The ROHOS PCgamer-US article [legal PDF]

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Zetsumei

Grizzled Veteran
Nov 22, 2005
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Amsterdam, Netherlands
I know its been stated in later pages in the other thread but i just thought that i'd make a post that more people will catch.

The US article has been freed up on the pcgamer.com website and can be read here:
http://www.pcgamer.com/pdfs/RedOrchestra.pdf

So we can now finally discuss features from the US article.

Things that are there:
Different types of injury (when youre pretty much dead for the little you have left you can still spray someone)
Bandaging
First person cover system & Blind firing
Changing range on sights and scopes
Terrorist hunt like gametype
mauser c96 broomhandle is back
mounting/mantling system
Focus in 13 degrees of fov yet ability to have good pheriphical vision at 180+ degrees

The most interesting part for me remains:
Focus in 13 degrees of fov yet ability to have good pheriphical vision at 180+ degrees. Would be nice if done right, although i hope its not giving a huge fishbowl effect or blurring.
 
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mistk�fer

FNG / Fresh Meat
Nov 22, 2005
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Berlin
now when the article can be downloaded legally, it's tripwires turn to post some more information/screenshots/videos/whatever. I already know that Alan will answer something like "You'll get info soon. very soon indeed".

however, it was an interesting read, but nothing really new compared to the article in the pc gamer uk except that you got different settings of your sights :(
 

Soup

FNG / Fresh Meat
Mar 23, 2006
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Pure speculation, but I like what Alan said about "The way guns perform in the hand" and "The way people move, both normally and under fire". The first bit made me think that maybe TWI is considering having the guns' recoil operate independently of an avatar's head (like in INF, ArmA). The second statement...maybe fear-affects related to suppression, stuff like that?

The bit about the FoV is interesting, but if there is any fishbowling, they damn well better include a zoom feature.

Edit:
Also, "Situational awareness on the battlefield"? I can only hope that means implementing an ArmA style independent head movement feature, and not some gamey hud icons showing where friends/foes are.
 
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PNV

FNG / Fresh Meat
Jun 21, 2006
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The Peninsula
Even though there have been these articles in the PC Gamer magazine and the premature annoucement on some websites like Kotaku and Voodoo Extreme, there technically hasn't been the true, official announcement of Heroes of Stalingrad. There are even alot of Ostfront players who still are unaware that Heroes of Stalingrad is even in development.
 

LogisticEarth

FNG / Fresh Meat
Sep 24, 2007
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Pennsylvania, USA
Edit:
Also, "Situational awareness on the battlefield"? I can only hope that means implementing an ArmA style independent head movement feature, and not some gamey hud icons showing where friends/foes are.

I think, referencing what they mentioned about the overhead map having objectives, location, and the SL's position, and having the reference the map to see anything, that we won't have floating HUD icons.

I took it that the "situational awareness" he was talking about was the usual "keep your eyes open" feeling that you get from RO and not so much other games. You need to know where your next piece of cover is, where the enemy can come from, where your teammates are, etc. Because the usual in-game crutches that most FPSs provide you with don't exist in RO.

EDIT: Also, I'm REALLY liking the damage/wounding that they've mentioned so far. I've always thought that the whole "get shot and you're instantly down" thing was semi-unrealistic. If you get shot in the lung and have time to squeeze off a burst before you bleed out it would be great. I'd imagine that would be an anti-rambo incentive, if you move too fast you'll get nailed by one of the guys you didn't quite finish off.
 
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Soup

FNG / Fresh Meat
Mar 23, 2006
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I think, referencing what they mentioned about the overhead map having objectives, location, and the SL's position, and having the reference the map to see anything, that we won't have floating HUD icons.
Showing your location and the SL's position is kind of what I was talking about :(

If there is a map at all, it should be static, with your obj marked in squiggly Sharpie and other points of interest, no magic floating icons :\
 

LogisticEarth

FNG / Fresh Meat
Sep 24, 2007
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Pennsylvania, USA
Showing your location and the SL's position is kind of what I was talking about :(

If there is a map at all, it should be static, with your obj marked in squiggly Sharpie and other points of interest, no magic floating icons :\

Well, the map in RO wasn't too obtrusive. Yeah it's semi-unrealistic but it's one concession towards gameplay. Without a map and map indicators, I'd bet pubbie matches would be far more chaotic then they already are. The pretty much undetailed maps in RO aren't really so good for unrealistic complex tactical planning or whatnot, but did give you a general idea of where you were on the map, and where you had to go for an objective. These are, for the most part, things soldiers would know when immediately going into combat. It's a bit of a crutch but, like they say in the preview, it's restricted to your map, is limited in information, and generally out of the way for the majority of the game. If the map stays the same as it is in RO, I'd be ok with it.
 

mistk�fer

FNG / Fresh Meat
Nov 22, 2005
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Berlin
actually reading the whole line instead of only the word mounting can be helpful not looking like an idiot ^^
however, think it's been in the uk article, too