red orchestra

Feel free to talk about any old, new or other than World War 2 games here.
baff
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red orchestra

Unread post by baff » Tue Mar 07, 2006 2:17 pm

http://www.redorchestragame.com/forum/s ... php?t=2164

look at the movie. I especially like the tanks.
rifles have bayonets.

machine guns must be deployed and the barrels changed when they over heat.

this is the winner of the win a million $ unreal mod competition in relesese end of march and can be downloaded through steam for ?15. ($25)

the gameplay is multiplayer or single player bots. and the gametype is mission conquest.

I haven't played this, but i am willing to give it a try, sounds like they went realism heavy and it's cheap enough.

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Oldih
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Unread post by Oldih » Tue Mar 07, 2006 3:57 pm

look at the movie. I especially like the tanks.
rifles have bayonets.
Tanks in mod version were pretty crappy because of common bugs and somewhat *hitpoints* based system. In RO:O, the tank system is totally new and it bases on real values, like hitting ammo storage area can blow up any tank immediatly etc.

And you can attach bayonet to your rifle if you want. Bayonet kills faster but you swing (atleast in the mod version) faster without bayonet.
machine guns must be deployed and the barrels changed when they over heat.
MG34 and DP27 does not reguire deploying in order to shoot (atleast in the mod version), however they are more affective when deployed. But in close combat, using MG non-deployed can help yourself out. But MG42 can only be used when deployed.

And MG34 and MG42 are the only ones that can have barrel changed, since DP27 barrel change could be compared to BAR?s barrel change; doing that in middle of combat was something what you didn?t want to do.
Besides, Soviet machinegunners did not often carry a spare barrel themselves, unless they had assistant.

But on the other hand, machineguns can be deployed almost on any surface.


Indeed, Red Orchestra won "Make Something Unreal"- competition, and won some money but mainly, the engine lisence. Engine itself was worth like 350.000 dollars of the prize, and according to John Gibson (president of Tripwire Interactive if I remember right), they had like 30.000 dollars only before they started the studio, and used the 30.000 dollars for it.


And for common info about RO, since I have played the mod version (and I tried to apply for betatester in RO:O but unfortunately betatesting section was full), it is very realistic overall. No, it does not have inventory or climbing system like H&D2, but it does have overall high quality realism.

There are no crosshairs, you cannot see how many bullets there are in your magazines, reloading is rather slow, especially heavy tanks have slow reload times. Soviet IS-2 takes like 20 - 24 seconds to reload in common.

Often shots to chest are enough to kill you. You can rest your weapon on some ledge, *dive* to cover, visibilities from tanks are very poor while hatches are closed, and reguires co-operation between tank commander and the driver.

Overall, RO:O is fairly realistic FPS game. Even thought somewhat slow pace and lack of crosshairs can be frightening, the gameplay is excellent. Sounds are very realistic, armoured combat in RO:O is also very realistic.

And considering that RO:O only costs like 25 - 30e, it is worth of trying.
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Alexander
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Unread post by Alexander » Mon Mar 13, 2006 9:14 pm

looks amazing :shock:

Anyof you knows if a tank needs its crew to be fully operational, or if it can be driven in a lame bf solo kinda way?
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Oldih
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Unread post by Oldih » Tue Mar 14, 2006 12:33 pm

Anyof you knows if a tank needs its crew to be fully operational, or if it can be driven in a lame bf solo kinda way?
Max. crew is three men (gunner\commander, driver and hull-MG gunner\bow-MG gunner). Not 100% realistic but imagine 10vs10 game where with 100% realistic stuff it takes half of the other team to man one heavy tank, Tiger for example.

You can try to solo, but it is not that useful as you need to swap your positions all the time, because you are missing your legs (aka driver).

So, you can try soloing with a tank, but tank reload is much slower etc :)
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-ViTaMiHnM203-
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Unread post by -ViTaMiHnM203- » Tue Mar 14, 2006 1:44 pm

So there are no coaxial mgs?

Wouldnt it be better if the driver fired the hull mg and the gunner the coax mg and the commander the aa mg when outfitted?
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Oldih
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Unread post by Oldih » Tue Mar 14, 2006 3:00 pm

So there are no coaxial mgs?

Wouldnt it be better if the driver fired the hull mg and the gunner the coax mg and the commander the aa mg when outfitted
There are co-axial MG?s nowdays in tanks, in mod version they were not in tanks because of modding restriction\or something like that.

Well don?t know, IMHO, the way how the system is now, it is fine. Driver is the legs of the tank, hull-MG\bow-MG gunner is the front (infrantry) guard of the tank and the gunner\commander is the eye and fist of the tank.
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-ViTaMiHnM203-
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Unread post by -ViTaMiHnM203- » Tue Mar 14, 2006 5:54 pm

Hmm, I dont like that system...
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unclevadim2
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Unread post by unclevadim2 » Wed Mar 15, 2006 2:59 am

...And a picture
Very beautiful...

KoD
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red orchestra

Unread post by KoD » Fri Mar 24, 2006 9:41 pm

has any one played it? If yes, what's your opinion?

and... can you please post few screen shots?

Thx!

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Oldih
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Unread post by Oldih » Sat Mar 25, 2006 10:48 pm

Well, RO is a decent game. Considering it is FPS scale semi-simulation style of game, it is not bad. Infrantry works fine, maps are great, there are some great overall stuff etc etc.

However, tanks are semi-decent. They are nice additions but IMHO, I think they made more of balanced stuff for the first release rather than realistic, F.E. PTRD is real tanksniper.

Infrantry maps are fun to play, and Combined Arms maps, too. Especially when you find some server where people actually try to co-operate with each-other. Tank maps are somewhat boring, because it is hard to find a server where people don?t try to solo with a tank.

And KoD, if you want screens:
http://www.redorchestragame.com/index.php?categoryid=5
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-ViTaMiHnM203-
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Unread post by -ViTaMiHnM203- » Sun Mar 26, 2006 12:19 am

Balance over realisim preaching! Uhg!
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KoD
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Unread post by KoD » Tue Mar 28, 2006 3:28 pm

thanks Oldih for your reply!

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rubberneck
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Re: red orchestra

Unread post by rubberneck » Mon Aug 20, 2007 9:43 pm

its a game that everyone should have takes a little time to get use to but when you do your hooked  thup01

Daniel
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Re: red orchestra

Unread post by Daniel » Sat Oct 06, 2007 5:35 pm

Oldih wrote: F.E. PTRD is real tanksniper.
What? :S


Also, how is close combat? cos in h&d2 multiplayer it is just shit - you can jog around way too fast and change direction, pistols a awful, and it just turns into machine gun lag dancing crap. You can't even effectively slash people with knives - left alone have features like grabbing hold of someone or tripping them up or something.

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Re: red orchestra

Unread post by SgtH3nry3 » Sun Oct 07, 2007 2:33 pm

Daniel wrote:What? :S


Also, how is close combat? cos in h&d2 multiplayer it is just shit - you can jog around way too fast and change direction, pistols a awful, and it just turns into machine gun lag dancing crap. You can't even effectively slash people with knives - left alone have features like grabbing hold of someone or tripping them up or something.
It's pretty good in RO actually.

You can attack people with a bayonet (which for most rifles you have to manually attach), the rifle stock or pistol whip.

You can also charge someone by holding the melee key and run key at the same time and releasing the melee key once you are near enough.
Works for every type of melee assault, bayonet, rifle stock or pistol whip.


You can't change direction fast because of the momentum of your body.
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