Red Orchestra:Heroes of Stalingrad

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Redsoldier

Re: Red Orchestra:Heroes of Stalingrad

Post by Redsoldier »

Ah, nao é bem assim, hoje msm a pouco tava passando os 23 players no Click21.
Vi por stream de um amigo meu...

O jogo tá bem bacana msm, lembra o RO1 sim, é mais frenético, verdade, mas tudo depende do player... Os mapas tb são gigantescos!
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Re: Red Orchestra:Heroes of Stalingrad

Post by 28_Condor »

S!

A única coisa que achei chata mesmo, até agora, foi a falta de liberdade no single.




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Fortress

Re: Red Orchestra:Heroes of Stalingrad

Post by Fortress »

S!
Como acho esse serve do Click21, não consigo achar ele nem pelo game, nem pelo steam !
Não vejo nenhum sv nacional, e como meu ping não é lá essas coisas, jogar em sv gringo fica osso...
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Re: Red Orchestra:Heroes of Stalingrad

Post by 21_Sokol1 »

Epitáfio:
Since the competition is so fierce in the PC gaming market, I don't feel sorry for and not looking back at TWI's failure to produce something that feels like RO2. I hope they learned their lesson that you can't build a game for both the run-in-gun/interactive movie gamer and realism/sim gamer would love to play. It didn't work for OFP: DR and didn't work - clearly - for RO2.
:(

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Re: Red Orchestra:Heroes of Stalingrad

Post by 21_Sokol1 »

Tendo em vista o (WiP) MOD "RO2:Ostfront 41-45" que coloca as coisas no "passo" do RO1, o jeito é aproveitar a promomoção da Getgamesgo:

11,99$.

http://www.getgamesgo.com/product/red-o ... stalingrad

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Re: Red Orchestra:Heroes of Stalingrad

Post by 21_Sokol1 »

Na tentativa de reanimar o quase "RiP" RO2 a TW cria um "novo" modo - cujo efeito deve ser fragmentar mais a já minguada comunidade.
"RO Classic"

This mode will be an additional mode complimenting Normal and Realism. We have chosen to to this route as there are players who enjoy Realism as it currently exists.

The mode, while featuring no weapon or player upgrades or perks, will be ranked. So players who do enjoy receiving those upgrades and perks can play in this mode and earn them for the other modes. We feel this will allow players to experiment with the mode who might not normally play it, and feel rewarded for their play.

Loadouts and weapon availability will be more similar to what could be found in RO 1. Towards that end, the Squad Leader will be loosing his access to sub-machine guns and semi-automatic rifles to bring the ratio in line. The weapons selectable by each class will also more closely reflect that of RO 1 with PPSH w/ drum mag being the standard loadout and many of the other weapons not having access to their upgrades or limited to a specific upgrade (such as weapons with bayonets for that functionality)

This is the list we are currently looking at:

PPSH w/drum mag and select fire (Level 3)
Kar98 w/bayonet (Level 2)
Kar98 Sniper w/4X scope (Level 1)
Mosin Nagant Sniper w/3.5X scope (Level 1)
G41 Sniper w/4X Scope (Level 2)
SVT40 Sniper w/3.5X scope (Level 1)
MP40 with single 32 round mag (Level 1)
MKB42 with bayonet (no scope) (Level 1)
P38 Pistol (Level 1)
C96 w/10 round mag (Level 1)
MG34 w/50 round drum (Level 1)
MG34 Tripod (no ranking anyway)
PTRS (Level 1, no ranking on this anyway)
Pzb 784 (r) (Level 1, no ranking on this anyway)
MN 9130 w/bayonet (Level 2)
G41 (W) w/bayonet (Level 2)
SVT40 w/bayo (Level 3)
AVT40 w/bayo (Level 2)
TT33 (Level 1)
M1895 (Level 1)
DP28 (Level 1)
Maxim 1910 (no ranking anyway)
All other weapons and equipment as normally given (binocs, satchels, smoke nades, etc)

We are also looking at the inclusion of the Elite Assault role back into the game in case the creator of a map wants the MKB/AVT to be available.

But this wouldn't be a "RO Classic" mode with just weapon changes. We also have an initial list of functionality changes and removal as well. This list is designed to emulate the "feel" of RO 1 by making distance engagements a bit more of an uncertainty. You can find that list below. This is once again a look at the initial changes we are going to make for the mode and take feedback on in beta:

Removal of peripheral action indicators
Removal of spawn on Squad Leader
Removal of the bleeding system (Player will always take 100% of the damage to an area on the shot and not half then bleed the rest out like in the current system)
Players will have a movement speed penalty after being shot in the feet
Stamina will have a much greater effect on weapon sway and recoil
Stance will have an increased effect on weapon sway/recoil (with the default standing state having more sway then the current game modes)
Removal of "controlled breathing" zoom, but retaining the functionality to help steady the weapon as well as the slight iron sight zoom
Stamina will recharge at a slower rate
No AI Tank Gunnery
No Lockdown


Now these changes will also be joining a host of changes and refinements we are making on the current systems as well. Several of these are still having their designs tweaked and updated so I will hold off on going further on these til a later date.

Now some might wonder why some of the other oft requested features are not readily on this list, such as player momentum. The reason for this is the momentum system in RO 2 is the same system as RO 1 with a small tweak of player friction at the start and ending phase to make it feel more responsive. So before we go and start making changes to this we want to see how the other changes play out first in getting players the experience they want.

We look forward to play testing these changes with you in the coming weeks.

Now to those uninterested in the "RO Classic" mode as I mentioned before we continue to move forward on refinements to existing systems as well as work on bug fixing and crashes. We actually feel we've nailed down the vast majority of crashes now, but have hit a snag releasing a stand alone binary patch to address it. It looks like it will take a content update (IE: several hundred meg patch if not 3 gigs, not 18 meg binary patch) and as we don't like doing those without stuffing as much into them as possible, so it might be held off longer.

We are also digging heavily into the network issues that some players are reporting as well as issues with the server browser. You might see us once again (like we did this past week) request player help to monitor something as we work on them.
http://forums.tripwireinteractive.com/s ... hp?t=75146

Talvez fosse mais sensato deixar apenas o modo padrão (o CODerizado) e substituir o modo "(i)Realism" por esse novo Classic.

De qualquer modo o RO2 parece se tornar como Stalingrado para os alemães, "a lost battle".

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Re: Red Orchestra:Heroes of Stalingrad

Post by 28_Condor »

S!

Eu desisti do RO não por parecer codizado, mas pela absoluta falta de flexibilidade no modo offline. No RO1 eu montava uma quick mission no mapa que quisesse, escolhia o armamento que quisesse e o lado também :^)



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Re: Red Orchestra:Heroes of Stalingrad

Post by 21_Sokol1 »

Condor,

Voce deve ser a única pessoa a usava o RO1 no modo offline. Com aquela IA capenga, é horrível. :P

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Re: Red Orchestra:Heroes of Stalingrad

Post by 28_Condor »

S!

Melhor enfrentar IA capenga que xiter e atleta de teclado :D

O modo offline para mim é essencial para explorar o mapa, experimentar armas, etc. Se o jogo for um simulador, é indispensável (vide il2).




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Re: Red Orchestra:Heroes of Stalingrad

Post by 21_Sokol1 »

Lançado o patch que entre correções traz a versão "RO CLASSIC" para o RO2 (leia-se "desCODerizado, sem bobagens como "destravar" armas, killcam, menos "rabit", menos armas automáticas...):
March 16th Beta Update

--------------------------------------------------------------------------------

RO Classic

A new game mode has been added which has been modified to play more similar to the original Red Orchestra: Ostfront 41-45. Not all RO Classic functionality is complete yet, and we will be looking for community feedback on changes they would like to see made.

General Changes:

•Players can still gain experience and level up, but when playing in classic mode these levels do not grant any bonuses for class or weapon.
•Role and weapon loadouts are modified to closely match Red Orchestra 1 loadouts.
This means fewer MkBs, AVTs, and SMGs are available
•Interface changes - added an RO1 style compass to the HUD. No peripheral action indicators.
•Uses standard realism mode as a base, and adds additional functionality on top of that
•Most Classic mode settings have been added to webadmin and can be toggled on/off for Custom mode
•Removed spawn on squad leader
•No lockdown
•No Killcam

Weapons use historically accurate load outs and upgrades are disabled.
The following weapon versions are used:

•PPSH w/drum mag and select fire
•Kar98 w/bayonet
•Kar98 Sniper w/4X scope
•Mosin Nagant Sniper w/3.5X scope
•G41 Sniper w/4X Scope
•SVT40 Sniper w/3.5X scope
• MP40 with single 32 round mag
•MkB42 with bayonet (no scope)
•P38 Pistol
•C96 w/10 round mag
• MG34 w/50 round drum
•MG34 Tripod
•PTRS
•Pzb 784 (r)
•MN 9130 w/bayonet
•G41 (W) w/bayonet
•SVT40 w/bayo
•AVT40 w/bayo
•TT33
•M1895 without silencer
•DP28
•Maxim 1910

•All other weapons and equipment as normally given (binocs, satchels, smoke nades, etc)

Infantry Changes:

•Stamina usage and regeneration are modified to closely match RO1 functionality.
•Player movement speed has been modified to match Red Orchestra 1 player movement speed.
The sprinting speed is considerably slower to closely match the speed based on RO1 maps scale.
•Sprinting is modified to closely match RO1 functionality. The player sprints at a constant speed until running out of stamina, then stops sprinting until regaining some stamina.
•The FOV zoom while using focus/controlled breathing is disabled.
•Movement speed penalty when shot in the legs or feet (same as new realism mode).
•The player damage model is much more hardcore to match RO1 functionality.
Players take damage instantly instead of bleeding some of the damage out over time.
There is no bandaging or bleeding (although slow deaths from wounds are still possible).
•Stamina has a much greater effect on weapon sway and recoil (same as new realism mode).
•The FOV zoom while using focus/controlled breathing is disabled.

Weapon Changes:

•Iron sight breathing and sway are greatly increased.
•Weapons take longer to go into iron sights and match exactly the iron sight zoom in speed of RO1.
•You cannot interrupt sprint by going into iron sights.
•Weapons transitioning out of sprinting takes twice as long to more closely match RO1's sprinting transitions.
•The weapon is unable to fire until the transition from sprinting is mostly complete.
This more closely matches RO1 functionality and should encourage less "run and gun" play.

Non Classic Changes

Gameplay

•Fixed overtime activating without contested objective
•Added new exclusive key bindings to split up the 'Interaction' key for 'Use', 'Bandage', and 'Cover'. Holding the 'Cover (Hold)' key will automatically attach to the first available cover.
•Bots no longer effect auto team balancing

UI

•The server browser is now more responsive.
This is especially true on routers that enforce a low number of connections.
•Fixed overhead map problem after changing roles from Commander
•Fixed text showing that both teams are attacking on ready up screen for Countdown Gumrak
•New key bindings added to the options menu (see gameplay above)
•The ammo resupply icon is now greyed out during the resupply cooldown
•Added a list of current squad members to the tactical view
•Fixed overhead player names wrapping at the edge of the screen
•Scoreboard - modified color highlighting, own player name is always visible
•Fixed enemy spotted bugs relating to tanks such as the icon appearing outside of the map boundaries.

Stability

•Potential fix the game being stuck on the splash screen or having very long initial load time

Additional Changes that were in the last patch

•Stamina has a greater effect on weapon sway/breathing in all game modes
•Added RO Classic mode settings to webadmin
•Cleaned up many unused/unimplemented webadmin settings that were cluttering the system.
•Added tooltips to many webadmin settings to make them easier to understand
•Added a setting to disable lockdown to webadmin
•Setup realism mode to not allow killcam

http://forums.tripwireinteractive.com/s ... hp?t=76827
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Re: Red Orchestra:Heroes of Stalingrad

Post by 28_Condor »

S!

Boas novas :)

Poderiam aproveitar e colocar um modo offline como no RO1 :P

Mas pelo menos cairam na real e viram que não podem competir com BF3 e afins, e que o públio deles é o do RO1 que deseja mais realismo e fidelidade histórica :)


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Re: Red Orchestra:Heroes of Stalingrad

Post by 28_Condor »

S!

Eu experimentei brevemente e gostei!

A corrida do boneco está mais natural, inclusive tem um efeito de tunelamento da visão enquanto se corre, como quando se perde a visão periférica ao focar para onde se vai ao correr. Os efeitos de atordoamento e de perda de sentido estão muitos bons.

Em geral está bem parecido com o RO1 nas dificuldades, o hud saiu e entrou a velha bússola :P

O desempenho do game também me parece mais leve, o fan da CPU acelera muito menos que com o CLOD ou BF3.

Acho que agora está valendo a pena jogar :)


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Redsoldier

Re: Red Orchestra:Heroes of Stalingrad

Post by Redsoldier »

Ótimo, modo de jogo bem vindo!
Isso é instalado automaticamente com o patch mais novo?
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Re: Red Orchestra:Heroes of Stalingrad

Post by 28_Condor »

S!

Assim que abri já estava lá :)

O bom é que vou poder voltar ao "fps histórico" com mais entusiasmo. Foi uma tremenda bobagem a codifização do RO2, já que o proprio cenário russo só pode atrair ocidentais mais cultos que sabem o que foi o front oriental, ou sejam, que esperam muito mais do que "cam kills", "huds mágicos", "stamina de super-herói da Marvel", "rabbit jumps" e coisas afins. E se fosse ficar só para o publico russo, deixasse como estava que já agradava.

O RO1 só presisava melhorar nos gráficos e aspectos de sua física, no resto era/é excelente. Eu só tinha deixado de jogar por estar muito datado mesmo. Bons gráficos não são apenas decoração, eles também permitem distinguir melhor e de mais longe o uniforme do inimigo, algo essencial no RO, já que o chucrutes não tem um letreiro luminoso acima da cabeça :P


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acme313

Re: Red Orchestra:Heroes of Stalingrad

Post by acme313 »

Alguem jogando com regularidade?
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