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 Red Orchestra 2: Heroes of Stalingrad, info updated

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y3ivan
post Sep 2 2011, 06:51 PM

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QUOTE(Fatimus @ Sep 2 2011, 06:10 PM)
managed to kill some with MG, have to drag out what I learnt from Counter Strike by aiming down the floor and LMB all the way. XD
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doesnt sound realistic to me.

anyway, is this game anything close to the first RO? showing bullet trajectory, bullet drop.

i heard from RO players saying its a BFBC2 clone set on WW2 and without destructable enviroments

y3ivan
post Sep 19 2011, 11:41 AM

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QUOTE(Fatimus @ Sep 19 2011, 09:15 AM)
Playing the SP campaign, now at Support training tutorial, since there is no story behind it so I won't be putting spoiler(duh).

Which part of that bloody tank should I shoot at with AT rifle ?

Oh btw, about aiming down the sight, the mousescroll is used to adjust the sight distance, after adjusting it, should I aim higher or what ?
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you can forget bullet drop, it barely influence your shooting. it only drops about 1 inch if your shooting at a target at 300m. And by the way, RO2 your engagement range are all under 100m.
bullet drop in this game is laughable. Even with pistols you could hit someone over 100m if you aim straight


taking down a tank using AT rifle. You need to shoot at the side and rear armour (less than 100m). hitting the fuel drums at the rear is the most effective method to completely destroy it. Shooting tracks and engines to disable it. it took me about 3 rounds on the engine (<100m) to disable it. Taking down a tank is pretty much a death sentence.

This post has been edited by y3ivan: Sep 19 2011, 11:44 AM
y3ivan
post Sep 19 2011, 11:55 AM

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QUOTE(Fatimus @ Sep 19 2011, 11:47 AM)
Thanks.

Beside the huge recoil (which is expected of an AT rifle), the bang is so loud I have to lower the volume all the way down to near zero, yes it is that loud.
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1hr into playing this game, gameplay is very similar with CS. players will deliver a single dead accurate shots, hardly anyone use its cover system. LMG plays like a full auto rifle. and you can snipe someone whos exposing his head over 100m using mp40... lolz
y3ivan
post Sep 19 2011, 02:05 PM

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its a multiplayer game, so if your into SP. Ur going to be very disappointed. The game is buggy for day 1 release
y3ivan
post Sep 19 2011, 03:57 PM

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QUOTE(Cheesenium @ Sep 19 2011, 03:49 PM)
Best AI ever. thumbup.gif
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lolz..

often they will rush forward and try to melee each other
y3ivan
post Sep 19 2011, 04:06 PM

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QUOTE(Fatimus @ Sep 19 2011, 11:47 AM)
Thanks.

Beside the huge recoil (which is expected of an AT rifle), the bang is so loud I have to lower the volume all the way down to near zero, yes it is that loud.
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also for some freaking reason AT rifle cant shot through 125mm brickwall. what more to say wooden fence in spartanovka but it could easily pierce a 34mm T70 front armour

cant brain this

This post has been edited by y3ivan: Sep 19 2011, 04:09 PM
y3ivan
post Sep 20 2011, 02:10 PM

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i think they need to fix more than just revamp the squad system. i can generally produce a 60pg report on bugs and balance issues.
y3ivan
post Sep 20 2011, 03:40 PM

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QUOTE(inque @ Sep 20 2011, 02:28 PM)
Hahaha you can say that again! But I'm assuming that Tripwire are focusing on fixing optimizing the game first before they can touch and game balance related stuff. But I hope they really do it in the coming weeks as some are really having a hard time with running the game
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i dont really encounter lots of technical bugs. 6 times crash to desktop, once BSOD, and tons of graphical glitch. however gameplay bugs - melee someone behind the wall, bullets coming from pistols able to 'pierce' heavy cover at point blank but somehow wooden fence are indestructable. Players are suppress Permanently by arty smokescreen until respawn. auto deaths on respawn
y3ivan
post Sep 20 2011, 06:45 PM

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any at range piercing charts vs tanks?

i read from forums.
300 m at rear armour
150 m at side armour
y3ivan
post Sep 21 2011, 01:19 AM

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well the russian servers are a usually active with players
y3ivan
post Sep 22 2011, 02:52 PM

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@blackops981

it seems like all ur shots miss, probably an invisible wall
y3ivan
post Sep 22 2011, 04:38 PM

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cos certain maps, the object around are not properly modeled. the biggest culprit is the wooden fence. where u literary can shoot through those gaps but it cant. 2nd would be terrain such as snow.
y3ivan
post Sep 26 2011, 06:55 PM

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1 question, anyone notice that k98k able to pierce brickwall. My killcam shows a guy behind a wall

This post has been edited by y3ivan: Sep 26 2011, 06:56 PM
y3ivan
post Sep 27 2011, 02:35 PM

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QUOTE(udm @ Sep 27 2011, 12:04 AM)
Yeah what mrhulk said. And yeah if you adjust your sights, to 300m, and fire as usual at an enemy 300m away, it should be accurate up to that point. But it's not necessary lah. I rarely ever had to hit anyone that far lol. Usually I just set my range to 100m and stick with it.

Best way to avoid an enemy camper is to get a squad leader to smoke out the area, then run. Get closer to the enemy, take cover often. Use the 2 second rule to estimate how long you have before an enemy hits you - before you run, estimate if you can reach the next covered area within 2 seconds.
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1 of my post already mention it. bullet drop dont affect anything under 300m. most maps engagement range dont even reach 100m. so your shots are pretty much like lasers.

by the way, for targets at 300m bullet drop is about 2.5inch constant ingame.


Added on September 27, 2011, 2:40 pm
QUOTE(Albertloo25 @ Sep 27 2011, 01:56 PM)
As for tank battle they more stupid! as russian tank T34 move faster than german tank( is common,german are big heavy steel tank, is it their ww2 history sucks?or didnt play world of tank beta, they are playing sniping with enemy tanks, didnt use cover to advance or use forward n reverse with a cover and shoot..)
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i bet those tank drivers are battlefield vets.

just to let you know, in real life tank dont move forward and reverse to dodge shells. Their track will get stuck in the earth and worst case broken due too much friction.

This post has been edited by y3ivan: Sep 27 2011, 02:40 PM
y3ivan
post May 28 2012, 12:50 PM

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QUOTE(Angel of Deth @ May 27 2012, 03:37 PM)
That because the game used to be buggy. But recently they released massive 5GB patch which addressed most of the issue and bug.
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at least is pretty much playable this time
y3ivan
post May 30 2012, 01:50 PM

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QUOTE(Fatimus @ May 30 2012, 09:25 AM)
I did a quick play in SP last night. The frame rate seem to be improved on some part, but I still have problem on game stutter when aiming down sight.

My scumbag brain scoffs at Tripwire's decision to make RO2 GOTY edition.
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i still cant shoot thru wooden fence or even a flimsy cloth. That was the main complain.

 

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