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Vafflus_Slappis

Shake litt liv i serverne igjen???

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Blitt gira på å prøve på nytt igjen!

Men må ha flere med meg, samt at hovedadmins går inn for å kjøre på 110%!

Hiv inn de nye mapsa, børst støvet av rifla å hiv dere med!

Kan ikke før på søndagskveld for egen del, men om det er noen som føler for å tjyvstarte så be my guest ;)

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Er også klar etter en lang pause.

Har blitt smålei av bf3, så på tide å tørke støvet av Mauser'n, og se å få skutt noen russere!

For min del høres søndag bra ut.

Liste over kart som er i betafasen.

Ogledow Kan legges til på server for å teste!

TE-Provkhoy Kan legges til på server for å teste!

TE-The-Univermag

TE-Butovo Kan legges til på server for å teste!

TankTweak mutator

I created a TankTweak mutator which is partly based on my other mutator (HullMGMutator). This TankTweak mutator allows you to change several settings which are used for the AIs in your tank. As defaults the mutator will used the settings as TWI put them in there stock code.

The best part is that the mutator is white-listed by TWI and servers will not become unranked if they run this mutator.

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Er også klar etter en lang pause.

Har blitt smålei av bf3, så på tide å tørke støvet av Mauser'n, og se å få skutt noen russere!

For min del høres søndag bra ut.

Liste over kart som er i betafasen.

Ogledow Kan legges til på server for å teste!

TE-Provkhoy Kan legges til på server for å teste!

TE-The-Univermag

TE-Butovo Kan legges til på server for å teste!

TankTweak mutator

I created a TankTweak mutator which is partly based on my other mutator (HullMGMutator). This TankTweak mutator allows you to change several settings which are used for the AIs in your tank. As defaults the mutator will used the settings as TWI put them in there stock code.

The best part is that the mutator is white-listed by TWI and servers will not become unranked if they run this mutator.

Kjør på! :)

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Yes er vell meg som har pusha litt på dere store gutta. Jeg ser framm til å begynne å game roc etter å ha runket meg opp i et hjørne med skyrim. Hva med at vi begynner i det små igjenn, å starte noen bigwars hver søndag og ser hvem som joiner, så ta vi det derfra.

Jeg mener hvist vi arrangskjerer bigwars etterhvert og godtfolket ser at vi er aktiv igjenn så vil flere og flere joine, da regner jeg vi er aktiv igjenn på fullt. Jeg er klar over at kidza har vert opptat med nye spill jobb osv, men hallo vi er jo en übber gruppe den må ikke få dø :D

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Vært moro å teste ut de nye karta! Vi skulle arrangert en kveld der det passer for flest mulig, enten det bare blir kosespilling eller bigwar. Kanskje en nyhet på fremsiden? Antar det ikke er sååå mange som sjekker innom foraet her :p

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Vært moro å teste ut de nye karta! Vi skulle arrangert en kveld der det passer for flest mulig, enten det bare blir kosespilling eller bigwar. Kanskje en nyhet på fremsiden? Antar det ikke er sååå mange som sjekker innom foraet her :p

HELT KLART!! vi må bare kjøre på!!!

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http://www.heroesofs...02/27/ro2-beta/

Three weeks ago we started a campaign of information dealing with upcoming (often work in progress) changes coming to Red Orchestra 2. We have covered the additions of RO Classic and Multiplayer Campaign, the new map Mamayev, and upcoming refinements to the game. This is all culminating in the reopening of the Red Orchestra 2 Beta for all players to help us test and give feedback on these changes and additions!

Below you will find the initial list of changes going into the beta:

New Content

New to the beta is Mamayev Kurgen which is a map taking place on the famously contested hill overlooking Stalingrad. This work-in-progress map features long range combat not previously seen in other RO2 levels!

Gameplay

Improved lockdown system. Lockdown now starts if the attacking team has not initiated a capture in 5 minutes or has not captured any objective in 7 minutes. There are new sound and visual indications when Lockdown has been initiated.

Improved overtime system. Overtime has been added to territory maps. If the attackers are still actively capping an objective the round will no longer end.

Improved spawn protection. When entering spawn protection there is a more obvious warning as well as a countdown timer similar to leaving the map boundary.

(Work in progress) Refinements to spawn on squad leader. The UI has been improved to make it more obvious where you’ll be spawning. Additionally if you fail to spawn on your squad leader you will receive an error message, as will your squad leader.

In realism mode shooting players in the legs/feet will slow them down for a short time

The effects of bullet whizzes have been significantly magnified

Refined player damage model. Now in realism mode hitzones can always take damage no matter how much damage they have already taken (before non-lethal hit zones could become invulnerable and no longer take damage). In standard mode bandaging hit zones restores the health of the hitzone, but not the player’s overall health. In this way after bandaging players will take damage on the bandaged hitzone again (before they would never take damage on that hitzone again).

In realism mode bandaging now takes twice as long

Weapons

Improved MG weapon collision detection when deployed on cover. This is most noticeable when deployed in windows.

The MG34 now has wider limits when deployed similar to the DP28

The radius that players will get bullet whizzes sounds and suppression has been significantly magnified. Additionally, the volume of bullet hit impacts and bullet whizzes has been greatly increased.

UI

Split assault role in ‘Assault’ and ‘Elite Assault’ Only the elite assault role gets the MkB/AVT. The first time you play any existing assault xp will be copied/duplicated to elite assault.

Removed mini objective overview from the hud in realism mode

In the class select menu enemy weapon unlocks are now added to the bottom of the list instead of the top

Fixed the player damage hud not displaying damage resulting from bleeding. Also, fixed several hit zones not displaying any damage (lower left leg, left foot, groin)

Hitzone damage indicators now scale from Yellow (0-33% damaged), Orange (33-66% damaged), Red (Greater than 66% damaged)

A tooltip has been added to the team select menu to show what players are currently on that team.

Added North indicator to the minimap/compass.

Fixed a bug where certain types of hits weren’t counting toward the accuracy stats, giving inaccurate weapon accuracy stats.

Other Changes

Optimizations to dynamic shadows

Fixed black skybox on older NVidia cards

Fixed camera floating above the player when killed from prone

Changes have been made to TE-CommissarsHouse spawns to help balance the map

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Er med kl 9 men tror grunnen til at mange servere er tomme nå overalt, ikke bare hos bf.no er at alle sammen har starta med bots. Funker ikke å tiltrekke seg spillere hvis flertallet er bots. Mener vi bør heller fylle en helt tom server uten bots, kun spillere. Jeg quitter tvert jeg ser bots og tror resten tenker slik.

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Sorry jeg ikke har fått muligheten til å stille opp. Internettet ble destroya av et massivt torden på lørdag :| Hørtes ut som en bombe gikk av rett utenfor vinduet. Brannalarmen gikk på skolen også :p

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Tror rett og slett vi må forberede oss bedre og ikke sette opp slikt i siste liten.

Gjerne en sak om dette på fremsiden og så folk vet om dette.

La oss si vi prøver igjen på søndag? BigWar eller vanlig tafs, ett fett bare det blir lagt litt mer "sjel" i det.

Hvem har rettigheter til å publisere en nyhet da?

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Sorry jeg ikke har fått muligheten til å stille opp. Internettet ble destroya av et massivt torden på lørdag :|

Det er lynet som fucker nettet ditt lille venn, ikke torden :D

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Sorry jeg ikke har fått muligheten til å stille opp. Internettet ble destroya av et massivt torden på lørdag :|

Det er lynet som fucker nettet ditt lille venn, ikke torden :D

jadda jadda :p

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Noe for andre RO1-fans :)

The full change log (which is too long for an OGG post it seems) can be found here

Highlights of the new classic mode include:

General Changes:

Players can still gain experience and level up, but when playing in classic mode these levels do not grant any bonuses for class or weapon.

Role and weapon loadouts are modified to closely match Red Orchestra 1 loadouts. This means fewer MkBs, AVTs, and SMGs are available

Interface changes - added an RO1 style compass to the HUD. No peripheral action indicators.

Uses standard realism mode as a base, and adds additional functionality on top of that

Most Classic mode settings have been added to webadmin and can be toggled on/off for Custom mode

Removed spawn on squad leader

No lockdown

No Killcam

Weapons use historically accurate load outs and upgrades are disabled. The following weapon versions are used:

PPSH w/drum mag and select fire

Kar98 w/bayonet

Kar98 Sniper w/4X scope

Mosin Nagant Sniper w/3.5X scope

G41 Sniper w/4X Scope

SVT40 Sniper w/3.5X scope

MP40 with single 32 round mag

MkB42 with bayonet (no scope)

P38 Pistol

C96 w/10 round mag

MG34 w/50 round drum

MG34 Tripod

PTRS

Pzb 784 ®

MN 9130 w/bayonet

G41 (W) w/bayonet

SVT40 w/bayo

AVT40 w/bayo

TT33

M1895 without silencer

DP28

Maxim 1910

All other weapons and equipment as normally given (binocs, satchels, smoke nades, etc)

Infantry Changes:

Stamina usage and regeneration are modified to closely match RO1 functionality

Player movement speed has been modified to match Red Orchestra 1 player movement speed. The sprinting speed is considerably slower to closely match the speed based on RO1 maps scale.

Sprinting is modified to closely match RO1 functionality. The player sprints at a constant speed until running out of stamina, then stops sprinting until regaining some stamina

The FOV zoom while using focus/controlled breathing is disabled

Movement speed penalty when shot in the legs or feet (same as new realism mode)

The player damage model is much more hardcore to match RO1 functionality. Players take damage instantly instead of bleeding some of the damage out over time. There is no bandaging or bleeding (although slow deaths from wounds are still possible).

Stamina has a much greater effect on weapon sway and recoil (same as new realism mode)

The FOV zoom while using focus/controlled breathing is disabled

Weapon Changes:

Iron sight breathing and sway are greatly increased

Weapons take longer to go into iron sights and match exactly the iron sight zoom in speed of RO1

You cannot interrupt sprint by going into iron sights

Weapons transitioning out of sprinting takes twice as long to more closely match RO1's sprinting transitions

The weapon is unable to fire until the transition from sprinting is mostly complete. This more closely matches RO1 functionality and should encourage less "run and gun" play.

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