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Closed Beta Wave 3 Begins and Upcoming Shows to Come Meet Us!

Yoshiro

Senior Community Manager
Staff member
  • Oct 10, 2005
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    We are looking to start the 3rd wave of the (invite-only) Closed Beta on Thursday, January 12th. We will be selecting a larger group of people from our mailing list this time, so make sure to be on the lookout for an email invitation on Thursday! (And check your Spam / Promotions folders!)



    PAX South & PC Gamer Weekender




    Tripwire and Antimatter will be at PAX South in San Antonio, TX on January 27-29th. We'll be showing off Rising Storm 2: Vietnam and KF2: Incursion. We will be giving away Beta keys to those who come to our booth and play RS2: Vietnam!

    We also have a booth at the PC Gamer Weekender event in London, UK on February 18-19th and will be giving Beta keys away at that show as well. If you're attending one of these events make sure to stop by and say hi!

    Closed Beta Wave 3 Changelog:

    New Additions

    Weapons
    • C4 and Claymore now display a detonation distance boundary from planted mines when the clacker is brought out
    • Players can now perform a melee attack using the punji trap shovel
    • New camera animations added for melee attacks using the pick mattock


    Gameplay
    • Lots of changes and improvements to helicopter functionality:
    • Players can no longer exit helicopters moving too quickly or too high up
    • Helicopters no longer kill freshly exited players
    • You can now hold shift to zoom when sitting in the back seat of the Loach
    • Improved messaging and effects to let crew/passengers know when they have been hit
    • Improved the damage distribution between passengers in a helicopter for impacts to the helicopter
    • Improvements and refinements to the damage dealt to players by rotor blades


    UI
    • Updated "Commo Rose" with new graphical style/increased usability


    Graphics
    • Various placeholder post processing effects added to the graphics setting menu


    Audio
    • New sounds for dropping weapons
    • New handling sounds for various weapons (M40, M37 Ithaca, M14, M3 Grease, 1911, M16, DP28, Claymore, Binoculars)
    • New impact SFX for the Pick Mattock
    • New sound for Claymore and MD82 planting
    • Spooky, Recon Plane and F4 Phantom sounds now fade out rather than cutting off abruptly when they leave the battlefield


    General

    Maps
    • Supremacy - Song Be has been visually overhauled based on feedback from previous beta waves. Objectives B, D and F have also undergone significant redesigns.
    • Territory - Cu Chi has also had design iteration from previous waves - additional cover and flanking opportunities have been added


    Gameplay & Balance
    • Improvements to the HUD indicator system for near misses, now includes fire landing in front of the player
    • Improvements to the mantling system and smoothness of mantling over and climbing onto objects
    • Tweaks to player movement, speed, jump height, etc
    • Helicopters now receive double the damage when flying through Spooky fire.


    Weapons
    • Improved usability of M60 when ADS by adjusting position and scale of sights
    • Stance changes like crouching and standing now cause sight-misalignment
    • Spooky and F4 Phantom now register damage done to them by all weapons
    • Napalm and Spooky damage radius adjusted to match their visual effects
    • Improved sprinting animation for XM21, now blocks less of the player's view


    Audio
    • Refinements to weapon handling sounds
    • Refinements to Huey and Cobra helicopters' sounds
    • New sounds for all weapons on the Cobra helicopter


    Misc.
    • Improved sprinting camera animation
    • Cobra and Huey helicopters now have messaging to tell gunners how to man their positions
    • Various improvements/refinements to the effect of bleeding on the player


    Bug Fixes

    Gameplay
    • Proning no longer causes occasional extreme first person camera jitters
    • Fixed an issue where spectators could break the player count
    • Fixed an issue where helicopters would not take damage from napalm


    UI
    • Fixed an issue which would cause performance issues while viewing the scoreboard


    Weapons
    • Fixed an issue where cooking smoke and signal grenades would cause them to vanish
    • Fixed animation and function issues with MG bipod folding and unfolding
    • Fixed an issue where the AK47's bolt did not sync as intended after firing the last shot from a magazine
    • Fixed animation/weapon inaccuracy when reloading of the M14 and XM21
    • Fixed an inaccuracy on the front sight of the Type 56-I


    Graphics
    • Fixed an issue where opening a map with post-processors activated through settings would cause the game to crash
    • Fixed issues with various materials in character customisation (glasses, NLF headscarf etc)
    • Fixed an issue where "splash" PFX would appear above the surface of water
    • Fixed a clipping issue with the Pick Mattock digging animation


    Audio
    • Fixed an issue where planting punji traps would call incorrect sounds on the digging animation
    • Fixed an issue with the tail-end of the M195 Cannon, Loach & Cobra minigun sounds



    Known Issues:
    http://forums.tripwireinteractive.co...-how-to-report
     
    Last edited:
    Hsas4849;n2284557 said:
    It's some big bull****, bunch of random 1k sub youtubers getting codes who have never played the previous games while I'm here without a code having hundreds of hours on the previous titles.
    They specifically want people who have little to no experience to test the game so they can see the full spectrum of feedback from newbie to veteran, most of the people who took their survey do have experience with RO/RS(which doesn't surprise me since that's probably the most likely type of person to sign up for the beta), and plenty of them that have been in since Alpha have spent a ton of hours on RO/RS.

    Just because they haven't invited literally every single one of us with hundreds or even thousands of hours on their games doesn't mean it's BS.
     
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    Hsas4849;n2284557 said:
    It's some big bull****, bunch of random 1k sub youtubers getting codes who have never played the previous games while I'm here without a code having hundreds of hours on the previous titles.

    Sorry, but this is the sometimes "harsh" reality of advertisement. Especially when it comes to youtubers/streamers you need one thing and that is reach. So it is logical that people with a greater reach get some keys. But reach alone is also not enough. It also depends on who you want to reach. If you want to reach new players, it is only logical and fair that they try to reach them where they actually are and what kind of youtuber/streamer they watch.
     
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    TWI didn't go handing out Keys to Youtubers.

    I mean I might have gone around handing out keys to Youtubers. But hey at least it ain't TWI doing it lol. Early on TWI allowed players to recommend people for testing. So really you just had to know one of those people who got in early on. Meaning people with 1000s of hours were more likely to get in at the beginning.
     
    Upvote 0