Red Orchestra 2 Update Incoming - September 19

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[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
1,884
3,097
0
www.redorchestragame.com
An update for Red Orchestra 2 will be released shortly.

Bug Fixes
-Fixed a bug where players could spawn without a class
-Fixed a bug with auto reloading when using a manual bolt rifle
-Minor performance improvements

Level/Gameplay Fixes
Pavlov's House
-Added wall to block line of sight to one of the Allied tank spawns
-Allies now correctly get a forward spawn when capturing Zab's House
-German spawn protection was toned down to prevent Allied attackers in inside of the Voyentorg from being killed by spawn protection when objectives changed hands

Commissar's House
-Gave Allies 40 more reinforcements
-Default Allied spawn in more directly in line with Building 81
-Moved one of the initial Axis spawns back further from the Water Refinery
-Increased spawn protection and no artillery volumes for Allies
-Various cover fixes
 

Mr_125

FNG / Fresh Meat
May 5, 2009
43
12
0
Thanks, Ramm.

I have to ask people, though, are there any benefits of using manual bolt? I've been manually bolting to simulate my experience with RO1 (changed my control scheme too), but are there any downsides to changing it back to auto bolt?
 

sMiTo

FNG / Fresh Meat
Jul 13, 2010
11
0
0
Good Work :D
Did you guys found the problem with the stats? I can only level on TWI servers
 

Graphic

FNG / Fresh Meat
Aug 2, 2006
470
241
0
Nevada
An update for Red Orchestra 2 will be released shortly.

Bug Fixes
-Fixed a bug where players could spawn without a class
-Fixed a bug with auto reloading when using a manual bolt rifle
-Minor performance improvements

Level/Gameplay Fixes
Pavlov's House
-Added wall to block line of sight to one of the Allied tank spawns
-Allies now correctly get a forward spawn when capturing Zab's House
-German spawn protection was toned down to prevent Allied attackers in inside of the Voyentorg from being killed by spawn protection when objectives changed hands

Commissar's House
-Gave Allies 40 more reinforcements
-Default Allied spawn in more directly in line with Building 81
-Moved one of the initial Axis spawns back further from the Water Refinery
-Increased spawn protection and no artillery volumes for Allies
-Various cover fixes

b6swo2.jpg
 

Apos

FNG / Fresh Meat
Dec 3, 2007
1,749
1,436
0
Europe
www.enclave.pl
Thanks, Ramm.

I have to ask people, though, are there any benefits of using manual bolt? I've been manually bolting to simulate my experience with RO1 (changed my control scheme too), but are there any downsides to changing it back to auto bolt?

Your character should reload faster with manual bolting than with automatic.
 

NoxNoctum

FNG / Fresh Meat
Jun 15, 2007
2,968
722
0
^That and there's plenty of situations where not bolting can save you.

Also helps to see where you're hitting at long range.
 

TOPMO3

FNG / Fresh Meat
Aug 29, 2011
79
21
0
Thanks, Ramm.

I have to ask people, though, are there any benefits of using manual bolt? I've been manually bolting to simulate my experience with RO1 (changed my control scheme too), but are there any downsides to changing it back to auto bolt?

You reload and re-fire much faster when manual bolting.

T
 

crockett

FNG / Fresh Meat
Jun 7, 2008
105
13
0
Any plans to fix the issue with getting stuck behind enemy lines and dying to to the off-limits sections on Commissar's House?

Seems unfair that I should be auto killed because Allies fail to root you out of an objective point prior to them getting the next. If I'm able to hold my position with out dying to enemy fire, I shouldn't be rewarded with a server generated death squad. It's one thing to use this as a tool to keep people from entering a spawn but it's another issue when the protected spawn area comes to you.
 
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