GDC video's (Tanks, destruction, and Beta info).

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O'Shannon

FNG / Fresh Meat
Oct 18, 2006
380
90
0
Germany
Wow Awesome...heres what i like/dislike.

+Destruction: After the first arty destruction videos i thought complete buildingwould be "mesh-swaped" to ruins but this is way better. goody :)
+Prone to Crouch-sprint
+Prone redeployment: i like the fake that you aren't a 360 degree deployed turrent
+Prone autodeploy
+crouch while deployed operations
+Pickup menu: since choosing the weapon you wanne pick up from this menu will take some time it's going to be a bigger tactical decision whether or not to pickup weapons. hope a swaping weapon will make it into the game though.

+-Suppression: As long as its as "subtly" as i can tell from watching the videos its ok. not the in your face Ironsights shivering like in DH.
+-Playernames: since i hope this isnt final its a +- "we'll see" thing. Playernames shouldn't be present like that all the time. Hud on demand to show them and only the names of People within a 10-20 meter range would be better, imho.

-Menu Stil: i know its not final yet but the menu stil goes into the "well its a WW2 Shooter and the menu just fits the clich
 
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Omar The Insurgent

FNG / Fresh Meat
Mar 23, 2006
255
109
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Great video, did anybody else notice that MG pivots around the bipod, but when it is lifted so player can turn while prone it is static? Awesome.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
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Falmouth UK
-Tank AI: as a competitive player i highly dislike that the bot are able to shoot for you. Idle-Tank-AI mut for clan matches will be a must.
hope TWI come up with a solution for that :)
-Random Stationary MG Positions: reason why i dont like randomly paced Stationary MGs is some positions will be better than others which will distort competition in matches

I really hate random elements as well. As it makes winning a map less dependent on individual skill and more on chance.

You play a map 2 times in competitive matches so that every team will have the same chance at winning. If the map is different those 2 times then one team will have an increased chance of winning over the other team.

Teams have lost matches due to random artillery. People have lost matched due to having no AT guns at the important cap zones. And I'm afraid that bots and random gun placements add another layer chance in the equation.

I hope that TWI looks at the competitive gaming wishlist:
http://www.filefront.com/17234196/wishlistclangaming-v2.pdf/

Especially since that list only describes principles of competitive play, that could work for any fps game. And isn't really constricted to Red Orchestra (beside some practical examples) and its individual competitive community.
 
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CatMangler

FNG / Fresh Meat
Nov 21, 2005
409
0
0
UK
Like the majority of features shown in the vids. I'm hoping that mini-map and enhanced character attributes & random spawning MG's can be disabled for clan matches.

Character sprint animations look kinda strange in some way, almost cartoony.

Love the destroyable buildings. Is this through direct and indirect artillery fire only or would grenade use cause similar destruction to wooden buildings?
 

tofupunk

FNG / Fresh Meat
Nov 2, 2010
457
187
0
Sweden
Can't you super serious competitive guys just create a mutator for fixed emplacements? We normal players(at least me) like a little variation. After all, this is a game we'll be playing for years, and having dynamic placement of the fixed weapons will make the maps last longer.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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Newton, NJ
I will still take the random events over the predictable (and eventually boring) placement of static weapons every single time. It gives maps a little bit more longevity before they become (for lack of a better word...) boring and you need to take a break from them.

If players in matches that should be communicating with each other can overcome the other team who may be using different tactics and direction of attack each time, I see no reason why each team can't adapt to the fact that some static weapons may spawn in different locations. I know we don't agree on this Zets, however if ROHOS is anything like ROOST, you should be able to get into the editor and make a few of those random spawns permanent and eliminate the others for clan matches.

Just my opinion, don't be hatin' !:D
 
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Zetsumei

FNG / Fresh Meat
Nov 22, 2005
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I will still take the random events over the predictable (and eventually boring) placement of static weapons every single time. It gives maps a little bit more longevity before they become (for lack of a better word...) boring and you need to take a break from them.

If players in matches that should be communicating with each other can overcome the other team who may be using different tactics and direction of attack each time, I see no reason why each team can't adapt to the fact that some static weapons may spawn in different locations. I know we don't agree on this Zets, however if ROHOS is anything like ROOST, you should be able to get into the editor and make a few of those random spawns permanent and eliminate the others for clan matches.

Just my opinion, don't be hatin' !:D

As always random events are nice for public play as they spice things up. Im not saying the game should be tailored to the competitive community as its a relatively small minority. But allow competitive players for instance have to have the option for servers to have static guns, and tank AI that will not spot or fire at enemies. The issue is not even that the battlefield changes, it is that by factors of chance rather than player input one team will have an advantage over the other. If for instance team could choose where to place those guns i would absolutely love the ability to vary. I wouldn't mind randomized objects either as long as the randomization stays the same when the teams switch sides, aka when switching side the guns stay at the same position.

Of course competitive players and communities will adapt the game so it can work competitively. The thing is I think that competitive gaming is something that everybody could like. I just think that its not accessible enough for a lot of people to get into it.

If for competitive play you need to download a set of mutators, a set of maps, run third party anti cheat systems next to the game. Remember to run demorec recordings, remember to take screenshots of the scoreboard. Remember to make sure your settings are within spec of the tournament etc. Then you quickly discourage a lot of beginning players, and will see that a lot of new teams will be screwed up as they forget a thing or two.

What I want is an experience of competitive gaming that is about playing the game, with the least amount of hassle and remembering of rules as possible, and the easiest way to attain that is by having those things embedded within the game easy within a players reach.
 
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O'Shannon

FNG / Fresh Meat
Oct 18, 2006
380
90
0
Germany
Can't you super serious competitive guys just create a mutator for fixed emplacements? We normal players(at least me) like a little variation. After all, this is a game we'll be playing for years, and having dynamic placement of the fixed weapons will make the maps last longer.

hell man... we are not saying this feature needs to go for all of us (public play/clan matches)

i even like this feature as long as its for public play. and as Meo said it helps to get a little bit of variety so maps play differently each time you play them.

BUT not for clan matches. you need equal conditions for both teams and thats not the case.
For me as long as both teams have the same random setup i am perfectly fine with it.
Load the map with random setup XY and the possibility to reset the map without randomizing the Mg setup again would be a way to do it.
 
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Mr.W4NT3D

FNG / Fresh Meat
Nov 19, 2010
13
1
0
Would someone tell me what they said about the beta in the videos? For some obscure reason i cant watch them...

Thanks in advance
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
412
0
Finland
I love it how there's the joke "this is NOT under CoD mode" when the game actually suspiciously looks like something between CoD, Quake and Terminator at first glance with some additional realism thrown into the mix.

After watching the videos the second time as much as the Terminator HUD seemed out of place it looks quite promising, but I hope they'll answer some of the quirks E.G. Zets brought up in this thread. Lack of necessary details is imminent ;)
 

tonton-bob

FNG / Fresh Meat
Aug 7, 2006
110
40
0
Nissa la bella ( or nice ;)
The game looks even better than what I expected !
The mg , tank system and suppression effect all look very neat.

One thing though, I hope it will be something like Darkest Hour's where it really has an effect on your aim.

About the levelling system, wait and see.
I just hope it will easily be deactivated ( such as AI for tanks ) for competitive play but I'm sure they already thought about it.

Damn I wanna pre-order right now grrr
 
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heady89

FNG / Fresh Meat
Aug 6, 2007
630
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Sweden, Linkoping/Mjolby
There is no reason to fuzz, those random elements can easily be modded by the competitive scene to suit their needs and/or simply don't use tanks with bots in and mgs ffs, its not any harder than that. You've to realize that while TWI might add a lot of clan support , the main game won't cater to it from stock.

I'm a competitive clan player myself btw.
 
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Frostedfire

FNG / Fresh Meat
Nov 21, 2010
1,055
153
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If for instance team could choose where to place those guns i would absolutely love the ability to vary. I wouldn't mind randomized objects either as long as the randomization stays the same when the teams switch sides, aka when switching side the guns stay at the same position.

then unfortunately you end up with the same problem left 4 dead had/has. At launch, versus matches were annoying due to differing tank/witch placements meaning some teams had a real ****ty time when they ran into the tank going out of a door. Valve then changed the deployment so both sides got tanks/witches at the same spot in the level (roughly, so people didn't just bomb the tank with a molotov over the fence etc beforehand so a player takes control only to find out they're on fire), but it now raised the problem of b-team knowing where all the danger spots are, and can plan accordingly.

the planned defence placement's good though. You could have the usual best-spots where the gun usually goes, and the occasional suprise-spots for when you get bored :D

edit: also noticed something very useful about the new minimap - it tells you where the boundaries on the cap zone are AT LAST :IS2:
 
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Miro!

FNG / Fresh Meat
Apr 22, 2009
625
167
0
Paris, France
Very nice footage TWI !

Only thing that bothers me is the design of the menus :(
Too old fashioned to me, as O'shannon previously stated.
I would like so much to help out.

Tanking looks awesome.
MG handling looks natural and so much smoother.
Movements and weapon handling too.
Ambiance/atmosphere and overall graphics ingame woohoo !

Can't wait for the BETA !

Bravo messieurs :)
 
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Susi

FNG / Fresh Meat
Jan 31, 2008
457
295
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Finland
Only thing that bothers me is the design of the menus :(
Too old fashioned to me, as O'shannon previously stated.
I would like so much to help out.

They should hire you to do them. Or i'm i right that
you could do them allmost without payment, if you
get change.

Anyways, im absolutly sure you could handle that,
what i have seen your results.
 
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Grumms

FNG / Fresh Meat
Jan 14, 2011
241
125
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Long Island, New York
I was definitely impressed with the videos. Seems ALOT smoother. My hype meter has gone up even higher. (Didn't think that was possible)

I do agree with many of other posters cons on the videos. Too much HUD clutter; etc.

Great job overall TWI!