You may be cool, but you will never be sawed-off-PTRS-mismatching-footwear cool.
http://en.wikipedia.org/wiki/PTRS-41
Insurgency Mod Scum: cheaters, hackers, wallhackers, aimbotters, griefers, teamkillers, micspammers, spawncampers, exitcampers, and everything else Insurgency.
Blogger.com policy on personal information: Personal and confidential information: It's not ok to publish another person's personal and confidential information. For example, don't post someone else's credit card numbers, Social Security numbers, unlisted phone numbers, and driver's license numbers. Also, please keep in mind that in most cases, information that is already available elsewhere on the Internet or in public records is not considered to be private or confidential under our policies.
All information posted on Insurgency Mod Scum is publicly available.
All information posted on Insurgency Mod Scum is publicly available.
Showing posts with label Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS. Show all posts
Showing posts with label Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS. Show all posts
[PIC] Sawed Off PTRS
2014-09-07
Posted by insurgencymodscum2 at Sunday, September 07, 2014 1 comments Labels: Images, Insurgency Mod Scum, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOSGRIEFER [STEEZ]McGriDleqUiCkSc0p (STEAM_0:1:28793128) Related Griefers
2014-08-30
Posted by insurgencymodscum2 at Saturday, August 30, 2014 0 comments Labels: Griefers, Insurgency Mod Scum, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
Red Orchestra griefers.
Also see this (2012):
http://insurgencymod.blogspot.com/2012/12/griefer-steezmcgridlequicksc0p.html
Also see this (2012):
http://insurgencymod.blogspot.com/2012/12/griefer-steezmcgridlequicksc0p.html
1080p/720p High Definition War Porn - "FPS Syria" [GRAPHIC]
2013-04-06
Posted by insmodscum at Saturday, April 06, 2013 2 comments Labels: Insurgency 2, Insurgency 2 Ideas, Insurgency Mod, Insurgency Mod Scum, OT-Links, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS, Videos
If you are a Red Orchestra/Darkest Hour or even maybe an ARMA or Insurgency Mod vet, you might be interested in a lot of 720p or even 1080p YouTube videos coming out of Syria.
For example: https://www.youtube.com/user/newsanna/videos?flow=grid&view=0
The above is the government side, watch the numerous related YouTube videos for Insurgent POV.
InsModScum was scared sitting in a chair watching these, imagine being there, right in front of a T-72...
Also see the following regarding tanks: http://en.wikipedia.org/wiki/Monkey_model
Update: http://insurgencymod.blogspot.com/2013/04/fps-syria-video-games-vs-reality.html
For example: https://www.youtube.com/user/newsanna/videos?flow=grid&view=0
The above is the government side, watch the numerous related YouTube videos for Insurgent POV.
InsModScum was scared sitting in a chair watching these, imagine being there, right in front of a T-72...
Also see the following regarding tanks: http://en.wikipedia.org/wiki/Monkey_model
Update: http://insurgencymod.blogspot.com/2013/04/fps-syria-video-games-vs-reality.html
Noted: "Call of Duty 'has almost ruined a generation of shooter players' says Tripwire Interactive" (PCGamer)
2013-03-13
Posted by insmodscum at Wednesday, March 13, 2013 0 comments Labels: Insurgency Mod Scum, OT-Noted, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
Source: http://www.pcgamer.com/2013/03/13/call-of-duty-red-orchestra-2-interview/
Call of Duty “has almost ruined a generation of shooter players,” says Tripwire Interactive
Tripwire President John Gibson holds an M1 Garand inside the team’s studio, one of the guns carried by the Americans in Rising Storm.
Earlier this month I visited Killing Floor and Red Orchestra 2 creator Tripwire Interactive to play Rising Storm, the upcoming standalone expansion to RO2 (look for a preview on Monday). After the demo, Tripwire President John Gibson and I got talking about the state of first-person shooters, and Gibson laid out a detailed criticism about the way Call of Duty “takes individual skill out of the equation.” Gibson also expressed frustration over how difficult it had been trying to design a mode for Red Orchestra 2 that appealed to Call of Duty players.
PCG: How do you feel about the state of FPSes?
John Gibson, President: I think that single-player shooters are getting better. I think they’re finally coming out from under the shadow of the Hollywood movie, overblown “I’m on a rail” linear shooter. I’m talking about Call of Duty-style shooters. In the late ‘90s, you had the original Deus Ex, which was an RPG-shooter. And those kind of games almost took an eight year hiatus. And I’m so excited to see them coming back with interesting gameplay. Like the Fallout games, even though their shooting mechanics could really use some improvement, just mixing a really cool story, but not a linear story, one that you create yourself. The melding of RPG elements and shooter elements has been great. I’ve seen this reflected in a lot of the reviews, it’s like, “Okay guys, we’re tired of this on-rails experience.”
On the flip side, I’m really discouraged by the current state of multiplayer shooters. I think that, and I hate to mention names, because it sounds like ‘I’m just jealous of their success,’ but I’m really, I feel like Call of Duty has almost ruined a generation of FPS players. I know that’s a bold statement, but I won’t just throw stones without backing it up. When I was developing Action Mode [for RO2], I got a group of people that I know that are pretty hardcore Call of Duty players. And my goal was to create something that was accessible enough for them to enjoy the game—not turn it into Call of Duty, but try to make something that I thought was casual enough but with the Red Orchestra gameplay style that they would enjoy. And we iterated on it a lot. And just listening to all the niggling, pedantic things that they would complain about, that made them not want to play the game, I just thought, “I give up. Call of Duty has ruined this whole generation of gamers.”
Red Orchestra 2. Gibson says he’s “discouraged” by the state of multiplayer shooters on PC.
What did they complain about?
Gibson: It’s the gameplay mechanics that they become used to. The way that players instantly accelerate when they move, they don’t build up speed. “The weapons really don’t have a lot of power” [in RO2]. They’re all very weak. The way they handle… They’re like: “I hate Red Orchestra, I can’t play it.” Well, why? “Because the guy doesn’t move like he does in Call of Duty. Call of Duty has great movement.” Why is it great? “Because it just is, I just like the way it works.” So you don’t like the momentum system in Red Orchestra? “Yeah, it sucks, it’s clunky, it’s terrible.” Well, why? “It’s just because I’m used to this.”
I make it sound like there was a combative conversation, probably because I get a little emotional when I think about it. But it was really a calm discussion of, “What don’t you like?” and “It doesn’t feel like Call of Duty.” Almost every element boiled down to “it doesn’t feel like Call of Duty.” And really, watching some of these guys play… one of the things that Call of Duty does, and it’s smart business, to a degree, is they compress the skill gap. And the way you compress the skill gap as a designer is you add a whole bunch of randomness. A whole bunch of weaponry that doesn’t require any skill to get kills. Random spawns, massive cone fire on your weapons. Lots of devices that can get kills with zero skill at all, and you know, it’s kind of smart to compress your skill gap to a degree. You don’t want the elite players to destroy the new players so bad that new players can never get into the game and enjoy it. I’m looking at you, Dota. [laughs] Sorry.
“If there’s no fear, there’s no tension, the victory is shallow. We want there to be some fear.”
But the skill gap is so compressed, that it’s like a slot machine. You might as well just sit down at a slot machine and have a thing that pops up an says “I got a kill!” They’ve taken individual skill out of the equation so much. So you see these guys—I see it all the time, they come in to play Red Orchestra, and they’re like “This game’s just too hardcore. I’m awesome at Call of Duty, so there’s something wrong with your game. Because I’m not successful at playing this game, so it must suck. I’m not the problem, it’s your game.” And sometimes as designers, it is our game. Sometimes we screw up, sometimes we design something that’s not accesible enough, they can’t figure it out, we didn’t give them enough information to figure out where to go… but more often than not, it’s because Call of Duty compressed their skill gap so much that these guys never needed to get good at a shooter. They never needed to get good at their twitch skills with a mouse.
Players like Elliot [Cannon, Lead Designer] and I, back in the Quake and Unreal days, you know, we had to get good at aiming. These guys don’t have to anymore. The skill gap is so compressed that like, “The game makes me feel that I’m awesome.” These guys, when I actually watch them play, they’re actually very poor FPS players. And I don’t think it’s because they’re incapable of getting good, I think it’s because they never had to get good. They get enough kills in Call of Duty to feel like they’re awesome, but they never really had to develop their FPS skills beyond that.
And it’s a shame because when you do that, when you create a shooter like that, you’re very limited on the amount of depth that you can give the game. It’s all gotta be very surface level, like I’m sitting there eating cotton candy and I never get any meat and potatoes. And it’s frustrating for me as a designer to see players come in and they’re literally like “In Call of Duty it takes 0.15 seconds to go into ironsights. In RO2 it takes 0.17 seconds to go into ironsights. I hate this.”
Do you think it’s a matter of patience? Have these players lost their sense of patience?
Gibson:I think that’s part of it. The game is kind of spoonfeeding them, and making them feel great when they’re not. And like I said, that’s smart business, and I don’t blame Infinity Ward for wanting to do that. They’re selling millions of games and they have lots of people enjoying it, but I think there’s a depth of enjoyment there that a lot of these players are missing out on. And when you try to get them to branch out, their knee-jerk reaction is “The training wheels have come off, I’m gonna fall!” And I hate to see that.
It’s this weird dichotomy between, you know, single-player is getting much more depth, and players are just eating it up. They’re loving that. They’re buying these FPS-RPG single-player games like crazy. But multiplayer, “Ooh, don’t take my training wheels off.” I hate that. So we’re trying… we’re giving a little bit of training wheels, but we’re going to take them off occasionally in the shooters that we’re making, and hopefully we’ll get some of those people to branch out. I think for me though, I wouldn’t say I’ve completely given up on all of those players, but I’m not gonna try to make a game that tries to be Call of Duty at the expense of having fun gameplay that actually has depth.
Elliot Cannon, Rising Storm Lead Designer: Or creating a game that feels like you might be in a war, and you might die?
“One of the things that Call of Duty does, and it’s smart business, to a degree, is they compress the skill gap.”
Gibson: Yeah. That’s one of the things that we do in our games, and it’s fear. When you play… I know there are modes in Left 4 Dead that are more hardcore, but when you play Left 4 Dead, and I’m really friends with Valve, so I hope they don’t get mad at me, but you do get spikes of adrenaline. But eventually that wears off because you figure out, well, as long as we stick together we’re never gonna die. In Killing Floor, when the Fleshpound shows up, you could be screwed. Half your team is probably gonna die. Your heart rate goes up, you’re freaking out, like “I can actually lose this shooter.” And if there’s no fear, there’s no tension, the victory is shallow. We want there to be some fear.
What do you consider your tools for expressing fear?
Gibson: Vulnerability is a big part of it, lethality. The ability to lose. There has to be… it’s kind of like, you know, if you’re gambling. If you go to the penny slots, you’re like, “Okay, yeah, whatever, I lost a penny.” But you go to the Roulette table, you throw down a thousand bucks, and you spin the wheel—you’re nervous at that point.
So, having the players have to take risks. Risk versus reward. They risk more, but the reward is greater. There’s more depth, there’s a bit more of a learning curve, but when you get that kill at long range with that bolt-action rifle, while the artillery’s flying around your head, and mortar shells are falling and guys are Banzai-charging you in the face, and your guy’s shaking, but you still kill him anyway. That’s an experience. You had some risk there, but you got a bigger reward. The kill wasn’t just handed to you. It wasn’t like “I called in the helicopter and it flew into the level and mowed down half the enemy team while I wasn’t even doing anything.”
Pro Tip: Red Orchestra 2: Anti-Tank Warfare [Images]
2012-12-28
Posted by insmodscum at Friday, December 28, 2012 0 comments Labels: Images, INSPROTIP, Insurgency Mod Scum, OT-Noted, OT-PROTIP, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
Direct
Also see:
http://www.altergamer.com/the-tank-commanders-guide-for-red-orchestra-2-heroes-of-stalingrad-part-1/
http://www.altergamer.com/the-tank-commanders-guide-for-red-orchestra-2-heroes-of-stalingrad-part-2/
http://wiki.tripwireinteractive.com/index.php/RO2_Tanks
http://i.imgur.com/Ur4zDcT.gif
http://i.imgur.com/SZ0Jm0n.jpg
http://i.imgur.com/EqrxWG2.jpg
http://i.imgur.com/2Uc1PHX.jpg
http://i.imgur.com/qG5FViX.gif
http://i.imgur.com/nq5uRZb.jpg
http://i.imgur.com/vjMk76t.jpg
http://i.imgur.com/u2VyQ9A.jpg
Orange = Crewmembers
Yellow = Tank Systems
Red = Critical
Also see:
http://www.altergamer.com/the-tank-commanders-guide-for-red-orchestra-2-heroes-of-stalingrad-part-1/
http://www.altergamer.com/the-tank-commanders-guide-for-red-orchestra-2-heroes-of-stalingrad-part-2/
http://wiki.tripwireinteractive.com/index.php/RO2_Tanks
Pro Tip: Red Orchestra 2 T-34 Independent & Linked Periscope Sight
2012-12-26
Posted by insmodscum at Wednesday, December 26, 2012 0 comments Labels: INSPROTIP, Insurgency Mod Scum, OT-Noted, OT-PROTIP, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
Problem: your periscope sight is linked to the gun!
RANGE UP (default: MOUSESCROLLWHEEL)
IRONSIGHTS TOGGLE (default: RMB)
You now have an independent periscope!
INTERACTION (default: CTRL) to link or un-link gun or PRIMARY FIRE (default: LMB) to link only.
Also see:
http://insurgencymod.blogspot.com/2011/12/ro-cunning-and-tactics.html
RANGE UP (default: MOUSESCROLLWHEEL)
IRONSIGHTS TOGGLE (default: RMB)
You now have an independent periscope!
INTERACTION (default: CTRL) to link or un-link gun or PRIMARY FIRE (default: LMB) to link only.
Also see:
http://insurgencymod.blogspot.com/2011/12/ro-cunning-and-tactics.html
Quotes: Teamkilling
2012-12-24
Posted by insmodscum at Monday, December 24, 2012 0 comments Labels: INSPROTIP, Insurgency Mod Scum, OT-Noted, OT-Quotes, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOSThere are only two explanations for people that say they have never accidentally teamkilled anyone:
1. They are lying.
2. They don't fire their gun often enough.
Obviously none of those options are acceptable.
If you get teamkilled a lot, it might be a good idea to consider changing your tactics. I'm not blaming you for getting teamkilled, but there are certain things you can do to minimize the chances of it happening.
I think the more aggressive type classes are obviously more prone to this as they spend more time inside the cap zones (at least they should) and possibly even behind enemy lines. The role of a rifleman is more to provide a cover of fire for the assault to move in, and they tend to stay behind.
There's also the case of what I like to call "the flanker", they like to go as far as possible to the edge of the map, and sit there taking potshot, thinking this helps their team. They are, in my opinion, begging to get teamkilled.
Anyway here's the basic precautions you can take:
How not to get teamkilled:
* Do not run towards your own team from the direction of the enemy.
* Do not look out windows facing your side, that the enemy usually looks out of.
* When far away from teammates do not point your rifle in their direction.
Noted: Red Orchestra 2 Console Commands
2012-11-22
Posted by insmodscum at Thursday, November 22, 2012 0 comments Labels: INSPROTIP, Insurgency Mod Scum, OT-Noted, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOSRO Specific console commands:
Listplayers (gives a list of players on the server with their hash id's default ut2004 listplayers only gave player names with a number)
Admin Restartgame (starts the game up again without having to reload the map)
Cheat Codes:
CHEATSENABLED - (Allows cheating commands in single-player mode but disables unlocking characters from being obtained}
ALLAMMO
ALLWEAPONS
FLY
GHOST - (no clip basically)
GOD
LOADED - (Bestows all weapons, ammo, and 100 adrenaline)
TELEPORT - (Teleports you to wherever your crosshair is pointing)
WALK - (Stops FLY or GHOST command and drops you to the ground)
Player/Bot Commands:
ADDBOTS [number]
BEHINDVIEW 1 - (Changes to 3rd perspective view)
BEHINDVIEW 0 - (Changes to 1st person view)
DISCONNECT - (Disconnects from current server)
EXIT - (Quits the game)
KILLBOTS
OPEN [IP adress] - (Connects to a specific server IP)
QUIT - (Quits the game)
RECONNECT
SWITCHLEVEL [mapname]
SWITCHTEAM
SUICIDE
TEAMSAY [text] - (Displays your message in team chat)
PLAYERSONLY - (Freezes/pauses the Bots)
SAY [text] - (Displays your message in global chat)
SETNAME [playername]
SET INPUT [key] [command] - (Binds a key to a command such as "SET INPUT L LOADED")
Statistics
MEMSTAT - (Displays Windows memory usage)
STAT ALL - (Shows all stats)
STAT AUDIO - (Shows audio stats)
STAT FPS
STAT GAME - (Displays game stats)
STAT HARDWARE - (Shows hardware stats)
STAT NET - (Shows network game play stats)
STAT NONE - (Turns off all stats)
STAT RENDER - (Displays rendering statistics)
Demo Commands
DEMOPLAY [demoname]
DEMOREC [demoname]
STOPDEMO
Admin Commands
ADMIN SWITCHLEVEL [mapname?game= gametype?mutator= mutator] - (Changes the current level to the specified level, game type, and mutators)
ADMIN [command] - (to use other commands not in this section)
ADMINLOGIN [password] - (Logs the administrator onto the server using the specified password)
ADMINLOGOUT
ADMIN SET UWeb.Webserver bEnabled True - (Enables the remote admin check your redorchestra.ini file UWeb.Webserver is the header, bEnabled is the setting, and True is the value this can be used to change any INI file setting while ingame)
ADMIN KICK [playername]
ADMIN KICKBAN [playername]
ADMIN RESETGAME (resets the map to beginning values)
ADMIN RESTARTMAP (completely reloads the map up again)
LISTPLAYERS (gives a list of all players with hash id and player number to kick someone with a weird name you can use admin kick 2, if the number of the annoying person is 2)
Other Commands
BRIGHTNESS [number] - (Changes the brightness level to a specified number)
CDTRACK [number] - (Plays the specified CD track number)
CONFIGHASH - (Displays configuration info)
CONTRAST [number]
DEBUG CRASH - (Tests crashes the game with an error)
DEBUG EATMEM - (Tests memory allocation until full)
DEBUG GPF - {Tests crashes the game with a general protection fault error)
DEBUG RECURSE - (Tests crashes the game by infinite recursion)
DUMPCACHE - (Displays the memory cache contents)
EXEC [filename] - (Executes a file in the UT2003/system/ directory by default)
FLUSH - (Flushes all cache and relights)
FOV [number] - (Changes the field of view to the specified number)
FIXEDVISIBILITY - (For testing your own level. Fixes the engine's visibility from your current point of view. You can walk around and see what exactly is being drawn, check that antiportals are working,etc.Enter it again to turn it off)
GAMMA [number]
GETCOLORDEPTHS - (Displays the maximum color depth supported by your hardware)
GETCURRENT COLORDEPTHS - (Displays your current color depth)
GETCURRENTRES - (Displays your current resolution)
GETCURRENT TICKRATE - (" " tick rate)
GETMAXTICKRATE - (Displays the maximum allowed tick rate)
MUSICORDER [number] - (Change to a current track in the song (0=ambient, 1=action, 2=suspense))
NETSPEED [number] - (Sets the net speed, default is 10,000)
OBJ CLASSES - (Displays a list of object classes)
OBJ GARBAGE - (Collects and purges objects no longer in use)
OBJ HASH – (Displays object hashing statistics)
OBJ LINKERS – (Displays a list of active linkers)
PAUSESOUNDS – (Pauses all sounds)
PREFERENCES – (Opens advanced settings)
RELAUNCH – (Relaunches the engine)
RENDEREMULATE [gf1/gf2] – (Lets you see how your level will look on different cards (e.g., if some of your shaders are to complicated and don’t have fallbacks))
REPORT – (Copies a report of the current game to clipboard)
SET [class variable value] – (Sets a specified class and specified variable with the specified value)
SETSENSITIVITY [number]
SETRES [WxHxD] – (Sets your screen resolution to the specified width, height, and color depth)
SLOMO 1 – (Sets the speed of the game back to normal speed)
SLOMO 2 – (Sets speed to double, Increase number to go faster)
SLOMO .5 – (Sets speed to half, Decrease to go slower)
SOCKETS – (Displays a list of sockets in use)
TOGGLEFULLSCREEN – (Toggles full screen mode)
TOGGLE SCREENSHOTMODE – (Removes all HUD for screenshot taking)
REMOVEHUD - (Also removes the HUD)
FREECAMERA [number] – (Allows you to move camera around player)
TYPE [text]
UNPAUSESOUNDS
MUTATE [mutator command here]
Spawn weapons/vehicles
Spawn Redeemer: summon xweapons.redeemerpickup (obviously there is no redeemer in ro but you can change it to one of ro's weaponry)
Killing Floor Binds
2012-11-09
Posted by insmodscum at Friday, November 09, 2012 0 comments Labels: INSPROTIP, Insurgency Mod Scum, OT-Noted, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
http://forums.tripwireinteractive.com/showthread.php?t=43509
http://forums.tripwireinteractive.com/showthread.php?t=43509
Ironsights Hold & Toggle
http://forums.tripwireinteractive.com/showthread.php?t=43509
Set Input F1 Speech AUTO 12 | TeamSay FLESHPOUND!
Set Input F2 Speech AUTO 14 | TeamSay SCRAKE !
Set Input F3 Speech AUTO 6 | TeamSay HELP!
Set Input F4 Speech AUTO 3 | NO MORE AMMO!
Set Input F5 Say !rtd
Set Input F6 TeamSay %H %S %W
Set Input F8 showhud
0 = Weld
1 = Open
2 = Reload
3 = No ammo
4 = Money
5 = Heal
6 = I'm dying
7 = Bloat
8 = Patriarch cloaked
9 = Patriarch gun shot
10 = Patriarch rockets
11 = Clot grabbing
12 = Fleshpound
13 = Gorefast
14 = Scrake
15 = Siren
16 = Sirèn scream
17 = Stalker
18 = Crawler
19 = Killing Stalker with melee weapon
20 = Frag with FlameThrower
21 = Using Hunting shotgun
22 = Using Double Magnum
23 = LAW
24 = Axe
Ironsights Hold & Toggle
Set Input LeftMouse IronSightZoomIn | showhud | onrelease IronSightZoomOut | onrelease showhud
Set Q ToggleAiming
[LINK] Red Orchestra 2: Louder Explosions and Impacts ("Cwivey")
2012-10-26
Posted by insmodscum at Friday, October 26, 2012 0 comments Labels: INSPROTIP, Insurgency Mod Scum, OT-Links, OT-Noted, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
Probably doesn't work with Red Orchestra GOTY edition.
http://www.mirrorcreator.com/files/0E3JVLWB/RO2_Louder_Explosions_Impacts_0.7z_links
http://www.mirrorcreator.com/files/0E3JVLWB/RO2_Louder_Explosions_Impacts_0.7z_links
From Cwivey:
I thought I'd create a little sound mod for RO2 to increase some of the sounds' impact.
Read more below.
Disclaimers:
The sounds in this mod have not been as extensivly tested as I hoped to have done, some may not apear to work as intended.
Some sounds may still be over-shadowed by others.
There will be issues with joining multiplayer games after playing singleplayer (Relating to missmatched files), joining a multiplayer game straight off works however.
Having an understanding of what you're doing to the files in folders and how to restore them if all goes bottoms up will help greatly. (I will explain it, but if you can do it yourself all the better)
I would suggest only using it on the Vanilla RO2, the changes to the Beta may address some of these already, that and it may not work with the Beta anyways.
What it does:
Increase in volume of artillery strikes and artillery whiz-by sounds.
Increase the volume of Grenades and Satchels.
A very slight increase to the expendeture sound of the German smoke grenades.
Increase in tank main weapon firing volume.
Increase in volume of bullet impacts near the player.
Increase in volume of bullet whiz-by's.
Bullet snaps now happen 100% of the time in near-misses compared to the 0.33333 chance found in-game currently.
Installation:
Extract the files within the Zipped folder to...
C:/Program Files/Steam/steamapps/common/red orchestra 2/ROGame/CookedPC/Packages/Audio
Allow it to over-write the files. And that's it!
Reverting back to the old sounds...
If, for any reason, you want to revert back to the sounds as they were origonally, follow these next steps in doing so:
Go to the folder C:/Program Files/Steam/steamapps/common/red orchestra 2/ROGame/CookedPC/Packages/Audio
Find and delete the files;
AUD_EXP_Artillery.upk
AUD_EXP_Grenade_F1.upk
AUD_EXP_SatchelCharge.upk
AUD_EXP_SmokeNade_German.upk
AUD_EXP_Tanks.upk
AUD_Firearms.upk
AUD_Impacts.upk
AUD_Projectiles.upk
AUD_Vehicle_Tank_PanzerIV.upk
AUD_Vehicle_Tank_T34.upk
Then, go to steam, right click on Red Orchestra 2: Heroes of Stalingrad, click Properties.
Click on the "LOCAL FILES" tab.
Click "VERIFY INTEGRITY OF GAME CACHE..."
Let it work through and re-download the files (Shouldn't take more than around five minutes, depending on your internet connection)
Done and done. The sounds should be as they were and any bugs encountered will be purley the games fault. :cool:
Download
Only 7.04MB.
http://dl.dropbox.com/u/11064188/Lou...%20Impacts.zip [IMS: NA]
rossmum's blog - "mental shunting yard"
2012-06-26
Posted by insmodscum at Tuesday, June 26, 2012 0 comments Labels: ~Alex (rossmum) Ross, Insurgency Mod Scum, OT-Links, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS[SiN] bswearer's Blog
Posted by
insmodscum
at
Tuesday, June 26, 2012
0
comments
Labels:
~Brian ([SiN] bswearer) Swearer,
Insurgency Mod Scum,
OT-Links,
Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
I Swear(er)!
A collection of observations, conclusions…..and rants
http://swearer.wordpress.com/
"RO2: Far From Heroic":
http://swearer.wordpress.com/2012/01/30/ro2-far-from-heroic/
Andrew "Ulmont" Weathers (Davis, California, United States) STEAM_0:1:21690361 76561198003646451
2012-05-07
Posted by insmodscum at Monday, May 07, 2012 0 comments Labels: Insurgency Mod Scum, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
http://steamcommunity.com/profiles/76561198003646451/
PB ban: http://www.pbbans.com/mbi-viewban-03646451-vb264877.html
Ulmont
sirulmont
Looking for Internship
Andrew Ulmont Weathers
Davis, California, United States
Freelance texture artist
PB ban: http://www.pbbans.com/mbi-viewban-03646451-vb264877.html
Master Ban Index - View Ban
Ban Information
General Information
Date Added June 4, 2012 11:13 pm
Game Red Orchestra 2
Links ID 264877
Appeal
Player Data
GUID 00000000000000076561198003646451 ( MPI | Steam )
Alias Ulmont ( GT )
IP Address 128.120.*.131
Location Davis, United States
Violation Data
Type Even Balance Violation
Violation VIOLATION (AIMBOT) 50369
Streaming Source
Team RO.RU
Server IP Login to View
Server Desc Russian Community [FF]
Evidence
Server Logs
->PBSV: VIOLATION (AIMBOT) #50369: Ulmont (slot #7) Violation (AIMBOT) #50369 [00000000000000076561198003646451(VALID) 128.120.*.131:59326]
Red Orchestra 2 Death - 64 Player Servers
2012-03-24
Posted by insurgencymodscum2 at Saturday, March 24, 2012 0 comments Labels: Insurgency Mod Scum, Insurgency Mod Scum Blog, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOSIMS took a look at Red Orchestra 2 server browser. There's only one populated (humans only) Red Orchestra 2 server. IIRC a year after Red Orchestra 1 release, there was still a shitload of populated servers. Red Orchestra 2 isn't even a year old.
If anyone think Red Orchestra 2 is anything but dead, they are stupid.
Red Orchestra 2 lessons:
(1) If it works i.e. balance between realism and accessibility (think COD vs ARMA), don't fuck with it.
(2) Unreal Engine 3 is a POS.
(3) If you can't turn off depth of field without fucking everything else up, there's something wrong with the code or Unreal Engine 3.
Tripwire Forums (run by Nazis) 64 player servers debate, best quotes:
Tripwire Forums (run by Nazis) 64 player servers debate, best quotes:
RO 2 - First PBSS (Punkbuster Screenshot) ESP Ban - The Elder Scrolls V: Skyrim Bewbs [STEAM_0:0:20853702 (76561198001973132)]
2012-01-10
Posted by insurgencymod at Tuesday, January 10, 2012 0 comments Labels: Cheaters, Insurgency Mod Scum, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
http://www.pbbans.com/mbi-viewban-01973132-vb245845.html
[TMR]Sultan
STEAM_0:0:20853702
76561198001973132
http://steamcommunity.com/profiles/76561198001973132
The Elder Scrolls V: Skyrim Bewbs: http://steamcommunity.com/profiles/76561198001973132/screenshots/
[TMR]Sultan
STEAM_0:0:20853702
76561198001973132
http://steamcommunity.com/profiles/76561198001973132
The Elder Scrolls V: Skyrim Bewbs: http://steamcommunity.com/profiles/76561198001973132/screenshots/
Persona name history
[TMR]Sultan
Name Changed - January 10th, 2012 @ 12:55pm - [TMR]Sultan
Name Changed - January 9th, 2012 @ 11:59am - )()()è||()(
Name Changed - January 7th, 2012 @ 12:02pm - )()()è||à ())peter()(è à )()(
Name Changed - January 7th, 2012 @ 11:00am - )()()è||à ())èà ()(è à )()(
Name Changed - December 31st, 2011 @ 11:43am - iiez4
Name Changed - December 31st, 2011 @ 9:00am - IUZuux
Name Changed - November 8th, 2011 @ 12:23pm - TMR-Hiob
Name Changed - November 2nd, 2011 @ 2:45pm - <@satanlives@>
Name Changed - November 1st, 2011 @ 8:37am - schoenerHans
Name Changed - October 30th, 2011 @ 8:58am - <@MUP@>
Noted: MKb42(H), The Gun, The Myth, The Legend - Confirmed facts of the MKb42(H)
2012-01-09
Posted by insurgencymod at Monday, January 09, 2012 0 comments Labels: Insurgency Mod Scum, OT-Noted, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOSVolksgrenadier's facts:
A lone MKb42 conducts the assassination of Julius Caesar.
Jesus Christ was crucified upon an MKb42.
William the Conqueror rode upon an MKb42 and won the Battle of Hastings, crowning himself King of Britain soon after.
The Magna Carta was created. An MKb42 can be seen clearly on the bottom right corner of this document.
The Black Plague outbreak was not spread by rats, but a single MKb42.
The Battle of Agincourt was won through the superior use of MKb42's.
Constantinople falls. MKb42s are suspected.
Christopher Columbus begins his voyage to discover the MKb42. He finds America instead.
Newton develops the laws of physics, working alongside an MKb42.
The Declaration of Independence is signed by an MKb42.
Franz Ferdinand is assassinated by an MKb42, sparking the First World War.
An MKb42 declares the terms of the Treaty of Versailles.
A small squadron of MkB42s raid Pearl Harbour.
An MKb42 commences Operation Barbarossa.
Adolf Hitler shoots himself with an MKb42. Germany surrenders soon after.
Two MKb42s are dropped on Hiroshima and Nagasaki. The end of World War Two ensues shortly.
Genghis Khan conquers nearly half of the known world at the time with the aid of an MKb42.
Ivan the Impaler used an MKb42 for his inhumane deeds.
HerrKohlrabi's facts:
When Mary said that an angel had made her pregnant she was lying. The real father was MkB42(h).
Battlecrusier's facts:
Brothers Wright constructed first working plane with use of mkb42.
The Apollo Program and the Moon Landing were achieved with help of mkb42.
IsEnough's facts:
The first time a caveman started a fire, it was with an MKb42.
When the cavemen invented the wheel, it looked like the MKb42.
BingoPower's facts:
JFK Assassination - The Warren Commission findings and the single bullet theory are implausible according to some researchers, though they admit an MKb42 could have been responsible.
Skjold's facts:
Titanic sunk due to trying to contain an MkB 42 (H) in its cargo hold.
AtomicHamster's facts:
The Mkb42 was responsible for wiping out the dinosaurs.
The meaning of life, as stated in The Hitchiker's Guide To The Galaxy, was 42. In fact they meant to say the meaning of life is in fact the Mkb42...
Zanarchy's facts:
A common misconception is that Noah gathered two of every animal to put aboard the Ark. Wrong. A single MkB42 gathered them up and threw them on.
OJ191's facts:
If an MKb42 somehow jams or otherwise fails to fire, the entire server crashes.
When someone misses their target with an MKb42, the target dies anyway, of shock
jojimbo41's facts:
In 1541 Phillip of Spain ordered Pizarro to find the Lost City Of El Dorado, as legend had it this is where they would find Montezumas MKb42
WW2 should have lasted for 12 years, but Mkb42 bullets travel twice the speed of light
TheLastRonin's Facts:
'Chuck Norris' is actually the name of the first MkB42 ever built.
stahlhelmii's Facts:
The Redcoats develop the tactic of forming an infantry square around a single Mkb(42), which must be protected from charges due to its ability to destroy entire native villages with one clip of ammo. The British Empire is born.
Napoleon heads for Waterloo. Marshall Ney forgets to bring the Mkb(42) ...
The people at Masada kill themselves after a long and valiant hold out against the Romans, knowing they had no chance because of a rare Mkb(42) malfunction.
Thutmose III wins the first battle in recorded history against the Mittani, from whom Anubis saw fit to withhold the Mkb(42). Thutmose rejoices for that extra prayer to Anubis the morning before the battle.
At the battle of Kadesh much later, Anubis becomes irked at Rameses for allowing Moses to run off with the Mkb(42). Rameses, not knowing this, nor that the Hittites have their own Mkb(42), attacks the Hittites without waiting for the rest of his army to catch up. The battle goes against Rameses until the Ptah division arrives with the Mkb(42) it found on the banks of the Red Sea.
The ancient Egyptians achieved the tight tolerances and architectural precision of the Great Pyramid because aliens provided them with the mathematical formula of Mkb(42).
Indiana Jones and the Lost Ark is actually based in fact. The Germans did recover the Ark, and inside was the Holy Mkb42(h).
It was not the blowing of horns that brought the the Walls of Jericho. It was only the explanation of a primitive people who did their best to make sense of the loud retort of Mkb42(h).
"Dear Abbey" gave out such great advice because the column was in fact ghost-written by Mkb42(h).
The settlement of the American West is due to one thing: Mkb42(h)'s order to, "Go west, young man!"
Before you decide to take that last piece of pizza that the kids are eyeing, just ask yourself ... "What would Mkb42(h) do?"
The U.S. invaded Iraq because it suspected Sadam Hussein of developing an Mkb42.
Lethal_Sting's facts:
The most interesting man in the world, is actually the MKb42.
The MKb42 was the shot heard 'round the world.
Crusader508's facts:
When Zeus smote the enemies of Olympus, his lightning bolt was an MKb42(H)
The Mayans came up with a calender that tells us when the end of the world will occur. Carved in its stone is the MKb42(H).
There are two kinds of men in this world: Mice, and the MKb42(H).
I don't always drink beer, but when I do, it's the MKb42(H).
It's been researched and proven that the deadliest animals on earth are the MKb42(H), MKb42(H), and the MKb42(H).
When I came home from work, I saw my girlfriend in bed with the MKb42(H). I joined them.
The MKb42(H) told me to go f*** myself, so I did.
Benett1stMRB's facts:
As oppose to contray belief....America didnt nuke hiroshima, it was simply a MKb42's mass reaction wrap core housed in the stock going nuclear. How the entire world didnt crack in half is still a mircale.
RawrManbearpig's facts:
In Soviet Russia, MKb42 kills EVERYONE.
maneaterhp's facts:
Half-Life Episode 3 was completed years ago, it was released under the name MKb42.
Eyes only's facts:
On 30 April 1975 the North Vietnamese Army were equipped with MKb42's, America pulls out immediately!
Loodmoney's facts:
The MKb42(H) was produced in 1942. Given the gun's influence on world history in the space of time preceeding 1942, we must conclude that the MKb42(H) either has, invented, or is an integral part of, the capacity for time travel.
The ROF of the MKb42(H) is such that it produces sound at a pitch that is pleasing to the human ear--more pleasing than any other gun. Two MKb42(H)s firing in a synchronised fashion will produce a sound at a pitch that is pleasing to the human ear--more pleasing than any other two guns firing in a synchronised fashion. Three--&c. &c. Thus, we must conclude that the music of Heaven above is composed of MKb42(H)s, and that if this gun did not exist, then neither would the speech of humans.
People cry when they are shot by an MKb42(H), or simulations thereof. They also feel joy when they loot the gun off a dead body, or simulations thereof. Thus, the MKb42(H) is clearly responsible for the emotions and thoughts of Man. And, as the Soul of a man is responsible for his emotions and thoughts, therefore the Soul of Man is an MKb42(H). Our third conclusion from this is that, because a man's body and his Soul cannot be made of the same substance, the MKb42(H) is thus immaterial.
SPYMAN's facts:
If you type in "god 1" you get a Mkb42.
If you divide by zero, you get a Mkb42.
tinwai's facts:
The only way to stop a MKb42 from shooting is to shoot it with another MKb42.
Ad hoc's facts:
One day, a lowly rifle declared," I am become death, the destroyer of worlds." Thus, the MKb42(H)was born.
What happens when an unstoppable force meets an immovable object? Put two MKb42(H)'s together, barrel to barrel, and find out.
FILLMORE!'s facts:
God appointed Moses to lead the Israelites out of Egypt and into Canaan by speaking to him through a burning MKb42(H).
Many people falsly refer to the shoulder-mounted weapon used by the Predators as plasma caster. In fact it is a MKb42(H).
Lady Diana and Dodi Fayed died in Paris after their car crashed with an MKb42(H).
Bill Clinton did not have sex with Monica Lewinsky. His MKb42(H) did.
Nothing can travel at the speed of a bullet fired from a MKb42(H).
Big bang theory is a model to explain what happened when the first shot from a MKb42(H) was fired.
The Ultimate Answer to the Ultimate Question of Life, The Universe, and Everything is... unsurprisingly, MKb42(H).
LoneMerc2's facts:
Some say it naturally faces the enemey, and that all of it's components are hydraulic... all we know is, it's called the Mkb42(H).
The Mkb42(H) IS the Illuminati.
It is proven that the Mkb42(H) is that accurate, the egyptians used it to build their pyramids with laser precision.
The Cold War nearly broke out over the Mkb42(H).
If the A-Team used the Mkb42(H), they would have had no need to spray and pray.
Has anyone heard of that new drug, Mkb42(H)? Apparently it makes you invincible.
"Mkb42 and two zig-zags, baby that's all we need!"
Lone-Assasin's facts:
To this day, the Mkb42 is the only known entity in existence to have competed in and won at least one gold medal in every Olympic Sport.
Chuck Norris's only imperfection is the Mkb42
Naminator's facts:
The virgin Mary was not a virgin, in fact she was not even a "Mary", MKb42(H) gave birth to Jesus.
During the Alpha phase of CoD:MW2 the 25 kills killstreak use to be the MKb42(H), after extensive testing and feedback from the testers, the MKb42(H) was deemed too over-powered and was replaced with the Tactical Nuke.
Jesus H. Christ. MKb42(H), coincidence? I think NOT!
Chuck Norris and MKb42(H) sign a contract that prevents them from ever facing each other, as they fear to find out what will happen when an unstoppable object is hit by an unstoppable force.
reef1323's facts:
It wasn't a strobe light that caused Dianas driver to crash... It was the muzzle flash of an MKb42.
The only reason Rasputin died is because he was shot by an MKb42.
Stephen Hawking has proposed a ban on the MKb42 as "The bullets could tear a rift in the time-space continuum"
The MKb42 once misfired...... and created the lightsaber.
There were no planes that crashed into the twin towers on 9/11. Someone strapped seats to an MKb42.
tekn0maga's facts:
In Jurassic Park, when it looks like the Raptors have figured out how to open doors, off scene it is actually opened by the even smarter MKb42(H).
Originally it was thought that a big bang had created the universe. However we now know with science, that Chuck Norris and an MKb42(H) were fighting in a brutal battle to the death, at the conclusion of which they made love. The end product is the known Universe. You're Welcome Earth.
Star wars episodes 4, 5 and 6 were actually co written by MKb42(H) not just George Lucas. After George pitched his next idea to MKb42(H), the gun said "BANG? BANG BANG BANG!...click" and stormed out of the meeting. George went ahead and made three more movies despite the harsh words of warning from MKb42(H), the terrible history of which is already known.
Howard Beale's facts:
MKb42(H) = mc^2 (TeX)
crispy animal's facts:
The British founded the penal colony in Australia to deport uninformed radicals who tried to sabotage production of the MKb42.
The US never dropped an atomic bomb on japan, Hiroshima and Nagasaki are the only 2 known instances of an MKb42 malfunction, it was covered up to stall a mass panic.
Elixx's facts:
The MKb42[H] is the reason that, we never got alien visitors on earth.
Bioxx's facts:
When David fought Goliath, he didn't use a sling, he used an MKb42.
To end the Cuban Missile Crisis, President Kennedy pulled out an MKb42 and threatened to use it against the Soviets if they didn't turn those ships around.
The LaughingMan's facts:
An MKb42(H) is used to power Valve's digital distribution platform, however executives found Steam to be a more marketable name.
Geneva Conventions state that "an MKb42(H) is under no circumstance to be used in any form of combat."
When an autopsy was finally conducted on Albert Einstein, scientists were baffled at the relatively small size of his brain. Even more baffling was the presence of a tiny Mkb42(H) at its center.
Rooney00's facts:
The MKb42 shoots slightly smaller Mkb42's
FoX_D3ff3nd3R's facts:
The MKb42(H) is both the unstoppable force and the immovable object, and thus it defies the LAWS of time and space.
People say I'm hung like Chuck Norris, I just say I'm hung like an MKb42(H)
bryand's facts:
the Mkb42 not only creates black holes.. it is one
Mizara's facts:
It is believed that The Great Fire of Rome was started by Nero Claudius Caesar himself, and that during the fire he sang "Sack of Lilium" while playing his lyre. In fact, Nero sang "The Final Countdown", and his instrument of choice was Mkb42 (H), which started the fire in the first place.
God used an MKb42(H) to write the Ten Commandments.
Banshee is actually a metaphore to the sound of a reloading MKb42(H).
SweatyGremlinz facts:
Chuck Norris wept the first time he laid eyes on the Mkb42
SleepyJhonny's facts:
MKb42(H) is the last unlockable weapon of BF3 when you achieve level 100.
How To: Deal with Campers - Mafia Man AKA GermanGamerGuy (Griefer)
2011-12-06
Posted by insurgencymodscum2 at Tuesday, December 06, 2011 0 comments Labels: Griefers, Insurgency Mod Scum, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS, Submissions, Videos
"How To: Deal with Campers" [griefing]
http://www.youtube.com/watch?v=nsUxsj8ioDc [17-09-2011]
"Mafia Man" possible SteamID:
cerdofied AKA Ozzy AKA Alter
STEAM_0:1:32130217
76561198024526163
http://steamcommunity.com/id/cerdofied
http://www.steamcommunity.com/profiles/76561198024526163
http://www.youtube.com/watch?v=nsUxsj8ioDc [17-09-2011]
"Mafia Man" possible SteamID:
cerdofied AKA Ozzy AKA Alter
STEAM_0:1:32130217
76561198024526163
http://steamcommunity.com/id/cerdofied
http://www.steamcommunity.com/profiles/76561198024526163
Persona name history
Alter
Name Changed - November 12th, 2011 @ 4:18am - Alter
Name Changed - November 12th, 2011 @ 3:24am - Altər
Name Changed - November 12th, 2011 @ 3:20am - Hòrrór
Name Changed - November 9th, 2011 @ 3:32pm - Jake
Name Changed - October 19th, 2011 @ 5:53pm - Walkabout
Name Changed - August 25th, 2011 @ 7:38pm - Mafia Man
Name Changed - August 7th, 2011 @ 1:08pm - Cerdo
Name Changed - August 7th, 2011 @ 1:04pm - Horus himself.
Name Changed - June 25th, 2011 @ 4:29pm - レオ
Pro Tip: RO 2 Tank Tactics, Cunning, Exploits, Binds & Noob Manual
Posted by
insurgencymodscum2
at
Tuesday, December 06, 2011
0
comments
Labels:
INSPROTIP,
Insurgency Mod Scum,
OT-Noted,
OT-PROTIP,
Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
RO 2 MG exploiting
http://forums.tripwireinteractive.com/showthread.php?t=70550
http://oi39.tinypic.com/21evm6r.jpg
http://oi39.tinypic.com/x0o32s.jpg
http://oi40.tinypic.com/21ju05u.jpg
http://cloud.steampowered.com/ugc/595825891495964432/26F4112C51AAA2739AA6C735FE179D06A490DEA7/
http://cloud.steampowered.com/ugc/595825891495962524/ED1054C882DA8C7B7F0A6A926A68337E7BD011A0/
RO 2 Tanking
http://forums.tripwireinteractive.com/showthread.php?t=65420
How to aim and hit properly from a distance?
http://forums.tripwireinteractive.com/showthread.php?t=64202
When to use which artillery-option?
http://forums.tripwireinteractive.com/showthread.php?t=68171
Improved controls v1.0
http://forums.tripwireinteractive.com/showthread.php?t=71477
How to get hold to crouch (100% functional)
http://forums.tripwireinteractive.com/showthread.php?t=58226
You can change fire mode on stationary MGs. [?]
You can doubleclick on the class instead of selecting and clicking "continue".
Also see:
"Red Orchestra 2 Game Manual" (for noobs)
http://raw-recruits.com/red-orchestra-2-game-manual
and
http://insurgencymod.blogspot.com/2012/12/pro-tip-red-orchestra-2-t-34.html
http://forums.tripwireinteractive.com/showthread.php?t=70550
http://oi39.tinypic.com/21evm6r.jpg
http://oi39.tinypic.com/x0o32s.jpg
http://oi40.tinypic.com/21ju05u.jpg
http://cloud.steampowered.com/ugc/595825891495964432/26F4112C51AAA2739AA6C735FE179D06A490DEA7/
http://cloud.steampowered.com/ugc/595825891495962524/ED1054C882DA8C7B7F0A6A926A68337E7BD011A0/
RO 2 Tanking
http://forums.tripwireinteractive.com/showthread.php?t=65420
Movement while not driver
You can use the normal movement keys (default = WASD keys) to give the driver orders to move. It is kind of clumsy and delayed, but have to do it sometimes. Practice getting the hang of it rather than always switching to drivers seat.
Commander of the T-34
The T-34 has the commander also doubling as the gunner (baaad). In many of the possible views, left clicking will make the turret rapidly swing to the direction you left-clicked at. Useful for acquiring targets, turning the turret a certain way before trouble hits, etc.
Situational awareness
Tanks have terrible situational awareness. Compared to a soldier, they have greatly impaired hearing and can barely look outside. When moving it is super loud from the engine and the inside is bouncing around. You must have situational awareness to find out what is going on, where the threats are (especially enemy tanks) so you can avoid getting killed while siezing opportunities - such as popping out of cover and killing a P4 or rushing to some better cover on their flank.
You have the following options:
1. The PERISCOPE. Is the main method, is safe from small arms. Also mated to the gun for shooting. The view is terribly narrow though so not a good way to get an idea of what is really going on all around. Press the use key to toggle it being slaved to the main gun. When detached, you can look around 360 without the main gun or turret moving at all. When re-attaching it, the whole turret & gun will quickly swing to aim at what you were looking at, like a modern main battle tank. Great for looking for acquiring targets with, much less cumbersome than mousing around with the whole turret. As a bonus, I don't think anyone is really aware you can do this. They just assume you are only looking straight along the main gun. Infantry (AT especially) tend to hide out of sight whenever the main gun of a tank swings toward their direction, then pop out again when the gun is pointed elsewhere.
2. Turret left-side view slit: There is a view slit on the left side of the turret. Mouse left in the turret and you will see it. Then, I think, left click (or is it right?). You can use the sprint key to zoom in and get a very good view through it. Left clicking the mouse while in its view will make the main gun turn to where you left clicked at (as usual), which in this case is 90 degrees to the left - where the slit is facing. You can do a 360 rotation drill, left clicking continously while looking out the slit zoomed in. Will give a quick idea if enemy AT infantry are closing in on you. Also, rememeber that they only think you are looking through the main optics along the main gun, and they won't try to conceal themselves unless they see that gun about to swing over them. The problem for me is accessing the slit in a practical way. Have to navigate the interface. A bit slow and cumbersome.
3. Opening the hatch and sticking your head out. The commander of the T-34 has a big nice hatch that he hunkers down behind (doesn't look like it from first person, but from third person he does). Like a bullet shield. Here you can see and hear everything from a commanding position. Can use the binoculars to spot stuff far away, and you can see over obstacles that obscure the entire rest of the tank. I don't recommend spending more than brief moments up there then hatching down again, just in case someone takes a shot at you. The shield protects the commander though but only if facing the right way. It is usually safe to be turned out while on the move. Too difficult for most infantry to hit. Left clicking makes the turret turn where you were clicking.
4. Talk to people on the team. Get them to feed you info about what is going on. Especially the enemy tank positions.
Did some testing with a friend. T-34 vs P4. Various distances, angles, spots. Some interesting data:
1. T-34 penetrated P4 armour universally, including the turret head on, 9/10 times (or so), within 650 meters. Literally could shoot anywhere on the front of the turret and smash through. Could kill one or two crew and breaking the turret armour. In general however, overall interior damage was limited. Aim for the ammo bins.
2. The P4 did not penetrate the T-34 universally within 650 meters. Even at 100 meters frontal armour, many shots would deflect. A slight upward incline for the T-34 made big difference. Angling it slightly at 1 o'clock also helped. Frontal armour was often tough and deflected or absorbed plenty of punishment. The hull MG seemed to be the most reliable spot to penetrate. It was inconsistant, where long range shots seemed more deadly and reliable than closer range. The turret behaved similar to the P4 turret except penetrating hits seemed to do more damage (killing commander/loader more reliably). Penetrating shots from the front right chassis would kill the hull MG crewman and break something on the rear left (damaging the brakes).
3. The tracks seemed highly resiliant to punishment on both tanks but can be broken.
4. The sights are often messed up whenever the tank has been involved in aiming and rotating turret while on an upward, sideway or downward incline. Usually it starts shooting to the left of the sights. Something seems to be amiss when the tank isn't on flat ground. When having driven only on fairly flat ground without aiming, the sights tended to be completely accurate.
5. T-34 periscope rotation does not appear to move visually when seen from the outside.
6. The main guns were almost never damaged.
7. Frequently, the turret rotation is out of sync on the enemy tank. The main gun facing maybe 20-30 degrees to the side of you, yet shots come flying sideways dead on target.
8. Graphically and sound wise: A shot not hitting a tank gives off lots of dirt thrown in the air and a muffled explosion sound. A deflected shot gives off a small spark and a "plionk" sound. The shell itself can visually be seen bouncing off and landing somewhere sometimes. A penetrating shot often give off a small explosion graphical effect, and a more metal crushing sound effect, no matter what real damage it did inside the tank. The same appears to apply to AT rifles where shooting at a vision slit can bring small explosions each time, without damaging anything on the tank. Unclear if the FX is different when an armour plate is damaged by a hit or not.
Lessons learned
1. Stay away from non-flat ground (with one exception). T-34 should park on an upward slope.
2. P4 armour is non-existant within 650m. But T-34 frontal armour is still viable. Getting as much of an angle as possible is important. 1 o'clock angle towards enemy. Park on an upward slope (to raise the front of the tank slightly). Strongly avoid doing the opposite - being shot at while parked downhill.
3. P4 best defence is hull-down with only turret exposed. Shots will penetrate the turret, but will not reliably kill crew or damage components.
I should probably have mentioned that the testing was not extensive enough to cover ranges beyond 650 meters. :S Will try to get to that stage next session. Pardon for being misleading.
I don't remember testing shooting at T-34 turret at an angle. However, I think that there were many cases where the shells would deflect if shot far enough to the side of the turret. Hitting dead on is easy on these shorter ranges though, with pretty disastrous results inside the tank.
Regarding the "T-34 front armour deflecting at 100m". It did not do this if flat and head on, but when angled a little to the side and on a slight upward slope, the P4 could shoot all day and not penetrate the front (more than 9/10 shots) - unless hitting the hull MG port or some other critical place we did not discover. The driver's hatch slit took direct hits (I was in there, saw it) without penetration also.
I am also of the impression that the armour is mostly irrelevant at these ranges and maybe the interior damage does not spall enough. During our testing when shooting at the P4, often counted many "hit, penetred" when shooting the front of the turret and chassis, without it having any effect on the crew or components inside. I don't know enough about the extent of spalling on that metal & shells back then, but I imagine there would be lots of hot metal fragments being torn off and bouncing around a bit (striking crew memebers) in the tank if penetrated.
If knowing where to aim on the P4, and being able to accurately put a shell there = boooooom. This is in the chassis only. The turret is un-boomable, but can be decrewed.. eventually, or if being lucky. Don't know, seems to be hard to do it consistently (but not hard to do on the T-34).
EDIT: When angling the T-34 to 1 o'clock, the deflections were more likely (at any range) from the front but the best benefit by far came from being at an upward slope, which increases the angle of the already nicely sloped frontal armour. Considering how thick that armour also is, I do not find it implausible that shells could deflect even at 100'ish meters. Note also that P4 hits on the (slightly) exposed right side of the chassis when in the 1 o'clock position, did a mix of penetration and deflection. The right armour plate would get damaged quickly, and the right track could also be damaged. But don't recall any catastrophical effects.
Will attempt a systematic test at 100m, 500m and 1000m. Center shots from flat ground on turret, turret ring and chassis. From 12 o'clock and 1 o'clock.
How to aim and hit properly from a distance?
http://forums.tripwireinteractive.com/showthread.php?t=64202
When to use which artillery-option?
http://forums.tripwireinteractive.com/showthread.php?t=68171
As there is no detailed information about the artillery strikes, my experience while playing commander is the following:
1. Mortar barrage is useful for short, intense small artillery fire on a small area with lots of enemies in. Very useful for clearing out capzones.
2. Regimental gun-barrage is useful for areas with more spread out enemy inf and armor in it, not that useful to clear out capzones but useful for blocking paths since it takes quite long for it to end
3. Katyusha's for a wide area, powerful against enemy armor and hidden enemies camping outside
OP has it right. Mortars are intense killers dropping in three barrages, artillery is a minute long area denial using six barrages and rockets are a more spread out mortar attack with a single barrage.
Personally I find the artillery barrages being the most useful support for a defender. You basically disable a large part of the map, stalling the attackers and funneling them to the other flank.
Mortars are good for punishing passive attackers that stay in packs but advance very slowly, making their approach very predictable. I also use these when firing close to my team as they don't deviate too much and so they are very easy to stand clear of. The street in front of Town Hall on Spartanovka is a good place for mortars as artillery would spread too much.
Rockets, because they are so brief, are only really good for softening up an objective for the attackers, especially if you intend to move up yourself immediately after calling in the strike. In public games it is safer to place an artillery strike behind the objective to prevent defenders from getting back on to the objective while you fight your way on to the objective with firearms and smoke, because teammates love to run into obvious artillery barrages even when you warn them about it.
Improved controls v1.0
http://forums.tripwireinteractive.com/showthread.php?t=71477
How to get hold to crouch (100% functional)
http://forums.tripwireinteractive.com/showthread.php?t=58226
Since launch I've been tweaking the controls to my liking. The result is now a quite large autohotkey script. In my opinion, it falls in the catgory 'using existing controls to create control scheme that is more smooth and user-friendly'. So I most definately do not consider it cheating or exploiting. However, I won't share it without admin/dev approval, as I'm not sure I'm allowed to.
Movement Features:
- zoom and sprint split to different keys
- Tactical Display shows up while holding the sprint key. Reasoning: it's a good time to receive tactical info during sprint, as you're not aiming at stuff and hopefully moving towards objectives. This feature can be switched on/off on the fly.
- Pressing fire while sprinting will stop the sprint, thus allowing you to fire. No tactical display is shown to allow clear aiming. Once the fire button is released, the sprint is resumed.
- Walking key (already in the game)
General Weapon handling and zoom Features:
Provides a system with 2 levels of zoom and easy switching between them. The standard IS zoom (found in ROGame.ini) should be set to none or very little to fully differentiate the 2 zoom levels. The mouse wheel is used to control zooming levels as follows:
- when entering IS, there is almost no zoom, good for close quarters
- mousewheel-up brings you to a full zoom level + holding breath (no button holding required). Also a separate button on your keyboard is available to go into zoom state quickly
- mousewheel-down brings you to a no zoom again
- while in zoomed state, click mousewheel-up again to take another steady breath. This is only possible at an interval of 1.4 secs (this limit is already build into the game). Also this will issue a spot enemy command. Reason: since you're taking a deep breath again, it is very likely you have an enemy in your sights. Your teammates will be grateful for this information.
- The following functions ends the zoom and brings you to normal view again:
+ reload
+ entering / exiting IS
+ selecting a weapon (note: separate buttons should be used to select each weapon)
+ melee
+ prone
- Pressing fire while holding a weapon select key will throw away current weapon to quick select new weapon
LMG Features:
- pressing and holding IS while walking around will make you walk. This allows for better recoil handling.
- pressing prone will keep you crouched behind cover while deployed
static HMG Features:
- when using the HMG, 2 extra levels are added to the 2 general levels:
+ level 0: crouched behind HMG
+ level 1: unzoomed over the sights
+ level 2: zoomed over the sights
+ level 3: zoomed IS
Again, the levels are switched between with the mousewheel.
- when undeploying your HMG, you will always be in crouch
sniper Features:
- when using the sniper, 1 extra level is added to the 2 general levels:
+ level 1: unzoomed IS
+ level 2: zoomed IS
+ level 3: scope
Again, the levels are switched between with the mousewheel.
Various keybinds
Since I ran out of easily accessible keys to use, I added a few extra 'combos'
- IS + melee = drop weapon
- hold weapon key + fire = drop weapon, quick select new one
- mouse wheel down while not in zoom = to cover
- 1 button for both lean directions (in combination with strafe keys)
I figured out how to use the tactical display while running:
find thid line in your input.ini
Bindings=(Name="X",Command="Sprint",Control=False, Shift=False,Alt=Fa lse,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAl t=False)
and modifiy it like this:
Bindings=(Name="X",Command="Sprint | Tactical_Display",Control=False,Shift=False,Alt=False,bIgnoreCtrl= False,bIgnoreShift=False,bIgnoreAlt=False)
Remember that there is a blank before and after the |
Red Orchestra 2 Obscure Tactics & Features
You can change fire mode on stationary MGs. [?]
You can doubleclick on the class instead of selecting and clicking "continue".
Also see:
"Red Orchestra 2 Game Manual" (for noobs)
http://raw-recruits.com/red-orchestra-2-game-manual
and
http://insurgencymod.blogspot.com/2012/12/pro-tip-red-orchestra-2-t-34.html
Red Orchestra 2 Scum #1
2011-10-09
Posted by insurgencymod at Sunday, October 09, 2011 0 comments Labels: Griefers, Insurgency Mod Scum, Red Orchestra Ostfront / Killing Floor / Red Orchestra 2 HOS
STEAM_0:1:44001243
76561198048268215
http://steamcommunity.com/profiles/76561198048268215/
STEAM_0:0:25886368
76561198012038464
http://steamcommunity.com/profiles/76561198012038464
STEAM_0:0:15355650
76561197990977028
http://steamcommunity.com/profiles/76561197990977028
STEAM_0:0:18891974
76561197998049676
http://steamcommunity.com/id/Furzel/
http://www.steamcommunity.com/profiles/76561197998049676
STEAM_0:1:5482575
76561197971230879
http://steamcommunity.com/profiles/76561197971230879
STEAM_0:1:19262029
76561197998789787
http://steamcommunity.com/profiles/76561197998789787
STEAM_0:1:6520191
76561197973306111
http://steamcommunity.com/id/EchoBlack/
http://www.steamcommunity.com/profiles/76561197973306111
STEAM_0:1:37095545
76561198034456819
http://www.steamcommunity.com/profiles/76561198034456819
76561198048268215
http://steamcommunity.com/profiles/76561198048268215/
STEAM_0:0:25886368
76561198012038464
http://steamcommunity.com/profiles/76561198012038464
Pat Ryan
Kansas, United States
Yfr.Rhino.51Grds
STEAM_0:0:15355650
76561197990977028
http://steamcommunity.com/profiles/76561197990977028
STEAM_0:0:18891974
76561197998049676
http://steamcommunity.com/id/Furzel/
http://www.steamcommunity.com/profiles/76561197998049676
STEAM_0:1:5482575
76561197971230879
http://steamcommunity.com/profiles/76561197971230879
STEAM_0:1:19262029
76561197998789787
http://steamcommunity.com/profiles/76561197998789787
STEAM_0:1:6520191
76561197973306111
http://steamcommunity.com/id/EchoBlack/
http://www.steamcommunity.com/profiles/76561197973306111
STEAM_0:1:37095545
76561198034456819
http://www.steamcommunity.com/profiles/76561198034456819
Subscribe to:
Posts (Atom)
