Jump to content



Red Orchesta 2: Heroes Of Stalingrad


GruntGR

Recommended Posts

37bf5789a65caa5ffdb7bdec23fcbacc196cb027.jpg

b715f80cee371869ff551e18a9edd2ddf6ded1bf.jpg

7f0e0a83a8b40e25d7b7c46cfb51478b5815362e.jpg

7a884c3e073123b9b7e78d0c6b0fe466e4c56c04.jpg

As a dirty great Red Orchestra fanboy, I was pumped about this and it didn’t disappoint. The team seemed to understand that what I (and I guess most other people) found most enjoyable about RO was is distressing plausibility, because all of the new features in RO2 have one foot in improving the game and the other in making it more realistic.

The new cover system seems perfect. The tap of a button presses you against low walls or corners, and from there you can lean out or blindfire as you like. The damage system’s become a little more elaborate, with you bleeding out of light wounds unless you take a moment to bandage yourself, and there are now specific hitzones for smaller body parts, like your heart.

My own favourite addition is the “Slow Death” that now sometimes occurs from fatal shots to places like the stomach. In an absolutely nightmarish animation, these dying characters start swaying and stumbling in a state of shock, still holding their gun and still able to shoot before they finally lose their balance and fall over.

There’s also a new campaign mode that can link multiplayer missions together, and new options as to what Commanders can call in via radio posts, including rocket strikes and recon planes. Artillery strikes like this have, of course, been made even more visually awe-inspiring / harrowing.

And I can reveal there’s already a team working on a total conversion, with Tripwire’s full support. It’s called Rising Storm, and abandons Russia and Germany altogether for the Pacific Front, with the Americans fighting the Japanese. The producer of Rising Storm pointed out to me that nobody’s done the Japanese involvement in WW2 particularly well, and he’s intent on changing that.

http://www.rockpapershotgun.com/2010/08/21/gamescom-10-report-day-3/

gameplay videos -> http://forums.tripwireinteractive.com/showpost.php?p=609805&postcount=95 ( MUST SEE ! )

release date : TBA 2011

μπορει και να δουμε semi-public beta τον χειμωνα :D

  • Like 5
Link to comment
Share on other sites

Δεν κρατήθηκες ε? :beer::beer: :clap:

Αντε λοιπόν παιδιά να μαζευόμαστε σιγά σιγά οι βετεράνοι του RO: OST :D

Κάψιμο που έχει να πέσει παλι SofGR στα κρύα χαρακώματα του Στάλινγραντ :D

  • Like 1
Link to comment
Share on other sites

E P I C NEW VIDEO

[ame=http://www.gametrailers.com/video/pax-10-red-orchestra/703872]Red Orchestra 2: Heroes Of Stalingrad Video Game, PAX 10: Exclusive Never Surrender Trailer HD | Video Clip | Game Trailers & Videos | GameTrailers.com[/ame]

holly molly, μολις κατουρήθηκα.

Έγινε επεξεργασία από Hohenstaufen
  • Like 1
Link to comment
Share on other sites

φρεσκιες πληροφοριες κατευθειαν απο την επιδειξη στην PAX

Tanks:

Crew – the t34 and the pIV can both have up to 3 human players manning the tank, while one AI bot will fill the role of loader. In both tanks the gunner/commander role will be combined as one crewable position.

Position “swap” – changing positions with any “warm body” AI will be instant, but should an AI crewman be killed, moving into that position will require fully animated movement. Nothing has been decided for players swapping positions with other players

“Tutorial” – the previously mentioned training course is just that, training. It will not be required to complete in order to tank, although completion adds to your player progression.

“Locking” – tankers will be prompted to select if they wish to lock their tank before they spawn. A feature is being discussed that would give the player the ability to select individual team mates to be allowed to join their tank.

“Bailing” – according to Alan, a possibility….according to John, current design is for no exiting your tank. Should the ability to exit be added, it would be fully animated thus requiring a lot of added work.....thus still in limbo

Artillery – all tank commanders will be able to spot artillery coordinates but only the Platoon Tank Commander will have access to radio communication to request those strikes.

Time Consuming – to give an idea of how much work has been put into the tanks, it took about 3 months just to model the interior of the pIV…..should a community modder/team wish to add say, the GREATEST TANK OF WWII , while possible, it will be quite an undertaking.

Maps:

Fallen Fighters – that is the official name for the re-imagined version of RO-Fallen Heroes. The map will be Combined Arms and include tanks.

Tanks Only? – yes, one of the 10 stock maps currently in development will be focused completely on amour…..so tanks only, and this time there’s enough tanks to go around!

Sizes – all maps are designed for 64 players; playable portions of the maps and number of slots per class will be scaled down depending on max players (defaults 64, 32, 16)….in between numbers (think 24 or 40 players) will scale up to the next default setting.

AI – by default, maps be filled with AI to reach the set max players of the server. ex: 64 slot server, 40 humans, 24 AI…….server admins will have the ability to adjust to their liking.

Custom Maps – mappers will have everything, including vehicles, at their disposal to create new maps…..while a mapping contest isn’t yet planned, it would be “likely” to see similar contests from ROOST and KF.

Campaigns:

Single/Multiplayer – essentially the same campaign with slight differences

Campaign Map – map will track and display campaign progress, possibly in loading screen and/or “selection” menu. Players will vote for the sector their team will attack.

“Combat Power” – based on results of previous battles; teams will have to decide how much of their “resources” they want to risk to make an attack. CP won’t affect loadouts of maps, but more the ability and risk/reward to make certain attacks

Length – approx. maximum 4 hours per campaign. allowing server admins to pause campaign progress and/or set specific times in which the server would be open for battles to occur are still features still being considered.

Countdown:

Tanks – CA and tank maps can be played with countdown. AI does not count towards reinforcements; AI crew dies, human can still operate the tank. Still in discussion what will happen to a tank should a human die and AI still be alive in the tank

Time Limits – mappers can set time limits per each objective and times will vary

Progression System:

Aesthetic – most player “attributes” will be visual and won't affect Gameplay or give significant advantages

Ranks – you will rise in ranks; higher ranks will have first choice for class selection and “elite” classes may possibility be locked to certain ranks.

Battlefield Commissions – you’re not guaranteed to be “stuck” with a rifle for the whole map…players who perform well may receive temporary rank “boosts” for the next round/map.

Morale – team morale points influenced on flow of the battle; music will reflect changes in morale. “Heroes” will have greater influence capping/holding objectives, likewise if a Hero is killed, morale may drop.

“Advantages” – fine tuning of player’s actions…no 60% damage increase, no 40% reduced recoil, no 50% speed increase….don’t think Killing Floor or “mainstream” fps games.

Servers – admins can set severs to be ranked/unranked to allow progression/”bonuses” or to have all players at the same “level”. Also restrictions for keeping low/high ranks out of the server will be an option for admins.

Regression – things like excessive TKs can reduce your rank

Scores – “Teamplay points” will add with standard kills/assists. Teamplay points awarded for following orders or doing your “job”, ex: machine-gunner holding/defending an objective will receive “points” for his effectiveness.

Plans

Beta – nothing new; “closed”, “family and friends” and “public” betas will all take place this year.

Collectors Editions – soundtrack, “making of” and historical supplements are all possible.

Release? – only Ramm (John) knows and he’s not telling

http://forums.tripwireinteractive.com/showthread.php?t=45598

7efpf3wb.jpg

  • Like 1
Link to comment
Share on other sites

  • 2 months later...

Aπ' ότι βλέπω από τις απαιτήσεις του δεν θα είναι βαρετό παιχνίδι

System Requirements


    • OS: Windows XP SP2, Vista, or Windows 7
    • Processor: 2.0+ GHz or better (dual core recommended)
    • Memory: 1 GB (2 GB recommended)
    • Graphics: SM3 Compatible video card (GF6800 minimum - GF8800 or higher recommended)
    • DirectX®: DirectX® 9
    • Hard Drive: 1.5 GB
    • Sound: DirectX® 9-compatible

Link to comment
Share on other sites

  • 1 month later...
  • 2 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Δημιουργία...

Important Information

Ο ιστότοπος theLab.gr χρησιμοποιεί cookies για να διασφαλίσει την καλύτερη εμπειρία σας κατά την περιήγηση. Μπορείτε να προσαρμόσετε τις ρυθμίσεις των cookies σας , διαφορετικά θα υποθέσουμε ότι είστε εντάξει για να συνεχίσετε.