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For those of you interested in this game, we will be having a competition for 5 copies of RO2 tomorrow, thanks to Yoshiro from Tripwire.
Follow along with the video below to see how to install our site as a web app on your home screen.
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An update for Red Orchestra 2 will be released shortly.
Bug Fixes
-Fixed a bug where players could spawn without a class
-Fixed a bug with auto reloading when using a manual bolt rifle
-Minor performance improvements
Level/Gameplay Fixes
Pavlov's House
-Added wall to block line of sight to one of the Allied tank spawns
-Allies now correctly get a forward spawn when capturing Zab's House
-German spawn protection was toned down to prevent Allied attackers in inside of the Voyentorg from being killed by spawn protection when objectives changed hands
Commissar's House
-Gave Allies 40 more reinforcements
-Default Allied spawn in more directly in line with Building 81
-Moved one of the initial Axis spawns back further from the Water Refinery
-Increased spawn protection and no artillery volumes for Allies
-Various cover fixes
How do we get involved in this competition?For those of you interested in this game, we will be having a competition for 5 copies of RO2 tomorrow, thanks to Yoshiro from Tripwire.
Rip off your shirt, oil up, and step into the ring. Last five standing within the boundaries win!How do we get involved in this competition?
Rip off your shirt, oil up
You're not alone.Totally thought this would be a different contest
Yeahhh hate to be "that" guy in the thread, but I think I'll give this game a solid couple weeks before I jump back in. Performs like shit for me.
Everyone,
The previously mentioned RO2 update is in Valve's hands and will be released soon. The stats reset will take place sometime tomorrow morning/afternoon time. The changelog is below:
Stats
-Fixed stats and acheivements being awarded when they shouldn't have been and sometimes not saving stats on ranked servers. This requires a global stat and achievement reset which will be happening soon.
-Fixed several number display issues in the profile menu and after action report
-Honor, class, and weapon experience are all currently doubled to help make up for stats lost to the reset
-A new achievement has been added which is unlocked simply by playing RO2 during the double xp for players affected by the stat reset
Gameplay
-Reloading can be interrupted by melee or switching weapons
-Fixed quick grenade not returning to the previously equipped weapon
-Fixed team wounding counting as kill
-Fixed kill assists not showing up all the time
-Fixed Countdown Time to Beat being always 0
-Fixed timers showing wrong numbers in the single player campaign
-Fixed tank AI being able to see through smoke
-Fixed tank cannon smoke shells not blocking any AI vision
Stability & Performance
- Major optimization pass on all maps should increase performance across the board
- Reduced Alt-Tab crashing
- Fixed post-processing preset resetting itself in the video settings menu
- Fixed glowing outline/rainbow colors around the screen for certain machines
- Fixed a bug causing all audio to cut out after a map change
- Graphical improvements to environments, weapons and vehicle interior - areas or vehicles/weapons not in direct sunlight now have working specularity which will help make normal maps more visible and textures to look less flat
- New Umbra release and optimization
- General CPU optimizations
Server
-Fix for commandline setting of webadmin values not saving after multiple map changes
Good patch. Will try it out this weekend, glad they fixed the audio bug, thats pretty much the only one besides stats that was affecting me.
Goal
The purpose of this mod is to modify gameplay so fire and maneuver tactics can work on a public server or private unit match, provided players understand how the mod works. It should in theory work irrespective of the map or game type, or whether it's one of the larger mods being planned or smaller ones. This mod also attempts to achieve something new; bringing realism to a pub server. This is going to be done by increasing morale effects when going off by yourself and rewarding players more for team play, like suppression points and following orders.
***Please Read***
Before you read the feature list, there are a few things I would like everyone to know;
a.) Some of these features are controversial as many people have argued that they are not an accurate representation of what happens in real life. I have research and debated a vast majority of these feature additions and I plan on implementing things based on the research I have done. If you wish to debate a feature, please PM me or join me on Ventrilo. I would like this thread to answer questions and maybe get feature requests about the mod and not delve into lengthy debates. Ideas and Suggestions has plenty of threads that discuss these features, please debate there.
b.) Certain features are left out because they are map or server specific, most notably, weapon load-outs, respawns, and recon/arty. The unit mappers and server owners will have to decide how to best implement realism on that end. I may, however, provide a list of recommendations for server owners and unit mapper's as to which settings will be most appropriate for this mod.
c.) While I have identified the code for some of these features, some I have not. This is a list of things I either know I can probably mod or I wish to mod. If a feature does not make it, there's a good chance I found out it's not possible.
d.) Please keep feature requests limited to only those things that directly impact gameplay and require coding. Of course, if you're not sure, go ahead and ask, I'm not going to be rigid about this either.
Feature List:
Suppression and Morale
- Increased sway, recoil, and other stats when suppressed
- Increased aim-snapping making returning accurate fire more difficult
- Louder bullet whip/whizz (As proposed by Nezzer)
- Morale system will be based on proximity to squadmates and teamleaders
- Low morale will produce, with longer duration, the following effects on players;
Flinching (bullets passing by you cause you to flinch more)
Shakiness (Increased sway, and recoil)
Tunnel Vision (FOV/Zooming reduced and Depth of Field causing the sides to blur out)
Desperation (Double vision and color desaturation)
Weapon Systems
- No ranking bonuses, everyone wields the same weapon
- Increased recoil and sway when weapon is not rested
- Fatigue will impact sway and recoil more
- Detacheable bayonets
- Zooming will be decreased, but some zooming will be present to simulate focusing
- Weapon lag will be increased (time it takes for the iron sights to line up)
- Weapon lag will be added when moving between crouch and standing (as proposed by Proud_God)
- Bringing up sights will take longer and will be off center
- Weapon load-outs will be balanced with an emphasis on rifles
- A new Elite Assault class will be created that will feature just 1 MKB/AVT for each side
- General movement speed will be decreased
- Reloading will take longer
- Melee will be less lethal, rifle butts will take several hits to kill
- Random weapon jamming requiring a reload to fix
Health System
- Bandaging yourself will be more lengthy and less efficient
- Teammates can bandage you at a faster and more efficient rate
- Wounds may re-open if a lot of force is exherted
- A Medic class will be added that will produce the most efficient bandaging
- A shot to the arm may drop your weapon
- Arm wound will adversely affect recoil and sway, as well as reload times and sighting
- Leg wound will either reduce stamina drastically or limit the player to prone or crouch
- Getting hit at all will cause a substantial jerk or other effect
- Being wounded will lower morale, causing suppression to effectively be more ponounced
Cover System
- Ability to get into cover from Prone
- Different animation for engaging from corners (exposing yourself less)
- Ability to go crouch when dug into a corner. (As proposed by Trips)
- Lowered posture to ensure completely hidden from cover
- Prone will have a peak feature with appropriate animation
Squad and Teamwork
- Suppressing an enemy will award points
- Killing a suppressed enemy will award both the killer and the suppresser additional points
- Following orders given by a superior will award points
- Infantrymen will have a new animation where they point at a target (As proposed by Ritter)
- Team leaders will have compasses
This is really your argument?through no fault of your own.
It serves the same purpose that turning off "auto-reload" does. It gives you that nice clean "OH F*CK" feeling when you just hear a "click" instead of a "bang!"
Or, more likely, it gets you killed at a completely random moment through no fault of your own. Fun!
BANG
BANG
BANG
BANG
BANG
BANG
ping
This is really your argument?
By that logic, all weapons should be 100 percent accurate. Weapon inaccuracy is one way in which weapons are imperfect. Jams are another. The player can not predict or compensate for either.You really don't see the issue with introducing gameplay elements that the player has no way of predicting or compensating for, purely to "keep them on their toes"?
Except it's not a control issue or bug.Don't you feel even a little bit frustrated when you die in a game because of some stupid control issue or bug that you couldn't have known would happen
Because it's something that applies to everyone. It's not out of place, it doesn't break immersion. If that's not enough for you to consider it no better than a glitch, I don't know what to say.How is this any different besides being intentional and realistic