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#3943244 - 04/23/14 11:27 AM Re: Red Orchestra II News Thread v2.0 * [Re: fafnir_6]  
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Mace71 Offline
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Are there vehicles in RS yet?


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#3943328 - 04/23/14 02:42 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
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Sokol1 Offline
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T-34 76
Panzer IVG
Universal Carrier
Sonderkraftfahrzeug 251 (SDKfz 251)




Tank gameplay:

http://www.youtube.com/watch?v=LKeXy-ARF-w
http://www.youtube.com/watch?v=_2XX_dotShU

Sokol1

Last edited by Sokol1; 04/23/14 02:56 PM.
#3977806 - 07/07/14 11:31 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
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Edmonton, AB
Hey guys,

It's been a while and there hasn't been much to report lately...until now! Word has come that the Germans are getting the MG-42 in an upcoming patch (w00t!). The soviets are getting the T-70 light tank as well and the Panzer III will be joining the Wehrmacht.

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Join Date: Oct 2005

Posts: 9,679

Send a message via Steam to Yoshiro



Default What We Are Up To - New Hardware To The Front


Rolling off the Killing Floor 2 announcement and Killing Floor End Of The Line event, we at Tripwire have some good news for Red Orchestra 2 fans! New hardware is being shipped to the front! What hardware? Glad you asked!

Small Arms

Maschinengewehr 1942 (MG-42) - A squad and mounted machine gun of the German armies, designed and intended to replace the MG-34. Firing at 1,200 rpm, the MG-42 not only put bullets down range but fear as well. One of its only drawbacks was its inability to have successful sustained fire due to the amount of ammunition it could consume as well as easily over heating its barrel.

Vehicles

T-70 - Designed to replace previous light tanks in use by the Russian army and one of the last light tanks to be made before their fall out of favor for more armored and up-gunned medium and heavy tanks. Featuring a small crew (consisting of the driver and the commander/gunner), it boasted a 45-mm cannon and a coaxial mounted DT machine gun.

Panzerkampfwagen III (Panzer III) - Intended as the main battle tank of the German armies going into WWII it went through several modifications and role changes as the Germany army encountered heavier armored and armed tanks on the eastern front. It also introduced the standard 3 man turret that became the standard for both the Germany army and that of the Allied powers it was fighting.

We will be bringing you screenshots as development of these items continues. I will also be going into (in my continuing series of What We Are Up To Posts) some of the new features and community requests that we are tackling for our next set of updates. Also I am pleased to announce that we've been working on the SDKfz 251 and in a future build it will sit 6 passengers in the back. We'll see you on the front!


__________________

Pretty, what do we blow up first? - Myn Donos


http://forums.tripwireinteractive.com/showthread.php?t=100536

Also, please head over to the Tripwire forums and vote to select content for the upcoming community DLC map pack: http://forums.tripwireinteractive.com/showthread.php?t=100529 The Poll closes on Jul 14.

Cheers and happy summer,

Fafnir_6

#4004385 - 09/03/14 11:46 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
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BirdShot Offline
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Portsmouth, New Hampshire, USA
Is there still a big following for this? It looks like something i could REALLY get into...

BS


Intel Core 2 Quad CPU, Q6600 @ 2.40 ghz, 3.25Gb RAM, ATI Radeon HD 4870 1ghz. Crown Royal, rocks.
"Guns guns guns!"
"You know, some people think that dandelions are weeds. But you know... uh... I always think, who the hell decided tulips were so great?"
#4004506 - 09/03/14 04:26 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Mar 2004
Posts: 398
fafnir_6 Offline
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Posts: 398
Edmonton, AB
Hey Birdshot,

Your profile states that you live in the continental USA, so you shouldn't have any trouble finding heavily populated servers. I live in Canada and I usually have a nice selection of populated servers with usable (<150) pings to choose from in the evenings (when I am typically able to play - I'm not sure about other times of the day because I am not typically online then). There are several things in the works for RO2/RS that will help boost the numbers including the official announcement of the MG42 and Panzer III Aus J for the Germans and the T-70 for the Russians to be included in an upcoming update. There have also been hints thrown around by the devs that they or one of their partners are working on a Western front add-on for the game (U.S.A. vs. Germany). On the modding front, there are a ton of custom maps available and with Tripwire's new brewing method reducing the need to re-download them all the time, they are increasing in popularity. There is also the IOM mod out on some of the unranked servers that adds a bunch of new small arms, variety in uniforms, changes to the sounds and adjusted gameplay. IOM is well worth checking out, especially when you have played many hours of the stock game. My advice to you is to get Rising Storm through Steam if you are not interested in the RO2 single player game (which is OK IMHO). Buying RS gets you all the RO2 multiplayer content and is the best bang for your buck.

Welcome and I look forward to meeting you on the battlefield,

Fafnir_6

Last edited by fafnir_6; 09/03/14 04:32 PM.
#4004971 - 09/04/14 02:19 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Jan 2001
Posts: 3,184
BirdShot Offline
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Posts: 3,184
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Awesome - thanks for the input! I'll grab it through steam this week.

BS


Intel Core 2 Quad CPU, Q6600 @ 2.40 ghz, 3.25Gb RAM, ATI Radeon HD 4870 1ghz. Crown Royal, rocks.
"Guns guns guns!"
"You know, some people think that dandelions are weeds. But you know... uh... I always think, who the hell decided tulips were so great?"
#4005235 - 09/05/14 01:28 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Mar 2004
Posts: 398
fafnir_6 Offline
Member
fafnir_6  Offline
Member

Joined: Mar 2004
Posts: 398
Edmonton, AB
Speaking of the new TWI content, the RO2 Beta has now been updated to include the MG42 at the very least (not sure about the Pz III or T-70 yet.

Quote:


Yoshiro Yoshiro is offline

In Soviet Russia, Yoshiro is a cake


Join Date: Oct 2005

Posts: 9,747





Default Test out the MG-42 and New Tanks in the Rising Storm Beta


In just a few minutes the "Rising Storm Beta" application will be updated to the latest beta build of the game! Featuring bug fixes, some community feature requests, and the new vehicles and weapon!

We will be opening up our server tomorrow to host the first outside the office test so stay tuned for an event announcement with the exact time!


__________________

Pretty, what do we blow up first? - Myn Donos


Form: http://forums.tripwireinteractive.com/showthread.php?t=101428

Cheers,

Fafnir_6

#4013720 - 09/24/14 03:17 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Mar 2004
Posts: 398
fafnir_6 Offline
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fafnir_6  Offline
Member

Joined: Mar 2004
Posts: 398
Edmonton, AB
Hey guys,

The new content patch is now out! It adds a new German machine gun, a pair of new tanks and two new maps (contest-winning custom maps, actually). Update your RO2/RS installation and have fun!

Trailer: http://www.youtube.com/watch?v=2GDG4bsPDcM

Quote:


[TW]Wilsonam [TW]Wilsonam is online now

VP, Tripwire Int.


Join Date: Oct 2005

Location: Roswell, GA

Posts: 3,755





Default Armored Assault Pack for RO2/RS


And the next update for you: Armored Assault!

We are now providing another free update to RO2/RS. This time, new vehicles, weapons and contest-winning maps! •German MG 42 Light Machinegun
•Soviet T-70 Light Tank
•German Panzer IIIM Light/Medium Tank
•Contest Map: Kobura - Americans defending a jungle airstrip in Burma against ferocious Japanese assault
•Contest Map: Tula Outskirts - a remake of an old favorite from RO1, with Germans attacking dug-in Russians
•Updated map for new tanks: Arad 2 now updated to showcase the new T-70 and Pz III

We've also simplified the purchasing: from here on, RO2 purchases on Steam will contain the full Rising Storm game. Price has been adjusted so they are all the same now. Should put an end to any confusion over which one to buy...

New Weapon
•Added MG42 as veteran unlock for the Axis MG class (belt version as default in classic)

New Official Custom Maps
•Kobura · Japanese attacking US defensive positions through jungle, streams and ruins.
•TulaOutskirts · A re-make of a classic map from the original Red Orchestra - a tough assault for the Germans through forest against prepared Russian positions.


2 New Tanks
•Russian T-70 light tank - small, fast 2-man tank with a 45mm cannon, but lightly armored.

•German Panzer III - smaller version of the Panzer IV, equipped with a 50mm cannon.

General

Gameplay


Tanks
•In T70 you need to go outside of your gun sight to reload as the gunner is the reloader
•When a tank shell deflects on a tank it now visibly bounces of the tank
•You can differentiate between a shattered round (a lot of sparks) and a deflected round (simply bouncing off)
•PzIV no longer puts the player in the unhatched position when he changes to the dead commander's seat
•Tank commanders can now give movement voice orders to human tank drivers (early implementation, works exactly the same the orders you give to bots)
Transports
•Sd.Kfz. 251 can now hold 8 crewmembers, and 6 passengers in the back
•Transport drivers no longer start unbuttoned and do not revert to being unbuttoned when they switch back to the driving position
Anti-Tank Rifles
•Reduced the effectiveness of the anti-tank rounds when they shatter (makes them less effective against high hardness tanks)
•Reduced the base penetration power of the German PzB AT-Rifle round.
•Removed PzB from Allied Anti-Tank role as veteran/hero unlock
Controls
•Added "Walk" to controls menu, allowing players to move more quietly in CD & S&D
•The crouch key will now make you move down in spectator mode (needs to be tested with the toggles)
• Pressing the jump key when prone or crouched will make you stand
Webadmin
•You can now set it up that a recently played map cannot be immediately played again


Bugs Fixed
Tanks
•Tank selections are no longer disabled on the class selection menu if the player has a battlefield commission
•Selecting a tank crewman now accounts for locked tanks and only displays available tanks that actually have open slots in them
•Fixed tank selection bug where the menu wouldn't accurately reflect the selected tank if the first tank type in the list was full
•When selecting a vehicle crew role, the available tanks now display the total number of available tanks for the chosen role and the number that have already been taken
•Tank crewman total taken count on role selection menu now shows the correct number of roles taken
•Fixed tank crewman role showing an incorrect number of available tanks (lower than it should have been)
•Tanks that are full no longer disable on the role select menu if you're attempting to select a tank that you're already in (allows reselecting same tank for changing locked/unlocked status)
•Fixed one cause of tank crewmen spawning into locked tanks
•When you join a tank as a crewmember, already existing tank bots won't be shown on top of the real player anymore
•Fixed tank crewmen failing to spawn while their tank is still sitting on the spawn point in maps with small numbers of tank spawns
•Being killed in a tank while sitting on your spawn point in a map with limited vehicle spawns will no longer result in the vehicle's death
•Fixed issues with seat switching between non-driver seats in tanks
•You can now see vehicle mesh animations when vehicle crew players use interaction points
•Fixed tank crew death animations not playing.
•Tank drivers who are killed while unhatched will now correctly play the death animations for people outside the tank
•Changing seat while in a tank should no longer make you briefly clip through the tank.
•Switching to the commander seat in Panzer tanks from a non-driver seat no longer results in the player floating to the unhatched position
•Fixed a bug that caused certain anti-tank rounds to shatter more often when armor was already damaged
•Changed the lower side armor on the T-34 to non-high hardness
•Tank tread sounds now play as expected when in reverse
•Panzer commanders can no longer turn the tank turret with a mouse click if the gunner is dead
•Panzer commanders can no longer turn the tank turret with a mouse click if there's a human in the gunner's seat
•The hatch down animations will now play correctly when a Russian tank player switches out of the commander seat while unhatched
•Changing seats in a tank to the seat of a dead player will no longer make a dead player appear on top of you as the transition starts
•Fixed only one tank crewman being able to spawn in your tank if the role is chosen via the Class selection menu (rather than the Squad selection)
•Fixed reloading of alternate tank ammo not animating the reload icon
Transports
•Fixed Infantry hints showing up in transports
•Sd.Kfz. 251 looking into the side-viewport no longer lock the view forward if the front hatch is open
•Exiting a transport while performing a hull MG reload no longer results in the player being unable to prone, crouch, lean or take cover
•Fixed a button on the UC floating in the air
Hud
•Fixed Time Remaining and Reinforcements Remaining text not being correctly located in Eyefinity mode
Webadmin
•Fixed some issues with S&D settings in webadmin not working or being inverted
•Fix for inconsistent/incorrect WebAdmin settings when switching between RS and RO2
Maps
•Myshkova
&#9702;Fixed falling through bridge

•Hanto
&#9702;Fixed Squadleader 3 showing up as a sniper

•Maymayev kurgan
&#9702;Destroying the destructable objectives no longer give negative points to the attackers

•Rakowice:
&#9702;Renamed squad 5 in both teams to 'marksman' as this is the purpose of the squad, and avoids confusion when its activated before previous squad numbers
&#9702;Removed empty tank fireteams for both teams
&#9702;Resolved bug where event messages do not scale or center correctly on low resolution
&#9702;In addition the message is offset to the top so that is is not in front of iron sights anymore for players with low resolution

•Fallen Fighters:
&#9702;Fixed floating cover
&#9702;Fixed being unable to walk over curb
&#9702;Reworked cover on the trams, removed path blocking volumes around them which were causing cover links to build incorrectly
&#9702;Reworked large building near first allied spawn
&#9702;Blocked off small area player could clip through building .

•Phosphate Plant:
&#9702;Fixed clipping through ceiling when exiting fixed MG
&#9702;Fixed a few terrain gaps
&#9702;Blocked off damaged train carts with blocking volumes
&#9702;Fixed instance of screen shaking when using a cover node

•Bridges of Druzhina:
&#9702;Added missing destroyable object icons
&#9702;Adjusted map bounds to more logical positions
&#9702;Blocked off supply boxes with missing collision

•Coldsteel
&#9702;Recentered the map to address shots missing the further away from origin

•Arad2_MCP
&#9702;Added changed role loadout only Tank Commander and Squad leader now have a T34/PZIV regular tank commanders have the light tanks T70/PZIII
&#9702;If you hold 3 objectives the 2 closest to your spawn lock down
&#9702;Lowered the water level so you can no longer submerge using your tank
&#9702;Fixed the artillery floating in the sky and not always impacting on the ground
&#9702;Fixed black emitters and smoke on ATI/AMD graphics cards




Known Issues:
•If you once lock your tank, you can't unlock it unless you rejoin the server
•PZIII bots do not move forward, and if you use your F-key you do not move forward
•Brewing currently gives a lot of compressed textures




Last edited by StuntLionRooster; Today at 05:00 PM. Reason: Adding Change Log


http://forums.tripwireinteractive.com/showthread.php?t=101667

Cheers,

Fafnir_6

Last edited by fafnir_6; 09/24/14 05:25 AM.
#4037620 - 11/18/14 05:23 PM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Mar 2004
Posts: 398
fafnir_6 Offline
Member
fafnir_6  Offline
Member

Joined: Mar 2004
Posts: 398
Edmonton, AB
Hey guys,

A there is a new RO2 patch out now! It contains the new Demyansk map and a couple of existing maps edited to have the light tanks. There are a few bug fixes as well.

Quote:

Yoshiro Yoshiro is online now
In Soviet Russia, Yoshiro is a cake

Join Date: Oct 2005
Posts: 9,849
Default Armored Assault Pack 2 Release and Trailer
http://youtu.be/_IDVgB9ZEY0

New Map

Added Demyansk

After the original attempt to encircle the German forces at Demyansk, German troops managed to hold open a supply corridor and set up a strong defensive line. The German army kept the corridor open in hopes it would it would draw forces away from other parts of the front. Their strong defensive positions made this battle long and costly before the German forces finally pulled out.


Updated Maps

Gumrak - Added T-70 and Panzer III tanks to the map.
Barashka - Added T-70 and Panzer III tanks to the map.


Bugs Fixed
Maps

Fallen Fighters - Fixed reported exploit
Barracks - Fixed reported exploit


Campaign

Fixed a bug that would allow Russians to spawn with the MG-42 and allow Germans to spawn on them


General

Fixed a bug that would allow users to minimize or turn off weapon bob

__________________
Pretty, what do we blow up first? - Myn Donos


http://forums.tripwireinteractive.com/showthread.php?t=102447

Cheers,

Fafnir_6

#4041406 - 11/26/14 08:50 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Dec 2011
Posts: 3,740
FlashBurn Offline
Senior Member
FlashBurn  Offline
Senior Member

Joined: Dec 2011
Posts: 3,740
Washington State, USA
Finally had a chance the past few days to muck about with some of the new stuff.

The T70.... I think if maps are made that use this real world piece of crap light tank its great! The Panzer 3 M. Its nerfed from real world specs. This is the second to last model of the panzer 3 series. Its long 50mm gun should be able to defeat a T34 at closer ranges on the frontal arc...it can not. It also has issues dealing with the T70 on its frontal arc. I just do not get why they decided to pair the T70 and panzer 3M. The T70 was a stop gap POS thats true claim to fame was its automotive components where used for the su76. The panzer 3 was a medium tank that was re classed as a light tank later in the war. I just dont get that. But they are both groovy vehicles. Just think odd choices... Maybe a panzer 2 VS T60 might have been a bit better. but as a team support vehicle for the Russians I really like the idea of the T70. Alas, it is being paired to fight panzer 3M-nerfed down. I don't like that.

The MG42 is far far to good. At level 25 and above is insane good with its 250 round belt.

The APC's. The bren gun carrier is kind of cool. The German Half track is hoe hum. But how its implemented IMO not so great. They are just added into maps and folks seem to use them as personal one way vehicles. Probably better to handle them like a tank. That is you spawn into the thing and not just jump in. Of course maps that require them to be successful, perhaps needing to run a gauntlet of AT rifle fire and dump their infantry. Then return for more might be better.

Still, having fun with these. Hopefully some new maps from the community that use these things will appear in the future. biggrin

Last edited by FlashBurn; 11/26/14 08:52 AM.
#4041429 - 11/26/14 10:33 AM Re: Red Orchestra II News Thread v2.0 [Re: fafnir_6]  
Joined: Jun 2005
Posts: 8,229
Trooper117 Offline
Hotshot
Trooper117  Offline
Hotshot

Joined: Jun 2005
Posts: 8,229
UK
Remember. the vehicles like the German halftrack are not an Infantry Fighting Vehicle like todays modern infantry carrier.
They are simply a taxi with a limited amount of small arms protection for the occupants.
Troops should de-bus in safe ground before the objective, not try to fight their way onto the objective. smile

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