personally I can't wait. Was a fan of the original since they first ported to the UE, and was active in the community when Tripwire won the Make Something Unreal contest. God, seems like so long ago!
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PrideLess




Posts: 668
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PostPosted: Tue, 1st Mar 2011 11:29    Post subject:
Full interview with Alan Wilson and the Tripwire team.

Game will ship with a full SDK, 10 maps on launch, 64 players...

More here :

http://www.gamersguidetolife.com/2011/02/exclusive-interview-red-orchestra-2.html
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Maus0r




Posts: 424
Location: Manchester
PostPosted: Tue, 1st Mar 2011 13:53    Post subject:
Quote:
There were the old accusations (founded in truth) that the original Red Orchestra was hard to learn, hard for people to get into. Many times we heard people saying that the first few hours were just plain hard, but after that it got brilliant. So, we don’t want another game where you have to feel like you are ploughing through a few hours of pain to get to the fun.


This. This worries me. I liked the first one because it was hard. It kept the derps away is one reason, but there is nothing like a game being rewarding after you have invested time in it. Learn the maps, learn to shoot, learn to count your rounds, learn when to sprint and when not to. If you Derp this Tripwire, I will not forgive you. Ever.
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maul_inc




Posts: 2573
Location: Uranus
PostPosted: Fri, 4th Mar 2011 03:10    Post subject:
Tripwire have already covered development costs by Preorders alone!

Really nice and MOD friendly Indie Company, I wish them all the best in the future Smile

http://www.pcgamer.com/2011/03/02/red-orchestra-made-a-profit-from-pre-orders-alone/


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Interinactive
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PostPosted: Fri, 4th Mar 2011 04:15    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 05:05; edited 1 time in total
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ixigia
[Moderator] Consigliere



Posts: 65072
Location: Italy
PostPosted: Fri, 11th Mar 2011 16:22    Post subject:
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Voldy




Posts: 237
Location: United Kingdom
PostPosted: Fri, 11th Mar 2011 17:22    Post subject:
Loving what I'm seeing so far. They sound like they really care about what fans think and I believe they've said that they listened on the forums etc.

The small changes such as the MG deployment and weapon pickup menu are great. MOAR!

The vietnam mod should be good as well.
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Maus0r




Posts: 424
Location: Manchester
PostPosted: Fri, 11th Mar 2011 18:39    Post subject:
Zoom on the MG34? ZOOM? On teh other weapons too. I hope that can be switched off in the server settings. As an RO fanboi I'm disappointed. Your eyes don't zoom, for goodness sake.
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ixigia
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Posts: 65072
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PostPosted: Mon, 14th Mar 2011 23:57    Post subject:
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ScoobyDoh
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PostPosted: Tue, 15th Mar 2011 00:14    Post subject:
Ghaaa!!! Gief now!!! Sad


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ixigia
[Moderator] Consigliere



Posts: 65072
Location: Italy
PostPosted: Mon, 20th Jun 2011 13:45    Post subject:
Quote:
A member of the Red Orchestra 2 beta team has posted on the Bash and Slash forums confirming that Red Orchestra 2 will support both ranked and unranked dedicated servers. Blues News spotted the post, which says that ranked servers will be monitored by the developers so that those who misbehave can be easily banned.

Server customisation will include “things that other developers have been removing over the last few years,” according to the Bash and Slash poster. Tripwire announce on their forums that this means support for custom rulesets on unranked servers. A “bespoke server tool” can be used to customise “weapons, classes, game types, gameplay elements and scoring elements.” LAN play will also be supported.

Tripwire are keen to make sure that Red Orchestra’s battles are free of cheaters. During a Teamspeak conference, Tripwire revealed that Red orchestra 2 will use both Valve’s Anti Cheat system (VAC), and Punkbuster simultaneously.

There’s also a demo recording function and built in spectator modes to cater to the competitive gaming scene, and the game will support plenty of client-side customisation, including custom keybinding and custom user interfaces. The game will release with ten 64-player maps that can be scaled down to 16 and ten player battles.

Red Orchestra 2: Heroes of Stalingrad is due to be released sometime later this year. Find out more in our Red Orchestra 2 preview, and on the official site.


http://www.pcgamer.com/2011/06/20/red-orchestra-2-dedicated-servers-detailed-will-use-vac-and-punkbuster/
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human_steel




Posts: 33269

PostPosted: Mon, 20th Jun 2011 13:51    Post subject:
Do want!1
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CompuGeek




Posts: 610

PostPosted: Tue, 21st Jun 2011 14:10    Post subject:
ixigia wrote:
Quote:
A member of the Red Orchestra 2 beta team has posted on the Bash and Slash forums confirming that Red Orchestra 2 will support both ranked and unranked dedicated servers. Blues News spotted the post, which says that ranked servers will be monitored by the developers so that those who misbehave can be easily banned.

Server customisation will include “things that other developers have been removing over the last few years,” according to the Bash and Slash poster. Tripwire announce on their forums that this means support for custom rulesets on unranked servers. A “bespoke server tool” can be used to customise “weapons, classes, game types, gameplay elements and scoring elements.” LAN play will also be supported.

Tripwire are keen to make sure that Red Orchestra’s battles are free of cheaters. During a Teamspeak conference, Tripwire revealed that Red orchestra 2 will use both Valve’s Anti Cheat system (VAC), and Punkbuster simultaneously.

There’s also a demo recording function and built in spectator modes to cater to the competitive gaming scene, and the game will support plenty of client-side customisation, including custom keybinding and custom user interfaces. The game will release with ten 64-player maps that can be scaled down to 16 and ten player battles.

Red Orchestra 2: Heroes of Stalingrad is due to be released sometime later this year. Find out more in our Red Orchestra 2 preview, and on the official site.


http://www.pcgamer.com/2011/06/20/red-orchestra-2-dedicated-servers-detailed-will-use-vac-and-punkbuster/


Been playing RO since day 1 and I have never seen a cheater. I think it's because the game does not cater to run and gunning and there aren't stats to worry about.
Why would one cheat if not for the glory of numbers.
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ixigia
[Moderator] Consigliere



Posts: 65072
Location: Italy
PostPosted: Tue, 21st Jun 2011 18:45    Post subject:
@CompuGeek: True ;P

Quote:
Red Orchestra 2: Heroes of Stalingrad will release on August 30, 2011 worldwide. It’ll also retail at a surprising price: $39.99 in the US.


http://www.pcgamer.com/2011/06/21/red-orchestra-2-release-date-price-announced/
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PrideLess




Posts: 668
Location: 01 E4 2B 36 0E 1A EB 03 28 4C FF C7 11 A0 E7
PostPosted: Mon, 27th Jun 2011 15:10    Post subject:
Impression from the beta tester :
Quote:
Yes I am part of the beta team..

here is some stuff I collated which I previously posted over at Bash&Slash on my opinons on the beta so far.

"I think the game looks, sounds and feels better than any current AAA title.
The attention to detail in virtually every aspect of the game is astounding and even took a TWI fan like me by total surprise when I first played it.

It is not ARMA or Battlefield or Call of Duty but somehow falls in between all three but still manages to be its own game because it is unlike any of the those franchises.
I think it will apeeal to a large amount of Clans, gaming groups and players looking for something that will offer depth, competitive gameplay and long term support (I'm talking years now not months).

The controls are pretty much what you would expect from any top line fps game.

Movement is quick and clean with lots of choice (i.e crouch and prone are included) and you can pretty much mantle anything that you would expect to in real life..

I personally love the blind fire..You can latch onto a wall or the corner of vehicle or even hide behind a window and you can then lift your gun above or around the object (just like the movies) and fire blindly and even spray from side to side..It's a really cool feature and a lot of fun to do.
It looks the mutts nuts to see someone do it next to you..And a great way to clear a stairwell or a room because if your roughly on target you suppress that player giving you the opportunity to commit the Coup de grâce with a nice well cooked grenade.

As I stated previously the grfx are really top notch with a lot more detail texture wise than say a recent UE3 game like Homefront and the sound is especially good in my opinion.

But hey I'm a TWI fan so its best you try the Big Beta when it comes out and make your own mind up."
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H4wkeye




Posts: 4699
Location: CTU
PostPosted: Mon, 27th Jun 2011 15:16    Post subject:
So there will be a public beta?
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Mon, 27th Jun 2011 15:20    Post subject:
I think I'll go with this instead of No-Mods-No-Lan-field 3.


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consolitis
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PostPosted: Mon, 27th Jun 2011 15:23    Post subject:
I think I'll go with MW3 that offers constant quality Razz


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Pey




Posts: 5596
Location: Argentina
PostPosted: Mon, 27th Jun 2011 15:53    Post subject:
Comparing gfx with Homefront, worst ue3 looking game ever :/

Are there any pics from the beta?


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Arukardo




Posts: 4463

PostPosted: Mon, 27th Jun 2011 17:47    Post subject:
Beta tester mentions a cover system and there is no derp pictures in this thread?
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trucane




Posts: 1300

PostPosted: Mon, 27th Jun 2011 18:43    Post subject:
Correct me if I'm wrong but I believe standing in cover still keeps it in first person thus the need for a derp is not needed.

Nothing wrong with cover itself it's the retarded floating camera that breaks the whole cover concept. Cover should be cover, lower chance of being hit but also lowering your visibility.
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xGAME007




Posts: 2134
Location: Croatia
PostPosted: Mon, 27th Jun 2011 19:32    Post subject:
trucane wrote:
Correct me if I'm wrong but I believe standing in cover still keeps it in first person thus the need for a derp is not needed.

Nothing wrong with cover itself it's the retarded floating camera that breaks the whole cover concept. Cover should be cover, lower chance of being hit but also lowering your visibility.


Exactly.
As long camera view doesn't change in 3rd person, and as long u cant switch between different cover objects on map by pressing one button, cover is, well actually a cover and not a cheat.

Btw dont remember if its been said, but can bullets penetrate objects?


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ixigia
[Moderator] Consigliere



Posts: 65072
Location: Italy
PostPosted: Mon, 27th Jun 2011 19:38    Post subject:
Of course it's still in first person, the developers are true PC gamers Razz

edit: how the cover system will work: Smile



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garus
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Posts: 34200

PostPosted: Mon, 27th Jun 2011 19:43    Post subject:
snip


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