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Old 09-01-11, 08:39 AM   #31
Arclight
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Aye, waiting for the SP as well, at least to get familiar and semi-capable before jumping into an online match.
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Old 09-01-11, 09:39 AM   #32
Herr-Berbunch
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Well folks?

More updates on the beta please.
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Old 09-01-11, 09:56 AM   #33
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It sounds great.

Lots of stuff in the settings like rifle/smg/MG ironsight zoom level, mouse
sensitivity for normal and ironsight modes separately, so that's nice.

Controls (by defautl) are a wee bit confusing to start with, there's quite a few
buttons that have as many as 3 separate functions, f.e. LCTRL is Cover/Bandage/Use.

Recoil's been given some anxiety pills, so you're not shooting in a 180degree
arc anymore when firing from the hip.

That's pretty much all I can say atm, only played for 30min or so total.

PS. Did I mention it sounds pretty good?
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Old 09-01-11, 11:10 AM   #34
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I'm glad they toned down the recoil, hated it that when you tried shooting an SMG in RO you would land two bullets around your target and the rest of the magazine on the ceiling.

How does the class system work? Same as in RO?
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Old 09-01-11, 11:29 AM   #35
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Quote:
Originally Posted by Raptor1 View Post
How does the class system work? Same as in RO?
Yeah, same as in RO. Which is kinda disappointing, would've like to see the
class limits removed. Everyone prefers a certain class, so it wouldn't ruin the
game (proven by Day of Defeat, Battlefield series, WWIIOL etc).
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Old 09-01-11, 11:40 AM   #36
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That's disappointing. There's no real reason to put limits on classes, except perhaps the sniper since IIRC it's supposed to have iron sights as well.
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Old 09-02-11, 02:39 AM   #37
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Downloading right now
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Old 09-02-11, 07:13 AM   #38
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Well, I'm glad the sounds are good at least, that is a large percentage of making a good game. For example, and to bring this away from RO2 a moment (but not WWII) the latest version of Forgotten Hope 2 has had some sound alterations and the artillery now! Good God man, you flinch when it lands near you. You can hear the mortar scream in just before it explodes, and you can judge by the sound of the whistle whether it's going to hit near you or not. It's made the whole thing just a little bit better.

So yes, I'm glad that sound has been given the importance it deserves. I look forward to playing this sometime
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Old 09-02-11, 07:39 AM   #39
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Quote:
Originally Posted by John Gibson in Crosshair Podcast
Something interesting he mentioned was the sound director for the HBO
mini-series Pacific is the person doing sound for Red Orchestra 2.
(Thanks to Crécy for pointing this out)

And you can tell. Remember the extremely metallic sound for MG42/34 in Band of Brothers? MG34 sounds just like it in-game.

Few things that I'd like to have changed.

- Ability to look at the map and calculate distances. Just have a text saying
grid is x meters. Especially in larger maps, like Fallen Fighters (Fallen Heroes
in RO1) you can't hit anything (nor see where your bullet landed).
- Run speed is too darn fast and the seemingly infinite sprint doesn't really
help. Should be just jogging speed and sprint.
- Map/mini-map is imho too "busy", I can't take a quick glance at it and immediately
see what's going on. Even the player marker is hard to find among all the
clutter there is.
- The chat. If the map was busy, then the chat is a rush hour. Everything is
written in same white font. EVERYTHING.

Last edited by Dowly; 09-02-11 at 07:51 AM.
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Old 09-02-11, 08:07 AM   #40
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Quote:
Originally Posted by Dowly View Post
- Ability to look at the map and calculate distances. Just have a text saying
grid is x meters. Especially in larger maps, like Fallen Fighters (Fallen Heroes
in RO1) you can't hit anything (nor see where your bullet landed).
True. I remember a dev saying that you kind of have to figure out the distances yourself by playing so they might not implement this. In Fallen Fighters the (shorter) distance across the square is around 200m.


Quote:
Originally Posted by Dowly View Post
- Run speed is too darn fast and the seemingly infinite sprint doesn't really
help. Should be just jogging speed and sprint.
Definitely. Hopefully it will be changed.

Quote:
Originally Posted by Dowly View Post
- Map/mini-map is imho too "busy", I can't take a quick glance at it and immediately
see what's going on. Even the player marker is hard to find among all the
clutter there is.
Shouldn't even be any sort of minimap implemented in the game in my opinion. It's a realism killer.

Quote:
Originally Posted by Dowly View Post
- The chat. If the map was busy, then the chat is a rush hour. Everything is
written in same white font. EVERYTHING.
I recall reading somewhere that the current chat is only a raw version and it will be changed eventually. At the latest in the release.
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Old 09-02-11, 08:45 AM   #41
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If BF3 insists on their mandatory spyware, this will be the only shooter I'll buy this year.
Hope you guys have fun with the beta, I have to wait for a shipped copy - if I order from Steam with a German IP I get the censored version

The previews and the reports from the community here sound great so far The little flaws seem like a no-effort to patch.

Quote:
Originally Posted by Crécy View Post
Shouldn't even be any sort of minimap implemented in the game in my opinion. It's a realism killer.
I think the devs addressed this. They stated that the player in RO2 has a 90° angle of sight - like in most shooters. It was said, that the only players that would appear on your mini map, would be the one you would also spot in reality or from the corner of your eyes.

I am not sure what they said about enemies your team spots. So are those also shown on the map or is it like in BF2, where you actively have to report an enemy to your team till they appear?
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Old 09-02-11, 08:53 AM   #42
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Quote:
Originally Posted by Penguin View Post
I think the devs addressed this. They stated that the player in RO2 has a 90° angle of sight - like in most shooters. It was said, that the only players that would appear on your mini map, would be the one you would also spot in reality or from the corner of your eyes.

I am not sure what they said about enemies your team spots. So are those also shown on the map or is it like in BF2, where you actively have to report an enemy to your team till they appear?
You can change the FOV from the settings and as for the mini-map, you can
see your teammates around you even if you don't see them. Enemies aren't
marked to the map like in BF2, only stationary markers if someone from your
team has reported an enemy there.
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Old 09-02-11, 10:10 AM   #43
Arclight
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Quote:
Originally Posted by Penguin View Post
I think the devs addressed this. They stated that the player in RO2 has a 90° angle of sight - like in most shooters. It was said, that the only players that would appear on your mini map, would be the one you would also spot in reality or from the corner of your eyes.
I think you're refering to the markers that apear at the edge of the screen. They represent possible contacts (movement, basically) just outside the field of view in the game, but within a realistic field of view. Kinda simulates peripheral vision.


I'm sure I read they did that, though I can't find the article refering to it.
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Old 09-02-11, 10:53 AM   #44
Crécy
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Quote:
Originally Posted by Arclight View Post
I'm sure I read they did that, though I can't find the article refering to it.
At least this article refers to it:

Quote:
We’ll have a “peripheral vision” of the battlefield so we will be able to detect motion outside of the field of vision thanks to subtle indicator when something approaches.
I recall reading about it on a more recent article which explains it more but I can't find it.
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Old 09-02-11, 11:02 AM   #45
Dowly
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As frustrating as the game is (i.e. you die a lot), it's also very rewarding.

Just had a nice round in Countdown (1 team attack, the other defends), where
I was defending as a soviet with the PPSH. Went to check our flank, got one
german who ran straight at me. Continued to move towards the front of
the house from the side, leaned around the corner and saw 3 germans crouched
down by the front door. They didn't live long.
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