Red Orchestra 2 Beta is Now Available on Steam

Exuro said:
So how much more tension is there with the delayed kill confirmation and such?

Game sounds too awesome.

"Alright, I have that Kraut/Ivan bastard in my sights and he doesn't see me. Just one little squeeze of the trigger and I'll splatter his Fascist/Communist brains against the wall. Just one little squeeze...I got him! I got him! I mean, I think I got him. I had to have gotten him, right? Oh Christ, what if I didn't and now he knows I'm here. Shit! I gotta relocate position, I gotta move NOW before..."

SFLUFAN (headshot) CoDSux1

"Fuck yeah!"
 
No other game even comes close to this game in terms of how satisfying it is to get a kill. Especially with the bolt action rifle.
 
Animator said:
No other game even comes close to this game in terms of how satisfying it is to get a kill. Especially with the bolt action rifle.

OH GOD YES! You feel as you have TRULY earned that kill!
 
Exuro said:
So how much more tension is there with the delayed kill confirmation and such?

Game sounds too awesome.
ro2 doesn't hit you sledgehammer (and sickle) the second you lay your hand on the wasd cluster. i was at first taken aback by this, i'd counted on familiarity given my hours with RO1, but not the degree that RO2 governed on first inspection. the unfamiliar maps and the overly familiar sensation of catching a rogue round in the jugular from some anonymous source make for a wholly depressing experience at first, as if tripwire have duped you into buying a $40 war-is-hell guilt trip.

yet this does nothing to prevent its genius array of raw, utilitarian mechanics (i.e the kill delay) working its way through your veins like a nicotine poison; one which intensifies its effect with each hard won bolt action murder. before long, this poison is an unerring craving swimming through all your major faculties, one which can only be satiated on its own terms. stockholm syndrome of the most refined and brilliant kind.

all of a sudden, that whole squad you took down with a red-dot-sighted g36c on heavy metal doesn't seem so special anymore; infact, it feels entirely vapid. without achievement or consequence. unearned.

do not play red orchestra 2 if you want your performance in any of its contempories to feel like anything more than an empty mastabatory power fantasy.
 
Apartments is indeed great.

Has Tripwire said how many maps in total will be there on the 13th?
 
fizzelopeguss said:
What are the weapon loadouts like, is there limits on snipers, mgs and assault rifles. My usual choice in these kind of games is semi auto rifles, but they're usually class based and that class is limited by the server.

Loadouts are limited.

Rough approximations for a 32 player server:
Assault (smg) - 6
Rifleman (bolt action) - 18
Elite Rifleman (semi/bolt action) - 3
Marksman (sniper) - 1
Squad Leader (smg/semi/bolt action) - 3
Commander (smg/semi/bolt action) - 1
 
Is the single player in the beta? I'm sure it's just an afterthought but it might be a nice way to ease me into the game.
 
KaiserBecks said:
Boy was I frustrated yesterday. Bugs, performance issues and random crashes. But I stuck to it and now I'm totally in love. This game was supposed to make the wait for BF3 a bit sweeter, but I think I'll be playing this for a long time.

Btw: Screw Call of Duty, this is how you do hit detection. If this had Frostbite 2-destruction, it would be the perfect shooter.

The hit detection is truly incredible. Hitboxes are perfect, the weapon recoil is perfect...it just feels right. It's the best feeling shooter since Counter-Strike.

Snuggler said:
Is the single player in the beta? I'm sure it's just an afterthought but it might be a nice way to ease me into the game.

Nope. Multiplayer only. Just stick to TE-Apartments. After half a few rounds you'll start to learn the map and the chokepoints and you should be doing okay. Tip: hold T to see the objectives.
 
Varna said:
Whats up with the screen going black and not being able to do anything for a while?

That's because you're playing the Countdown game mode. It's a single life mode where you can't respawn until the commander calls in reinforcements, or until the next round starts. The fade to black is probably an optional server side setting used to prevent ghosting.
 
TheExodu5 said:
That's because you're playing the Countdown game mode. It's a single life mode where you can't respawn until the commander calls in reinforcements, or until the next round starts. The fade to black is probably an optional server side setting used to prevent ghosting.

Ah. Makes sense. It looks like the full version will have a pretty expansive tutorial to help people understand this kind of thing.
 
Another thing this game captures so well is close combat. When someone runs in the same room as you and you're both frantically firing off shots at each other until someone dies, tense stuff.
 
TheExodu5 said:
That's because you're playing the Countdown game mode. It's a single life mode where you can't respawn until the commander calls in reinforcements, or until the next round starts. The fade to black is probably an optional server side setting used to prevent ghosting.

somebody said that it goes black when you get headshot'd.
 
Animator said:
No other game even comes close to this game in terms of how satisfying it is to get a kill. Especially with the bolt action rifle.

I dunno, I think World of Tanks tops it, only because of how long it takes and how hard you have to work before you get a good kill.
 
IMACOMPUTA said:
somebody said that it goes black when you get headshot'd.

That's something else altogether...when you're slowly dying/bleeding out, it will fade to black.

lastplayed said:
I dunno, I think World of Tanks tops it, only because of how long it takes and how hard you have to work before you get a good kill.

I haven't played World of Tanks, but Mount & Blade cRPG kills are incredibly satisfying.
 
ghst said:
ro2 doesn't hit you sledgehammer (and sickle) the second you lay your hand on the wasd cluster. i was at first taken aback by this, i'd counted on familiarity given my hours with RO1, but not the degree that RO2 governed on first inspection. the unfamiliar maps and the overly familiar sensation of catching a rogue round in the jugular from some anonymous source make for a wholly depressing experience at first, as if tripwire have duped you into buying a $40 war-is-hell guilt trip.

yet this does nothing to prevent its genius array of raw, utilitarian mechanics (i.e the kill delay) working its way through your veins like a nicotine poison; one which intensifies its effect with each hard won bolt action murder. before long, this poison is an unerring craving swimming through all your major faculties, one which can only be satiated on its own terms. stockholm syndrome of the most refined and brilliant kind.

all of a sudden, that whole squad you took down with a g36c on heavy metal doesn't seem so special anymore; infact, it feels entirely vapid. without achievement or consequence. unearned.

do not play red orchestra 2 if you want your performance in any of its contempories to feel like anything more than an empty mastabatory power fantasy.
I feel like I need to award you with something.
 
I'm loving this game so much. Over 7 hours in so far and craving more. Not really digging the FF game type but CD has been a blast. And the Danzig remake is just groovytastic awesomeness.

I even cancelled my Resistance 3 pre-order because of this game. While I need a Resistance fix it looks like I'll be content with RO2 for quite some time.

Red Orchestra keeps brutally punishing my mistakes and I'm loving every minute of it.
 
Really wish I could play without the game crashing. Oh well, it is a beta I understand this happens and I hope Tripwire gets everything ironed out before release.
 
After watching this video, I have some thoughts and questions from someone who's never played RO.

1. It's pretty quiet for a warzone. Does it sound more realistic with more players?
2. I understand you're supposed to use iron sights, but the swaying animation is nauseating. Can you reduce it without compromising accuracy?
3. I also understand you're supposed to count rounds, but how do you know how many rounds are in a magazine or clip?
4. The graphics are pretty shitty for a (I presume) high-tier developer. What engine is it and how well can I expect it to run?
5 (and most important). "Press Enter to Cover"...really?

At least the shooting looks fun.
 
ChoklitReign said:
After watching this video, I have some thoughts and questions from someone who's never played RO.

1. It's pretty quiet for a warzone. Does it sound more realistic with more players?
2. I understand you're supposed to use iron sights, but the swaying animation is nauseating. Can you reduce it without compromising accuracy?
3. I also understand you're supposed to count rounds, but how do you know how many rounds are in a magazine or clip?
4. The graphics are pretty shitty for a (I presume) high-tier developer. What engine is it and how well can I expect it to run?
5 (and most important). "Press Enter to Cover"...really?

At least the shooting looks fun.
1. yea
2. walking with his ironsights up, realistically will add sway.
3. there is no way in doing so currently
4. UE3. right now it seems kind of unoptimized but i have no idea, i think it looks great even on medium
5. the control key is default for cover. really.
 
ChoklitReign said:
After watching this video, I have some thoughts and questions from someone who's never played RO.

1. It's pretty quiet for a warzone. Does it sound more realistic with more players?
It's loud and wonderful and the audio is great, particularly indoors what with creaking floorboards and echoes. There's also music in multiplayer, which is a nice touch. The maps are relatively tight and concentrated, so it's going to pretty hectic on a large server.

Quiet isn't bad, anyway. In this game quiet means you're on the edge and about to shit your pants.
2. I understand you're supposed to use iron sights, but the swaying animation is nauseating. Can you reduce it without compromising accuracy?
The swaying in this game is way, way less pronounced than other shooters. Barely sways at all unless you're moving around with ironsights up. But yes, you can press shift to steady your aim by regulating your breathing.
3. I also understand you're supposed to count rounds, but how do you know how many rounds are in a magazine or clip?
By memorizing how many bullets are in each weapon's clip. Easy one: revolvers carry six bullets.
4. The graphics are pretty shitty for a (I presume) high-tier developer. What engine is it and how well can I expect it to run?
The graphics (particularly the lighting) are great, it's running off Unreal, and it apparently scales very well.
5 (and most important). "Press Enter to Cover"...really?
It's ctrl by default, not enter.
 
Qwomo said:
The swaying in this game is way, way less pronounced than other shooters. Barely sways at all unless you're moving around with ironsights up. But yes, you can press shift to steady your aim by regulating your breathing..
especially compared to ro1 :(
 
Some impressions:


Cons
1.) It's buggy, but it's a beta.
2.) The cover can feel sticky. I sometimes have a hard time getting out of cover once I'm in it.
3.) The soldier animations look pretty janky, not really any smooth transitions.
4.) The UI could use some work, I often don't see a respawn timer when I'm dead.

Pros
1.) The gunplay/shooting feels good, really fucking good. There is a precision here that I haven't felt in a game in a while.
2.) Whatever it may be, I feel like people have a better inclination to stick together and move together as a squad, it's satisfying.
3.) I've only played the apartments map, but being able to move in and out of every building you see is great, lot's of spots for sniping/flanking.
 
Am I the only one having spawn issues? Sometimes I'll die and then just ... not spawn. I'll have to reselect my class (which will then suicide me) to continue. Sometimes my class is freed up for someone else to take too, so I'm forced to change.

And no, I'm not talking about Countdown's life limit lawl.
 
GuiltybyAssociation said:
Am I the only one having spawn issues? Sometimes I'll die and then just ... not spawn. I'll have to reselect my class (which will then suicide me) to continue. Sometimes my class is freed up for someone else to take too, so I'm forced to change.

And no, I'm not talking about Countdown's life limit lawl.
i think that's from having your class taken by someone with a commendation

the game doesn't really let you know
 
GuiltybyAssociation said:
Am I the only one having spawn issues? Sometimes I'll die and then just ... not spawn. I'll have to reselect my class (which will then suicide me) to continue. Sometimes my class is freed up for someone else to take too, so I'm forced to change.

And no, I'm not talking about Countdown's life limit lawl.

This has happened to me a few times as well and I was forced to re-select my team before selecting a class to be able to respawn.

If I remember correctly I saw a thread about in the bug report forums.


Max said:
i think that's from having your class taken by someone with a commendation

the game doesn't really let you know

That makes a little sense however I thought the commendations only happened at the beginning of a round (or at least in my experience)
 
ChoklitReign said:
4. The graphics are pretty shitty for a (I presume) high-tier developer. What engine is it and how well can I expect it to run?

TWI is a very small developer who don't have the resources 98% of other developers have but they have quality people that make an awesome game. Sure, it isn't the prettiest but it looks pretty good for a UE3 game with all the bells and whistles on. I'd say they aren't awesome, but they're hardly bad either. It actually looks pretty good in motion with the motion blur going, the lighting is pretty good, and the character detail is some of the best out there. As you rank up, your soldier goes from looking like he's fresh out of high school to a grizzled veteran with scruff on his face, etc. and then to an older soldier who looks like he's lived in war with some of the best faces I've seen with huge battle scars, etc.

Their games are definitely really good, but they're still a very small developer doing their own thing and making the games they want to make and what their fans want to see. If you gave them 75 guys of equal quality to their staff right now, I'm convinced it'd be the game that made realistic hardcore shooters mainstream and one of the best games out there graphically.

Hell, I can't wait to see their DLC vehicles after seeing how detailed the interiors of the tanks are right now. Holy shit...
 
demolitio said:
Hell, I can't wait to see their DLC vehicles after seeing how detailed the interiors of the tanks are right now. Holy shit...

This actually cause my jaw to drop. I was playing the tank map and had taken a few hits. When I went to switch seats I couldn't believe that there was a dismembered torso as well as blood spatter throughout the interior. Amazing attention to detail.
 
kn4rf said:
This actually cause my jaw to drop. I was playing the tank map and had taken a few hits. When I went to switch seats I couldn't believe that there was a dismembered torso as well as blood spatter throughout the interior. Amazing attention to detail.
Indeed. Now I know why they don't have so many vehicles made yet. It's like PD with their premium cars in GT5 where they want them to be absolutely perfect. The only problem is TWI doesn't have many people to create these perfections so it takes a long time, lol.

It feels so good killing a guy inside a tank with my AT rifle. I just managed to take the gunner out after 50+ rounds from across the whole map making it really difficult but I kept coming back for more and wouldn't let him rest. Finally my last shot of my last magazine of that life did him in as he complained about his crewmen in the tank. He was even trying to hit me with HE rounds at that point but I got him first. :)

So I'll ask again...Does anyone want to collaborate on this game's OT? I'm slowly making one but I didn't start til' someone mentioned it a day or two ago so it might take a while, but I'll do it if you guys want one instead of using this thread. This game needs all the sales and recruits it can get so the devs can continue developing awesome shit so I was hoping to sell some people on this game. Hell, a few people bought it already because of this and the preorder thread alone. :P
 
ChoklitReign said:
3. I also understand you're supposed to count rounds, but how do you know how many rounds are in a magazine or clip?
Qwomo said:
By memorizing how many bullets are in each weapon's clip. Easy one: revolvers carry six bullets.
You hold the reload button instead of pressing it and then your avatar will take a look at the magazine and you will get a rough estimation prompt (almost full, almost empty, that kind of thing). Remembering how many shots you fired with your LMG/SMG would be quite difficult I believe :).

fizzelopeguss said:
What are the weapon loadouts like, is there limits on snipers, mgs and assault rifles. My usual choice in these kind of games is semi auto rifles, but they're usually class based and that class is limited by the server.
Semi-autos are one of the harder classes to come by since they are so versatile and quite limited. There is a commendation system which allows you to take someone else's class after a commendation based on the honour you gained on the map I think. That way people that obviously don't know how to play certain roles can't hog them. Real men play rifleman anyway ;-).
 
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