yours_truly

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  1. And hes a level designer for In Country Vietnam too.
  2. Red Orchestra 2 is a solid game but when you compare it to ROOST and what Tripwire promised it was pretty disappointing. One of the most serious issues was the lack of combined arms warfare. The game launched with only two tanks, which was somewhat acceptable at first. Tripwire promised a new vehicle every 6 months. Well fast forward 4 years later only 4 new vehicles (2 tanks, 2 transports).. it took almost 3 years for these vehicles to even be added into the game. Other issues with Red Orchestra which I mentioned earlier in this thread was the move towards fast paced infantry combat (faster sprint, more stamina, increased accuracy, less sway, more automatic weapons, etc). Some may argue these changes were for the better (I won't bother arguing against this, to each his own) but considering this was a sequel to Red Orchestra, it turned off quite a bit of the player base. The Red Orchestra community had a very strong realism community prior to release of RO2. It took less than a few months for almost every realism unit to move away from Red Orchestra (or fold entirely).. this was hundreds and hundreds of players (possibly in the thousands). Another factor of course was the disastrous launch with many bugs and poor optimization. Tripwire also handled the Community map making contests horribly. In one contest the winner was awarded to someone who didnt follow the guidelines, and as a result a few of the top tier map makers vowed to never make an RO map again. Furthermore, it would take at least 6 months after the winners were announced to have the maps published officially in the game (keep in mind when these maps were submitted they were already playable and practically finished). By this time, these custom maps were already being played on community servers for 8-9 months. When tripwire made the maps official they were very old news, and it would barely feel like an 'update'. Tripwire would also make changes to custom maps that no one in the community asked for and this upset the mappers very much.There are still map 'winners' from over 2 years ago that are still not in the game! Lastly, since the mapping contests took place before transport vehicles were added into the game, there were very few combined arms maps created. This stalled any progress towards transitioning into the combined arms game that many people expected. Overall, if you look at RO2 as a standalone game, its a solid shooter. But as a 'Red Orchestra' game it doesn't really hold any water; at least in my opinion. As you can see, I dont have much faith in Tripwire at the moment (I hope they can prove me wrong). Just my 0.02
  3. Still hoping for news from In Country Vietnam. My dream game is something that can recreate Apocalypse Now.
  4. My fps gets cut in half when playing on the forest map. I usually get around 35-45 fps with a 870m on the desert maps but get around 15-25 fps on the forest one. Changing most settings down from epic to medium gave me only a small increase of 2-3 fps. Map is fairly unplayable at least for me.
  5. Correct me if I'm wrong but I remember seeing somewhere that Marcus Lutrell never even saw the Chinook. He heard about what happened after he was rescued.
  6. Here is In Country Vietnams teaser trailer which came out a year and a half ago when the game was still supposed to be a mod for RO2. In my opinion, everything shown in this teaser (especially the player models) looked better than Rising Storm 2. This was also done while the game was in UE3, now they have moved on to UE4. I hope we can get more updates from them soon.
  7. Honestly at this point you could say the same thing about modern and future games
  8. I just saw that... terrible news. I'm thinking this a feature which will be universally hated so hopefully DICE will listen to their fans (lol) and change it
  9. Traction Wars is going to be completely free so they don't have the time, money, or motivation to work on it. Festung Europa.. well you can just view those two videos and see how great their progress has been...
  10. haha yeah I'm very interested to see how they will react to this. For a long time they had no competition and now since Tripwire/AMG are joining in it will push Popsmoke to get themselves out there more. More importantly, I'm interested to see if Popsmoke makes changes to their game design to better differentiate themselves from Rising Storm 2. Currently, almost all of the information about the game (very little as of now) is from when the game was just a mod and limited to Red Orchestra 2's play-style and engine.
  11. Its such a shame that the top two mod teams from RO who have a great vision for games are both running into so much trouble. I know the FE devs had serious internal turmoil (losing at least half its team). Not sure what the deal with ICV is.
  12. No doubt they are playing it safe and making a smart business decision. The problem is that if every game developer played it safe there would be no innovation but just expansion/sequel reskins. To make a great new game there is risk involved and Tripwire has the funds to afford a misstep here and there. I guess maybe I should just give up on Tripwire for now and no longer expect the type of game I want to come from them. Its been made clear that they just want to focus more on fast paced infantry gameplay and less on CA and teamwork. Before RO2, just based off of RO1, I would have been ecstatic that Tripwire was working on a Vietnam era game, now I'm just meh...
  13. That's my problem with this. A Vietnam game deserves better than this, especially when this is being sold as a standalone sequel to Rising Storm. Had this just been an expansion, I would have been a little less disappointed with them just sticking to UE3 and Rising Storm's gameplay. But to have this game sold as a standalone and be still only on the same engine when UE4 is out is just inexcusable in my opinion and an injustice to the Vietnam era. Maybe I'm overreacting but I'm just not impressed by this at all. Tripwire is a very successful company so if they wanted to they could fund a proper game. Meanwhile here you have the Squad devs with no money working hard on making a very ambitious UE4 title, with working vehicles almost already implemented (which btw is not even in Rising Storm!). Tripwire use to be a very good game studio but in my opinion they've just become very lazy and I'm sure its rubbing off on AMG.
  14. I'm pretty disappointed that this games appears to be still on UE3. Just laziness in my opinion. Not sure how much new features they can add considering the version of the engine they are using is fairly limited. I also bet that the helicopters aren't piloted by players (commander air strikes). Hopefully for this game the devs learned their lesson about vehicle interiors and are able to make more content. I hope they can push the graphics too because this would have been a great looking game in 2013 but not in 2016. I wonder what is next for PopSmoke. If they still keep at it the one good thing about this announcement is that it will push them to reveal more content and information about their game. I'm still not even sure what direction the game is going in. If In country has pilotable helicopters and larger maps than rising storm 2 that can give them an advantage. My concern for PopSmoke is that they have been developing their game for years with little progress to show. They worked on it as a mod for about 4 years and now almost another year as a standalone. I still believe that if PopSmoke can deliver they will have the better game.
  15. The team developing this is Anti Matter Games, the people behind Rising Storm. This game appears to be on the same engine (UE3.5). Meanwhile, PopSmoke games is working on InCountry Vietnam, which became a standalone UE4 game after being slated as a free mod for Red Orchestra 2 for quite a while. Sadly I believe PopSmoke games has nothing to do with this game and this will be end to their project. It will be incredibly hard to compete with Tripwire even with UE4. Also there haven't be any real content/news from the team since thier standalone announcement. Last we heard they are busy porting over assets. PopSmoke games took a big risk by abandoning Red Orchestra and going standalone. As of now unfortunately it appears to have not paid off at all. Basically Tripwire screwed over Popsmoke games after PopSmoke stopped working with them.