Less fps in Crysis with crossfire enabled

>> Saturday, 30 June 2012

Less fps in Crysis with crossfire enabled
I have 2x 6870 in crossfire and my trouble is that they have less fps in Crysis with crossfire facilitated I can do with a card. This occurs in the first Crysis and Crysis Warhead. I ran the sky Unigine ill post the results below. As you will see I get almost double the performance with crossfire enabled so I do not know what is going on. I really not understand what to do. So please if anyone has any idea about this than please let me know.

#2
04-09-2011
desilva
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Re: Less fps in Crysis with crossfire enabled
I run Crysis benchmark with crossfire enabled and disabled. I obtain 32 fps with it disabled and 32 fps with it enabled. I have setup all patches.

#3
04-09-2011
RyanInt
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Re: Less fps in Crysis with crossfire enabled
I am sure crossfire enabled, look in the scores of heaven Unigine. Almost doubles. I have it set to exhibit the logo CrossFireX while it’s on and it illustrates that in Crysis, but I get the similar as 1 fps card. I checked with GPU-Z and his utilize of two cards, but just about 40-50% apiece. I can play Bad Company 2 and Metro 2033 and my GPU handling is 80-90%, with nearly double the frames per second.

#4
04-09-2011
AZUL
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Re: Less fps in Crysis with crossfire enabled
I have the similar trouble, apart from two unlocked 6950s and recorded at speeds of 6970. Crysis Warhead appears that there is no performance increase. Crysis 2 and in fact undergoes from the line of fire, usually 45 to 55 fps to 25 to 30 fps. Games like Just Cause 2, Metro, and Dragon Age II illustrate enhancements in performance. I have the most recent drivers and installed most recent catalyst profiles.

#5
04-09-2011
RockOn
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Re: Less fps in Crysis with crossfire enabled
Its sounds like a bottleneck trouble as Crysis just really utilizes 2 cores at full load. Part of the 3rd for sound, but is recognized Crysis doesn't extent well on the newer hardware. If you have it, attempt Crysis 2, you should notice an obvious development in fps.

#6
04-09-2011

Squibbit
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Re: Less fps in Crysis with crossfire enabled
You may have to add your card with the profile in the game Crysis / config / GPU. I bet that's what's causing the problem. I absolutely hate nvidia and deceptive practices. I had this problem with my 4870X2 in Crysis before reading I had to manually add the profile to the game Crysis to fully use the power of my card.

After entering the necessary information for the profile of AMD was able to run the game on maximum settings, no problems. Try it and see if that solves the problem.

#7
04-09-2011
Kork
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Re: Less fps in Crysis with crossfire enabled
How many people are having this trouble, because I don't need to be one of them? I just lift up 2 new 6870's off eBay. I will have to make out if I can replicate your trouble. I have a comparatively similar rig as well.

#8
04-09-2011
Wyvern
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Re: Less fps in Crysis with crossfire enabled
There is a bottleneck of the CPU that's absurd, you should notice a few developments with 2 cards, and mainly in Crysis is not very needy on the CPU. Try to enable AA to its utmost value to alleviate the bottlenecks of the CPU and put more load on the GPU and the test on a single card from bending. If there is at a standstill no performance dissimilarity, then there have to be a driver / profile trouble. Utilize driver sweeper good to dispose of all old drivers and reinstall the latest.

#9
04-09-2011
ApplePowerPC
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Re: Less fps in Crysis with crossfire enabled
You may have to turn to get rid of stuttering Vsync micro. If that fails, then turn your mod turbo and max it out as loud as your refrigerator allows it. CPU must change quickly to three cores instead of 6 1s slower. Hopefully fix.

#10
08-09-2011
MacIntel
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Re: Less fps in Crysis with crossfire enabled
I am just attempting to resolve the trouble not starting a flame war. I do notice the gfx card utilizes in my link is less potent. But he is getting fewer fps in Crysis just with 2 cards vs. 1. There should be as a minimum 30% progress even if the cards are bottlenecked by the CPU, not a unenthusiastic result. He is getting FPS raises in other games as well. "If I do a 360 in game, I get like a 1-2 second freeze. This says to me, you necessitate additional ram. A 1-2 second freeze is most probable because data necessitates being loaded from the hard drive.

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Favorite Map in Red Orchestra 2: Heroes Of Stalingrad

Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
What you guys thought about this maps? Since these maps are out of the mix until release. I really want to know about your opinion here. If I talk about me than I mostly prefer Apartments. So what you guys choose?

#2
04-09-2011
Adonis
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Re: Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
I will choose Fallen Fighters with the qualifier that it's just my preferred while people are willing to play in a synchronized way. Apartments are somewhat too much sided for attack classes, but at a standstill ok.

#3
04-09-2011
Common
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Re: Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
A fallen soldier is a campfest. The only way you'll do fine if you just sit in one of the buildings. I kept going for the goal and finished with 0 kills. He grabbed the sniper rifle next round and finished in first place. 20 minutes tracking the target. Wait there for another 10 minutes. Shot out of nowhere by some in a building whose been there all the time. It's silly, and screaming horrible map design. I cannot wait until the full version, so it cannot return to play again the map horrendous. Was not even popular in the RO, so do not know that TW decided to bring him back.

#4
04-09-2011
desilva
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Re: Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
I have not been capable to play on fallen fighters because it collides while I spawn and couldn't discover any server for Gumrack.

#5
04-09-2011
RyanInt
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Re: Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
I really like apartment much, but I am extremely tired of that, because each server maintains map changing him all the time. If I want a break from it and join a server with HF after the round is over and apartments. I love the map, but you know better than my own room. I never met SR1 maps and know apartments.

Being it’s a map very compact and very fun! I will be playing again after this release. For now I do not want to see it. I am glad that this update will take.

#6
04-09-2011
AZUL
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Re: Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
There is only one tank on each side, and virtually nowhere to maneuver the thing so usually remains near the seed and stalks around the world. Therefore, anti-tank just useless. You cannot do anything, from far away. You cannot flank, because as I said earlier, either get sniped or the tank will move through the crawl time there. Not only that, but the type tank runs like a fat man.

On occasion you get near it ends useless rounds ping off the tank, because instead of a Panzer fast or panzershrek, we have a gun fool who does absolutely nothing. I was running around the field warrant, tracking five hours, planting a charge, and then crawl away.

#7
04-09-2011
RockOn
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Re: Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
Maybe it will grow on me a little more in the future, but I realize that for the Territory way, I feel the same about FF as Lucifer. There have been a map of RO1 wrong and made things worse (the tanks are no longer useful on the map, hundreds of windows to shoot from, creates terrible, the map feels smaller). In Countdown, as a minimum in the action is a little more focused, they have to tempest the buildings and the protectors have little time to get dug earlier than defending the square.

#8
04-09-2011

Squibbit
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Re: Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
Gumrack is a bit boring as per me. Is a map of all vehicles with no variety of vehicles, and to make it fun is likely to have a team full of people you know instead of bars or AI. I like the fallen combatants because it is a nice map, but going after the goals is a death sentence, and hardly anyone wants to help the lid.

#9
04-09-2011
Wyvern
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Re: Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
In fact, I hated with a passion Danzig. But apartment is actually very nice in the way of firefighting. Both combatants killed and apartments do not look good at all in the way of the Territory and that are potentially the most frustrating place in any of the old maps, if your computer is alien to the objectives. Actually fallen combatants suffering terribly become a base for the sole sniperfest acquired by people who enjoy endless suicide and reappearance. Apartments have the potential for this as well, now that both sides were windows and floors to shoot the targets of departure. I'm very excited about the upcoming series of maps. You really cannot get there first.

#10
04-09-2011
ApplePowerPC
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Re: Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
Sprays tank windows with MG and fire the main gun. Artillery commander calls in their camps. Squad leaders to establish a smoke as it moves to the next point hardcover.

#11
08-09-2011
MacIntel
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Re: Favorite Map in Red Orchestra 2: Heroes Of Stalingrad
While I agree that the design flip-flops map is not the best and favors the window a little too camp, but yesterday I was getting the top scores on all night as a squad leader with camping window minimal, except if I take a certain player on your window or on the occasion of artillery.

In general, however, was the most organized race that had so far, because my friend that I was in VoIP was the commander. I kept pushing / defending the goals that I said people and because are too lazy to run all the way from seed, which generated in me. So basically, as long as the squad leader is in the right place, the team will end up there too, more or less.

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Luger, G43, and MG42 missing in Red Orchestra 2: Heroes Of Stalingrad

Luger, G43, and MG42 missing in Red Orchestra 2: Heroes Of Stalingrad
I have been playing with the beta of RO2, and I cannot assist but observe that missing three weapons I thought I iconic. The G43, Luger, and MG42 are all missing. What? I can be aware of G43 may not be in the game, but the MG42 and Luger? Really? You leave those out? I hope the only reason I'm not seeing these weapons is because they are not included in the beta and will be in the full version. If they will not be in the full version, I find it disturbing enough to cancel my preorder. Anyone have any response on this issue?

#2
04-09-2011
MacIntel
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Re: Luger, G43, and MG42 missing in Red Orchestra 2: Heroes Of Stalingrad
I would add that the MG42 and G43 are not in the game timeline. However, why not German officers have the option of the old school luger? I think it was the MG42, said he was not used at Stalingrad or something, and therefore was not included.

#3
04-09-2011
Common
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Re: Luger, G43, and MG42 missing in Red Orchestra 2: Heroes Of Stalingrad
Too terrible the battle of Stalingrad started in the mid and late August 1942. It has been said a quiet a lot of times; the MG42 will be built-in as a patch. The G43 will not be integrated (except in modded) because it did not exist, yet we have the example, G41. As for the luger do not think any official in the pasture had, but it would be good as an unlockable weapon for platoon commanders and stuff.

#4
04-09-2011
desilva
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Re: Luger, G43, and MG42 missing in Red Orchestra 2: Heroes Of Stalingrad
The MG42 is chosen 43 because it is the year that putted service with the German soldiers. It would have been in Stalingrad.

#5
04-09-2011
RyanInt
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Re: Luger, G43, and MG42 missing in Red Orchestra 2: Heroes Of Stalingrad
The G41 is currently in the game is essentially the same as a G43, the G43 has just upgrading of the gas. From the viewpoint of the game, both use a semi-automatic rifle and German would be redundant to include both. The G43 was also absent during the Battle of Stalingrad (1942), as it was designed in 1943.

The Luger was made-up to be restored by P38 in 1942, but the instances utilized in German hands until the very end of the war. I am eager to bet on a DLC or a release of the classes. The MG42 could have found their way into Stalingrad in the form of MG39/41 (which were basically identical) or MG42s. Most likely will be added.

#6
04-09-2011
AZUL
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Re: Luger, G43, and MG42 missing in Red Orchestra 2: Heroes Of Stalingrad
The Luger is in the game. As the man beside tank rifle can be utilized. I would like to upload a screenshot, but it appears that TWI has recognized or valve RO2 private and public beta, so no you cannot load with steam at present.

#7
04-09-2011
RockOn
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Re: Luger, G43, and MG42 missing in Red Orchestra 2: Heroes Of Stalingrad
The MG-42 entered service in 1942. I'm not sure how that does not mean he was not there, considering Stalingrad occurred in the mid / late 1942 and early 1943. The MG-42 is not widely produced (relative to the numbers in later years) and is distributed, but said that a very limited number of MG-42s or their prototypes actually saw limited action in Africa, which ended in early 1942.

#8
04-09-2011

Squibbit
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Re: Luger, G43, and MG42 missing in Red Orchestra 2: Heroes Of Stalingrad
The MG42 was not in Stalingrad. Somebody stated here. There may have been a few of the prototypes of the MG42 was depends on the MG39/41 at Stalingrad, but appearing that up there were very few of them have been made in total.

The first recognized exercise of the MG 42 was in October 1942 in Africa. Consider the desert movement was so prominent in Hitler's mind in late 1942 to early 1943, just as I was at Stalingrad. Supported Hitler and Rommel at the time of the MG42 were sent first to prevent the Germans from pushing allies outside Africa.

In November 1942, the Germans at Stalingrad were surrounded by Soviet forces of Operation Uranus. From that moment, some supplies and ammunition were able to overcome, and the new MG42 were not among the few supplies. I have yet to see anything historical in the opposite direction, but would be interested if there is anything out there.

#9
08-09-2011
Wyvern
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Re: Luger, G43, and MG42 missing in Red Orchestra 2: Heroes Of Stalingrad
Luger is the game I think is a Luger pistol was also unlock uncommon to World War 2 although it was often seen in film was partly replaced by more accurate / durable P38 7MM and other not remember the name .

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Point of suppressive fire in Red Orchestra 2: Heroes Of Stalingrad

Point of suppressive fire in Red Orchestra 2: Heroes Of Stalingrad
Most of you understand the point of fire suppression is to allow its own troops to move undisturbed, the golden rule of fire and movement "there is no movement without fire." However, many players do not use certain weapons in a way that replicates the use of fire suppression, including machine guns or rifles concentrated. So what is your opinion?

#2
04-09-2011
Wyvern
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Re: Point of suppressive fire in Red Orchestra 2: Heroes Of Stalingrad
Players can keep the fire and wait for the enemy out of the deck earlier than turning again to kill or hold back again to preserve ammunition and weapons to keep cool. This frequently leads to poor sod who is attacking the enemy's point was bleached said / the first shot while moving up and out, but against the sense of a set of heavy equipment.

#3
04-09-2011
ApplePowerPC
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Re: Point of suppressive fire in Red Orchestra 2: Heroes Of Stalingrad
I not hope well coordinated team / section of the attacks on enemy positions in this game because it is too dynamic for him, but I think a little encouragement for people to use weapons such as machine guns more effective would be useful. In other words, once you push down on the deck; hold his head bloodied by removing it.

The worst are those who use guns as a sort of "personal camping / defense" weapons, in some stairs or remote corner of the map. Note, guns are extremely important weapon during a firefight, fire suppression which allows your computer to go ahead and pin the enemy in.

#4
04-09-2011
MacIntel
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Re: Point of suppressive fire in Red Orchestra 2: Heroes Of Stalingrad
I am learning to feel affection for the assault class, and let me tell you that having some associates pinging bullets near the damn Krauts truly develops my ability to get in close and end them one time and for all with a well-placed grenade or burst of SMG fire.

#5
04-09-2011
Common
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Re: Point of suppressive fire in Red Orchestra 2: Heroes Of Stalingrad
You can very easily spot enemies as the "selling point" that says there is an enemy even though they did not see it, remember, you're getting points just for removing someone, so when you see it is no longer necessary. No fire in a position that you didn't see anyone.

#6
04-09-2011
desilva
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Re: Point of suppressive fire in Red Orchestra 2: Heroes Of Stalingrad
Since the game clear the track when the enemies are suppressed (your avatar he often says when you make an enemy) has meaning only work together to give points to players who manage to keep it. It will be mainly noteworthy while we obtain the MG42 mods, and it has more rounds of fire and is truly meant for repression.

#7
04-09-2011
RyanInt
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Re: Point of suppressive fire in Red Orchestra 2: Heroes Of Stalingrad
I play frequently MG in RO2, and occasionally I feel ineffective, you see all your team doing points from capping, hostility in group and killing.

#8
08-09-2011
AZUL
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Re: Point of suppressive fire in Red Orchestra 2: Heroes Of Stalingrad
It screams "has been deleted! Kill him!" when the fire away in the direction of the enemy. I think it helps to kill would be the way forward. Just get points for shooting enemy's side lead to exploits, but it ended up getting easier is something completely different. You just have to configure a server and a friend standing on the enemy side, it just keeps still. Keep shooting at his side for the honor of easy until the maximum. You can do the same and only kill for agriculture, but the timer generate limit the utility. The way that the suppression of others is encouraged, and if you hit, you get a kill. When you do not, you can still get an assist.

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MP-40 with no recoil in Red Orchestra 2: Heroes Of Stalingrad

MP-40 with no recoil in Red Orchestra 2: Heroes Of Stalingrad
As the MP-40 is basically a fully automatic rifle without any regression. I understand that was exaggerated in SR1, but this seems a bit silly. The same goes for the guns, at least be fired from the hip. Basically there are weapons of mass destruction in close combat.

#2
04-09-2011
AZUL
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Re: MP-40 with no recoil in Red Orchestra 2: Heroes Of Stalingrad
There will be almost no change made to balance this game. Tripwire will not increase the MP-40 is receding to XXX and modifies its damage to XXX. The weapon recoil has been designed to be realistic. MP-40 is very, too simple to control, and machine guns are so weighty that its recoil is comparatively low as well. SMG is a round of low-caliber pistol and one with a metal construction as the MP-40 or the heavy wood and metal building setback PPSh would handle very well.

#3
04-09-2011
RockOn
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Re: MP-40 with no recoil in Red Orchestra 2: Heroes Of Stalingrad
I was not suggesting they should. It seems strange suggesting that a cooking time of two rounds does not change much, while firing two rounds next time bring the weapon so high that it seems that I fired half a magazine.

#4
04-09-2011

Squibbit
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Re: MP-40 with no recoil in Red Orchestra 2: Heroes Of Stalingrad
Maybe GM should do to be more difficult to maneuver with then is, while one is equipped to turn to only half the speed of someone who, for example, a PPSh, regardless of the sensitivity of the mouse . Because if you have faced them in CQC you know they are a bit silly as it is.

So should the decline of PPSh tone down? I've never shot one so I have no way of knowing, but it certainly is much greater setback PPSh the MP-40 (although still not much), but assumed it was because of their higher ROF. That said, it does sometimes randomly jump when you're shooting 2-3 round bursts, when other times not (from the same position, no change in the suppression or other support). I guess it's sort of minor bug.

#5
04-09-2011
Wyvern
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Re: MP-40 with no recoil in Red Orchestra 2: Heroes Of Stalingrad
For myself I think all of the retreat and weapon-handling is smudge on and awesome as is. I think there's ample of balance and the classes truly have to play to their strengths.

#6
04-09-2011
Loverface
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Re: MP-40 with no recoil in Red Orchestra 2: Heroes Of Stalingrad
In fact, I shot a bunch of machine guns in real life, particularly the M11 and the MP7, which are quite lightweight metal arms with a kick punishment enough simply because there is no weight to them. Between the rate of fire and its small nature, which requires a fair deal of force to prevent the target? Now, without firing the MP-40 or PPSh, I would guess that it would take back is much better than smaller, more modern machine guns due to the frequency greater or lesser weight in the front (drum + charger barrel in combination with wood stocks in PPSh) would be much more manageable. On the other hand, is PPSh bullet hose with a massive ROF, so I guess the vibrations of the retraction mechanism, it would be difficult to maintain the target of extended bursts.

#7
04-09-2011
ApplePowerPC
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Re: MP-40 with no recoil in Red Orchestra 2: Heroes Of Stalingrad
My hypothesis comes from having managed a real M1 Garand, Kar98 Mauser and IRL. They tend to be a slight nicer to shoot (even though a little firmer to target) the modern aluminum and plastic guns because the heaviness makes retreat much more manageable (basic principles of inertia and decay all).

#8
08-09-2011
MacIntel
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Re: MP-40 with no recoil in Red Orchestra 2: Heroes Of Stalingrad
I saw a guy today who was around in the apartment buildings with the MG34 as SMG, which has just come inside and attacked everyone and I do not think this fits into RO2, sure it was possible to shoot a few rounds from the hip, but this was done only in an emergency situation that no Germans running around the back with MG and blasting hip. I tried it myself and its time to accurate, you have to compensate the decline and you are a walking Rambo.

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Highlighting own player on the scoreboard Red Orchestra 2: Heroes Of Stalingrad

Highlighting own player on the scoreboard Red Orchestra 2: Heroes Of Stalingrad
Highlighting the row on the scoreboard would be great so you can simply find yourself in its place of having to spend a lot of time on it. The majority games do it the similar way by lighting up the background and / or the name of player. It offers a unique color so you know you're a little similar to how the commander of the sample can have an orange color as long as the marker. So what are your thoughts on this?

#2
04-09-2011
MacIntel
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Re: Highlighting own player on the scoreboard Red Orchestra 2: Heroes Of Stalingrad
Perhaps the icon of a dead or something more optimal to demonstrate that someone is dead sure to say (dead), but placed in a column of his own to make it more structured, at least. Headlines / Colors. If you look at the bar on the left there is a queue of spawning, but a little annoying to distinguish the title is called "tail Spawn" and showing the clock, we have the same color and font of all the names of the players below.

#3
04-09-2011
Common
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Re: Highlighting own player on the scoreboard Red Orchestra 2: Heroes Of Stalingrad
It’s irritating to discover yourself while in the center of a game. I as well think your chat text should emerge as colored in its place of the typical white. It's tough to decode what's spam and what's significant.

#4
04-09-2011
desilva
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Re: Highlighting own player on the scoreboard Red Orchestra 2: Heroes Of Stalingrad
I almost think that the overlay text should appear in the bottom of the screen instead of on the side. In SR1 (not sure about 2), the names of the tank crew appeared at the bottom, and I thought it would be good members of any text to appear next to your name to know exactly who is from. If I'm not paying strict attention to one side, the rolls of the relevant information off the screen very quickly due to all chat shit, and I miss important things squad mates.

#5
04-09-2011
RyanInt
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Re: Highlighting own player on the scoreboard Red Orchestra 2: Heroes Of Stalingrad
I was going to sign this, but frankly. Part of me feels like to highlight a player score encourages staff approximately all CS player "I am this team because I have the majority kills" approach. Truthfully, I would not mind if the scores of every player were even, but what the creature scores more significant than previously is something which you feel is an attractive direction to take.

To give a little more precision, however, I see nothing wrong with that mode of fire as the point of all is to kill the most kids. But to be honest in such tactics, team-based game, do not bother me at all not even show individual results and instead only "MVP" at the end of the round. I'm not saying I want to Tripwire to do this, I'm just saying I would rather that a greater emphasis on the score of player.

#6
04-09-2011
AZUL
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Re: Highlighting own player on the scoreboard Red Orchestra 2: Heroes Of Stalingrad
Personally I do not think the game half as interesting without having controlled the points / kills / deaths. I want to improve, and if I can recognize and emulate the best scoring players, then I will improve.

#7
08-09-2011
RockOn
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Re: Highlighting own player on the scoreboard Red Orchestra 2: Heroes Of Stalingrad
It's frustrating having to search through the score screen trying to figure out where I am and how I am. I do not read any of the chat, never. A hard time trying not to be so distracting. Remains the same spam message in welcoming this server, clan recruitment is not tolerated, the server computer to speak here. Occasionally other messages to random people. I am looking for a way out of the user interface, as it would improve my gaming experience a good deal.

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No Body block in Red Orchestra 2: Heroes Of Stalingrad

No Body block in Red Orchestra 2: Heroes Of Stalingrad
I really not understand why is body blocking gone from this game? I mean earlier than while you required storming a house you could not just go in general, now it feels more arcade while I can go through people. Anyone have any idea about this? Please know me if anyone finds anything about this.

#2
04-09-2011
RockOn
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Re: No Body block in Red Orchestra 2: Heroes Of Stalingrad
TWI thought people today cannot expect anything. They should run like a champ, has a camera to kill, etc, and you're not that stupid lock more. Often, I swear people just do not know how to manage through a door in the house, but I always thought it better to run through blocks of a person you know who made the game more plastic. I think you can run through people in MW2 well.

#3
04-09-2011

Squibbit
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Re: No Body block in Red Orchestra 2: Heroes Of Stalingrad
I heard that crash may affect on game performance, but a few sort of "soft collision" even more tough, than soft could mean, would be helpful.

#4
04-09-2011
Wyvern
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Re: No Body block in Red Orchestra 2: Heroes Of Stalingrad
I like being able to move unhindered. We will gladly have a game about realism here. I'm assuming most of us in this game with a keyboard, a mouse and a monitor that comprises just 70 degrees angle of vision. The point is: the game is not actual life. You cannot press past a model MG awkward as I would be able in real life. I can turn my body sideways and hand mixing. I cannot put my foot exactly where I wanted to be, ie stepping over an ally pruning in the middle of a door. In the absence of collision avoid all "But it could get around IRL!" issues. It simplifies the game and allows people to escape from grenades. Collision of the body only brings frustration.

#5
04-09-2011
ApplePowerPC
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Re: No Body block in Red Orchestra 2: Heroes Of Stalingrad
If you stand in a teammate, you will just get killed by a single shot and won't be able to get anything because your partner is blocking your vision. I truly haven't seen anybody do it.

#6
08-09-2011
MacIntel
Member

Join Date: Aug 2009
Posts: 3,734
Re: No Body block in Red Orchestra 2: Heroes Of Stalingrad
With 60 people on a server you need to make the code optimized network as possible. Every time you 'hit' on someone that could potentially cause serious delayed effects of rubber bands. Partial collision (Team Fortress 2) is more upset with teammates who push when you're trying to take a shot, etc.

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