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| General Discussion Discuss The Red Orchestra Game Here |
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This is a FAQ made for new players and those who are FPS Veterans. If any errors get spotted, please grab yourself a Megaphone and shout at me, or simply send me a Private Message.
PS: This FAQ is not official, it's made by forum users. Q: What is Red Orchestra: Ostfront 41-45 about ? A: Red Orchestra: Ostfront 41-45 is a WWII FPS focusing on the Eastern Front, and the Fight between german and Soviet Infantry and Tank Forces. Its is a Multiplayer Game with Bot Support for Singleplayer Practice on Multiplayer Maps. Q: How do i get my Hands on a Copy of RO-Ostfront 41-45 ? And how much will it cost ? A: You will be able to download it via Steam (24,95$ Release Price), or buy it in Stores in a Box (MSRP for the Box: $29.99). The Box will be avaible in March 2006, and will be published by "Bold Games" (www.boldgames.com). Bold Games will publish the Game worldwide, though there will be different Names appearing at the Box since Bold Games will use different Companies in different Countries as Distribution Channel. One will still need a free Steam account to update and play RO-Ostfront, but no creditcard will be required. The release Date of the Steam Version is currently unknown, but will not be much different then the Boxed Version, currently PreOrder and PreLoad on Steam is avaible which puts the release somewhere in early March 2006. Q: What are the System requirements for the Client ? A: Minimum: CPU: 1.2 GHZ or Equivalent, 512 MB RAM, Video Card: DirectX® 9 supported 3D graphics card with 64MB Video Memory (ATI 7500, Nvidia MX440 or better), 2 GB free hard drive space, DX 8.1 Compatible Audio, Windows 2000/XP Recommended: CPU: 2.4 GHZ, Video Card: 128 MB DX9 Compliant with PS 2.0 support, Sound Card: Eax Compatible Q: Why do the tracers look like lasers in the trailer? And were they really that green? A: Yes, russians did use bright green tracers, plus part of the reason the tracers look like "beams" is simply because of framerates. The video runs at 24 fps, whereas in-game it runs around 50+ fps, and you don't see them as "beams". (info courtesy of Alan/Wilsonam) Q: Will there be Anti-Cheat Measures/Program coming with the Retail Game ? A: Yes there will be a robust Cheat Protection, Details are soon to be announced. Q: Will there be a demo of Ostfront? A: There will be a demo, its just not announced when it will be avaible. Q: Are there limitations for my Signature in this Board ? A: Yes it is restricted to 400 Pixels width, 150 Pixels height and 100 Kb Size. Q: Why doesn't my Avatar Image show up in the Board ? A: Avatars show only for the Tripwire Staff and our Moderator Team. Q: Whats an FPS ? A: FPS means First Person Shooter, used for Games in which you control an Avatar were you see everything as i would be seen through the Eyes of the Avatar. Q: Do i need to pay for Steam ? And where do i get it ? A: Steam is a free download/update Software for Games (mostly used by Valve), and can be downloaded here: http://www.steampowered.com/ Q: Will Red Orchestra: Ostfront 41-45 be based on the Source Engine, like the other games available on steam? A: No, Red Orchestra: Ostfront 41-45 is based on a greatly improved version of Epic's Unreal Engine 2.5. Q: Will Red Orchestra: Ostfront 41-45 require Steam to run ? A: Yes its needed. Q: Do I have to have Unreal Tournament 2004 installed in order to play it? A: No, Red Orchestra: Ostfront 41-45 is a stand-alone game. The only thing you need to have installed is Steam. Q: Do I have to pay for it if i own a Game already distributed via Steam ? Or do i get a discount ? A: As Red Orchestra: Ostfront 41-45 is a standalone, you have to pay for it, just like you'd have to for any other stand-alone game. Q: Is RO-Ostfront hard to learn ? A: Some FPS Games tend to utilize fantastic Weapons or forego a realistic Gameplay in favor of a lower learning Curve. RO-Ostfront is a realistic simulation of the Second Worldwar on the eastern Front in Europe in the First Person View. But the learning curve is far lower then most Flight Simulations featuring modern Fighters/Helicopters. With realistic Gameplay its not the Controls one has to learn, its more that one has to learn different Tactics. Q: What classes can i play ? A: This depends upon the Map which is played, since the objectives vary, and depending upon when the Battle, after which the Map was modelled, did take place. I'll shortly list the Classes and give that short info on which Maps they can be found and what Equipment they can employ. Rifleman: Bolt Action Rifle, with Grenades. Can be found on nearly every Map, without Limitation. Semi-Auto Rifleman: Semiautomatic Rifle, most of the time with Grenades, most found on Late War Maps, but usually no more then 2-3 per side, seldom more and never unlimited. SMG-Trooper: SMG, most of the time with Grenades. Can be found on nearly every Map, most of the time up to 3 per Side, seldom more, sometimes in Late War Scenarios unlimited amount per Side MG-Gunner: MG, usually with Pistol and Grenades. Can be found on nearly every Map, most of the time limited to 1 or 2 per side, never unlimited amount. Sapper/Engineer: Rifle or SMG, Grenades and sometimes with Pistol. Can be found on all Maps with Destructable Objects (Road Blocks, Doorways and Tanks), not avaible on all Tank Maps, but most. Number per Side vary between 2 and 4. Anti-Tank Infanterist: Anti-Tank Weapon, SMG (sometimes a Pistol instead of SMG) and sometimes Grenades, can be found on every Tank Map. Can be unlimited but is mostly limited to 2-4 per side. Sniper: Rifle with Scope (Semi Automatic or Bolt Action), Pistol sometimes with Grenades. Commander: SMG (rarely Rifle), Pistol, Smoke Grenades and Binoculars. Can be found on nearly every Map, seldom more then 1 per side, and then mostly only 2. Can call in Artillery and place Rally Points. More to that in the next Question. Smoke Grenades are used like normal grenades, except they generate a protective Smoke Screen. Tank Crew: Pistol, sometimes with an SMG, and seldom additional Grenades. Can be found on every Tank Map, on Combined Arms Maps limited to #Tanks times 2, on "pure" Tank Maps they are unlimited per side. Tank Commander: SMG, Pistol, Binoculars and sometimes with Grenades. Can be found on all Tank Maps, usually limited to #Tanks, very rarely unlimited. The Tank Commander can call in Artillery, and place Rally Points in the same way a the Commander. Q: How does Artillery/Rally Points work ? A: A Commander/Tank Commander can place Rally Points on the Map, visible for every Soldier on his Side with his Binoculars (Secondary Fire). If a Commander (+Tank Commander) wants to call in Infantry, he uses his Binoculars and "looks" at the Target and selects his specific Target (Primary Fire), then one Teammember has to call in the Artillery Strike via the Radios placed somewhere on the Map. The Type and volume of Artillery Support avaible depends upon the Map, from Mortars over Artillery Canons to Katyusha Rockets. Q: Will I be able to pick up another weapon (e.g. a panzerfaust when I play as a rifleman) as additional "equipment" or will I loose one weapon (e.g. the rifle)? A: Currently one can carry one Primary Weapon (SMG/MG/Rifle/Anti-Tank Weapon), one optional Secondary Weapon (Pistol or in case of Anti Tank Infantry a SMG), and optional Grenades (depends upon class/Map). In the above Case the Panzerfaust would go into the Secondary Slot. Panzerfausts are unique in this system cause they can either go to the Primary or Secondary Slot. Q: Will there be background sound (e.g. artillery, mg, smg fire) in the maps for a more immersive atmosphere? A: Usually the Game doesn't create a Background sound, everything you hear is live on the Map, RO uses a Sound System that makes Weapons sound different in the distance, making it really sound like in a War. Some Maps feature Background sounds, Artillery, FlaK Fire, MGs... etc. Q: Will there be blood or dismemberment in Red Orchestra - Ostfront 41-45 ? A: Yes there are blood effects, and heavy Hits can cause Extremities to be cut off. Q: What Weapons are avaible ? A: I'll just put up a small list of confirmed Weapons up to Date (note that Reloads may vary per Map): Germans: Bolt Action Rifle: Kar98k (5 Shots/9 extra Ammo Strips), Kar98 scoped (5 Shots/9 extra Ammo Strips) Semi Automatic Rifle: G43 (10 Shots/5 extra Magazines), G43 scoped (10 Shots/5 extra Magazines) Pistols: P08 Luger (8 Shots/4 extra Magazines), P38 Walther (8 Shots/4 extra Magazines) Submachine Gun: MP40 (32 Shots/5 extra Magazines), Stg44 (30 Shots/5 extra Magazines) Machine Gun: MG34 (50 Shots/4 extra Magazines*), MG42 (100 Shots/1 extra Magazines*) Grenades: Stielhandgranate 39 (usually 2 per Soldier) Anti-Tank Weapon: Panzerfaust (usually 3 are carried at once), Sprengladung (usually 2 are carried at once) Russians: Bolt Action Rifle: Mosin-Nagant 1930G (5 Shots/9 extra Ammo Strips), Mosin-Nagant 1930G scoped (5 Shots/9 extra Ammo Strips), Mosin-Nagant 1938G (5 Shots/ 9 extra Ammo Strips) Semi Automatic Rifle: SVT 40 (10 Shots/6 extra Magazines), SVT 40 scoped (10 Shots/6 extra Magazines) Pistols: TT33 (8 Shots/4 extra Magazines) Submachine Gun: PPSh41 (71 Shots/4 extra Magazines), PPS43 (35 Shots/4 extra Magazines), PPD40 (71 Shots/3 extra Magazines) Machine Gun: DP/DT 1928 (50 Shots/4 extra Magazines*) Grenades: F1 Grenade (usually 2 per Soldier) Anti-Tank Weapon: PTRD 14,5mm Anti-Tank Rifle (1 Shot/14 Reloads), 10lb Satchel (usually 2 are carried at once) *Teammates carry additional Reloads for this Weapons Q: What happens when i die ? A: After a preset Time (differs by Maps/Servers), you will get to fight again, either with the same class as before, or if you did select a different one, while you were dead, then you might spawn as that class. Q: Are the dead bodies Client or Server Side ? And what do these have to do with Ragdolls ? A: Ragdoll refers to the way the Dead Bodies of Enemies and Allies alike behave. This is a client Side thing calculating where the Body falls, and if it goes downhill or gets stuck on a tree stump etc. Q: How about spawning? Can every Side spawn unlimited what they want or is there a restriction? A: Yes there is a restriction, the Spawn limits are all set up by the level designer. Usually Maps of Red Orchestra are modelled after historical Battles, and the Amount of Reinforcements is modelled after the size of Units clashing (iirc). Though there is no limit on the Weapon Class in spawn numbers, but the total amount of certain Classes are limited. Usually (Infantry Map) in early War scenarios there will be 1 Commander, 1 to 3 SMG Troopers, 1 or 2 MG Gunners and the Rest is made up of regular Soldiers (Bolt Rifle and Grenades), sometimes the Setup allows for Senior Rifleman, who'll get a Sidearm in addition of the above (Pistol). Q: Will spawncamping be possible? A: All official Maps to this Date don't allow for spawncamping (iirc), but sometimes its possible to throw Grenades into the enemy Spawn. Though as with every Game, one can camp Spawnexits. Quote:
A: No the netcode of Red Orchestra - Ostfront was designed to make it playable without a Disadvantage for a ping of up to 200ms. Q: I got no crosshairs, how am i supposed to hit anything ??? A: Red Orchestra - Ostfront doesn't feature Crosshairs, you are supposed to aim using Ironsights (aiming over the actual Weapon Sights). There is a Key bound to this function, press it and aim. The Weapon will start to sway over time, but this will still be more accurate then firing from the default position (called Hip shooting). Just note that you move very slowly while aiming with Ironsights (IS is the Abreavation), or not at all while prone. Q: Where do i turn on the Ammo Counter ? A: There is no Ammo Counter, you only get a display of the total amount of Magazines/Ammo Strips left. If you reload while still having Bullets in that Magazine, this Magazine will be put at the end of your Magazines and not "magically" combine with another half empty Magazine. But when you reload you are told whether the new clip is "heavy" (over half full Magazine), "light" (Magazine with less then 50% Bullets left) and "very light" (nearly empty Magazine). Q: Where is my health bar? A: In RO your health is represented by the soldier figure at the bottom. When you get non-fataly wounded, the icon turns to Red in the Spot you got hit. You can survive a lot of hits, as long as they are light ones, the archetypical "flesh Wounds". There are some special Hits, if you get hit in the Leg your Movement Rate slows for a while, when shot in the Hands you'll losse your Weapon, but you can pick it up again (USE Key)Q: Are Sniper Rifles powerful enough ? Or do i need 5 Shots to kill someone ? A: RO-Ostfront has a Damage Model designed after real Weapons, a Hit from a Rifle to a Torso/Head Location is a a guaranteed Kill. Even with smaller Weapons SMGs/Pistol a Hit in the Head is fatal. Q: Will there be grenade cooking? A: Yes. On German Grenades (Potatomasher) the Fuse starts as soon as you remove the Splint. Allied Grenades have a safety, you remove the Splint and have to press the alternative Fire Button to remove the safety, as soon as its removed the Fuse starts to burn. Q: Will I be able to sprint? A: Yes, you can sprint while upright or crouched, this is faster but you need some time before you're capable of firing your Weapon after releasing the Sprint button. You can't fire while sprinting, and it reduces your Stamina (state of Stamina can be checked by listening to ones own Breath), Stamina regains even why walking (albeit VERY slowly), best rate of Rest is while being still and not using Ironsights. Due to the momentum system it takes a moment for your avatar to slow down from sprinting. Q: Will there be health packs or a medic? A: No, there is no quick way to regain Health or Stamina, albeit when hit in a Leg, you won't limp for the Rest of your Life. Currently there is no bleeding in the Game, so you won't bleed to death. Q: Will there be weapon bob? A: Yes the Weapon sways in all Directions while walking, AND the Weapon shoots excatly where its barrel points, no random Cone but real calculations. The Weapon also begins to sway when one is using Ironsights for a longer time, though it sways a lot less then while walking. Q: What if i run out of Ammo ? Where can i find some new Weapons ? A: Unlike other Games Weapons seldoms ly around the next corner in RO-Ostfront, you have to get new ammo from fallen Teammates or shoot an enemy and grab their Weapon. If you are an MG Gunner, Teammates may approach you and give you an Ammo Drum/Belt, every Class carries 1 instance of MG Ammo, so if you start going low on ammo, ask your Team to give you some ammo. Q: Can i train offline to practice before i enter a public Server ? A: Yes, its possible not only to get a look at the Maps while offline, but also to fight against Bots to get used to the different Gameplay. These Bots can also can control vehicles. Q: Can i use Bots to fill up my Server, if i am alone and waiting for people to join ? A: Yes, this is a way to provide more targets and enemys until more people come in. Q: Is there a way to get rid of a Bot in a Vehicle, if i want to drive it alone ? A: Yes, there are several commands to give orders to the Bots, even one to tell em to look for another ride. Though it has proven useful to man all Tanks with at least 2 Players. Q: How do I pick weapons? A: RO has a set number of classes which vary from map to map. They are the Commander/Tank Commander (SMG, pistol, binoculars), Tank Crewman/Automatic (SMG), Machine-gunner (MG, pistol), Anti-tank (AT weapon, SMG/Pistol), Sapper (SMG, satchel charge), Auto-rifleman (Semi-auto rifle), Sniper (Sniper rifle, pistol), and Rifleman (bolt-action rifle). With some classes you will get the option of picking between several different weapons, for example some maps will let a German Automatic pick between the MP-40, MP-41 or STG-44. Also, while in game you can pick up the dropped weapons of any class and use them until you die, although you will still respawn in your original class. Each map has a set number of class positions, for example there could be 1 commander slot, 3 Automatics, 1 Machine gunner and unlimited Riflemen. This is to simulate the real-life weapon ratios on the battlefield, as well as to balance the teams and prevent overwhelming numbers of automatics or snipers from taking over the battlefield. Q: What sort of gameplay types are there? A: Games focus on capturing objectives, similar to the flag system in DoDS and BF2. However, these "capzones" aren't set zones around a flag, but rather important regions of the map determined by the mapper. These can include an important building, a system of trenches, a key bunker, or even an entire village. Objectives can be tied to each other, so that its necessary to control certain ones before being able to capture another. In addition, objectives can be set in two major types: meeting engagement and assault. In meeting engagement some or all of the objectives start out uncontrolled, and both sides fight to control all of them in order to win. In assault all objectives are initially held by one side, which has to defend them from the other team. Recently satchel objectives have been introduced, where a special sapper class has to plant explosives on an objective in order to cap it. These can be antitank emplacements or barriers blocking an attackers progress, like doors or "hedgehogs." Q: How much space is required on my hard disk ? A: The Game itself will take up anywhere between 1 and 2 GB of Hardrive Space. Q: Will I be able to record demos ingame? A: Yes, use the demorec command. Q: Will there be a separate server installer? A: Yes, and it wil come free of charge. Just visit the 'downloads' section as soon as the game is released. Q: How much Space is required on my Hard Disk for the Server ? A: Latest internal release on my HD is just over 2Gb. Q: What is the maximum Amount of Players for a Server ? A: The Maximum supported is 32 Players. Moddes upgraded the amount to 50 Slots Q: Will Red Orchestra - Ostfront 41-45 be Mod friendly ? A: Yes, definitly Q: How many Players can fit into a Vehicle ? A: This depends upon the Vehicle, though Tanks usually got room for 3 Players (1 Gunner/Commander, 1 Driver and 1 MG-Operator), though some got only a Crew of 2 (no MG-Operator). Transport Vehicles usually got a Crew of 2, with the Ability to transport up to 6 more Troops. Q: From which perspectives will I be able to drive vehicles, e.g. third person view? A: Everything in this Game is from the First Person Point of View. The Spectating Mode is in 3rd Person View, but this is mostly shut off on most Servers (Black Screen while Spectating). Vehicle crews perspectives are acurately modeled for their positions. As a driver you will see your steering handles/wheel and the interior of the vehcile. You can see your surroundings through small viewing slits with limited visibilty but you are save from small arms fire. Or you can open the hatch and get a better view of your surroundings but then you are prone to small arms fire and grenades. Tank commanders/gunners have their gun sights, viewing slits (closed hatch) and two positions with open hatch. One being like the normal view of the soldier but on top of the tank and one with binoculars, good for spoting enemy armor in the distance. Again you are vulnerable to small arms fire on the last two. You are still able to fire your main gun/coax MG in all of the positions. Use the mousewheel (default) to switch between the different positions. Q: How large are the Maps? Is a Tankbattle possible at a Range of 2000 meters ? A: There are different Archetypes of Maps, Infantry only, Combined Arms (Infantry and Tanks) and "pure" Tank Maps (main Focus on Tanks, with Infantry Support). INOFFICIAL DATE: It is reasonable to assume that the last Type will be the largest Map Type, with Ranges of far excess of 2.000 Meters. From what can be seen from the latest Screenshots (update on T34 76 aka T34 M41) Tank Battles on 2.000 Meters are possible. Q: Can i destroy Vehicles with infantry Weapons ? A: That depends upon the Vehicle and the Weapon in Question. Since RO-Ostfront doesn't simply assign a Hitpoint Value to Tanks, you can't destroy a Tiger with you Pistol, but you can shoot the Crew if they show their Heads. Light Tanks and Infantry Transport Vehicles are vulnerable to Anti-Tank Rifles and open Vehicles really suffer from Grenades thrown into them. And a Panzerfaust (a German 1-Shot Bazooka), is a good choice to fight Tanks of all sizes. And if your a Commander, you might call in Artillery to destroy a whole group of Tanks, if you direct the Fire with foresight. Q: Can anyone drive a Vehicle ? A: Yes and No, only Tank Crews and Tank Commanders can make use of Tanks, everyone can drive/operate a Infantry Transport Vehicle though. Q: Can i leave a vehicle (if its damaged) and fight on? Or do i have to wait to get killed ? A: You can leave you're vehicle at any time, and fight on Foot, but keep in mind that not every Member of a Crew is issued more then a Sidearm (Pistol). Q: How do i change the Ammo Type in Vehicles (HE/AP etc.) A: Default is the "X" Key for switching between Ammo Types. Q: How does damage on vehicles work ? A: Damage is calculated in a most realistic Way, the Bullet Calibre, Speed, Impact Angle and Armor Thickness are taken into Account, furthermore the Tank has realistic To-Hit Zones, so Engine, Ammo etc. are all in the same spots where they were in the historic Tanks. It is a well known (and historically accurate Tactic) to turn your own Tank 20° to provide better protection for the Crew. One should also keep in mind, that in general the sides are lighter armored then the frontal Armor, and the Rear is the Weakest. Q: Where I can I find links to real world information on the weapons and vehicles in Red Orchstra: Ostfront 41-45? A: Wikipedia article exists, covering basic information on Red Orchestra: Ostfront 41-45, including known weapons and vehicles modelled, with links to articles about each. The URL is http://en.wikipedia.org/wiki/Red_Orc...Ostfront_41-45 to be continued... Q: Where can I find gameplay footage? A: Here is the official Teaser/Trailer: Low Res Version: http://www.redorchestragame.com/down...easer_LowQ.wmv High Res Version: http://www.redorchestragame.com/down...Teaser_HiQ.wmv Here is a Screenshot of the new Graphic Engine showing off the Tiger Tank: http://www.redorchestragame.com/imag...Tiger3full.jpg Here is a Screenshot of one of the New Maps http://www.redorchestragame.com/imag.../mapshoot1.jpg Questions i don't know an definite answer on: In regards to modding: 1. Will we be able to expand past 32 player servers? Yes, but this might force you to pay for a better Server to run the game fluently. 2. Will other gameplay types become available, ie Capture the Flag or TDM, or can modders add gameplay types? Such a thing should in theory be possible (no official Answer here) 3. Is it possible to mod the game to allow anyone to drive a tank? Such a thing should in theory be possible (no official Answer here) 4. Are the weapons settings and accuracy adjustable? Such a thing should in theory be possible (no official Answer here) 5. Will respawn limits be flexible? Yes, this is usually set in the Map iirc. Q: What are the System requirements for the Server ? Quote:
Q: Is it planned to bring in AT guns? Quote:
Q: Will Demo-Recording be improved in comparison to the 3.3 Mod Version of RO ? This has to be answered by a Dev. Quote:
FAQ compiled with the help of: -=anders=-, [-project.rattus-], FYROM, ShadowbaneX, Stahlgewitter, Cowbow from Hell, Wolfsglen, blkmgc and countless others.
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Steam-Name: Tank-Boy-Ken Last edited by Witzig; 09-03-2010 at 05:03 AM. Reason: Update |
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Here are my suggestions (I believe, a lot of CoD2 players are interested in the answers to some of these questions ):1. Will there be grenade cooking? 2. Will I be able to sprint? 3. Will there be health packs or a medic? 4. From which perspectives will I be able to drive vehicles, e.g. third person view? 5. Will I be able to record demos ingame? 6. How many players are supported on a server? 7. Will there be a separate server installer? 8. How much space is required on my hard disk (client and server)? 9 What are the system requirements (client and server)? so far AND good work! By the way (don't know if it must be in the FAQ): One question I have is: Will there be weapon bob? Stahl |
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Great idea, we just need ppl to read it.
Can it be stickied? |
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that could change ofcourse but it'll probably be close to that. |
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Another one for ya:
Q: Where can I find gameplay footage? Right now there has been no released ingame footage of Ostfront. There are, however, a number of good videos from the mod, which show off the general gameplay of RO. http://redorchestra.clanservers.com/videos.html Official trailer for 3.1 Mod release (current version 3.3) http://www.maporchestra.com/download.../p13_fileid/61 Trailer from Summer Offensive custom mapping contest, showing the wide variety of environments possible in RO. Several of the mappers that participated are now Tripwire employees. http://www.maporchestra.com/download...4/p13_fileid/9 Film by BFE:RO showing close combat fighting on RO-Volga |
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@radix:
Yeah that would be a good addition...dunno how it would all be incorperated together tho! lol
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![]() Would you even consider (Ok, YOU would probably ) to read a FAQ thread that has 8+ (or something) pages in the forum display? Most ppl will think 'Uhh, so many pages of FAQ.. I'll take a look at this when I've got time on my hands!' (which is most likely never ).IMHO it doesn't matter how long the fist post with all the answers really is, its just the ammount of pages you'll see in the forum display which keeps ppl from reading the FAQ. To shorten the thread I've deleted my post with answers as you have already put them in the initial post. ![]() On a side note, I don't really care if I'm mentioned in the FAQ or not. To me its just a little contribution to the mod I've wasted so many hours playing and will waste even more on the retail version. ![]() ... and it justifies my "RTFFAQ!" on servers to newbies questions when having a bad day!
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![]() [RO]schneidzekk:It can't hurt to ask. (Unless it is about green lasers) |
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Will RO:O be mod friendly?
i would like to see a mod with American weapons and soldiers
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Well done! I guess the keys and bot-commands will be added as soon as we know them..
But you missed some major questions of newcomers: Will Red Orchestra: Ostfront 41-45 be on the Source Engine, like the other games available on steam? No, Red Orchestra: Ostfront 41-45 is based on a greatly imrpoved version of Epic's Unreal Engine 2.5. Do I have to have Unreal Tournament 2004 installed in order to play it? No, Red Orchestra: Ostfront 41-45 is a stand-alone game. The only thing you have to have installed is steam. Do I have to pay for it if I own Half-Life 2/Counterstrike: Source/Unreal Tournament 2004? As Red Orchestra: Ostfront 41-45 is a standalone, you have to pay for it, just like you'd have to for any other stand-alone game. |
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Good work team!
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![]() <Andreas> not just CHUGGACHUGGAWHEEDLEWHEELDE |
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Q: Where do i turn on the Ammo Counter ?
...When you reload you are told whether the new clip is "heavy" (over half full) or "light" (under half full). Q: Where is my health bar? In RO your health is represented by the soldier figure at the bottom. When you have been lightly wounded it turns yellow, when heavily wounded it turns red. Q: How do I pick weapons? RO has a set number of classes which vary from map to map. They are the Commander/Tank Commander (SMG, pistol, binoculars), Tank Crewman/Automatic (SMG), Machine-gunner (MG, pistol), Anti-tank (AT weapon, SMG/Pistol), Sapper (SMG, satchel charge), Auto-rifleman (Semi-auto rifle), Sniper (Sniper rifle, pistol), and Rifleman (bolt-action rifle). With some classes you will get the option of picking between several different weapons, for example some maps will let a German Automatic pick between the MP-40, MP-41 or STG-44. Also, while in game you can pick up the dropped weapons of any class and use them until you die, although you will still respawn in your original class. Each map has a set number of class positions, for example there could be 1 commander slot, 3 Automatics, 1 Machine gunner and unlimited Riflemen. This is to simulate the real-life weapon ratios on the battlefield, as well as to balance the teams and prevent overwhelming numbers of automatics or snipers from taking over the battlefield. Q: What sort of gameplay types are there? Games focus on capturing objectives, similar to the flag system in DoDS and BF2. However, these "capzones" aren't set zones around a flag, but rather important regions of the map determined by the mapper. These can include an important building, a system of trenches, a key bunker, or even an entire village. Objectives can be tied to each other, so that its necessary to control certain ones before being able to capture another. In addition, objectives can be set in two major types: meeting engagement and assault. In meeting engagement some or all of the objectives start out uncontrolled, and both sides fight to control all of them in order to win. In assault all objectives are initially held by one side, which has to defend them from the other team. Recently satchel objectives have been introduced, where a special sapper class has to plant explosives on an objective in order to cap it. These can be antitank emplacements or barriers blocking an attackers progress, like doors or "hedgehogs." ....... It would also be good if someone could post an answer to "How is tank combat handled?", describing armor slope/thickness and ammo/engine hit locations. |
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There's also 'very light', which, iirc means that you've got less than 10% of the mag left.
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#16
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And the faq grew quite impressively, I have to say
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#17
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#18
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Also, the boldgames weblink isnt quite right, the hyperlink actually points to http://www.boldgames.com%29/ (i think it's cause of the end-bracket).
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#19
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And thanks for point out that error
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Steam-Name: Tank-Boy-Ken |
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#20
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Found one or two little errors:
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Official Weapons Page: http://www.redorchestragame.com/index.php?categoryid=10
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![]() [RO]schneidzekk:It can't hurt to ask. (Unless it is about green lasers) |
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