TWB Play Test Review

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RedGuardist

FNG / Fresh Meat
Jun 14, 2006
1,697
349
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I just have a question regarding ragdolls. In some video posted a while back, someone was using a sniper-rifle and hit a guy sprinting. But instead of falling forwards(like he should have), he just stopped and dropped down like a sack of potatoes. Could compare it to someone running into an invisible brickwall, which has annoyed me ever since. Did you notice if there has been any improvements regarding this?

I think I read from some post that they had something not ready there, so they did not use the final ragdoll physics or something. It
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
3,229
1,982
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The RO Elitist's piano bar
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Second Installment: Equipment


I want to run through some of the equipment I was able to test when up at Tripwire. A caveat here, I only got to play the Axis side against bots, and Allies against real people. (DrGuppy sure seemed real, but who knows) I did try my best to try out every weapon, and I'll try to give a run down by side and compare them to both what I see of them in RO and other games.


For the Axis:


Kar 98
 

Pagro182

FNG / Fresh Meat
Jun 23, 2007
67
49
0
Orlando, Florida area
I just have a question regarding ragdolls. In some video posted a while back, someone was using a sniper-rifle and hit a guy sprinting. But instead of falling forwards(like he should have), he just stopped and dropped down like a sack of potatoes. Could compare it to someone running into an invisible brickwall, which has annoyed me ever since. Did you notice if there has been any improvements regarding this?
In seeing death animations, they would seem to continue on their path for a step, maybe two when shot by small arms, then fall. It is hard to tell you exactly what happens as it appears to depend on where they are shot.

From the being shot side, you got a quick message saying you were wounded, or two or three depending on how many bullets. Assuming you did not have a "repairable" wound you could use your bandage on, you seemed to just lose total control of your movement. I was able to still aim my weapon, as I got off a pistol round or two a couple times, but movement seemed off.

Overall the ragdoll and death effects are a vast improvement over any game I'm playing now. Dying was almost fun... especially if you could take somone out with you.
 

Pagro182

FNG / Fresh Meat
Jun 23, 2007
67
49
0
Orlando, Florida area
TWB*ButchCassidy has come up with a ton of questions he is seeking opinions from Jim Miller and myself on so over the next week or two we will try to address as many of these as we can. If you have additional questions, and we can answer them from our play test, post them up or PM me so I can try to help out. Here is the list of Butch's questions:

How about your thoughts on the competitive aspects.

Do the maps lend themselves towards Clan matches, Did you see anything preventing matches, How do the new gamtypes play and do they actually improve the match side.
i.e. are they linear like COD's Search and destroy or MOH's Combat mode or are they much more versatile.
In other words what sort of tactical possiblites for teamplay do these new gametypes present.

Also Did you try or see the SL role in action are there any changes,has the role been increased or lessened in importance.
Did you see the arty in action, did you the see the destruction in action and how does it compare to BFBC2's destruction?

What about Terrain and map sizes?
How will they fit with the server options..i.e. did you see the 16, 32 and 64 player versions and how different were they?
Will we see huge maps on a scale of say ARMA2 or BFBC2 or are we looking at maps at say 50% bigger than say COD or MOH?

What about vehicles, did you see and use any?
Can they all be destroyed like the static cars in COD4?
How does an RO2 tank play in real terms compared to an RO1 tank?

Did you see the recon plane in action and how does that info appear to the player?
Do you get a message telling you info is on the map or does the map come up by itself?
How does the recon info appear to the SL?
Do all enemy players appear or is just those out in the open?

Anyone know if any of the Arty, mortars or anti-tank guns can be operated by players similar to the AHZ mod?

How good are the player animations (walking, running, mantleing, firing, leaning, prone and death) comparing to both COD and BFBC2 as these are considered to be amongst the very best out there? Although both have very poor ragdoll death animations as opposed to having very good scripted death animations.

How good is the ragdoll deaths in RO2?

How much gore is in the game, more or less than RO1?

Finally how good are the bots, can they actually give you a good game?
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
0
a few questions here:

-Were the voice commands in 3D?

-Can you use the tanks as sticky cover or ride them?

-I notice that in Ostfront, the soldiers are fused with the fog at a very short distance, is it any different here?, I mean, how is the view distance and to what extent does the fog wash it all?

-Could the breathing be toggled, or did you have to hold the button?... also, did that change the mouse sensitivity?

-Were there more necessary keybinds than in Ostfront? Or was it more streamlined?

Edit:
-how was Picking up weapons from the floor or dead people? was it like in Ostfront or they improved it?
 
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Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
I'd like to know, if when team tanking, the player who took the "Tank Commander" position is stuck as the physical commander, or can he or she drive or hull MG, while a "crewman" takes the gun position?
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
No - you can swap around, so long as there are AI-occupied positions to swap to.

Cool. Thanks for the info. Great to hear the commander doesn't have to command/gun all the time.

I just realized one slight issue with that system. In ROOST, if you want to swap around with a full tank, one guy can exit the tank. In ROHOS, without the ability to exit the tank, you'll be stuck in that role.

It'd be nice to have a swap queue, or allow the tank commander to move players around. I think I'll put that in the suggestions.
 
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Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
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Nargothrond
On the player swapping positions thing. I just realized, it won't be too much of an issue, as long as you can choose / reshuffle while waiting for spawn or respawning.

Is that feature in?
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
0
Nargothrond
Perhaps you soulswitch with an AI in order to switch?

But my question was, what happens if there are no AI positions available (like if you already have players for the gunner/commander, driver, and hull MGer).

Hopefully, you can choose your role prior to respawning, or as someone suggested, at resupply.
 

TWB*JimMiller

FNG / Fresh Meat
Feb 15, 2008
146
13
0
a few questions here:

-Were the voice commands in 3D?

-Can you use the tanks as sticky cover or ride them?

-I notice that in Ostfront, the soldiers are fused with the fog at a very short distance, is it any different here?, I mean, how is the view distance and to what extent does the fog wash it all?

-Could the breathing be toggled, or did you have to hold the button?... also, did that change the mouse sensitivity?

-Were there more necessary keybinds than in Ostfront? Or was it more streamlined?

Edit:
-how was Picking up weapons from the floor or dead people? was it like in Ostfront or they improved it?


-Didn't notice
-Didn't try
-I was paying more attention to the wonderful folks trying to air out my helmet.
-It was a keybind, so I am sure it can be made to exactly how you want. I did not notice any change in sensitivity. There could have been, but, maybe not.
-There were a couple more keys, but nothing even close to Arma or such. It was very steamlined.
- I never needed to pick-up a weapon off the ground, but based on how smoothly everything else worked in regards to keys, I would imagine that system has been improved, but that is pure speculation on my part.

You had real great questions, sorry I wasn't able to answer them better.
 

timur

FNG / Fresh Meat
-Didn't notice
-Didn't try
-I was paying more attention to the wonderful folks trying to air out my helmet.
-It was a keybind, so I am sure it can be made to exactly how you want. I did not notice any change in sensitivity. There could have been, but, maybe not.
-There were a couple more keys, but nothing even close to Arma or such. It was very steamlined.
- I never needed to pick-up a weapon off the ground, but based on how smoothly everything else worked in regards to keys, I would imagine that system has been improved, but that is pure speculation on my part.

You had real great questions, sorry I wasn't able to answer them better.

don't worry, there is so much to take in, so much to try, so much to do, that its totally reasonable that you weren't able to test a lot of these in your limited span.

Anyways, I personally like it better not knowing too much, but I also understand thats probably just me :p
 

/Sven\

FNG / Fresh Meat
Dec 2, 2010
35
3
0
I have some questions:

-How about the player there will be other Visual damage? type scratches, signs of bullets, burns in case of contact with fire, bandages ...

- You can control the AI in the tank even if you aren't in the slot of the Commander? Imo was quite annoying in RO1 play in the tank with the ai ...

- weather variables during the game?

- having regard to the damage that will detail the tank, you can repair during the battle? If you like? would leave the tank, take the gear box and repair ... or order the members to repair in the event we are in the slot of the Commander ...

- as you will damage the soil? After a bombing will be able to find shelter in a pit of a grenade?

Thnks...:)
 
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Baron von thryke

FNG / Fresh Meat
Feb 17, 2011
124
13
0
Long time lurker of these forums, seriously cannot wait for this game to come out.

- as you will damage the soil? After a bombing will be able to find shelter in a pit of a grenade?

also curious as to how destructable the terrain will be in RO2, if at all.

The playtest review mentions details like multiple muzzleflash effects, will there be multiple reload/grenade throwing/bayonetting animations?
 

WinTurkey

FNG / Fresh Meat
Feb 15, 2011
136
85
0
I too want to know more about the destructible environments, specifically the buildings.
 

[TW]Wilsonam

VP, Tripwire Int.
Oct 17, 2005
4,061
2,618
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Roswell, GA
www.tripwireinteractive.com
Destructibles: no, you won't be using artillery to dig through to China. The destruction system we'e built allows for "selective" destruction. We haven't gone to the lengths of making "everything" modifiable/destructible - that would be a whole new engine and beyond our budget. But pretty much everything standing that "should" be destructible in the real world, "should" be destructible in game.

This means that wooden buildings, fences etc will get blown to crap by incoming arty etc. But big stone/concrete buildings do NOT fly apart so easily - it takes multiple hits from heavy munitions (like 1,000 Kg of iron bomb) to knock them apart. Cratering was tempting, but generic terrain deformation was always going to be too hungry on the CPU, plus causing major headaches in MP - "wait, how can you be hiding in a crater? On my system that crater is only 2 feet deep..."
 
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