Red Orchestra:Heroes of Stalingrad

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44_Santo
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Re: Red Orchestra:Heroes of Stalingrad

Post by 44_Santo »

Legal! :rock:
Breathing System: The player's breathing pattern will affect his aim; players can hold their breath momentarily for a more stable shot. Players who have low stamina from sprinting, etc. will breathe harder.
Esse é o segundo FPS que conheço que você deve prender a respiração para atirar!
O primeiro foi o America's Army II. :)



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Re: Red Orchestra:Heroes of Stalingrad

Post by Redsoldier »

Enfim, se comparar os prós e contras eu acho que a balança tende prum jogo muito bom, mesmo com algumas arcadizações.
Comprei o meu (essa promoção de 20% fdp nao ia durar muito), mesmo sem VGA. Ano que vem eu aproveito essa belezura!
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Re: Red Orchestra:Heroes of Stalingrad

Post by 21_Sokol1 »

Q&A com um Beta Tester:
Fonte: http://www.facepunch.com/threads/111...1#post31674285

Beta Tester Q/A

Q:
Do classes with bolt action rifles also have pistols too?

A:
They're an unlockable for all classes, yes. Less frustrating for riflemen who get stuck in close combat this way.

Q:
How many maps have you tried in the beta and more importantly, are they good? Do you get the sense of certain maps becoming instant classics?

A:
All 10 maps. I think they're all pretty good, though I haven't played them all extensively.

Q:
Is the classic RO atmosphere still there? Are the battles long, tense and bloody?

A:
Yes, it feels like Red Orchestra with better graphics!

Q:
Has the game been 'consolised' at all? As in, anything that feels toned down compared to the first game in order to try and reach the modern fps crows? Running speed, iron sight speed, things like that?

A:
No, it doesn't feel 'consolized' at all. However, they did merge the cover and bandage buttons last build but it works really well anyway, taking cover automatically bandages you now. Run speed and ironsight speed are actually faster.

Q:
What's with the low graphics in your screenshots?

A:
They aren't low settings exactly, however lots of the graphical options don't appear to do anything [yet].
It looks like shadows are either on or off, detail seems to work, textures seem to work. post processing doesn't work. Using the Ultra preset doesn't work, so I'm going to assume anything that Ultra sets isn't in, and the difference between normal and high is extra objects on the ground and slightly higher texture resolution.

Q:
Can you give us an idea of some of the weaker points of the game? What needs improvement?

A:
The graphics aren't that amazing, because they're not a huge studio. I also dislike Countdown with small numbers of players.

Q:
How will players give commands [aside from voice/chat?

A:
There will be a commo rose but the art is certainly not final yet.

Q:
The Grain Elevator map looks awesome, do you know how many stories of it are actually accessible to the player?

A:
You can go right up the top floor I believe. You see there is a balcony there? Shooting people from that is hilariously effective right now because not many people know it's there.

Q:
If you're severely wounded are you basically useless? Would it be better to just eat a grenade and respawn or can you still be useful to the team?

A:
If you're severely wounded you're going to die in a few seconds anyway, but you can still fire so its sometimes possible to take out the guy who killed you. Anything below a critical wound doesn't affect your performance past bleeding though, and that that limb will be easier to hurt next time.
Basically though if you get into a firefight most of the time you're going to come out of it dead or uninjured, or maybe with a wound to bandage.
[Pictured] - What you see as you start to bleed out. Doesn't really do it justice though. All colour drains away and your sound starts to fade out. That picture was about a second before I keeled over.

Q:
What does MG tracer fire look like now? I think I remember hearing that you guys were stepping away from the laser looking shit from RO1.

A:
They're ball tracers now. They only just got implemented and they look pretty neat. They also ricochet nicely.

Q:
How does the commander thing work? Does that person have to be glued to a radio the whole game? Can they do anything more than just calling in a spotter plane and artillery?

A:
They only have to be glued to the radio for the recon plane to work. They call in artillery, can place orders on the map (which you get points for following) and can force everyone who is dead to jump the respawn timer and respawn instantly.

Q:
Is there in-game voice chat?

A:
Yes, and the codec isn't fucking terrible either. You have 3 buttons, squad chat, team chat, and all chat.

Q:
I heard that your team's voices are in English while the enemy is in native language. Is this default?

A:
Yes, and will be default at launch too.

Q:
Based on what you have played which is better, RO1 or 2?

A:
I prefer RO2, as it plays like RO1 but with better graphics, less frustrating deaths, larger maps, and more players per map.

Q:
Let's talk gore!

A:
Gore is limb removal, bullethole decals on characters, and blood splatters on the floor and walls. Characters call out when they're shot, and the death animations are all ragdoll / animation composites, similar to Euphoria, but they're using PhysX instead so it doesn't totally murder your CPU. For example: Shoot a guy in the heart -> Blood splatters out behind him -> He drops his gun, clutches at his wound, and falls backwards -> He falls down the stairs he was climbing up. He comes to a rest at the bottom and sags as the life fades out of him.


Q:
Let's talk about the commander

A:
This is the commander UI [image]. If you bring up the map you can see this anywhere, but you can only force a respawn anywhere. If you use a radio you can call in artillery, and air recon
Recon calls in a slow and low recon plane that will report to you the location of people it can see, if you are stood near a radio. You get these reports instantly, your squad leaders get them soon after you, and the people below that get them after the squad leaders.
Artillery is designated using your binoculars, or your squad leaders, who can send you a recommended artillery target which you can accept.

Q:
Are there also decreasing penetration for tank Shells and the PTRS bullet the longer it gets fired?

A:
All guns penetrate worse and do less damage if their round travels for longer, not just tank and PTRS shells.

Q:
What's with the lack of footage?

A:
About maybe 2 weeks ago we had a journalist from PCGUS who was supposedly there filming footage, though he might have just been taking screenshots.

Q:
Do tanks have different ammo rounds?

A:
No, just AP, HE, and Smoke.
RO1 did later add tanks with HEAT and stuff though, so probably the same will happen here.

Q:
How does destruction work?

A:
It's small scale stuff. Roofs can be blown off, non enterable houses can be destroyed, enterable houses can be visually damaged. There are also patches on internal walls where you can place a satchel and they will create a hole you can go through which is neat!

Q: Why are you telling/showing us all this?

A:
Basically if tripwire is mad about this I will stop. I've been posting trying to sell the game to you guys, not in a clandestine way but because I genuinely enjoy the game and know you lot will too!
http://www.facepunch.com/threads/111450 ... st31674285

Outro com a GameSpy: diminuram o PING - no RO vanila dava para jogar com ~200 tranquilo - para agradar a galera dos COD's "só jogo com PING baixo"... :(

http://pc.gamespy.com/pc/red-orchestra- ... 817p1.html

Sokol1




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Re: Red Orchestra:Heroes of Stalingrad

Post by 21_Sokol1 »



Sei não estou achando que o "Grandpa" dificilmente encontrara servers no velho (e bom) estilo RO. :emoticon227
Pela risada dele o RO2 será um festival de server Free4all - "Todos Heroes, MkB-42 para todo mundo", 3ª pessoa, radar, GPS e piririporóró... :P

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Re: Red Orchestra:Heroes of Stalingrad

Post by 44_Santo »

No RO1 já tem servidor só sniper, no velho estilo AWP do CS. :P :lol:



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Re: Red Orchestra:Heroes of Stalingrad

Post by 31_CrossBones »

:Skull_anim:

S!

Sei não: acho que o Grandpa tem leve semelhança com o titio Sokol :)

SP!
Os políticos são como as fraldas: devem ser trocados constantemente, e sempre pelo mesmo motivo.

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Redsoldier

Re: Red Orchestra:Heroes of Stalingrad

Post by Redsoldier »

http://forum.click21.com.br/showthread.php?t=59753

Votação pro servidor de RO2 no Click21. O Tche já passou por lá!
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Re: Red Orchestra:Heroes of Stalingrad

Post by 21_Sokol1 »

Vídeo do MP no Beta.

http://www.gametrailers.com/video/exclu ... tra/719541

Os gráficos e animações estão muito bons.
Movimentação muito "rabbit" pro meu gosto, mas deve agradar as massas. :P

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Re: Red Orchestra:Heroes of Stalingrad

Post by 21_Sokol1 »

Jogatina online no Beta - o cara morre a todo momento. :P



Pena terem colocando este monte de ícones... :(

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Re: Red Orchestra:Heroes of Stalingrad

Post by 31_CrossBones »

:Skull_anim:

S!

Rapaz, esses bonecos treinaram com quem? Usain Bolt? :D :D

Só de olhar eles correndo fiquei cansado :P

SP!
Os políticos são como as fraldas: devem ser trocados constantemente, e sempre pelo mesmo motivo.

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Re: Red Orchestra:Heroes of Stalingrad

Post by 44_Santo »

Correm mais que o CS, será que da para ficar pulando também? :P :D
Parece que os caras não estão cansando também, deve estar desabilitado.
Acho que full real deve ser diferente, espero. :)



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Re: Red Orchestra:Heroes of Stalingrad

Post by 28_Condor »

S!

Ou tá arcade ou o video tá acelerado :P

Além do mais, muitos lags aí... isso é um saco jogando FPS: neguinho com ping mais baixo faz a festa e voce vira pato na lagoa :tmi:



SP!
[b]Eu confio no povo brasileiro. Voto facultativo já no Brasil![/b]
Redsoldier

Re: Red Orchestra:Heroes of Stalingrad

Post by Redsoldier »

Nesse vídeo com menos lag dá pra ter uma idéia melhor das coisas.... Há uma barra de cansaço no modo arcade, mas vc vê que precisa correr muito pra esgotar ela, pelo jeito...
Nos 13s também é possível reparar que agora podemos (e devemos) meter bala nas paredes... Aliás, quanto a isso, há uma verdadeira vantagem dos fuzis de repetição em relação às submetralhadoras:
Com ums SMG você, no máximo, vai perfurar um pequeno muro de madeira, com o fuzil consegue-se atravessar muros de concreto e tijolos...



Sem contar que a dica oficial é: use o sistema de cobertura [direito]. Tomar tiro é moda agora.
Redsoldier

Re: Red Orchestra:Heroes of Stalingrad

Post by Redsoldier »

Vídeo de gameplay do WooDoo, postado no forum do RBR e da CBPR:


Parece muito bom, os soldados não estão <font color="red"><i>muito</i></font> rápidos pro tamanho do mapa, o lag não está <font color="red"><i>muito</i></font> grande, já os combates parecem igualmente emocionantes (embora pareça que a maioria das pessoas não está nem aí pro sistema de cover!).

Ficarei feliz quando estiver jogando isso. Acho que valeu os 30 doláres.
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Re: Red Orchestra:Heroes of Stalingrad

Post by 28_Condor »

S!

Pela quantidade de icones de ajuda me parece ainda numa função arcade... Ainda está muito acelerado para mim, se não for arcade (ie, se esse video for em FULL), não compro.

Depois posta teu review aqui, Soldier ;)




SP!
[b]Eu confio no povo brasileiro. Voto facultativo já no Brasil![/b]
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