What we are up to - Jan 13th "The Pacific Front" Edition

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Six_Ten

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Mar 12, 2006
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Their answers (Looking at the link you provided) were "Wait until the game is actually released before you start deciding on whether certain things are good or not".

A's Delicatessen:

A: "Here, have a sandwich."

B: "Thanks, I love the sandwiches at this deli. What's in it?"

A: "There's bread, and some dirt."

B: "No thanks, I'd rather have a sandwich with bread and cheese and roast beef, just like the ones you've been making here for 7 years."

A: "This is a new receipe. Wait until you taste it before you start deciding on whether certain things are good or not."

B: "I don't need to wait, I know I don't like to eat dirt."

A: "Lots of people like this. Here."
 
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Cwivey

Grizzled Veteran
Sep 14, 2011
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In the hills! (of England)
Fine fine, RO2 is now food. :<

Besides, the link of the posts he posted was subject to lots of interpretation, my post was how I looked at it. You sandwhich fiend you.
 
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Apos

FNG / Fresh Meat
Dec 3, 2007
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Their answers (Looking at the link you provided) were "Wait until the game is actually released before you start deciding on whether certain things are good or not".

There were many other topics that were closed or deleted (some users were even banned - big RO:O fans) because community pointed out many things that weren't historical accuracy, realistic or didn't follow RO spirit. For example famous Mkb thread, where many people had long and valid discussion about that weapon and if that would be possible to see it in Stalingrad.
They were right, but TWI wanted to make things different (implement stupid unlocks system to appeal CoD crowd).
If TWI would care just a bit about old customers they would explain things and implement Red Orchestra gamemode in release day. Not start thinking about it 6 months after release where HoS is nearly dead (and their main playerbase, that they hoped to see in game - CoD/CS/BF crowd - isn't interested in HoS at all).
 
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Yurizle

FNG / Fresh Meat
Nov 1, 2011
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I think they should hard code to remove the who killed who message and a score screen for obvious reasons to make it more realistic. We can still keep the same win/loss objectives but in this scenario we will have to rely on the pure battlefield and how the momentum is going to know how well we are doing instead of being catered by numerical values that are this close, if not already looking like a console arcade meat grinder.
 
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Andrew Blake

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Dec 6, 2011
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For classical mode I want the guns to have more realistic damage stats. Pistols don't make sense at all. Revolvers do 40 damage and TT33 do 50, p38 do 40 and the c96 do 50 wat.

Make the rare guns RARE 1 on each team, and give mkb a more damage it should for such a heavy round. Of course if the hero system is kept.

Add the mighty obvious changes which the community has cryed out for and make the red orchestra we know and love.
 

Hoodie

FNG / Fresh Meat
Sep 3, 2011
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Hello Tripwire and community,

I'd like to re-post my list of changes and improvements that I wish be released as Normal gamemode. First of all: please don't call us "classic", but "Red Orchestra" or "Normal" gamemode. I'm 25 years old however I still fell like 18 yo and I spent all my best years playing Ostfront ;).

In [this link] is my entire list. Please bear in mind: that list has already many likes and only few dislikes.
I'd like to inform (again) everybody who dislike it or "don't even care": These points does not change anything in current gamemode, so if you like current state of game - it won't affect you at all. I'm really glad that you like HoS today!

I suggest to watch videos below if you are not sure about these changes and think that HoS is enough realistic. Take a note: how gameplay, atmosphere, voices and other elements are similar in that video and HoS, and so much different than original RO.

http://www.youtube.com/watch?v=BV2CMTFdwHw....


Worth to mention is that we don't want a carbon copy of Ostfront. We really like such features like mantling, bullet penetration and so on. We just want a real successor of award winning tactical WWII game: improved and better Red Orchestra, not that what we can see in first three videos.

I really would like to see many of RO vets coming back to Red Orchestra 2 with smile on their faces + newcomers who wanted to play a new and original tactical game, not "just another fps"...

thank you for reading/watching!

thats exactly what i miss in RO2 i mean look at the last videos there is so much going on ! one minute you are lying down because of all the mg fire then you watch the tank moving backwards alllready smoking and than exploding. its like a warmovie!
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
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One of the keys for RO was that where other games made you think you were in a war action movie, RO was supposed to make you feel as if you are in the battlefield.

ROHOS currently makes me feel that im playing a game that doesn't know what it wants to make you feel. Some things are really slow, some things are really fast, making it feel to slow and campy for the more arcade crowd (especially long range) making it feel too fast for more tactical crowd (especially short range). Yet there is so much potential, that seems untapped :(.
 
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Hoodie

FNG / Fresh Meat
Sep 3, 2011
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One of the keys for RO was that where other games made you think you were in a war action movie, RO was supposed to make you feel as if you are in the battlefield.

ROHOS currently makes me feel that im playing a game that doesn't know what it wants to make you feel. Some things are really slow, some things are really fast, making it feel to slow and campy for the more arcade crowd (especially long range) making it feel too fast for more tactical crowd (especially short range).

well i havent been to a battlefield recently so i can only say its like BoB or something like that.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
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Well it was one of the original comments of the TWI devs. But the overall atmosphere of the game was a big thing for me, and now I just don't get the general atmosphere anymore. Most of the time If I play I'm more annoyed than I actually enjoy playing.
 
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Devil_Inside

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Mar 7, 2007
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Well it was one of the original comments of the TWI devs. But the overall atmosphere of the game was a big thing for me, and now I just don't get the general atmosphere anymore. Most of the time If I play I'm more annoyed than I actually enjoy playing.

I'm pretty sure it's just the maps. We need more open maps, preferably DH style.
 

Comrade Kaizer

Grizzled Veteran
May 21, 2009
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I'm pretty sure it's just the maps. We need more open maps, preferably DH style.

Just the maps? A handful of stock maps in Ostfront are comparable to the map sizes/map design in Heroes of Stalingrad yet play completely different. It's because of the gameplay mechanics involved not the maps.

Warsaw (and Danzig as pointed out by others) is an incredibly small map from RO's past yet wouldn't play the same way if we incorporate HOS gameplay. Do you think it would play the same? No. It's down to gameplay, larger maps may help out with the gameplay as it currently is but only as complimentary assets.

While the choice of maps for release perhaps should have included more "open" and combined arms aspects is another story (to which I would agree with) but it is ultimately the gameplay that dictates the overall experience for the player.

The gameplay is what needs focus here. We know we'll be receiving more desirable maps in the future whether through official or community made investments. That's not the tough solution that is the focus of this current debate.
 
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RedFlagWaver

FNG / Fresh Meat
Oct 8, 2011
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I've always wondered about that, but I never had the quietude in the middle of a firefight to actually look into it. Why is it that people are so easy to spot in RO2?
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
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yes and danzig felt like an arcade game as well. what point were you trying to make?:confused:

You shouldn't play danzig on servers with over 24 players, as the map is quite small. Every small map becomes a cluster**** when you place too many players in it. Pretty much all stock Roost maps were as small as danzig and effectively played very similarly. Danzig was just overplayed.

But basovka, odessa, lyeskrovy, krasnyi, stalingradkessel and danzig were all short range cqc maps.

I don't even arcade games, I enjoy quake, unreal tournament, serious sam. HOS as it comes down to for me at least is simply not fun in close quarters engagements. Where as long range engagements are completely stagnant with every camping out instead of going for capzones.

The game need to commit colour, and I personally think the best way to do it is make the arcade more arcade and the realism more realistic. Just having different maps won't change the issues there are, you just evade issues in cqc due to completely avoiding it.

I thought it was a lot harder to spot people in Red Orchestra 1, and In Red Orchestra 2 soon as you go near a window you get shot

In general I find people harder to spot in RO2. As with heavy fog and all that stuff its near impossible to see enemies, unless you zoom in. If you zoom in enemies are much easier to spot of course but with the low fov you have a big disadvantage that you wouldn't have in real life.

I would personally prefer it if you could use your wide fov to actually spot and find people, and then use the zoom more as a guide to help you aim so you don't need to pixel shoot. Rather than forcing you to spot with it. I think in general shooting is a lot more easy in HOS, hardly any sway, hardly any recoil, together with bigger targets. Firefights are near non existent someone poof just dies without knowing what hit him. If shooting would be a bit more difficult with sway and recoil someone would have more difficulty hitting causing bullets to fly over people their heads rather than through their heads, giving a warning and creating a firefight.

And if you could actually spot enemies in your wide fov then gameplay could be more progressive on the long range maps.

Roost Fallenfighters
Spoiler!

Hos Fallenfighters
Spoiler!


Note how there is a sort of blur over the HOS game, while it looks good it makes it much harder to see things clear. It looks cool but makes it more difficult to spot enemies. In hos you cannot really see anything in the buildings, meaning that in the buildings you are very difficult to spot for people in the general cap zones making it very easy to just camp there.

Note when looking at an enemy how in Roost there is a much bigger contrast visible between the enemies, while in HOS they pretty much blend in. If visibility in the wide fov of HOS was made a bit more like in Roost (while keeping the zoomed in view the same as it is now). Then it would be possible to spot enemies with the wide fov just as you use your wide fov in real life. Basically making enemies somewhat similar to spot in wide and low fov scenarios. Just as people are always equally equal to spot in real life (as your eyes see things in a bigger size while having 180degree fov at the exact same time).

If ability to spot enemies in both modes would be about the same, then you would use the zoom more as a way to counteract pixel shooting. Requiring you to aim at an individual pixel. But would not force you to use the low fov mode to actually find enemies. The zoom in KF and DH is much less of an issue, as even without zoom you are pretty able to find enemies in regular engagement ranges (<200m) in HOS your vision in the wide fov gets quite horrible around the 75-100m range already.

This is one of the keys for me why long range seems very campy, you cannot spot enemies with your wide fov, requiring you to use your zoomed fov. The low fov together with only the ability to use it when still means that you effectively use your low fov as you would use a sniper scope in other games. Making the gameplay feel as if everybody is just using a sniper.

The max zoom is about 2.2x over the default fov. And that difference is so big in being able to spot enemies. As enemies get both wider and higher enemies become 2.2*2.2 = 4.8 times easier to spot. This currently reduces your wide fov to absolutely useless for anything but general movement or close quarters combat. To be able to have a realistic chance of seeing or fighting enemies you will need to zoom in. While as said before in real life you can see things in high resolution in a big size, together with the big fov. Forcing gameplay to be played in a low fov is generally just bad for game play. The ArmA or DH methods are much better in my opinion.
 
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u-s-e-r

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Nov 24, 2010
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I've always wondered about that, but I never had the quietude in the middle of a firefight to actually look into it. Why is it that people are so easy to spot in RO2?
The problem is that for some reason the players are glowing bright even if they are inside a dark room, its like they have a lightsource of their own.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
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The problem is that for some reason the players are glowing bright even if they are inside a dark room, its like they have a lightsource of their own.

That doesn't happen to me, what are your graphics settings. There was a bug of that kind early on but it has been long gone afaik. My experience with hos is the opposite as my screenshots above show.