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Old 08-10-11, 09:37 AM   #25
Logical
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Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

Quote:
Originally Posted by jiffy View Post
They never claimed this game to be the graphical giant that some people think every new game should be. This game is supposed to play well and have PC specific features that every other FPS has forgotten about. They already have mod teams working on complete overhauls and add on's for this game and it's not even released yet.
Ok but the debate is how do they expect it to compete with the AAA titles that are just around the corner....They are better visuals, better gameplay, more hyped (better marketed), better engines and better devs..although the latter could be a debate in itself.

Fact is...there is nothing ground breaking or new or even remotely intersting to me about this game, i dunno if anyone else feels the same but RO2 may as well be a indie game...
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Old 08-10-11, 10:40 AM   #26
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Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

To all those that bitch about the graphics, game play beats graphics any day of the week. Hell, I usually tweak the **** out of my config until the game looks completely different. I really don't care how it looks as long as it isn't 8-bit.
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Old 08-10-11, 11:11 AM   #27
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Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

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Originally Posted by Logical View Post
Ok but the debate is how do they expect it to compete with the AAA titles that are just around the corner....They are better visuals, better gameplay, more hyped (better marketed), better engines and better devs..although the latter could be a debate in itself.

Fact is...there is nothing ground breaking or new or even remotely intersting to me about this game, i dunno if anyone else feels the same but RO2 may as well be a indie game...
They are not competing with AAA games. They know their audience that is why Killing Floor did so well. They are a small developer that made it big from the modding scene. The gameplay in the RO series is far better then any other WW2 shooter. It feels like the ARMA of WW2.

As for your comment on better devs... that's a laugh. How often do we see big devs drop support for their games shortly after release, These guys are still supporting Killing Floor.

You are a perfect example of whats wrong with the PC Gaming community, you prefer something shallow and shiny then to something that has depth and real gameplay.
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Old 08-10-11, 11:57 AM   #28
ViN86
 
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Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

Quote:
Originally Posted by Logical View Post
Ok but the debate is how do they expect it to compete with the AAA titles that are just around the corner....They are better visuals, better gameplay, more hyped (better marketed), better engines and better devs..although the latter could be a debate in itself.

Fact is...there is nothing ground breaking or new or even remotely intersting to me about this game, i dunno if anyone else feels the same but RO2 may as well be a indie game...
Better devs? You mean like the guys who **** out CoD:Black Ops? Apparently you don't remember the bugs in that game at launch. Server rate set to 3000 (PC rates should be 25k), packet settings way off, poor optimization for dual core chips, no /connect command (so people can buy servers but not connect to them), etc. Yea, they're a shining example of how to put out a game.

This game is PC-only, so I wouldn't expect to see these kind of mistakes that devs used to make in the early 90's. Time will tell though...
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Old 08-10-11, 11:57 AM   #29
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Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

I have seen some of the videos of the game and i think it looks really good gfx wise....I pre ordered it Loved the first one.
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Old 08-10-11, 12:51 PM   #30
jiffy
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Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

Quote:
Originally Posted by Logical View Post
Ok but the debate is how do they expect it to compete with the AAA titles that are just around the corner....They are better visuals, better gameplay, more hyped (better marketed), better engines and better devs..although the latter could be a debate in itself.

Fact is...there is nothing ground breaking or new or even remotely intersting to me about this game, i dunno if anyone else feels the same but RO2 may as well be a indie game...
Apparently you have not read anything about the options available in this game to say that there is nothing ground breaking in RO2.

Tripwire Interactive, the Devs, have added almost every element that a PC gamer could want to make this game customizable. It is the first game to have VAC and Punkbuster, Server admins have more control than ever before over the server and game settings, the game play in RO2 is made for a serious FPS gamer in mind.

Read up and you will see that it may not be all ground breaking but they left virtually nothing out that a FPS PC gamer could ask for.




http://forums.tripwireinteractive.co...ad.php?t=48698



Gameplay Features



First Person Cover System: Players can take cover behind objects in first person and easily peek or blind fire and throw grenades over and around cover, and more. (Source: Crosshairs at TWI)
Squad Command: Players can command fire teams on the battlefield with an easy to use first person interface.
Damage System: A detailed hit detection system. Specific bodyparts hit are more lethal than others. Instant Death, Lethal, Critical and Non-Critical. (Source: PC Gamer Article July '09)
Mantling System: Players can negotiate low obstacles, such as climbing over fences, through windows, etc. (Source: PC Gamer Article July '09)
Adjustable Sights: Iron sights as well as scopes on weapons are adjustable for longer and shorter ranges. (Source: PC Gamer Article July '09)
Bandaging: Players can bandage minor wounds to stop themselves from bleeding to death. Non-critical hits will cause half the damage instantly, with the other half occurring over bleed out time. Prompt bandaging can stop the second half of the damage from occurring. Source: PC Gamer Article July '09)
Interactive Weapon Collision: Weapons collide with the game world; the player will raise and lower his weapon accordingly.(Source:IGN Preview)
Bullet Penetration: Bullets can penetrate some materials and cause damage on the other side. Degree of penetration depends upon the type of material being shot. (Sources:IGN Preview Crosshairs at TWI)
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. (Source:IGN Preview)
Bipods: Bipod mounted weapons will pivot around their bipods when deployed. Deploying bipod mounted weapons is much easier than it was in Ostfront. (Source:IGN Preview)
Tactical View: HUD elements appear as the player needs them, and are automatically hidden when the player does not. The entire HUD can be brought up at any time with the press of a key. (Source:IGN Preview)
Weight System: The player can carry multiple weapons as well as grenades, but has a maximum allowed weight and will slow down as they carry more. (Source: Ramm-Jaeger on IRC)
Peripheral Vision Indicators: Small indicators appear at the edge of the player's screen to denote possible enemies in the player's peripheral vision. (Source: Ramm-Jaeger)
Character Progression: Players can gain experience and rank. Higher ranked players have access to rare weapons, equipment and classes. Higher ranked players are visually distinct from lower ranked players. If you do poorly, for example tk a lot you can rank down. (Source:Voodoo Extreme Interview and BashandSlash Interview)
Dynamic Music System: Heroes of Stalingrad features a dynamic music system that adapts the emotional mood of the soundtrack to match the morale of the player based on the flow of the battle. To highlight the differences between the two warring powers the game features a completely unique soundtrack for the Russian and German sides. (Source: Wilsonam)
New Recoil Model: The recoil model is more realistic than that of Ostfront. SMG's have had their recoil lowered and MG's have more recoil. (Source: E3 Interview)
Interruptible Reloads: Reloads can now be interrupted. (Source: E3 Interview)
Ironsights for the Sniper: Sniper rifles now have usable ironsights, as they did in real life. (Source: GDN Gamescom Article)
Destructable Buildings: Any and all buildings are destructible if the mapper wants. Buildings can be destroyed partially, and piece by piece but will still leave ruins behind, so the battlefield isn't bombed flat. (Source: GDN Gamescom Article - Gamespot GDC Preview)
Suppression System: Players will be suppressed when under fire (bullets passing or landing close by); the player hears their heartbeat, will breathe faster (affecting weapon sway) and their screen will desaturate and shake a bit. Players can also be suppressed by grenades and artillery. The effect is cumulative and the more suppressed the player is the more pronounced the effect will be. (Source: Crosshairs at TWI)
SDK: The game ships with SDK and a Mapping Tool out of the box. (Source: BashandSlash Interview)
Environmental Temperatures: Maps can have set temperatures, which influence the rate at which the MG barrel heats up. This also influences the muzzle velocity of tank rounds. (Source: Wilsonam)
Ammo Check Button: You can now check the state of your ammo without reloading. (Source: GDC 11 Presentation)
Streamlined Movement and Deployment: The movement is much more streamlined in RO2. If you are in prone, simply pressing the forward and sprint keys will move you out of prone and sprinting forward. When releasing the button, you will automatically return to the proned position. It's also possible to reload/change barrels from a deployed state, while crouching behind the cover you are currently deployed on. (Source: GDC 11 Presentation)


The Commander's Abilities

Fire Support: There are 3 types of fire support: mortars, artillery, and rockets. Mortars cause a small amount of damage in a small area, rockets cause a large amount of damage over a large area. Artillery falls in between. Fire support takes longer to arrive depending on its size (mortars arrive the fastest, rockets the slowest) (Sources: GDN Gamescom Article Crosshairs at TWI)
Aerial Recon: The commander can call a recon plane which surveys the battlefield and reports enemy positions. Enemy infantry and tanks will show up on the commander's map instantly (as long as he is near the radio), and will filter down the ranks with a few seconds delay. The plane will only report units it has actual visual contact with; it will be possible to hide from it and shoot it down. (Source: GDN Gamescom Article) (Source: Wilsonam)
Force Respawn: In critical moments in the battle, the commander can choose to let a reinforcement wave spawn immediately. This ability will be limited. (Source: GDN Gamescom Article)


Multiplayer Features

Persistent Stats Tracking and Player Progression: Persistence constantly gives the gamer something to strive for and keeps them playing. Grow in rank, earn medals, improve your abilities, and become a Hero all visible to the complete online gaming community and embedded within the game.
Heroes: Obtain the ultimate goal and become a Hero online. Players with hero status inspire troops around them and cause fear in their enemies. Heroes have access to the best and rarest weapons and equipment, and will stand out visually from the rest of the soldiers.
Co-op: Players can connect with their friends and battle AI in multiple game types including the Stalingrad Campaign, Skirmish Mode, and more.
Competitions & Leader-boards: Compete to obtain unique awards and achievements with players all over the world. The competitions range from shooting range challenges to unique and fun assault courses.
64 Player Support: They are shooting to max out players in a game at 64 (with quite large maps one would imagine) and there are ten maps in the game already. (Source: GDN Gamescom Article)
Realism Settings: 2 Settings. Relaxed Realism and Realistic. Relaxed realism will include all of the new interface helpers. Realistic will be for the more hardcore players, and will have some of the new interface helpers disabled. Server admins will be able to set up a custom configuration that picks and chooses which features to have. (Source: Ramm-Jaeger)
Deathmessages: 3 Death message settings. Normal, Delayed, and Off. Death messages also display distance for your own personal kills. (Source: Ramm-Jaeger)
Kill Assists: You now get points for assisting a kill. (Source: Wilsonam)
Server Class Lock: Some classes are locked until a certain amount of players join the server. (Source: Ramm-Jaeger on IRC)
Mini-map: The mini-map shows you friendly players, and where your squad mates/squad leaders are. (Source: Ramm-Jaeger)
Custom Server Configs: Server configs are customizable, can be shared, and can even be rated by others. (Source: BashandSlash Interview)
RO TV 2.0: RO TV makes a comeback making it possible to spectate (clan) matches. (Source: BashandSlash Interview)
Battlefield Commissions: Low ranked players can earn a promotion by performing well, and get to choose higher ranked classes. This is a temporary ingame commission. (Source: BashandSlash Interview)
VOIP: Public, Team, Squad, and Vehicle channels. No 3D VOIP. (Source: Crosshairs at TWI)
Spawning: Choose to spawn at a predefined spawn point or on your squad leader (unless you switch to a class that is not part of a squad) (Source: Crosshairs at TWI)


Gameplay Modes

Territory Mode: This is the original gamemode that made Red Orchestra famous. Attack, Hold and Defend objectives within the set timelimit, or until one side runs out of reinforments. (Source:IGN Preview)
Countdown Mode: Countdown mode is a single life gametype that is governed by a short countdown timer. Players will have to attack or defend a series of objectives, but with only one life per objective. If the attackers capture the objective, all players respawn and move to the next objective. If they do not capture the objective before the timer expires, they lose. Maps will have "key objectives" which when taken will allow the attacking team a single respawn on a later failed capture. (Source:Voodoo Extreme Interview)
Firefight Mode: Red Orchestra's version of team deathmatch. This mode has no class limits. (Source:Voodoo Extreme Interview - GDC11 Presentation)
Multiplayer Campaign Mode: The campaign map is divided into 10 smaller maps. The players vote which map to attack, and can decide how much of their Combat Power they want to use on the attack. Each campaign can last a maximum of 4 hours. (Source: Bswearer PAX interview)
Co-op Campaign Mode: The singleplayer campaign can be played with a friend/friends. (Source: GDN Gamescom Article)
Skirmish Mode: This mode can be played online and offline. You get three fire teams of three members each. Fire team members can be made up of human players or AI. The goal is to 'clear' the map of enemy AI. It can be compared to Terrorist Hunt mode in the Rainbow Six games. (Source:IGN Preview)

Weapons & Equipment


German

Mauser C96 (Seen here)
Walther P38 (Seen here)
Mauser Karabiner 98k (Seen here)
Mauser Karabiner 98k Sniper (Seen here)
Gewehr 41 Walther (Confirmed here)
Walther Maschinenkarabiner 42 (Seen here)
Maschinenpistole 40 (Seen here)
Maschinengewehr 34 (Seen here)
Unknown (Semi Automatic) Anti-Tank Rifle (Confirmed here)
Stielhandgranate 39 (Seen here)
Unknown Anti-Tank Grenade (Confirmed here)
Satchel Charge (Seen here)


Soviet

Tokarev TT33 (Seen here)
Nagant M1895 (Seen here)
Mosin-Nagant 91/30 (Seen here)
Mosin-Nagant 91/30 Sniper (Seen here)
Tokarev SVT40 (Seen here)
Tokarev AVT40 (Confirmed here)
PPsh 41 (Seen here)
Degtyarev DP/DT 1928 (Seen here)
Maxim 1910 (Confirmed here)
PTRS (Confirmed here)
Unknown Anti-Tank Grenade (Confirmed here)


(Weapon) Unlocks

German

Mauser Karabiner 98k Sniper: 1.5x Scope (Default), 4x Scope, 6x Scope (Source: BashandSlash Interview)

Soviet




Vehicles

German

Panzerkampfwagen IV G (Confirmed here)
Panzerkampfwagen III J (First version) - Free DLC (Source: US PC Gamer Issue 209 (Jan. 2011) Page 56)
SdKfz 251/1 Halftrack - Free DLC (Source: US PC Gamer Issue 209 (Jan. 2011) Page 56)


Soviet

T-34/76 (Confirmed here)
T-70 - Free DLC (Source: US PC Gamer Issue 209 (Jan. 2011) Page 56)
Universal Carrier - Free DLC (Source: US PC Gamer Issue 209 (Jan. 2011) Page 56)


Virtual Interior: The entire interior of the tanks is modeled, with useable hatches, periscopes, viewports, etc. The driver, hull mg, and commander can all unbutton their hatches. (Source: RPS Interview Yoshiro)
Tank Locking: Tank commanders can choose to lock their tanks or allow other players to join their crew. (Source: RPS Interview)
New Tank Damage System: Heroes of Stalingrad has a significantly more complex damage system than Ostfront. Damage to systems such as optics, engine, transmission, turret rotation mechanism, fuel tank, drive sprocket, treads and more are modelled. Shots that penetrate the tank's armor can kill crewmembers inside. Crewmembers have individual hitboxes within the tank and are killable via penetration of an AT rifle round. (Source: RPS Interview Ramm-Jaeger)
Tank Crew (AI/Human): All tanks will have a full crew; any playable positions that are not filled by a human player will be filled by AI. The AI can be ordered to drive, or open fire on specified targets as commanded by the player. (Source: RPS Interview - GDC11 Presentation)
Dynamic tank class system: There will be one tank commander class slot for each tank; as commanders choose to allow human players in their tanks, tank crew class slots will dynamically open up. This means that players don't have to make a choice between having more tanks with solo tanking or fewer with team tanking. (Source: Ramm-Jaeger)
Realistic Modelled Tank Destruction: Tanks can be destroyed by secondary explosions, caused by diffirent circumstances. Fuel fires, ammo blowing up etc. (Source: Wilsonam)

Maps

Red Orchestra 2: Heroes of Stalingrad will launch with a total of 10 maps. 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. One of the maps will be focused entirely on tanks.
(Source: Bswearer PAX interview)
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Old 08-10-11, 01:27 PM   #31
ViN86
 
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Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

Max. players: 64

Yea, that's so consolized...
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Old 08-10-11, 01:44 PM   #32
|MaguS|
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Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

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Originally Posted by ViN86 View Post
Max. players: 64

Yea, that's so consolized...
Well that doesn't say much... MAG on PS3 supports 256 players.
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Old 08-10-11, 01:45 PM   #33
Snake101st
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Posts: 210
Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

Quote:
Originally Posted by |MaguS| View Post
Well that doesn't say much... MAG on PS3 supports 256 players.
That game is PC-ized
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Old 08-10-11, 01:48 PM   #34
ViN86
 
Join Date: Mar 2004
Posts: 15,486
Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

Quote:
Originally Posted by |MaguS| View Post
Well that doesn't say much... MAG on PS3 supports 256 players.
That's one console game out of hundreds with support for more than 24 players...

Quote:
Originally Posted by Snake101st View Post
That game is PC-ized
+1 lol
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Old 08-10-11, 02:12 PM   #35
Logical
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Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

Quote:
Originally Posted by jiffy View Post
Apparently you have not read anything about the options available in this game to say that there is nothing ground breaking in RO2.

Tripwire Interactive, the Devs, have added almost every element that a PC gamer could want to make this game customizable. It is the first game to have VAC and Punkbuster, Server admins have more control than ever before over the server and game settings, the game play in RO2 is made for a serious FPS gamer in mind.

Read up and you will see that it may not be all ground breaking but they left virtually nothing out that a FPS PC gamer could ask for.




http://forums.tripwireinteractive.co...ad.php?t=48698



Gameplay Features



First Person Cover System: Players can take cover behind objects in first person and easily peek or blind fire and throw grenades over and around cover, and more. (Source: Crosshairs at TWI)
Squad Command: Players can command fire teams on the battlefield with an easy to use first person interface.
Damage System: A detailed hit detection system. Specific bodyparts hit are more lethal than others. Instant Death, Lethal, Critical and Non-Critical. (Source: PC Gamer Article July '09)
Mantling System: Players can negotiate low obstacles, such as climbing over fences, through windows, etc. (Source: PC Gamer Article July '09)
Adjustable Sights: Iron sights as well as scopes on weapons are adjustable for longer and shorter ranges. (Source: PC Gamer Article July '09)
Bandaging: Players can bandage minor wounds to stop themselves from bleeding to death. Non-critical hits will cause half the damage instantly, with the other half occurring over bleed out time. Prompt bandaging can stop the second half of the damage from occurring. Source: PC Gamer Article July '09)
Interactive Weapon Collision: Weapons collide with the game world; the player will raise and lower his weapon accordingly.(Source:IGN Preview)
Bullet Penetration: Bullets can penetrate some materials and cause damage on the other side. Degree of penetration depends upon the type of material being shot. (Sources:IGN Preview Crosshairs at TWI)
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. (Source:IGN Preview)
Bipods: Bipod mounted weapons will pivot around their bipods when deployed. Deploying bipod mounted weapons is much easier than it was in Ostfront. (Source:IGN Preview)
Tactical View: HUD elements appear as the player needs them, and are automatically hidden when the player does not. The entire HUD can be brought up at any time with the press of a key. (Source:IGN Preview)
Weight System: The player can carry multiple weapons as well as grenades, but has a maximum allowed weight and will slow down as they carry more. (Source: Ramm-Jaeger on IRC)
Peripheral Vision Indicators: Small indicators appear at the edge of the player's screen to denote possible enemies in the player's peripheral vision. (Source: Ramm-Jaeger)
Character Progression: Players can gain experience and rank. Higher ranked players have access to rare weapons, equipment and classes. Higher ranked players are visually distinct from lower ranked players. If you do poorly, for example tk a lot you can rank down. (Source:Voodoo Extreme Interview and BashandSlash Interview)
Dynamic Music System: Heroes of Stalingrad features a dynamic music system that adapts the emotional mood of the soundtrack to match the morale of the player based on the flow of the battle. To highlight the differences between the two warring powers the game features a completely unique soundtrack for the Russian and German sides. (Source: Wilsonam)
New Recoil Model: The recoil model is more realistic than that of Ostfront. SMG's have had their recoil lowered and MG's have more recoil. (Source: E3 Interview)
Interruptible Reloads: Reloads can now be interrupted. (Source: E3 Interview)
Ironsights for the Sniper: Sniper rifles now have usable ironsights, as they did in real life. (Source: GDN Gamescom Article)
Destructable Buildings: Any and all buildings are destructible if the mapper wants. Buildings can be destroyed partially, and piece by piece but will still leave ruins behind, so the battlefield isn't bombed flat. (Source: GDN Gamescom Article - Gamespot GDC Preview)
Suppression System: Players will be suppressed when under fire (bullets passing or landing close by); the player hears their heartbeat, will breathe faster (affecting weapon sway) and their screen will desaturate and shake a bit. Players can also be suppressed by grenades and artillery. The effect is cumulative and the more suppressed the player is the more pronounced the effect will be. (Source: Crosshairs at TWI)
SDK: The game ships with SDK and a Mapping Tool out of the box. (Source: BashandSlash Interview)
Environmental Temperatures: Maps can have set temperatures, which influence the rate at which the MG barrel heats up. This also influences the muzzle velocity of tank rounds. (Source: Wilsonam)
Ammo Check Button: You can now check the state of your ammo without reloading. (Source: GDC 11 Presentation)
Streamlined Movement and Deployment: The movement is much more streamlined in RO2. If you are in prone, simply pressing the forward and sprint keys will move you out of prone and sprinting forward. When releasing the button, you will automatically return to the proned position. It's also possible to reload/change barrels from a deployed state, while crouching behind the cover you are currently deployed on. (Source: GDC 11 Presentation)


The Commander's Abilities

Fire Support: There are 3 types of fire support: mortars, artillery, and rockets. Mortars cause a small amount of damage in a small area, rockets cause a large amount of damage over a large area. Artillery falls in between. Fire support takes longer to arrive depending on its size (mortars arrive the fastest, rockets the slowest) (Sources: GDN Gamescom Article Crosshairs at TWI)
Aerial Recon: The commander can call a recon plane which surveys the battlefield and reports enemy positions. Enemy infantry and tanks will show up on the commander's map instantly (as long as he is near the radio), and will filter down the ranks with a few seconds delay. The plane will only report units it has actual visual contact with; it will be possible to hide from it and shoot it down. (Source: GDN Gamescom Article) (Source: Wilsonam)
Force Respawn: In critical moments in the battle, the commander can choose to let a reinforcement wave spawn immediately. This ability will be limited. (Source: GDN Gamescom Article)


Multiplayer Features

Persistent Stats Tracking and Player Progression: Persistence constantly gives the gamer something to strive for and keeps them playing. Grow in rank, earn medals, improve your abilities, and become a Hero all visible to the complete online gaming community and embedded within the game.
Heroes: Obtain the ultimate goal and become a Hero online. Players with hero status inspire troops around them and cause fear in their enemies. Heroes have access to the best and rarest weapons and equipment, and will stand out visually from the rest of the soldiers.
Co-op: Players can connect with their friends and battle AI in multiple game types including the Stalingrad Campaign, Skirmish Mode, and more.
Competitions & Leader-boards: Compete to obtain unique awards and achievements with players all over the world. The competitions range from shooting range challenges to unique and fun assault courses.
64 Player Support: They are shooting to max out players in a game at 64 (with quite large maps one would imagine) and there are ten maps in the game already. (Source: GDN Gamescom Article)
Realism Settings: 2 Settings. Relaxed Realism and Realistic. Relaxed realism will include all of the new interface helpers. Realistic will be for the more hardcore players, and will have some of the new interface helpers disabled. Server admins will be able to set up a custom configuration that picks and chooses which features to have. (Source: Ramm-Jaeger)
Deathmessages: 3 Death message settings. Normal, Delayed, and Off. Death messages also display distance for your own personal kills. (Source: Ramm-Jaeger)
Kill Assists: You now get points for assisting a kill. (Source: Wilsonam)
Server Class Lock: Some classes are locked until a certain amount of players join the server. (Source: Ramm-Jaeger on IRC)
Mini-map: The mini-map shows you friendly players, and where your squad mates/squad leaders are. (Source: Ramm-Jaeger)
Custom Server Configs: Server configs are customizable, can be shared, and can even be rated by others. (Source: BashandSlash Interview)
RO TV 2.0: RO TV makes a comeback making it possible to spectate (clan) matches. (Source: BashandSlash Interview)
Battlefield Commissions: Low ranked players can earn a promotion by performing well, and get to choose higher ranked classes. This is a temporary ingame commission. (Source: BashandSlash Interview)
VOIP: Public, Team, Squad, and Vehicle channels. No 3D VOIP. (Source: Crosshairs at TWI)
Spawning: Choose to spawn at a predefined spawn point or on your squad leader (unless you switch to a class that is not part of a squad) (Source: Crosshairs at TWI)


Gameplay Modes

Territory Mode: This is the original gamemode that made Red Orchestra famous. Attack, Hold and Defend objectives within the set timelimit, or until one side runs out of reinforments. (Source:IGN Preview)
Countdown Mode: Countdown mode is a single life gametype that is governed by a short countdown timer. Players will have to attack or defend a series of objectives, but with only one life per objective. If the attackers capture the objective, all players respawn and move to the next objective. If they do not capture the objective before the timer expires, they lose. Maps will have "key objectives" which when taken will allow the attacking team a single respawn on a later failed capture. (Source:Voodoo Extreme Interview)
Firefight Mode: Red Orchestra's version of team deathmatch. This mode has no class limits. (Source:Voodoo Extreme Interview - GDC11 Presentation)
Multiplayer Campaign Mode: The campaign map is divided into 10 smaller maps. The players vote which map to attack, and can decide how much of their Combat Power they want to use on the attack. Each campaign can last a maximum of 4 hours. (Source: Bswearer PAX interview)
Co-op Campaign Mode: The singleplayer campaign can be played with a friend/friends. (Source: GDN Gamescom Article)
Skirmish Mode: This mode can be played online and offline. You get three fire teams of three members each. Fire team members can be made up of human players or AI. The goal is to 'clear' the map of enemy AI. It can be compared to Terrorist Hunt mode in the Rainbow Six games. (Source:IGN Preview)

Weapons & Equipment


German

Mauser C96 (Seen here)
Walther P38 (Seen here)
Mauser Karabiner 98k (Seen here)
Mauser Karabiner 98k Sniper (Seen here)
Gewehr 41 Walther (Confirmed here)
Walther Maschinenkarabiner 42 (Seen here)
Maschinenpistole 40 (Seen here)
Maschinengewehr 34 (Seen here)
Unknown (Semi Automatic) Anti-Tank Rifle (Confirmed here)
Stielhandgranate 39 (Seen here)
Unknown Anti-Tank Grenade (Confirmed here)
Satchel Charge (Seen here)


Soviet

Tokarev TT33 (Seen here)
Nagant M1895 (Seen here)
Mosin-Nagant 91/30 (Seen here)
Mosin-Nagant 91/30 Sniper (Seen here)
Tokarev SVT40 (Seen here)
Tokarev AVT40 (Confirmed here)
PPsh 41 (Seen here)
Degtyarev DP/DT 1928 (Seen here)
Maxim 1910 (Confirmed here)
PTRS (Confirmed here)
Unknown Anti-Tank Grenade (Confirmed here)


(Weapon) Unlocks

German

Mauser Karabiner 98k Sniper: 1.5x Scope (Default), 4x Scope, 6x Scope (Source: BashandSlash Interview)

Soviet




Vehicles

German

Panzerkampfwagen IV G (Confirmed here)
Panzerkampfwagen III J (First version) - Free DLC (Source: US PC Gamer Issue 209 (Jan. 2011) Page 56)
SdKfz 251/1 Halftrack - Free DLC (Source: US PC Gamer Issue 209 (Jan. 2011) Page 56)


Soviet

T-34/76 (Confirmed here)
T-70 - Free DLC (Source: US PC Gamer Issue 209 (Jan. 2011) Page 56)
Universal Carrier - Free DLC (Source: US PC Gamer Issue 209 (Jan. 2011) Page 56)


Virtual Interior: The entire interior of the tanks is modeled, with useable hatches, periscopes, viewports, etc. The driver, hull mg, and commander can all unbutton their hatches. (Source: RPS Interview Yoshiro)
Tank Locking: Tank commanders can choose to lock their tanks or allow other players to join their crew. (Source: RPS Interview)
New Tank Damage System: Heroes of Stalingrad has a significantly more complex damage system than Ostfront. Damage to systems such as optics, engine, transmission, turret rotation mechanism, fuel tank, drive sprocket, treads and more are modelled. Shots that penetrate the tank's armor can kill crewmembers inside. Crewmembers have individual hitboxes within the tank and are killable via penetration of an AT rifle round. (Source: RPS Interview Ramm-Jaeger)
Tank Crew (AI/Human): All tanks will have a full crew; any playable positions that are not filled by a human player will be filled by AI. The AI can be ordered to drive, or open fire on specified targets as commanded by the player. (Source: RPS Interview - GDC11 Presentation)
Dynamic tank class system: There will be one tank commander class slot for each tank; as commanders choose to allow human players in their tanks, tank crew class slots will dynamically open up. This means that players don't have to make a choice between having more tanks with solo tanking or fewer with team tanking. (Source: Ramm-Jaeger)
Realistic Modelled Tank Destruction: Tanks can be destroyed by secondary explosions, caused by diffirent circumstances. Fuel fires, ammo blowing up etc. (Source: Wilsonam)

Maps

Red Orchestra 2: Heroes of Stalingrad will launch with a total of 10 maps. 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. One of the maps will be focused entirely on tanks.
(Source: Bswearer PAX interview)
Nice post Jiffy and i have to admit that i had not fully read up on RO2 and found your post quite informative. Seems a few people get me wrong here when i criticise a game....My main criticism was about the visuals, i have not played RO2 and so cannot comment on its gameplay even though we can get some idea from the trailers, animation for one is the key to a succesfull FPS game and tbh it looked like it ran a little rough from the vids that i have seen.

It is also nice that these small devs have decided to really give the PC community what they want in a true retro style PC FPS game especially the modding communities, will have to see if the Esports communities take it on.

Dont Worry i havent written this game off yet totally and will more than likely get it as WW2 genre FPS games are some of my faves. But what i would like to see from it is a good competitive game with balanced and well thought out maps that would be designed for the gametype it is intended for, weapon characteristics also need to be spot on otherwise it just wont feel right.
Then of course there is the community, without the community RO2 will die faster than you can say Call of Duty Modern Warfare 3. I say that because as i said earlier MW3 and BF3 will be triple A titles that are released quite close to RO2 and no matter what people think of those games, they will sell a LOT. With a lot of copies sold comes big communities and inevitably Esport communities with lots of teams/clans etc. This is what im most interested in.
In all honesty i would love to see RO2 compete with MW3 and BF3 for which game will next be played the most in online multiplayer but at this point i just cant see it...Of course that doesn't mean it will be a bad game to play and i haven't suggested that in any of my posts other than the visuals dont look appealing.

Quote:
Originally Posted by Logical View Post
Ok but the debate is how do they expect it to compete with the AAA titles that are just around the corner....They are better visuals, better gameplay, more hyped (better marketed), better engines and better devs..although the latter could be a debate in itself.

Fact is...there is nothing ground breaking or new or even remotely intersting to me about this game, i dunno if anyone else feels the same but RO2 may as well be a indie game...
Get off my case about the better devs comment and read what i said, of course IW and DICE **** us around with there releases and do cater for console too BUT they are more talented in the fact they can make better looking games and their own engines. Lets not forget about BF2 and CoD2/CoD4 shall we. Just because IW and DICE dont support the PC community as much as Tripwire does these days that doesn't mean they are any less talented.
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Old 08-10-11, 04:16 PM   #36
ViN86
 
Join Date: Mar 2004
Posts: 15,486
Default Re: RO2: Hero's of Stalingrad Pre-order Available on Steam now

Quote:
Originally Posted by Logical View Post
Get off my case about the better devs comment and read what i said, of course IW and DICE **** us around with there releases and do cater for console too BUT they are more talented in the fact they can make better looking games and their own engines. Lets not forget about BF2 and CoD2/CoD4 shall we. Just because IW and DICE dont support the PC community as much as Tripwire does these days that doesn't mean they are any less talented.
Don't confuse dev talent with larger payrolls (i.e. more devs, artists, design people, etc.).

Besides, decreased support isn't an excuse for the huge mistakes many games have at launch nowadays, many of which are because they are releasing an unfinished product.
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