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Messages - ufo_has_landed_!

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46
Hyde Park / Odp: Suchary
« on: 17 October 2013, 10:57:59 »
WYRY 2013


48
Historia - Front wschodni / Odp: Wieczny konkurs II
« on: 08 October 2013, 08:18:15 »
argentyna

49
Wyjazd na poligon / Odp: RO.pl vs Team Chaos sparing w RO:Ost
« on: 05 October 2013, 18:55:39 »
Nie wygłupiajcie się z tym Hos, toż to jest 10 x gorsze od zwykłego RO :-\

zgadzam się ! w hosa to sobie można pobiegać dla relaksu z dziećmi cs-a na publikach, ale jeśli mają być emocje to tylko OST !

No i o to chodzi. Ale fajnie wygrywać  ;) Może za tydzień się uda coś w piątek zagrać?

i na koitos i na danzig po jednej rundzie szło nam bardzo dobrze, mimo że nie mieliśmy żadnej taktyki i graliśmy na pałę. Gdybyś przyszedł wyrównałbyś poziom za Tommy-ego i mielibyśmy spokojnie remis :) Na rewanż zapisz sobie nas w notesie !

50
Historia - Front wschodni / Odp: Wieczny konkurs II
« on: 04 October 2013, 17:06:53 »
bersalieri ?

51
Potrzebna pomoc techniczna! / Odp: Cofa innych na multi, duży ping...
« on: 30 September 2013, 18:06:55 »
a może po prostu masz słaby net i równolegle kiedy grałeś, brat oglądał red tube,  tata ściągał vangelisa w .wav, a mama pobierała najnowsze twarze greja skanowane w rozdziałce 6000x ?

52
Potrzebna pomoc techniczna! / Odp: Red orchestra z Risng storm
« on: 30 September 2013, 18:04:58 »
to chyba jakiś nowy szarki, nie nasz. Ten zdaje się jest murowanym kandydatem do składu EPIC/1st kiedy się reaktywuje :D

53
Wyjazd na poligon / Odp: Kto ma pojęcie o teamplayu w Ost Fronta
« on: 27 September 2013, 07:45:18 »
szczegółów nie zdardze, ale szału nie będzie :D

prinzvalium, delta, eviltwin, a rezerwie paru chłopaków z dobroPutin :D

54
Wyjazd na poligon / Odp: Kto ma pojęcie o teamplayu w Ost Fronta
« on: 26 September 2013, 20:35:13 »
Widzę wysoko cenicie swoje umiejętności.

swoje nie, ale twoje tak ! amunicji ci w każdym razie nie zabraknie !

55
Wyjazd na poligon / Odp: Kto ma pojęcie o teamplayu w Ost Fronta
« on: 26 September 2013, 15:12:10 »
A ile z tych osób ma pojęcie o teamplayu i graniu razem w ro  :)?

na liście masz samych starych frontowców, nie bój żaby, pojedziemy ich bez wazeliny  ;)

56
Wyjazd na poligon / Odp: Lista graczy Ro.pl na mecz z Chaosem
« on: 25 September 2013, 20:16:11 »
1. Ryszka (organizator, a czy gracz zobaczymy)
2. Rozumny(PL) Strzelec - karabin samopowtarzalny
3. Ufo - SL, szturmowiec

57
Między nami żołnierzami / Odp: Garść informacji z TWI
« on: 25 September 2013, 06:49:10 »
Dla mnie i tak korzystniej by było jakby w ogóle nie robili RS tylko dodawali jak najwięcej do HoS.

dla Ciebie tak, dla TWI nie. Z contentu kasy nie ma, z RSa a i owszem...

Ktoś coś wie kiedy wprowadzą te transportery, nowe czołgi,

jak będą gotowe - taka odpowiedź pojawia się na forum TWI od dwóch lat mniej więcej

A i co z eleganckim wsiadaniem do pojazdów? Czy wszystko będzie bez animacji?

zgadłeś - wszystko będzie w stylu RO Ost - bez animacji



58
Między nami żołnierzami / Odp: Garść informacji z TWI
« on: 24 September 2013, 17:09:42 »
krótki filmik z zawartością patcha, niestety transportery nie załapały się, choć w becie można już nimi pomykać :(



oraz spora lista zmian/dodatków  (warto zwrócić uwagę na classic który zapowiada się bardzo ciekawie !) :

This is the near final changelog for the upcoming RO2/RS patch.

Content

    Multiplayer Campaign Mode made officially released and Pacific campaign added - Multiplayer Campaign Mode is an all new paradigm in multiplayer FPS games – more than just a game type, it ties the game types and individual matches together into a campaign that can last hours. This gives the multiplayer game more depth than ever before – individual matches now matter for the overall victory or loss in the MP campaign. Both sides battle it out to control territories on a large scale battle map, voting on which territories to attack, whether to attempt to take more territory, or to defend and try to grind down the enemies resources. We like to say it is like a “meta” game of Risk. MP Campaign was cut before the original launch of Red Orchestra 2 due to time constraints, but now returns with both a Stalingrad and Pacific theater campaign. You can find out more about MC here: http://wiki.tripwireinteractive.com/...layer_Campaign
    All new level Betio. The tiny island of Betio was the scene of the heaviest fighting during the Battle of Tarawa in November 1943, the first major US amphibious offensive of the Pacific Theater. The map here recreates the push of the US 2nd Marine Division across the devastated island against their counterparts in the 6th Special Naval Landing Force (the Japanese 'Marines') as the US forces attempt to disable key tactical objectives such as naval guns and transmitter stations. The map favors desperate pitched defenses and assaults at all costs and features extensive use of destroyable objectives. So engineers get those satchel charges primed!
    New Russian weapon - PPS-42 SMG. Born out of desperation during the siege of Leningrad, the PPS-42 provides the Russian's with a powerful, lightweight SMG option.
    New Japanese weapon - Type 97 Sniper Rifle. More accurate, but less powerful than the existing Type 99 sniper rifle, this weapon gives the Japanese another way to reach out and touch their enemies.


Gameplay

    Refined prone system - Players will now be able to successfully prone in many more locations
    Crawling through tight spaces (e.g. trenches) is less restrictive
    Japanese Type 38 rifle now gets additional ammo clips at level 3
    Fixed being able to single fire a BAR with a burned-out barrel
    Removed plus-one reloading for the PPSH 41
    Dropping a primed grenade when killed can now award points for kills
    Fixed issue where Aerial recon planes were spawning at the wrong location when team roles were reversed.
    Refined Countdown game mode to prevent gameplay exploits where one team would suicide after capturing an objective to improve their chances of winning (* Special thanks to THOR's mod *)
    Removed spawn protection when spawning on squad leader
    Fixed being able to spawn on the other team’s MGer
    Fixed M1917 firing too high
    Disabled spawning on MGer when spawning on SL is disabled
    Fixed spawn delay after accepting battlefield commission after a round has begun


Level Design

Took a pass through many maps to improve gameplay balance including the following maps: Apartments, Barracks, Commissars House, Mamayev Kurgan, Pavlov’s House, Red October Factory, Station, Spartanovka, Hanto, Peleliu, and Guadalcanal.

Apartments:

    Changed allied reinforcements to 420 from 365
    Changed axis reinforcements from 325 to 280
    Allies respawn rate changed to 15 seconds from 25


Barracks:

    Moved Allies last spawns to be more in line with the routes needed to defend the last objectives.
    Reduced Allies respawn time by 5 seconds


Commissars House

    Most objective capture times have been slightly increased
    All objectives now lock after being captured


Mamayev Kurgan

    Reduced Axis artillery amounts
    Both team's respawn rate set to 20 seconds (Previously, Axis = 15 and Allies = 25)


Pavlov's House

    Balanced artillery amounts for both teams
    Decreased tank respawn rates
    Added infantry/tank cover around Jan 9th Square
    Added field locations for satchel charge pickups'
    Both teams now only have 1 tank


Red October Factory

    German spawns for the 1st objective now fall back after 3 minutes (similar to Kwajalien)
    All objectives lock after being captured
    All objectives capture times are slightly increased


Station

    Decreased allies respawn time from 25 seconds to 20
    Increased objective capture time gradually as the map progresses - final objective capture time has been doubled
    1st objective now locks after being captured


Spartanovka

    Added more aggressive spawn protection for attackers and defenders


Hanto

    Reduced Axis reinforcements 550 to 450
    Reduced map time 25min to 20min


Peleliu

    Increased Allied respawn time 15sec to 20 sec
    Reduced Allied reinforcements 420 to 350
    Reduced Axis respawn time 25 sec to 20 sec


Guadalcanal

    Reduced Axis reinforcements 610 to 510
    Increased Allied reinforcements 530 to 550
    Increased Axis respawn timer 15 sec to 20 sec
    Decreased Allied spawn timer 25 sec to 20 sec


Classic Mode

    Changed Classic Mode weapons handling. Sway is significantly higher when you first go into ironsights, then ramps down shortly afterwards, then climbs back up a bit if you stay in iron sights (but not as high as when first going into iron sights)
    Added a new recoil modifier for weapon handling. Many weapons have more recoil with Classic mode weapon handling now.
    Many weapons have had their sway/jitter values tweaked for Classic weapons handling
    Increased base run speed of players in Classic mode. It now matches the realism default run speed
    In Classic Mode you can now use your iron sights key to stop sprinting and start a transition to ironsights. The transition to iron sights when coming out of sprint is now much longer than normal iron sights transitions however
    Sway will reset when transitioning to/from crouched so you get more sway when you have just changed stances.
    Fixed some Classic mode weapon handling properties not working online


User Interface

    Fixed satchel objective icons not being reset in the next round
    The unit select screen now remembers the previously selected weapon and weapon level
    Added a cancel reload hint
    Added “Enter” key input on spawn select screen
    Increased scroll speed in role selection squad view
    Fixed WebAdmin incorrectly stating that spawn on squad leader would un-rank your server
    Game will now alternate between RS menu music and RO 2 menu music


Other

    Eyefinity/nVidia Surround support in 3x1 Landscape and 5x1 Landscape (5x1 Portrait not currently supported). Menus and HUD correctly resize and relocate to the center monitor
    Various additions to WebAdmin
    Fixed a memory leak which was crashing/restarting servers
    Fixed kill messages not displaying for demorecs
    Fixed several game crashes and added additional logging for several others
    Implement extensive functionality to support the vehicle mod team’s work on adding new vehicles to the game including base transport functionality, and transport vehicle spawning functionality
    Added mutator hook for ROGameInfo::PreLogin

59
Hyde Park / Odp: Verdun (strzelanka osadzona w klimacie I WŚ
« on: 23 September 2013, 16:46:55 »
przejrzałem, zapowiada się ciekawe, aczkolwiek z komentarzy wnioskuję, że HoS przy verdun to demon szybkości ...

60
Hyde Park / Odp: Verdun (strzelanka osadzona w klimacie I WŚ
« on: 22 September 2013, 20:33:51 »
to jest multi? jest to na steamie ?

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