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Upcoming Forum Overhaul

We are starting the work to switch our forums, which have been based on a version of the Vbulletin forum software since their inception with the Red Orchestra mod (then VB 3 and currently VB 5.1) to an all new forum software called Xenforo. After researching it, we feel Xenforo is a better choice for the future as it has a vibrant modding and addon community that will allow us to extend the functions of these forums in ways players will enjoy.

As part of this, at some point in the near future these forums will be locked down so we cant merge over all of the existing content into the new forum database. It will likely then be a few more days as we work on the new forum and correct any issues from the merge.
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Privay Policy Update

We’ve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:

We’ve incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We’ve added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.

For more information about our privacy practices, please review the new Privacy Policy found here:
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Forum Rules

  • Items changed, or highlighted for future attention, on 20 July 2013 are highlighted in yellow.

Global Rules
  • Forum moderators may or may not be Tripwire Interactive staff members, but either way, please respect them, as they are the authority of the forums. Speaking to them with intentional spite will not be tolerated and may result in the loss of your forum privileges.
  • Any decisions made by any member of staff or moderator are final and not subject to discussion. Doing so may result in a ban from the site. The owners of Tripwire Interactive Forums reserve the right to remove, edit, move or close any thread for any reason, as well as to remove access to the forums for any individuals with or without warning for breaches of the rules.
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  • The use of hyperbole, one liners, and images as part of a forum debate is likely to get you infracted. You have many ways to participate and be a constructive part of this community, even when you disagree.
  • To make the highlighted bits above 100% clear to everyone, the following WILL NOT BE TOLERATED:
    1. Personal attacks, insults, antagonism of any forum-goers, moderators or Tripwire Interactive staff.
    2. Name Shaming and Public "Witch Hunts" are also not allowed.
    3. Breaches of confidentiality and privacy of any sort.
    4. Any form of racism, bigotry or attacks on race, creed or color.
    5. Linking to posts on other forums related to ANY of the above, whether you are the originator or not, without exception.[/COLOR]
  • There has been too much in the way of abhorrent personal behaviors in the past. These will cease. It doesn't matter who started it or who reacted to it - it will all result in moderator action. If you have to indulge your hatreds, for whatever reason, go do it elsewhere - and do not try and drag our forum-goers over to enjoy your hatreds.
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  • Multiple registrations result in a ban.
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Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
[COLOR=darkred]Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.

So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.

A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.

Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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Gamey Reloading (Cancellation + Speed Bonuses)

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  • Gamey Reloading (Cancellation + Speed Bonuses)

    Reloading is weird in this game. It's quirky and gamey, and IMO it shouldn't be this way, especially since it's such an important aspect of core gameplay. It feels inconsistent/unfinished/buggy. 2 "topics":

    1 - Reload "canceling."

    For those who aren't familiar, most (if not all?) guns' ammo "appears" in the numerical counter before the animation is finished. So it's really "ready to fire" before the animation is done, it's just that the fire button doesn't allow you to fire it before the animation is done. However, if you press "bash" really quickly right as the numbers appear in the counter, it DOES allow you to fire it before the animation is done, because immediately after pressing "bash" you can then press fire really quickly, thereby "firing the gun before the animation is done," shaving off a good .1+ seconds off the reload time. In a game where the approach to increasing difficulty is to just spawn more crawlers/stalkers behind you and move them to your back faster, this is a substantial advantage to playing on higher difficulties.

    Now, I'm not sure if TW sees this as an "issue." So I'll address either viewpoint.

    Viewpoint 1: "Reload canceling is fine/not an issue."
    Proposed solution to quicktime event-like gameyness: Allow firing button to simply attempt to fire the weapon before the animation is finished. If you can allow bashing to "cancel" reloading, you can allow firing to "cancel" reloading as well? The improvement there is you don't have to press an extra button to bash before you fire. It just removes the extra press of the "bash" button. Obviously, if there are no ammo numbers, the gun won't fire and you'll have to start over, just as if you try to "reload cancel" too early as usual.

    Viewpoint 2: "This is indeed broken/weird/not as it should be."
    Proposed solution: Disallow cancellation of reloads by bashing, which will effectively disable reload cancellation.

    2 - Reload animation with perk bonuses during zedtime entering/exiting or crouching (sharpshooter case).

    Gunslinger and Survivalist have bonuses when they reload in zedtime. Sharpshooter has a bonus for crouched reloads. The weird/buggy thing is, zedtime or crouching isn't "dynamically considered" into the animations, so there are awkward situations at the "tresholds" of entering or leaving zedtime or crouching/standing up.

    Issue 1: When beginning zedtime or crouching (ss), a reload which had begun before zedtime started or before crouch isn't "sped up" as it should be.
    Issue 2: When leaving zedtime or standing up (ss), a reload which had begun before zedtime ended or before standing up isn't "slowed down" as it should be.

    Both of these feel glitchy IMO, and they are particularly bad and obvious when there's a weapon with really long reload times (any gunslinger dual-wield really, freezethrower, M99 or something long-ish)... The funny thing is, it seems like the animation-repeat reloads for e.g. the centerfire are "separate" animations so they adjust more "dynamically" as they should, based on the fact that they seem to be "several very short animations" that play after each other and the effect is not pronounced and looks much more like the way it should be with other weapons.

    With zedtime triggering immediately after a long reload had just started (e.g. gunslinger duals), sometimes, if it's early enough in the reload animation, it's actually beneficial to bash-cancel that reload, and start it over in zedtime so that it finishes faster rather than wait for it to end in zedtime.

    Also, I'm sure everyone enjoys "gaming the system" by pressing reload right about when zedtime will end, so that the reload continues after zedtime in hyperspeed during realtime, but this is broken/cheaty/gamey in the same way that reload cancellation feels IMO. Possibly even worse.

    Solution: Not sure about the technical difficulties, but can animations not be "dynamically sped up by a factor" so that in zedtime you can increase that factor or something? Or, and this is probably pretty ridiculous, but you can also artificially break up the long animation of e.g. freezethrower or dual-wield pistols into 20 smaller animations which play back-to-back with each other to basically achieve an approximation of what should happen...


    Both "topics" are not really game-breaking, and I'm sure everyone enjoys exploiting them on the positive side (trigger reload before zedtime exit, reload cancel to fire more frequently), but it makes the game feel buggy/beta IMO. I think they should be addressed. As a side benefit, they'll give some benefit to sharpshooter (can "cancel" animation inbetween bullet reloads), which is even thematic! (can't fire a gun that has its mag dropped out, but you can fire a push-load rifle), and will probably nerf the ridiculousness of gunslinger, survivalist to unload all the bullets in zedtime so you can press reload in the last second and exploit the glitch to hyperfast reload pistols in real time, which IMO has always felt wrong.
    Last edited by HeatSurge; 06-10-2019, 06:12 PM.

  • #2
    IIRC last summer update with airship they removed reload canceling and people hated it and they reverted it.
    I like me.


    • #3
      Originally posted by Coffee009 View Post
      IIRC last summer update with airship they removed reload canceling and people hated it and they reverted it.
      This. That said, there are a couple of weapons which AFAIK are particularly egregious with how much time reload cancelling saves you. The Railgun, M99, and empty reloads on most dual pistols are the ones I've heard of. Tripwire could do something about those by adjusting the "ammo reload" notify on the animations.
      There are two types of people: those who classify people into two types and those who don't.


      • #4
        Yeah, I saw that in the logs.

        If reload canceling is "fine," then formalize it/make it a feature, rather than this broken, hidden glitchy thing that it is right now, which a lot of players don't even know about.

        This is in "Viewpoint 1" (don't require bash to fire, allow fire to fire in the middle of the reload).

        An even more appropriate solution would be to make it a full feature - have some kind of audio/hud effect when you "reload cancel" sucessfully, and include it in training and documentation. Kind of like how a successful parry plays a visual effect and an audio effect. Same concept, but when you successfully reload cancel. Speaking of which it should be named as a "fast reload" as a feature, since you shouldn't be "canceling" anything. I think other games have done it that way and it's probably better if it's staying.

        Also, to the point above, you should probably review and balance how much time is allowed to be "shaved off" by fast reload with different weapons. If it's a thing, it should be a well thought-out thing.

        Maybe even put the reload or fire key (whichever is decided for "fast reload") on the HUD (option to turn it off?) in true quick-time-event fashion and as a step in the training mode or something.