News Flash! RO2 Interview + some new footage!

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Flogger23m

FNG / Fresh Meat
May 5, 2009
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I've never heard of suppressed pistols being used on the front lines in WW2.

There may be "many advantages" to having a SD pistol in RO. That doesn't mean it's right historically.

This.

Slightly related, but suppressors are not purely used at night. They are used just as often during the day as during the night currently in various American SF units. This is mainly to avoid zero/POI shifts when removing the suppressors.

Suppressors in day and in normal operations are useful still. Less noise = better no matter what time of day it is. You don't have to be tasked with some "low profile/stealth" mission to notice the benefits of a suppressor. If you want to nitpick, there are disadvnatages to using suppressors as well. Weight, length (weapon collision RO2 makes this an issue), and increased fouling are disadvantages.

That being said, I doubt front line Soviet infantry was issued with suppressed Nagants during the war. I realize that SF units might have used them back then, but if I am not mistaken we don't play as such in RO2. This is why I think the suppressed Nagant takes it a bit too far. While the MKB42, AVT ect. where rare and might not have even been used at least it seems plausible. They where designed to be front line infantry weapons. A suppressed Nagant surely wasn't. I realize it will be in the game regardless though.
 
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Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
775
113
Hmm impressions are:

Game looks pretty, gameplay looks good, and hey what do you know you CAN turn off almost all of the hud stuff ( cant believe some people doubted you couldent..)

The weapon run animations have changed a lot since RO 1, I kinda liked the running with the weapon in a more comfortable position that took longer to bring back down, as it forced players to go slower.

Possibly just a shaky cam thing but the actioning of the weapons seemed a bit odd, especially how slow the svt 40 cycling looked. That could very well be due to shakey cam though.

Both of those arent all that big though, great find there, looking forward to more!:p

edit yeah the nagant surpressor, I realize its a revolver that can be surpressed due to how the brass makes a seal with the barrel, however it just seems ( like others have stated ) to be pushing it a bit.
 
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Felix Ostheim

FNG / Fresh Meat
Dec 9, 2005
1,051
191
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Ohio, United States
Tried to find some information out there on the silencer for the Nagant revolver ("BRAMIT device"), turning up these threads:

http://securityarms.com/forums/showthread.php?t=1802

http://thefiringline.com/forums/showthread.php?t=222103

There seems to be some confusing or contradicting information here but all in all if it's mostly accurate then I'd have to say it seems like a lot of trouble to gain a few benefits that are questionable when compared to the reliability of an unmodified, mass-produced revolver. At least that would be my guestimate when it comes to reality, of course not everything in the game is going to be true to life realistic. I suppose it is justifiable given the fact that some Soviet recon troops had them along with the excuse of it being fun. As long as they are truly rare for the life of the game I suppose it's not so bad for the game overall.
 
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Bluehawk

FNG / Fresh Meat
Feb 13, 2006
2,392
431
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Hamilton, ON
Maybe someone will make "Real Red Orchestra" mod that tries to recreate the mod that never was... it would be like a first person version of Death to Spies.
 
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NuclearDruid

FNG / Fresh Meat
Apr 15, 2006
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36
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Wisconsin
First time I saw this.

Bit disappointed tbh, as I'm sure others have mentioned in the 16 pages.

1. SD weapons
2. Squad Leader Spawn (we knew was in game). Having the guy spawn right in front of the player was a bit disheartening.

I've found out not giving a **** is a great idea for situations like this. Wait for the game to become released, try it out and see how it is (or wait for the reception). If it doesn't work, there's still a great game called Red Orchestra: Ostfront that we can all play :) There's also Resistance and Liberation mod for Half-life 2, or you can wait for the Rising Storm mod, or other mods to become released for RO2. If you're into a lot more, there some really nice looking ww2 mods coming out for Arma2 (and good to assume, 3).

The thing is, the major aspects of the game are made and done and it would be impossible for TWI to change everything they have now in the game in time for release. So it should be rightfully so that we wait for the release of the game and give our input then - so if there is an outstanding disagree-ance over the direction of RO2 patches and content updates could be added accordingly. For now it's buckle up and enjoy the ride.
 
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NuclearDruid

FNG / Fresh Meat
Apr 15, 2006
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Wisconsin
Nuclear, he meant the espionage mod. RO was originally meant to portray the Red Orchestra spy ring.

Ah, totally misread it. Too late and tired :p . Well, I'll keep it up as I think I do raise a few good points for others.
Edit: there we go, redirected my quote :)
 
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jalex3

FNG / Fresh Meat
Oct 21, 2009
1,639
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Australia
First time I saw this.

Bit disappointed tbh, as I'm sure others have mentioned in the 16 pages.

1. SD weapons
2. Squad Leader Spawn (we knew was in game). Having the guy spawn right in front of the player was a bit disheartening.

I think the SL spawn system is broken in the video. It's supposed to spawn the player away from the fighting, just somewhat near the SL (call it within 100-150m as a guess). Clearly, it failed to do this.

Like I posted before this is firefight. In firefight you spawn closer to your team,
though I don't think on release you will spawn in front of bullets, or that close to a teammate.
On a map like this spawning 150 meters away may as well just be random spawns.

YouTube - ‪Red Orchestra 2 interview‬‏

3:50 4:25

From the sounds of it firefight spawns will be different to the regular mode.
 
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Actin

FNG / Fresh Meat
May 19, 2009
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Netherlands
1) reduces range and stopping power, and 2) reduces mobility and prevents me from holstering the weapon. It would be a total pain in the but to carry around. But I would DEFINITELY keep the pistol as a handy side arm.

Only thing I want is some information to backup point 1. I can't think of any property of the silencer to significantly reduce range and stopping power. Only the out-of-barrel-but-still-accelerating effects would be lost by the silencer.
I agree to the whole point though, it's out of place.

First time I saw this.
Bit disappointed tbh, as I'm sure others have mentioned in the 16 pages.
2. Squad Leader Spawn (we knew was in game). Having the guy spawn right in front of the player was a bit disheartening.

As post above said it's a firefight mode.
It is highly likely to just be a bug or the system needs some correction. The SD weapons I get, it's a choice you're disappointed with, but the spawn would require some patience to see the final version.

Moreover, unless you play firefight a lot you will not notice it, because SL spawn is only present there afaik.
 

Snuffeldjuret

FNG / Fresh Meat
Jul 6, 2010
1,786
373
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Goteborg, Sweden
The spawn thingy just seems like a freak accident. He just killed a guy and as there were no more enemies present a friendly could spawn nearby. This just happaned to be VERY nearby. I don't think it is realistic to demand that you won't be looking at open space where people pop up as they spawn. Although I wouldn't mind if it wasnt that nearby =).
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
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Ninja post =P

Anyway, the SP sounds fantastic, and is getting closer to the Commandos concept I mentioned some weeks ago.

Also, I love the menu design.

Spoiler!
 

Rayhee

FNG / Fresh Meat
Jan 17, 2011
40
12
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Finland
Hehe :) im so bored at work so i search these forums and watch videos all day :D

How do you can like posts? :D im newb :<