I asked a Vietnam Vet of what he thought of the leaked trailer.

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Lemonater47

Grizzled Veteran
Sep 25, 2014
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Squad is a different style game. Insurgency and Verdun are like RO2. Squad is "walking through Iraq simulator".
 

PoisonStrudel

FNG / Fresh Meat
Mar 17, 2013
282
1
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Ottawa, ON
Squad is a different style game. Insurgency and Verdun are like RO2. Squad is "walking through Iraq simulator".

Squad is more like staring at a bush for 20 minutes cause it looks suspicious, but SL says "It's just a bush, don't waste the ammo". 10 seconds later an RPG flies out of the bush and kills you, throwing you into a 45 second spawn and throwing my keyboard against the wall.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
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You guys sure are sensitive, I mention deployable spawn points like Arma had and you all flip out over Squad.
 

AngryKoala

FNG / Fresh Meat
Jun 29, 2013
52
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You guys sure are sensitive, I mention deployable spawn points like Arma had and you all flip out over Squad.

Indeed, since RS2 is not complete yet, we have the unique opportunity to cherry pick the best features from past and present games and integrate them if applicable. There's nothing wrong with recognizing what a past product got right.
 

PoisonStrudel

FNG / Fresh Meat
Mar 17, 2013
282
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Ottawa, ON
You guys sure are sensitive, I mention deployable spawn points like Arma had and you all flip out over Squad.

Hey I like Squad. But the point is squad is not RS2, and people really need to stop trying to change the devs idea of RS2 to be more like Squad. Let RS2 be it's own thing.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
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I was just asking if the the current deployable spawn point (the SL) will be the same going forward or maybe it could be a radio operator, anyone in your squad, a group of 3, an object you can deploy or a vehicle.

I played SL more than any other role and found it silly that one of the greatest effects a SL can have in game is sitting in a safe spot near the cap and spawning out players, losing that opportunity to actually lead. There's better ways to accomplish it that would still suit the scope and gameplay of RS2. There will still be fixed spawns that you can choose to spawn on, there will be nothing to keep players from still playing as loners. To be so closed minded is foolish, RS1 & RO2 were hardly perfect, they can evolve.
 

PoisonStrudel

FNG / Fresh Meat
Mar 17, 2013
282
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Ottawa, ON
Oh I agree with you completely on that, I always felt that squad leaders in RO2/RS were only good as mobile spawn points. There definitely needs to be a change to the system, to make the SL's actually feel like SL's. Dropping rally points is an interesting take on it, and it's something that PR/Squad did very well, I just personally don't see the point as the maps in RO2/RS are a lot smaller than the maps in PR/Squad, and it only takes a few seconds of running to reach the front lines (That's not to say the RS2 maps wont be bigger, here's hoping)
 

AngryKoala

FNG / Fresh Meat
Jun 29, 2013
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I'm not sure about RO, but in RS, where you spawn can make or break your team effort. Spawns inside the objective make a defense more tenable or an offense truly unstoppable.

I do appreciate LugNut's attention to spawning since all too often, a bad SL1 will pretty much destroy your team's chances for victory. I don't know if a deployable spawn would completely fix that, but it could mitigate the effects of a bad squad leader.

How about having a minor objective for the SL (and team) to take to unlock more spawn points on the map. Only the SL can activate the objective, like a radio, and then the area is unlocked for closer spawning to the objective. The enemy can destroy the objective you captured to stop spawning, or if they have an overwhelming force in the area (domination style). I'm just tossing an idea out there aside from deployable beacons, which many games seem to be doing these days, though not necessarily in a negative sense.
 

PsYcH0_Ch!cKeN

Grizzled Veteran
Nov 27, 2005
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www.ragequit.com
Squad communication/coordination - This needs a much bigger explanation than I want to cram in here, but the brief version is stuff like:
* Orders can now be issued through the overhead map rather than just in the world
* The quick orders widget now lets you issue attack and defend orders by aiming at objectives
* VOIP no longer uses separate keys for separate channels. There's one broadcast key and a key for scrolling through channels. It defaults to squad chat
* Squad mates show up clearly on your HUD so there's no confusion about who's in your squad and what they're up to
* Squad mates will get various small bonuses when working together, rather than lone wolfing. Not stuff like reload speed, stamina boosts though. There's none of that this time around.
* Plus more that I can't remember off the top of my head. Squad mechanics have received a lot of love for RS2
* The "ATTACK/DEFEND" text that sits on objective icons in the tactical view no longer shows up for all objectives. It's only enabled on the objective that your SL has set orders for, so that it's much clearer as to what your squad is supposed to be doing

IOM/Dibbler Stuff - Some, yes. You slow slightly on slopes for instance.

16 vs 64 Player Maps
- Yes, admins will need to be careful what they set in their rotation. The way roles/classes are set in maps has changed for RS2 though, so if you include a 16 player map on a 64 player server, it will still work and everyone can still join the game, but I can't speak for how much fun it'll be. CoD/CS sized maps with 64 players will either be incredibly fun or incredibly lame. I can't speak to which. The new 16 player game mode will NOT allow itself to be run on a 64 player server though. It will force the player count down to 16 unless the admin explicitly sets an option to unlock the player count. Again, we can't speak to how much fun the game will or won't be if that happens. We don't have 64 people to test it with right now.

Campaign
- Not sure what will happen here yet or how supported it will be initially for asymmetry reasons. The factors that made RS1 maps play VERY BADLY when the sides were reversed are magnified this time around.

Spawning - At the time of writing, teams do not share the same squad spawning mechanics but beyond that I can't discuss further for now

Booby traps
- Yes. More to come on this in the near future.
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
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Those are some nice sounding changes.

I remeber a COD 4 server than ran 24/7 50 player shipment. Average life expectancy was 3 seconds.
Or even better in chiavrly medieval warfare. 64 players on duel maps in the last team standing game mode. Duel maps are built for 2 people. But it mean really fast chaotic rounds of Last team standing lol.
 

PinguThePenguin

FNG / Fresh Meat
Mar 5, 2016
13
1
0
I'm tired of all you, because you think Squad is an example for all games and every game have to be like this. Personally, I dont like and strongly disagree with rally point and other sh*t like that, please stop drawing and stealing ideas from Squad. Stop suggesting things from another games. Its ok in one game, and its Squad, but never in Rising Storm.

When did anyone mention SQUAD in this topic? Nevermind I just saw page 2.
 

JanMz

FNG / Fresh Meat
Oct 23, 2013
62
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0
Is there much more emphasis on squads in RS2 ? How much more ? To the point that I'm required to move within range of the SL or some other heavy restrictions like this ?

In RO2/RS I've never paid attention to what squad I was in, where my squad mates were, what they do. I just stuck with whoever/whatever group of players I was near to and tried to make the best of each of my lives, contribute to defense/offense as much as I could, do as much damage as possible...

Is playing the game the same way in RS2 likely to have negative impact on my experience ? Is inter-squad communication absolutely necessary ?

Thanks
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
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Newton, NJ
I thought the trailer looks promising, I understand its an Alpha and its just something to show us since many things are far from finished.

I did like the iron sight movement (I don't mean recoil) and the variation in maps (town, jungle). Not a fan of all the auto's and semi-auto's but it is correct for the conflict and time period. Will definitely be checking it out once its released.

IOM/Dibbler Stuff - Some, yes. You slow slightly on slopes for instance.

Nice, definitely needed...
 

apapagos

FNG / Fresh Meat
Feb 8, 2016
10
0
0
Psycho Chicken, since you already answered some questions here, would you please tell us about the bots? Will there be offline bots for RS2 Vietnam?
 

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
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Belgium
I thought the trailer looks promising, I understand its an Alpha and its just something to show us since many things are far from finished.

I did like the iron sight movement (I don't mean recoil) and the variation in maps (town, jungle). Not a fan of all the auto's and semi-auto's but it is correct for the conflict and time period. Will definitely be checking it out once its released.



Nice, definitely needed...

+1!

Also, any news on a local chat channel? (I know it was said in the past it's heavy on performance, but I still think it can be done with little server perfomance impact by just transmitting to all players and let the players' PC's determine whether to play the message or not)
 

Jackett

FNG / Fresh Meat
Oct 7, 2013
73
4
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Cornwall
Those are some nice sounding changes.

I remeber a COD 4 server than ran 24/7 50 player shipment. Average life expectancy was 3 seconds.
Or even better in chiavrly medieval warfare. 64 players on duel maps in the last team standing game mode. Duel maps are built for 2 people. But it mean really fast chaotic rounds of Last team standing lol.

I too love these types of things, and I'd guess that we'll see some of these servers in the RS2 listings as well - I hope so! But it probably isn't for everyone :p

Is there much more emphasis on squads in RS2 ? How much more ? To the point that I'm required to move within range of the SL or some other heavy restrictions like this ?

In RO2/RS I've never paid attention to what squad I was in, where my squad mates were, what they do. I just stuck with whoever/whatever group of players I was near to and tried to make the best of each of my lives, contribute to defense/offense as much as I could, do as much damage as possible...

Is playing the game the same way in RS2 likely to have negative impact on my experience ? Is inter-squad communication absolutely necessary ?

Thanks

Wouldn't worry about this at all. We've said previously you're never obliged to join a squad. Instead, we want to make tools for people who like to work in small groups as a unit, let them communicate with each other and stick together on the battlefield better - not force anyone to do this at all. The real benefit of grouping up and working with a squad will just be 'effective teamwork'.

I can totally imagine purposefully choosing to play alone, particularly if I, say, wanted to be a VC marksman on the flanks :)
 

PsYcH0_Ch!cKeN

Grizzled Veteran
Nov 27, 2005
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Brisbane, Australia
www.ragequit.com
As Jackett said, squads are optional. If you don't want to play in a squad, you are under no obligation to do so - we've taken the approach of all carrot, no stick. By being in a squad and playing near your squad mates, you'll get some small bonuses, but if you choose not to play in a squad, there's absolutely no penalty for doing so.

Regarding bots, I don't know what to tell you there. They are unlikely to be fully supported - minimally functional probably for those who really want to use them, but not officially supported. But don't take this as gospel.

Local VOIP is still up in the air. Officially my answer has to be "no", it's not on the cards. I do have it on my "if I get time" list, but that's a very full list right now and pales in comparison to my official "stuff that must get done" list. So we'll see, but don't hold your breath.
 

apapagos

FNG / Fresh Meat
Feb 8, 2016
10
0
0
Regarding bots, I don't know what to tell you there. They are unlikely to be fully supported - minimally functional probably for those who really want to use them, but not officially supported. But don't take this as gospel.

as long as we can set up a match against bots in offline mode (like in previous RS) then it's perfectly fine. we need to familiarize/train ourselves before jump to the real game against human players.

besides there are a lot of people who want to enjoy this game non-competitively.