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#10101 |
Senior Member
Iscritto dal: Dec 2006
Città: roma
Messaggi: 1675
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peccato che in classic non ci gioca quasi nessuno...comunque rimane un gran gioco veramente.
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#10102 |
Senior Member
Iscritto dal: Mar 2008
Città: Cesena
Messaggi: 4132
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qualcuno che ancora ci gioca mi aggiunge su steam?
![]() sono persio91 grazie
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Thermaltake Core V31 | Asrock H87MPro4 | Intel i5-4570 | 16GB Corsair Vengeance | XFX RX480 | Sound Blaster Z | Samsung 840 EVO 240GB | 3TB WD Caviar Green + 6TB WD Caviar Red | Enermax Liberty 620W |
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#10103 |
Senior Member
Iscritto dal: Jul 2002
Messaggi: 9999
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aggiunto
peccato che non c'è tanta gente, io vedo sempre sui 1000 players, mi piacciono solo i server da 64 per il caos da 'guerra' ![]() ![]()
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Desktop: CPU: Ryzen 9 9950X3D | AIO: NZXT Kraken Elite 360 v2 | MB: ASUS ProArt X870E | RAM: Corsair 64GB DDR5 6000 CL30 | SSD: Samsung 9100 PRO 4TB | GPU: PNY RTX 5080 OC | PSU: NZXT C1000W ATX 3.1 | Audio: Creative AE-9 & Edifier S550 Encore | Case: NZXT H6 Flow | Monitor: LG 34GN850P Notebook: MacBook Pro 14 M4 24GB 1TB |
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#10104 |
Senior Member
Iscritto dal: Dec 2009
Città: Padova
Messaggi: 4541
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In prima pagina c'è sia il link al gruppo steam, sia una lista giocatori coi i link ai loro profili steam.
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#10105 |
Senior Member
Iscritto dal: Jul 2002
Messaggi: 9999
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ragazzi vi ho aggiunto tutti, quelli in prima pagina, accettate
![]() comunque è un po di tempo che il gioco dopo almeno un oretta mi crasha, all'uscita poi c'è la finestra per mandare il report a tripware, capitano anche a voi dei crash ultimamente?
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Desktop: CPU: Ryzen 9 9950X3D | AIO: NZXT Kraken Elite 360 v2 | MB: ASUS ProArt X870E | RAM: Corsair 64GB DDR5 6000 CL30 | SSD: Samsung 9100 PRO 4TB | GPU: PNY RTX 5080 OC | PSU: NZXT C1000W ATX 3.1 | Audio: Creative AE-9 & Edifier S550 Encore | Case: NZXT H6 Flow | Monitor: LG 34GN850P Notebook: MacBook Pro 14 M4 24GB 1TB |
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#10106 | |
Senior Member
Iscritto dal: Jan 2010
Città: bassa padovana
Messaggi: 1274
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Quote:
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Acquistato da: Rez, Sanji, Fabio Norway Storm, fabrizio8, s3n3ca, sirjd, Civas85, Floris, sc82, luciferme, wizard83, antenore, Viper63 (x3) , WiAR, Grrrr, Barofilia (x2) , flower79 (x2); ![]() Venduto a: Roach, sc82, !ç£m@N, Barofilia, 658290; ![]() |
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#10107 | |
Senior Member
Iscritto dal: Apr 2009
Messaggi: 2044
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Quote:
Comunque manda il report e nel caso prova a sentire il forum Tripwire
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AMD FX-8350, Cooler hyper212evo, 8gb Ram DDR3, Nvidia 960, monitor 24'', Win7 (giochi) + Ubuntu Linux; ____________________ steam accumulo giochi aspettando la pensione ![]() |
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#10108 |
Senior Member
Iscritto dal: Oct 2008
Città: Mercallo (VA)
Messaggi: 16643
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What We Are Up To - Post Pax and Gearing Up for Patch Release
With PAX Prime 2013 now behind us, the teams at Tripwire and Anti Matter Games have been working to finish up the next patch for Red Orchestra 2 / Rising Storm. Recent changes to the Rising Storm Beta application reflect this, such as the removal of Skirmish from the Menu's (as it will not be released in this patch as we continue to work on the game mode) and others. Betio gameplay has been locked down, and is having final refinements and optimizations worked on. This includes making sure everything has been set up properly and bugs are squashed away. So prepare to get your boots wet soon! We've also recently made major refinements to the prone system, that will allow players to successfully prone in many more locations. But don't just take my word for it, grab the Rising Storm beta and try for yourselves! When players go to prone, where previously they would collide with the world, the game will now push or rotate them away from the object prevent them from hitting the ground. We have also recently introduced changes to Classic mode in the beta. First and foremost player movement speed has been increased to the Realism base speed. We have also made changes to weapons handling with increased recoil on most weapons (smgs will see the biggest impact with more side to side recoil), increased sway and jitter, as well as a major change to going into iron sights. When players go into iron sights (unlike RO 1 and RO 2) they will now be at full sway, which will settle down as they stay in iron sights. Based on beta player feedback we are also making two more changes that will shortly join the beta. The first will be increased sway when players change stances (such as going from crouched to standing). The second change is that now when players try to iron sight from sprinting, the game will put them into iron sights, at a slower speed and still keeping them from firing until they are fully up. See you on the front!
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In attesa di: * Titan Quest 2 * Half-Life 3
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#10109 |
Senior Member
Iscritto dal: Apr 2009
Messaggi: 2044
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buono a sapersi che i lavori continuano, soprattutto per la Classic
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AMD FX-8350, Cooler hyper212evo, 8gb Ram DDR3, Nvidia 960, monitor 24'', Win7 (giochi) + Ubuntu Linux; ____________________ steam accumulo giochi aspettando la pensione ![]() |
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#10112 | |
Senior Member
Iscritto dal: Dec 2006
Città: roma
Messaggi: 1675
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Quote:
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#10113 |
Senior Member
Iscritto dal: Dec 2009
Città: Padova
Messaggi: 4541
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4 pack = 4 chiavi (una copia ti si attiva in libreria, le altre 3 te le ritrovi nell'inventario steam e poi puoi darle a chi ti pare)
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#10114 |
Senior Member
Iscritto dal: Jul 2002
Messaggi: 9999
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non capisco il 4 pack
![]() ![]() comunque ragazzi quale mappe consigliate da mettere in workshop? per ora ho solo danzica
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Desktop: CPU: Ryzen 9 9950X3D | AIO: NZXT Kraken Elite 360 v2 | MB: ASUS ProArt X870E | RAM: Corsair 64GB DDR5 6000 CL30 | SSD: Samsung 9100 PRO 4TB | GPU: PNY RTX 5080 OC | PSU: NZXT C1000W ATX 3.1 | Audio: Creative AE-9 & Edifier S550 Encore | Case: NZXT H6 Flow | Monitor: LG 34GN850P Notebook: MacBook Pro 14 M4 24GB 1TB |
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#10115 | |
Senior Member
Iscritto dal: Jan 2010
Città: bassa padovana
Messaggi: 1274
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Quote:
1)compare il segnale per ogni hit, spero si possa disabilitare 2) mi pare un po' troppo movimentato per essere WWI 3) non ha un qualcosa che ricorda gioventù ribelle? xD
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Acquistato da: Rez, Sanji, Fabio Norway Storm, fabrizio8, s3n3ca, sirjd, Civas85, Floris, sc82, luciferme, wizard83, antenore, Viper63 (x3) , WiAR, Grrrr, Barofilia (x2) , flower79 (x2); ![]() Venduto a: Roach, sc82, !ç£m@N, Barofilia, 658290; ![]() |
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#10116 | ||
Senior Member
Iscritto dal: Dec 2009
Città: Padova
Messaggi: 4541
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Quote:
Per quanto riguarda le mappe custom dipende dai server in cui giochi. In ogni caso se il server in cui sei dovesse avere una mappa custom in rotazione te la farebbe scaricare in automatico, quindi puoi pure fare a meno di preoccuparti. Quote:
1) si ha il segnale per ogni hit e il crosshair 2) non è un gioco lento alla Ro 3) come gioventù ribelle è fatto anch'esso con l'UE3 |
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#10117 |
Senior Member
Iscritto dal: Jul 2008
Città: Messina
Messaggi: 14514
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Classic is coming back to 40-1!
23 SEPTEMBER 2013 - [40-1] MORD Great news for Classic mode fans! Changes in Classic: 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 40-1 server #2 will be switched to Classic as soon as a new update goes alive. Prepare for "Classic Time" ![]()
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IB 3570k- EVGA GTX 970&1489mhz - Z77-DS3H - Antec HCG M620w -16gb ram ddr3 - Asus VN279QLB SteamID |
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#10118 |
Senior Member
Iscritto dal: Jul 2008
Città: Messina
Messaggi: 14514
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http://forums.tripwireinteractive.co...ad.php?t=95378
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 Best patch ever
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IB 3570k- EVGA GTX 970&1489mhz - Z77-DS3H - Antec HCG M620w -16gb ram ddr3 - Asus VN279QLB SteamID |
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#10119 |
Senior Member
Iscritto dal: Oct 2008
Città: Mercallo (VA)
Messaggi: 16643
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prepariamoci a riscaricare metà gioco
![]() spero solo che con una patch così grossa non facciano troppi casini, ormai i twi li conosciamo bene.. ![]() ps: evviva il 40-1 classic!
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In attesa di: * Titan Quest 2 * Half-Life 3
![]() Prossimi acquisti: * Cyberpunk 2077 * Assassin's Creed Syndicate ![]() ![]() |
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#10120 |
Senior Member
Iscritto dal: Dec 2006
Città: roma
Messaggi: 1675
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Non vedo l'ora di tornare a giocare in classic
Inviato dal mio Galaxy Nexus usando Tapatalk 4 |
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Tutti gli orari sono GMT +1. Ora sono le: 00:30.