Red Orchestra Mod Released For UT2004
MigrantHail writes "According to the official site, the Red Orchestra 2 mod has just been released for Unreal Tournament 2004. Red Orchestra is a popular, freely downloadable total conversion mod which takes place in World War II, on the Eastern front (Germany against Russia, mainly.) The mod tries to give a more realistic WWII experience by not using crosshairs (aim down the barrels) and keeping the guns true to history."
I don't mean to trivialise the project, but can't these people come up with something original? There's been hundreds of wars with guns, pick something different for a change!
What about the war of 1812 between Canada and the US? I'd be interested in playing that. Or make something up, an original story based around Sweden invading Tonga or something.
Looks can be deceiving. Or CAN they?
How about this solution: "Don't cheat, asshole."
I've been playing Red Orchestra for several months, and have been waiting for this new version for quite some time. Yes, it's "another WWII FPS," but it's an excellent one at that. Believe it or not, it's more strategy than skill, so the old-timers can actually hold their own against the 12-year-olds... and impressive battles result!
I highly recommend this mod to anyone out there who wants something more out of an FPS game. The developers have polished this further than the vast majority of commercial releases, and it shows. But be warned - it has, by far, the steepest learning curve of any FPS game in existence... mainly because you have to think, not just click'n'kill.
-agent oranje.
Sorry, won't work anymore. A new feature in this latest release here is the concept of "Free Aim" (FA). Some of you gamers may be familiar with it, but for those of you who aren't, here's a brief explanation: Basically, there's a small (invisible) square in the center of your screen that you move your crosshair (also invisible) around in. When you move your mouse around in this area, your screen also moves, but at a reduced rate. So you can shift your 'weapon' (crosshair) 6 inches to the left, but your 'head' (field of view) will only move 3 inches, or whatever the case may be. This allows your weapon to roam around a little without being locked to the center of your screen. When your mouse hits the edges of the box, then your weapon and head lock in that direction, and you turn as normal. When you go to turn back the opposite direction, you'll have to bring your mouse all the way across the box before you start turning at full speed again. It sounds complicated and weird, but its not. It only took me two days to get totally comfortable with it. The hardest thing to get used to is the jump in accelleration when you're riding the edge of the box. But as for the system itself, it certainly does its job. Your exact aim isn't dead center anymore, so tape is useless. It IS still possible to hip-shoot people though (especially once you get a feel for free aim), but you can't cheat the game anymore.
:)
Of course, when you actually raise your sights, free aim goes away and you stare straight down the irons. Oh, and there's no free aim when you're prone. But when you're prone theres no point to not having your sights up to shoot anyways, so its no big deal. Overall I (and from what I can tell, most of the community) really like the change.
Happy fraggin
If the purpose of FA is to simulate a real reaction, isn't it feasible that I would turn my gun at the same time as I turn my head? In theory, they should be independent of one another. Maybe a tweak of this could include looking to one side or the other (don't know how they would pull that one off... the folks at Google probably do though!) without actually aiming in that direction. Maybe make it quicker to look without moving your gun or...
I'm not really sure where I'm going with this. And I'm sure current technology (input included) doesn't allow for this.
-Dizzle
"I most likely AM so interested in myself."