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 Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011

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Will you get this game?
Hells yes!
Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 I_vote_lcap20%Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 I_vote_rcap
 20% [ 3 ]
Eh, maybe.
Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 I_vote_lcap20%Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 I_vote_rcap
 20% [ 3 ]
Eh, maybe not.
Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 I_vote_lcap33%Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 I_vote_rcap
 33% [ 5 ]
Absolutely not!
Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 I_vote_lcap27%Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 I_vote_rcap
 27% [ 4 ]
Total Votes : 15
 
Poll closed

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Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 Empty
PostSubject: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyMon Jun 27, 2011 4:11 pm

Red Orchestra 2: Heroes of Stalingrad (RO2:HoS)
Written by: Cpl Trister


Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 Red-Orchestra-2-Heroes-of-Stalingrad
Updated: 8/2/11

Tired of all the modern age combat? Well, RO2 is a FPS based on the WWII era "simulation" around the Battle of Stalingrad between the Germans and Russians. The battle was among the largest on the Eastern Front marked by its brutality and disregard for military and civilian casualties. It also was among the bloodiest battles with casualties nearly 2 million deaths. It was a turning point in the war which the German forces were unable to attained further victories in the East.

RO2 will be exclusively for the PC and have no plans to bring it to consoles, as of yet. If they were to, then RO2 would be built for the consoles and not just simply ported. With this, RO2 was developed with no limiting or restrictive factors from consoles such as "horsepower" and graphics. This allowed them to build bigger maps, higher resolution graphics, and 64 multiplayer. The game will be released with 10 64-player maps and 2 tanks.

Tripwire has developed this game with features they have always wanted in FPS as well as feedback from the FPS community. They have made this game to be as real as real can get, in a game and still attempted to retain the fun aspect. Perhaps making this game the most true war simulation game out there to date. It's believed that Battlefield 3 falls behind when compared with RO2 in reference to simulated realism and having that feel of realism.

Also they are already developing an expansion pack due to release shortly after RO2 hits the shelves called Rising Storm, made by a selected team of 1st class modders and developers straight out of the community. And RO2 had the ability to be modded with open server/game files and a SDK kit. As well Tripwire will continually be releasing downloadable content. Also mods are already being made as this youtube video shows.

MSPR: $39.99us
Release Date: Aug 30, 2011
Genre: FPS - WWII
Platform: PC
Multiplayer: 64
Closed Beta Test: TBD
Tripwire's Conference on June 18th:
- Watch Video Part 1 Starts at 1:10 and turn your speakers down as they run a volume test.
- Watch Video Part 2
- Download Audio Part 1
- Download Audio Part 2




Requirements
Minimum:
Processor: 2.0GHz Processor
Memory: 1GB
Video card: GeForce 6800 or Radeon 9700 Pro

Recommended:
Processor: 2.0GHz Processor
Memory: 2GB
Video card: GeForce 8800 or ATI HD 3870




Background
Red Orchestra 2: Heroes of Stalingrad (RO2, RO:HOS, or just HOS) is a sequel to Ostfront 41-45 that was released back in 2006. This from 1000-1200 users favored 8.6 and 8.4 out of 10 according to Metacritic.com and GameSpot.com respectively.

RO2 is based on the Unreal Engine 3 developed by Epic games and used on games such as Unreal Tournament of course, Gears of War, Mass Effect and MoH just to name a small few. Tripwire, the developers of RO2 and previously an international mod team, won $50,000 and a free commercial license of UE2.5 and 3.0 (valued $350k and $700k) in the Make Something Unreal contest of 2006 ran by Epic Games. That's right! Tripwire was just a bunch of gaming modders who had, what is known as "total conversion", of the Unreal Tournament 2003/2004 game into Red Orchestra. By winning the license they only had to pay $99 and 25% royalties after the first $50k to release and sell Red Orchestra: Ostfront 41-45, the first developed game as Tripwire.




Features
A whole slew of features. After all Tripwire is a modding team. They brought new unique features to the FPS genre. They have added never before seen features, gameplay, and concepts. As well as made tweaks to those already in existence. They have also added more realism to the game that seems to be closer to actual simulated warfare than any game I've seen.

Where do I even begin? RO2 encompasses practically every feature other games have and then some. It's a long list so I'll show you some video that talk about and show some of these features.

Here is a link to Tripwire's forums listing the features, weapons, and maps

Ok lets get on with it shall we?

Classes: Assault (submachine), Elite Assault (special rifles), Riflemen, Elite Riflemen (semiauto), Machine gunner, Marksmen, Squad Leader, and Commander. Also for tanks you have a tank commander, driver, and gunner.

Modes:
Territory: This is like capture the flag with a twist. Instead you'll need to capture an area. Not by having at least one player standing there while the bar fills up. But by having more players in the area than the enemy has.

Countdown: This is like elimination... yup... with a twist. Instead of having a huge map when it comes down to 1 vs. 1 and hoping they'll find each other soon when they are on the other ends of the map, the map is divided into sections with objectives. You have one life to complete the objective in around 2 minutes. Once the objective is complete all the dead come back to life to continue to the next objective until the game is won. Failure to capture the objective within time or everyone dies, the game is over. The timer pushes players to do something instead of just camping out waiting for the sights to line up on someone's head.

Firefight: Team Deathmatch. (Can't find anything more on this)

Single Player Campaign: Multiplayer maps driven by the Battle of Stalingrad story.

Multiplayer Campaign: Campaign map is divided into 10 smaller sections and you are allotted a certain amount of Combat Points. Players vote which section to attack (uses more points) or defend (uses less). Then decide how much Combat Points to use for resources. A campaign can last at max 4 hours.

Co-Op: Have players join you to fight AI on the campaign map.

Skirmish: On or offline. 3 fire teams of 3 made up of human and/or AI to clear the map of enemy AI.








More videos at GameTrailers.com and YouTube


Anti-Cheat system: They game will have three, yes three, anti-cheat systems. Valve Anti-Cheat (VAC) is the first-line of defense, customized version of Punkbuster, and Proactive Developer (developers actively squash cheat mods)

Defense: Not only can you duck behind cover or lurk around a corner you can snap to cover in turn giving you more cover. Move along that cover and snap off. Cover varies in size and can reveal certain parts of your body. You'll be able to peek or shoot from cover and fire blindly. Not the typical 3rd person view, I can see what I'm shooting at but, true blind fire. To come off cover, simply run from or hop over it. There is Peripheral Vision indicators (shown as arrows) on the sides of the screen letting you know there's movement of up to 185 degree of view, which is what an average person can see. The majority of FPS and perhaps other genres, and having one monitor only shows around 90 degrees. You won't be able to tell friend or foe until you look.

Ballistics: Bullet drops and the ability to pierce through certain materials depending on material, caliber, and type of gun causing damage on the other side. So be careful where you take cover.

Damage: Depending where you're hit will determine instant death, lethal, critical, or non-critical damage. One hit type, you will instantly lose half the damage while bleed out the other half over time, unless you bandage it up. Every player has the option to bandage themselves to stop the bleeding. If hit just right you can die a slow death (shown by a fading to black screen) allowing you a chance to kill or wound enemies around you. Also depending where you get hit may affect your aim or the ability to run at top speed.

Mobility: You are able to prone and they've done something different here. Once prone, instead of hitting a few keys to stand up and take cover, you can simply just sprint. When you stop you'll resume the prone position. You also can climb fences and through windows.

Weapons: Barrels overheat from rapid fire and can be damaged rendering it unusable. You do have a replacement barrel so you're not completely down and out. Bipod based guns can be mounted on practically any surface and your movements pivots around the bipod. Instead of aiming higher the further the target is, you now have the option to adjust your sights. And the sniper rifle now shows a 3D scope. Instead of looking right down the scope having that tunnel vision effect, you now see the scope and everything around it. This allows you to view upcoming, close, threats. Weapons also have a weight to them making it so you can only carry so much. Too much and it'll slow you down. Weapons also collide with the world around you. No more barrel poking through a corner of a building or through sandbags. For mulitplayer the turrets are randomly placed throughout the map, usually behind some sort of cover. So don't expect to find that .50 cal mounted machine gun in the same place next round. There also is no crosshair floating in the center of your screen while you hold your gun by your side.



Suppression system: Louder heartbeat, faster breathing, screen desaturation and shake when being suppressed. This affects weapon sway, aim, sight, and hearing. The effects are cumulative so the more you’re suppressed the more profound the effects will be.

Destruction: Buildings can be destroyed piece by piece but not flattened to continue to provide some type of coverage and not have huge open areas.

HUD: The HUD has been stripped to just the radar/minimap giving you more viewing space. There is a tactical view showing objective info, damage indicator, stance, suppression and stamina bar, number of mags and other things. Therefore, you won't know how much ammo you have left and will have to check it from time to time. You won't see +10 kill instantly after you kill someone to give you the some uncertainty of whether or not you actually killed them. You also won't see a kill box but your own. Hey the only way anyone knows who shot who and when is if you saw it yourself or someone tells you.

Progression: Gain experience and access higher ranks, rare weapons, abilities, equipment and other classes. Your appearance also changes with rank. You started of clean cut, untouched by the stresses of war and a nicely pressed uniform. The higher the rank the more the clothes start to become worn, face will show signs of war stress. Team killing can and will deduct point and eventually lower your rank. Be on good behavior and you're points will come back... at some point.

Environmental Temps: Maps can have set temperature which changes the rate barrels heat up and muzzle velocity of tanks.

Squads: Can command fire teams with orders. Players who follow orders will earn points. Players in your squad will have green tags.

Commander: Will have fire support from mortars, artillery, and rockets. Aerial recon to survey the battlefield and report enemy locations. These reports actually filter down the ranks with a few seconds delay. Recon will only report visual contact and not hiding units. Commander can also choose to let a reinforcement wav spawn immediately. Immediate spawning will be limited.



Morale: Your team's morale will increase if the battle is doing well as in most captured points and least amount of deaths. Better morale will enable you to capture points faster. Having a player ranking a Hero beside you will increase morale of everyone around him. Lose him to death and suffer a big loss in morale, more so than if he wasn't there at all. One team's morale will influence the enemies. The better your team is the worst your enemies will be.

Tanks: Think of a tank simulator within an FPS game. There will be only 2 types of tanks at the moment, since it took Tripwire 3 months to create a fully 3d model both inside and out. There are actually compartments you can slide or crawl into. You'll be able to see the other players and/or AI inside the tank and have usable hatches, periscopes, and viewports. They also have specific hit points allowing you to target or damage optics, transmission, turret rotation mechanism, hitting the fuel tank, drive sprocket, treads and more. And now shots that penetrate the tank armor can hit the crewmembers inside. Spots not taken by players will be controlled by AI and can be ordered. Tank commanders choose to lock their tanks or allow other players to join. They are still debating having the ability to repair tanks/vehicles. Currently they are going on the idea of repairing at resupply areas.



RO TV: A fully featured spectator mode (1st, 3rd and freecam) for broadcasting and moviemaking as well as pile in more spectators all viewed with a delay for cheating purposes of course. Spectators will be able to target their cams to a player and navigate the views surrounding that player or freecam. With freecam, you can go anywhere any height any angle and/or fly around. You'll need two servers to run this feature. One server being the game server the other RoTV that can then be broadcasted from any website and/or recorded to edit later.

Demo Recording: Same as ROtv. One difference may be less configurations. But what is different is no additional server is required and no broadcasting. The demo recording isn't a true video recording. It is a recording of events such as, it won't visually record a player killing another; it'll record the information of that killing. This makes the files stored much smaller but also requires a special player (usually supplied with game or built in-game) to watch and edit. These files should be stored locally by default but can be stored on the server if configured.

VOIP: Split up by Public, team, squad, and vehicles.

Spawning: Choose a predefined point or on your squad leader. You don't simply respawn on top of your leader, but further back, away from danger. On certain mulitplayer modes the squad leader or commander will be able to send reinforcements. Meaning they'll be able to pick a location for everyone who dies to respond. This sets up a wave of attacks forcing the enemy to kill everyone in order to clear the area or to overrun an area. The commander has a 4 minute cooldown before he can use it again.

Multiplayer Server Settings: A whole slew of custom configurations can be done for multiplayer games. Most, if not all, configurable options can be found in this Google Doc. It is overwhelming at the number of settings you can manipulate possibly changing the gameplay experiences, difficulty, or even duration perhaps. It's seems anything that could be changed in a multiplayer game, can be changed. This is definitely a game based on multiplayer, but more so competitive multiplayer... The real, hardcore LAN tournaments.

LAN Support: This gives anyone with the game capability to host your own game server locally and possible over the web.


Conclusion
Sit back, close your eyes, and just let the abundant, overwhelming information soak in and process. If you're looking for a close to true war simulation, or are tired of the modern day war, this game might be for you. It's been talked about that RO2 is in competition with MW3 and BF3. Although perhaps not in terms with graphics. But I'm sure we all have a game or have played one, that has '80s graphics but extremely fun to play. If you are one to value graphics above anything else (and trust me there's a lot of players criticizing this) or not into the real as real can get as this game portrays, then this may not be for you. However so, it is a game made by FPS gamers for FPS gamers.

RO2 brings a lot of new features, realism, uniqueness, and concepts that it could be termed as innovative; to have added fresh air to the FPS genre. However some of these features were done in RO1 and just tweeked in RO2. This game could also be used to launch a new clan or a clan into the next level, being the server is practically fully customizable to house your own tournaments. Already, there is a huge following of gamers, modders, communities for this game; more so than RO1.

The game seems to be geared towards the close to true simulated war-heads but made simple for newcomers; a problem found in RO1. From fully, useable, 3d modeled tank interiors to penetrable bullets, to true blind fire, to 3d scope, to player and tank damage models, how much more real can you get. Well of course you can get more real, but would it be fun? Tripwire didn't believe it would be to a lot of players. They simply wanted to create a game that had what they wanted in a game, as gamers/modders and also include request from the community; to get it as real as possible and still be fun. Tripwire is one of those companies that will listen, heed to, and include requests from the community; so long as there is enough players who agree. They plan to come out with content on a regular basis including an expansion pack a few months after RO2 launch.

I must admit, when I first saw one of the trailers, I was not impressed or interested. Sadly, I believe it was based solely upon the graphics which seemed to be behind current and/or upcoming games. But as I read what they have done and going to do, it got me. In terms of gamplay and realism this might just come above BF3. Thanks Bronx! (That's both sarcastically and sincerely for putting this game in my head)


Updates
7/5/11


7/9/11


7/24/11


8/2/2011
    If you own Red Orchestra: Ostfront 41-45, you’ll get…

    20% off the game’s price (as opposed to the current 10% pre-order sale)
    Special in-game item – Russian Guards Badge and German Close Combat Badge
    Day 1 unlock of the Kar98 and Mosin rifle bayonets


    If you buy the Steam Digital Deluxe Edition, you’ll get…

    Access to the final phase of closed beta before the August 30th launch
    Day 1 Unlock of the Elite Assault Weapons (MKb 42(H) and AVT-40) and Semi Auto Sniper Weapons (SVT-40 and G 41(W))
    Team Fortress 2 German and Russian hats (“vintage” if bought during pre-purchase)
    Two new characters for Killing Floor – Russian and German Soldier Re-enactors




References:
http://www.heroesofstalingrad.com/
http://en.wikipedia.org/wiki/Red_Orchestra:_Heroes_of_Stalingrad
http://en.wikipedia.org/wiki/Make_something_unreal#Mods
http://dosclan.us/forums/viewtopic.php?f=11&t=429
http://en.wikipedia.org/wiki/Unreal_Engine
http://en.wikipedia.org/wiki/Unreal_Engine_3
http://forums.tripwireinteractive.com/showthread.php?t=48698
http://www.vg247.com/2011/06/20/red-orchestra-2-to-sport-vac-and-punkbuster/
https://www.youtube.com/user/RedOrchestraHoS
http://www.gametrailers.com/game/red-orchestra-2-heroes-of/11974
http://forums.tripwireinteractive.com/showthread.php?t=53318&page=3
http://www.rush-zone.com/heroes-of-stalingrad-competitive-support.html
https://docs.google.com/document/d/1wjBHpq75aHPX3CEw6ZztEgf6TqVSCEjq0FNQY2MQ9OY/edit?authkey=CLb8hvgH&hl=en_GB&pli=1&ndplr=1&pli=1#
http://hos.roladder.net/
http://bashandslash.com/boards/viewtopic.php?f=104&t=4868
http://www.rockpapershotgun.com/2010/09/02/red-orchestra-heroes-of-stalingrad-vehicles/
http://forums.tripwireinteractive.com/showthread.php?t=14444
http://wiki.unrealadmin.org/UTV_%28UT2004%29


Last edited by News Team on Tue Aug 02, 2011 11:28 pm; edited 16 times in total (Reason for editing : Updates 8/2/2011)
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Cmdr. Michael
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Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 Empty
PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyMon Jun 27, 2011 7:22 pm

Seems like a nice PC exclusive...

Looks like the graphics aren't too great, but, it seems like they worked on improving the gameplay A LOT from the first one.
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flame211
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PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyMon Jun 27, 2011 7:28 pm

lol i cant get this considering my PC's video card is a piece of S***
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GhostOps21
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PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyMon Jun 27, 2011 11:45 pm

Have you played RO Michael? This game isn't sounding too much different from the original, which was already a great realism game. If graphics are a concern, then RO isn't for you, cause its all about gameplay and teamwork.

The vehicles sound awesome, as the original ones were already pretty realistic, and you had to be precise in what you were doing to get kills or even hits. I think I will end up getting this for the low price, and to continue the already awesome RO legacy, even if its only an upgrade, and not a complete overhaul.
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BogdanSGC
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PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyTue Jun 28, 2011 8:36 am

Sounds good and bad dunno but this may just be the next WW2 CS I'll torrent it

PS:It ain't gonna be more realistic than BF3
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Cmdr. Michael
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PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyTue Jun 28, 2011 10:16 am

BogdanSGC wrote:
PS:It ain't gonna be more realistic than BF3


Heck no! Nothing so far has turned out to look more real then BF3.
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PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyTue Jun 28, 2011 4:33 pm

Well that's just the thing here. The fact that they have a full 3d functional tank interior and different damage sections, different damage sections for the body, the fact that you have to bandage yourself before you bleed to death, true blind fire, a suppression system that hinders you more than just blurred vision, and ringing ears a peripheral view detection, and even morale. l take RO2 to be more real than BF3.

I get that graphics plays a part in seeming real but, try to take graphics out of the equation. If graphics was completely identical, would you then still say BF3 is more real and if so why?

With the engine they choose to use the graphics can only get so good. And they obviously sacrificed it for more realism.
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PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyThu Jun 30, 2011 3:18 pm

BF3 has 3d S*** tank same with regional damage no bleeding I think ...it's still in pre-alpha for god's sake BF3=way more f***ing realistic c'mon Mikey it seems like we're the only BF3 fan boys LOL
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Trister
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PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyThu Jun 30, 2011 4:31 pm

Well, I'm not saying I'm not a fan of BF3 as I'll be buying it as soon as it hits the shelves or pre-order it (still thinking about it). Up unitl now (after Michael's video there) I did not know about BF3's regional damage on tanks. They seem to be equal in the depth of the damage. Both games are in the beta phase and is one reason why I had mention in the article that this game "might" be the "most real". As more information comes out, that may change.

There is no indication there is a usable fully functional 3d tank interior on single or multiplayer mode in BF3. It's a possibility you are coming to this assumption based on the Tunder Run video, when in all actuality it could just be a cinematic/animation clip. Or, perhaps I'm missing something.

You have yet to tell us/me as to why you think BF3 is more realistic than RO2 instead of just saying, with no supporting facts or reasoning, that it just is.

If it comes down to us having different views on what factors make it more "real" or, no supporting facts or reasoning, then there is no need for debate.
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Cmdr. Michael
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PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyThu Jun 30, 2011 5:00 pm

BogdanSGC wrote:
BF3 has 3d S*** tank same with regional damage no bleeding I think ...it's still in pre-alpha for god's sake BF3=way more f***ing realistic c'mon Mikey it seems like we're the only BF3 fan boys LOL

I think we are. rofl

No, but I don't think Graphics make a game, and as long as they try hard to make the experience as realistic as possible it's good with me, it at least shows they care. Unlike cough cough COD cough cough.
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ElNoobio
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PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyFri Jul 01, 2011 5:30 pm

Gameplay makes a game. You wouldn't have a game of eye candy that was just an interactive slide show over a N64 or Sega game with amazing gameplay.

Anyways, this game doesn't look too bad. It sounds much alike AA3 with the realism involved (bleeding out, bandaging others, but you can't bandage yourself on AA3 :O), and the tank "compartments" sound quite sneaky. Wouldn't mind hiding in one of them with a sidearm, waiting for an enemy to take the tank, and put a cap in the back of their head. ^^

I'll see if there's any torrents available once it's out, because I doubt I'ma be buying games anytime soon.
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PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyTue Jul 05, 2011 7:26 pm

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Age : 47
Location : MA, USA

Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 Empty
PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptySat Jul 09, 2011 3:24 pm

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Trister
First Sergeant
First Sergeant
Trister

Posts : 2966
Join date : 2011-05-02
Age : 47
Location : MA, USA

Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 Empty
PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptySun Jul 24, 2011 4:26 am

Apparently there was an invitation for clans to participate in their beta on Jul 20th that closed later that day.

"...looking to expand our beta into the Clan stage...SUBMISSIONS CURRENTLY CLOSED..."
"Clan Beta Submissions are being closed...received nearly 100 clan applications..."

Can I say !@*$&!_%!&%)@

Also released system specs
http://www.heroesofstalingrad.com

Minimum:
OS: Windows XP/Vista/7
Processor: Dual Core 2.3 GHz or better
RAM: 2 GB
Graphics card: 256 MB SM 3.0 DX9 Compliant NVIDIA® GeForce 7800 GTX or better ATI® Radeon® HD 2900 GT or better
Sound: Windows Supported Sound Card
DirectX: DirectX 9.0c
Hard Drive: 8 GB free hard drive space

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thebronxbomber
Colonel
Colonel
thebronxbomber

Posts : 13055
Join date : 2009-07-23
Location : The Concrete Jungle

Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 Empty
PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptySun Jul 24, 2011 6:08 pm

Aw man 2.3ghz dual core? Sad I can't run that, I thought it was going to be like 2.0ghz.
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FlamingBear
Staff Sergeant
Staff Sergeant
FlamingBear

Posts : 1694
Join date : 2011-04-07
Age : 26
Location : Fenton,Missouri

Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 Empty
PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptySun Jul 24, 2011 6:21 pm

thebronxbomber wrote:
Aw man 2.3ghz dual core? Sad I can't run that, I thought it was going to be like 2.0ghz.

same
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GhostOps21
Sergeant Major
Sergeant Major
GhostOps21

Posts : 1101
Join date : 2010-03-14
Age : 30
Location : Colorado

Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 Empty
PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyMon Jul 25, 2011 2:17 pm

2.3ghz Dual is pretty old by today's standards bronx. That was top of the line around 3-4 years ago. Any i3 and up should handle it no problem at lower specs. Anyone with a quad core or i5-i7 will be just fine. It does have pretty low video card requirements though.
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Trister
First Sergeant
First Sergeant
Trister

Posts : 2966
Join date : 2011-05-02
Age : 47
Location : MA, USA

Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 Empty
PostSubject: Re: Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011   Red Orchestra 2: Heroes of Stalingrad - Updated: 8/2/2011 EmptyTue Aug 02, 2011 11:30 pm

If you own Red Orchestra: Ostfront 41-45, you’ll get…

20% off the game’s price (as opposed to the current 10% pre-order sale)
Special in-game item – Russian Guards Badge and German Close Combat Badge
Day 1 unlock of the Kar98 and Mosin rifle bayonets


If you buy the Steam Digital Deluxe Edition, you’ll get…

Access to the final phase of closed beta before the August 30th launch
Day 1 Unlock of the Elite Assault Weapons (MKb 42(H) and AVT-40) and Semi Auto Sniper Weapons (SVT-40 and G 41(W))
Team Fortress 2 German and Russian hats (“vintage” if bought during pre-purchase)
Two new characters for Killing Floor – Russian and German Soldier Re-enactors

Pre-Order from Steam
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