Red Orchestra 2 is now up for pre-order at Steam
Teaser Trailer
Player List:
» Click to show Spoiler - click again to hide... «
QUOTE
lowyat nick <steam id> - version (to know whether in beta or not: DDE/Standard) - willingness to donate for server <Y/N>
1. Abyssio <[KGM] Abyssio> - DDE -<Y>
2. XFX Omar122 <XFX Omar122> - DDE
3. fat cat <Fat Cat> - DDE
4. hakimix <Alone+Easy Target> - DDE - <Y>
5. Blackops981 <Blackops®> - DDE
6. temptation1314 <[KGM] Johnny Tan> - DDE - <Y>
7. Fatimus <YungJie> - DDE - <Y>
8. bobohead1988 <bobo likes 3d titties> - DDE < Maybe >
9. sai86 <sai861212> - Standard - <Y>
10. airborne1944 <airborne1944> - DDE
11. Aoshi_88 <Aoshimaro> - DDE
12. bestdo <bestdo> - Standard
13. alex82 <alex82> - DDE
14. blitzio <blitzio> - DDE
15. inque <inque> - DDE
16. dracula90 <MachVI.Dracula90> - DDE <Maybe>
17. Tij <WarfareJ> - Standard
18. Dobb <Volks> - Standard <Y>
19. <Taco> - Standard
20. <Kyojoken> - Standard
21. <antis0cial> - Standard
1. Abyssio <[KGM] Abyssio> - DDE -<Y>
2. XFX Omar122 <XFX Omar122> - DDE
3. fat cat <Fat Cat> - DDE
4. hakimix <Alone+Easy Target> - DDE - <Y>
5. Blackops981 <Blackops®> - DDE
6. temptation1314 <[KGM] Johnny Tan> - DDE - <Y>
7. Fatimus <YungJie> - DDE - <Y>
8. bobohead1988 <bobo likes 3d titties> - DDE < Maybe >
9. sai86 <sai861212> - Standard - <Y>
10. airborne1944 <airborne1944> - DDE
11. Aoshi_88 <Aoshimaro> - DDE
12. bestdo <bestdo> - Standard
13. alex82 <alex82> - DDE
14. blitzio <blitzio> - DDE
15. inque <inque> - DDE
16. dracula90 <MachVI.Dracula90> - DDE <Maybe>
17. Tij <WarfareJ> - Standard
18. Dobb <Volks> - Standard <Y>
19. <Taco> - Standard
20. <Kyojoken> - Standard
21. <antis0cial> - Standard

Gamescon gameplay vid
» Click to show Spoiler - click again to hide... «
GDC 2011 Demonstration
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Tank Video
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PC Gamer 2011 Jan Online Article:
http://www.pcgamer.com/2011/01/11/red-orch...ingrad-preview/
Article from Voodoo Extreme
Game features (edited from the fact thread):
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QUOTE
First Person Cover System: Players can take cover behind objects in first person and easily peek or blind fire and throw grenades over and around cover, and more. (see the 2009 Gamescon presentation)
Squad Command: Players can command fire teams on the battlefield with an easy to use first person interface.
Damage System: A detailed hit detection system. Specific bodyparts hit are more lethal than others. Instant Death, Lethal, Critical and Non-Critical. (showcased in the 2011 GDC video)
Mantling System: Players can negotiate low obstacles, such as climbing over fences, through windows, etc.
Adjustable Sights: Iron sights as well as scopes on weapons are adjustable for longer and shorter ranges. Also includes real scope magnification instead of a zoomed view.
Bandaging: Players can bandage minor wounds to stop themselves from bleeding to death. Non-critical hits will cause half the damage instantly, with the other half occurring over bleed out time. Prompt bandaging can stop the second half of the damage from occurring.
Interactive Weapon Collision: Weapons collide with the game world; the player will raise and lower his weapon accordingly.(See 2009 Gamescon video)
Bullet Penetration: Bullets can penetrate some materials and cause damage on the other side. Degree of penetration depends upon the type of material being shot.
Breathing System: The player's breathing pattern will affect his aim; players can hold their breath momentarily for a more stable shot. Players who have low stamina from sprinting, etc. will breathe harder
Bipods: Bipod mounted weapons will pivot around their bipods when deployed. Deploying, shifing and redeploying bipod mounted weapons is much easier than it was in Ostfront.
Tactical View: HUD elements appear as the player needs them, and are automatically hidden when the player does not. The entire HUD can be brought up at any time with the press of a key.
Weight System: The player can carry multiple weapons as well as grenades, but has a maximum allowed weight and will slow down as they carry more.
Peripheral Vision Indicators: Small indicators appear at the edge of the player's screen to denote possible enemies in the player's peripheral vision. To simulate human eyes' actual field of view.
Character Progression: Players can gain experience and rank. Higher ranked players have access to rare weapons, equipment and classes. Higher ranked players are visually distinct from lower ranked players. If you do poorly, for example tk a lot you can rank down.
Dynamic Music System: Heroes of Stalingrad features a dynamic music system that adapts the emotional mood of the soundtrack to match the morale of the player based on the flow of the battle. To highlight the differences between the two warring powers the game features a completely unique soundtrack for the Russian and German sides.
New Recoil Model: The recoil model is more realistic than that of Ostfront. SMG's have had their recoil lowered and MG's have more recoil.
Ironsights for the Sniper: Sniper rifles now have usable ironsights, as they did in real life.
Destructable Buildings: Any and all buildings are destructible if the mapper wants. Buildings can be destroyed partially, and piece by piece but will still leave ruins behind, so the battlefield isn't bombed flat. (See 2011 video)
Suppression System: Players will be suppressed when under fire (bullets passing or landing close by); the player hears their heartbeat, will breathe faster (affecting weapon sway) and their screen will desaturate and shake a bit. Players can also be suppressed by grenades and artillery. The effect is cumulative and the more suppressed the player is the more pronounced the effect will be.
SDK: The game ships with SDK and a Mapping Tool out of the box. (Also see the Mod section)
Environmental Temperatures: Maps can have set temperatures, which influence the rate at which the MG barrel heats up. This also influences the muzzle velocity of tank rounds.
Ammo Check Button: You can now check the state of your ammo without reloading. (Source: GDC 11 Presentation)
Streamlined Movement and Deployment: The movement is much more streamlined in RO2. If you are in prone, simply pressing the forward and sprint keys will move you out of prone and sprinting forward. When releasing the button, you will automatically return to the proned position. It's also possible to reload/change barrels from a deployed state, while crouching behind the cover you are currently deployed on. (Source: GDC 11 Presentation)
Commander Abilities
Fire Support: There are 3 types of fire support: mortars, artillery, and rockets. Mortars cause a small amount of damage in a small area, rockets cause a large amount of damage over a large area. Artillery falls in between. Fire support takes longer to arrive depending on its size (mortars arrive the fastest, rockets the slowest)
Aerial Recon: The commander can call a recon plane which surveys the battlefield and reports enemy positions. Enemy infantry and tanks will show up on the commander's map instantly (as long as he is near the radio), and will filter down the ranks with a few seconds delay. The plane will only report units it has actual visual contact with; it will be possible to hide from it and shoot it down.
Force Respawn: In critical moments in the battle, the commander can choose to let a reinforcement wave spawn immediately. This ability will be limited.
Multiplayer
Persistent Stats Tracking and Player Progression: Persistence constantly gives the gamer something to strive for and keeps them playing. Grow in rank, earn medals, improve your abilities, and become a Hero – all visible to the complete online gaming community and embedded within the game.
Heroes: Obtain the ultimate goal and become a Hero online. Players with hero status inspire troops around them and cause fear in their enemies. Heroes have access to the best and rarest weapons and equipment, and will stand out visually from the rest of the soldiers. However loosing a Hero can cause the troops to loose their moral.
Co-op: Players can connect with their friends and battle AI in multiple game types including the Stalingrad Campaign, Skirmish Mode, and more.
Competitions & Leader-boards: Compete to obtain unique awards and achievements with players all over the world. The competitions range from shooting range challenges to unique and fun assault courses.
64 Player Support: They are shooting to max out players in a game at 64 (with quite large maps one would imagine) and there are ten maps in the game already. Map size will automatically adjust to accomodate smaller number of players.
Realism Settings: 2 Settings. Relaxed Realism and Realistic. Relaxed realism will include all of the new interface helpers. Realistic will be for the more hardcore players, and will have some of the new interface helpers disabled. Server admins will be able to set up a custom configuration that picks and chooses which features to have.
Deathmessages: 3 Death message settings. Normal, Delayed, and Off. Death messages also display distance for your own personal kills.
Kill Assists: You now get points for assisting a kill.
Server Class Lock: Some classes are locked until a certain amount of players join the server.
Mini-map: The mini-map shows you friendly players, and where your squad mates/squad leaders are.
Custom Server Configs: Server configs are customizable, can be shared, and can even be rated by others.
RO TV 2.0: RO TV makes a comeback making it possible to spectate (clan) matches.
Battlefield Commissions: Low ranked players can earn a promotion by performing well, and get to choose higher ranked classes. This is a temporary ingame commission.
VOIP: Public, Team, Squad, and Vehicle channels.
Spawning: Choose to spawn at a predefined spawn point or on your squad leader (unless you switch to a class that is not part of a squad)
Tanks
Virtual Interior: The entire interior of the tanks is modeled, with useable hatches, periscopes, viewports, etc. The driver, hull mg, and commander can all unbutton their hatches. (see the tank vid)
Tank Locking: Tank commanders can choose to lock their tanks or allow other players to join their crew.
New Tank Damage System: Heroes of Stalingrad has a significantly more complex damage system than Ostfront. Damage to systems such as optics, engine, transmission, turret rotation mechanism, fuel tank, drive sprocket, treads and more are modelled. Shots that penetrate the tank's armor can kill crewmembers inside. Crewmembers have individual hitboxes within the tank and are killable via penetration of an AT rifle round.
Tank Crew (AI/Human): All tanks will have a full crew; any playable positions that are not filled by a human player will be filled by AI. The AI can be ordered to drive, or open fire on specified targets as commanded by the player.
Dynamic tank class system: There will be one tank commander class slot for each tank; as commanders choose to allow human players in their tanks, tank crew class slots will dynamically open up. This means that players don't have to make a choice between having more tanks with solo tanking or fewer with team tanking.
Realistic Modelled Tank Destruction: Tanks can be destroyed by secondary explosions, caused by diffirent circumstances. Fuel fires, ammo blowing up etc.
Squad Command: Players can command fire teams on the battlefield with an easy to use first person interface.
Damage System: A detailed hit detection system. Specific bodyparts hit are more lethal than others. Instant Death, Lethal, Critical and Non-Critical. (showcased in the 2011 GDC video)
Mantling System: Players can negotiate low obstacles, such as climbing over fences, through windows, etc.
Adjustable Sights: Iron sights as well as scopes on weapons are adjustable for longer and shorter ranges. Also includes real scope magnification instead of a zoomed view.
Bandaging: Players can bandage minor wounds to stop themselves from bleeding to death. Non-critical hits will cause half the damage instantly, with the other half occurring over bleed out time. Prompt bandaging can stop the second half of the damage from occurring.
Interactive Weapon Collision: Weapons collide with the game world; the player will raise and lower his weapon accordingly.(See 2009 Gamescon video)
Bullet Penetration: Bullets can penetrate some materials and cause damage on the other side. Degree of penetration depends upon the type of material being shot.
Breathing System: The player's breathing pattern will affect his aim; players can hold their breath momentarily for a more stable shot. Players who have low stamina from sprinting, etc. will breathe harder
Bipods: Bipod mounted weapons will pivot around their bipods when deployed. Deploying, shifing and redeploying bipod mounted weapons is much easier than it was in Ostfront.
Tactical View: HUD elements appear as the player needs them, and are automatically hidden when the player does not. The entire HUD can be brought up at any time with the press of a key.
Weight System: The player can carry multiple weapons as well as grenades, but has a maximum allowed weight and will slow down as they carry more.
Peripheral Vision Indicators: Small indicators appear at the edge of the player's screen to denote possible enemies in the player's peripheral vision. To simulate human eyes' actual field of view.
Character Progression: Players can gain experience and rank. Higher ranked players have access to rare weapons, equipment and classes. Higher ranked players are visually distinct from lower ranked players. If you do poorly, for example tk a lot you can rank down.
Dynamic Music System: Heroes of Stalingrad features a dynamic music system that adapts the emotional mood of the soundtrack to match the morale of the player based on the flow of the battle. To highlight the differences between the two warring powers the game features a completely unique soundtrack for the Russian and German sides.
New Recoil Model: The recoil model is more realistic than that of Ostfront. SMG's have had their recoil lowered and MG's have more recoil.
Ironsights for the Sniper: Sniper rifles now have usable ironsights, as they did in real life.
Destructable Buildings: Any and all buildings are destructible if the mapper wants. Buildings can be destroyed partially, and piece by piece but will still leave ruins behind, so the battlefield isn't bombed flat. (See 2011 video)
Suppression System: Players will be suppressed when under fire (bullets passing or landing close by); the player hears their heartbeat, will breathe faster (affecting weapon sway) and their screen will desaturate and shake a bit. Players can also be suppressed by grenades and artillery. The effect is cumulative and the more suppressed the player is the more pronounced the effect will be.
SDK: The game ships with SDK and a Mapping Tool out of the box. (Also see the Mod section)
Environmental Temperatures: Maps can have set temperatures, which influence the rate at which the MG barrel heats up. This also influences the muzzle velocity of tank rounds.
Ammo Check Button: You can now check the state of your ammo without reloading. (Source: GDC 11 Presentation)
Streamlined Movement and Deployment: The movement is much more streamlined in RO2. If you are in prone, simply pressing the forward and sprint keys will move you out of prone and sprinting forward. When releasing the button, you will automatically return to the proned position. It's also possible to reload/change barrels from a deployed state, while crouching behind the cover you are currently deployed on. (Source: GDC 11 Presentation)
Commander Abilities
Fire Support: There are 3 types of fire support: mortars, artillery, and rockets. Mortars cause a small amount of damage in a small area, rockets cause a large amount of damage over a large area. Artillery falls in between. Fire support takes longer to arrive depending on its size (mortars arrive the fastest, rockets the slowest)
Aerial Recon: The commander can call a recon plane which surveys the battlefield and reports enemy positions. Enemy infantry and tanks will show up on the commander's map instantly (as long as he is near the radio), and will filter down the ranks with a few seconds delay. The plane will only report units it has actual visual contact with; it will be possible to hide from it and shoot it down.
Force Respawn: In critical moments in the battle, the commander can choose to let a reinforcement wave spawn immediately. This ability will be limited.
Multiplayer
Persistent Stats Tracking and Player Progression: Persistence constantly gives the gamer something to strive for and keeps them playing. Grow in rank, earn medals, improve your abilities, and become a Hero – all visible to the complete online gaming community and embedded within the game.
Heroes: Obtain the ultimate goal and become a Hero online. Players with hero status inspire troops around them and cause fear in their enemies. Heroes have access to the best and rarest weapons and equipment, and will stand out visually from the rest of the soldiers. However loosing a Hero can cause the troops to loose their moral.
Co-op: Players can connect with their friends and battle AI in multiple game types including the Stalingrad Campaign, Skirmish Mode, and more.
Competitions & Leader-boards: Compete to obtain unique awards and achievements with players all over the world. The competitions range from shooting range challenges to unique and fun assault courses.
64 Player Support: They are shooting to max out players in a game at 64 (with quite large maps one would imagine) and there are ten maps in the game already. Map size will automatically adjust to accomodate smaller number of players.
Realism Settings: 2 Settings. Relaxed Realism and Realistic. Relaxed realism will include all of the new interface helpers. Realistic will be for the more hardcore players, and will have some of the new interface helpers disabled. Server admins will be able to set up a custom configuration that picks and chooses which features to have.
Deathmessages: 3 Death message settings. Normal, Delayed, and Off. Death messages also display distance for your own personal kills.
Kill Assists: You now get points for assisting a kill.
Server Class Lock: Some classes are locked until a certain amount of players join the server.
Mini-map: The mini-map shows you friendly players, and where your squad mates/squad leaders are.
Custom Server Configs: Server configs are customizable, can be shared, and can even be rated by others.
RO TV 2.0: RO TV makes a comeback making it possible to spectate (clan) matches.
Battlefield Commissions: Low ranked players can earn a promotion by performing well, and get to choose higher ranked classes. This is a temporary ingame commission.
VOIP: Public, Team, Squad, and Vehicle channels.
Spawning: Choose to spawn at a predefined spawn point or on your squad leader (unless you switch to a class that is not part of a squad)
Tanks
Virtual Interior: The entire interior of the tanks is modeled, with useable hatches, periscopes, viewports, etc. The driver, hull mg, and commander can all unbutton their hatches. (see the tank vid)
Tank Locking: Tank commanders can choose to lock their tanks or allow other players to join their crew.
New Tank Damage System: Heroes of Stalingrad has a significantly more complex damage system than Ostfront. Damage to systems such as optics, engine, transmission, turret rotation mechanism, fuel tank, drive sprocket, treads and more are modelled. Shots that penetrate the tank's armor can kill crewmembers inside. Crewmembers have individual hitboxes within the tank and are killable via penetration of an AT rifle round.
Tank Crew (AI/Human): All tanks will have a full crew; any playable positions that are not filled by a human player will be filled by AI. The AI can be ordered to drive, or open fire on specified targets as commanded by the player.
Dynamic tank class system: There will be one tank commander class slot for each tank; as commanders choose to allow human players in their tanks, tank crew class slots will dynamically open up. This means that players don't have to make a choice between having more tanks with solo tanking or fewer with team tanking.
Realistic Modelled Tank Destruction: Tanks can be destroyed by secondary explosions, caused by diffirent circumstances. Fuel fires, ammo blowing up etc.
Latest Screenshots:
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Mods!
Tripwire is supporting mods even before the game is released. Here are some mods in the works:
In the Country
Iron Europe
And here is a community-developer project, Rising Storm
Tripwire invited a group of talented modders back in Ostfront, and gave them the dev tools for this project. Depending on how the mod goes, if the mod turns out very well Tripwire may take the helm and polish it for commercial release. And the modders will be given credit and financial compensate for the success!
This post has been edited by Abyssio: Sep 1 2011, 07:22 PM
Jun 11 2009, 08:36 PM, updated 15y ago
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