Pubblicata: 26 gennaio
Favorite FPS overall. I still prefer it to Red Orchestra 2. I wouldn’t say it’s popular, but not completely dead either: there’s at least one active European server that gets full every day. There’s one in the U.S. too. Even the development process isn’t entirely dead. Modders from The Darkest Hour
team are working on a new patch that should come out in early 2015.http://www.youtube.com/watch?v=NC3M--ik25U
(video by Joe Smhoe)
(compared to RO2)
- Slower pacing. People don’t tend to run around at breakneck speeds quite as much. Twitch reactions are not as important, and this game is noticeably easier to play for me.
- Weapon balance. Weapons have a lot more recoil and sway when shooting from standing or crouching position. This means that resting your weapon on random objects for support is very important and players tend to use cover more. Simple bolt-action rifles are incredibly powerful: they do a lot of damage and are significantly more accurate than semi-autos. You can either have good rate of fire or good accuracy (RO2 semi-autos, by contrast, give you both, and an SVT-40 is almost always better than a Mosin). One could argue that this isn’t very realistic, but it makes playing as a rifleman fun, whereas in HoS it can be very hard and frustrating. Or maybe I’m just hopelessly bad at playing rifleman in RO2, but it’s still easier in Ostfront.
- No spawning on squad leaders. You have to actually walk or ride from spawn to the capzone. It increases the value of your life and value of life of your enemies. When you kill someone, he’s not going respawn in vaguely the same place in 10 seconds. You won’t see him again in at least half a minute (or more for large maps). And it helps to avoid the situation where if you spawn on SL, you're likely to immediately die, but if you don’t, you’re not in the capzone, you’re not helping your team cap, you’re not protecting your SL. Survival in situations like these depends largely on luck: if you happen to spawn behind cover, you’re good, but if you spawn in the open where one of the enemy machine gunners can see you, you’re boned and will have to try again. This can be very annoying in RO2.
Darkest Hour (a mod) has one of the best spawning mechanics I’ve seen in this type of game: MDVs (Mobile Deploy Vehicles). Basically, an MDV is an APC with a spawn point inside. You can park it anywhere, but it’s bulky and noisy — hiding it behind enemy lines can be tricky. When you spawn in it, you can have a look around and hop out when you think it’s safe-ish. Or, if it clearly isn’t, you can try moving it to a better position. It’s vulnerable to satchels, panzershrecks and whatnot, so the chance to die immediately after spawning is still there, but at least it’s not random and it’s very rare.
- No stat grinding or unlocks. When you start playing, your weapon is identical to the ones used by players who have played this game for years. They won’t have faster running speed, faster reloads or resistance to suppression. Joining a winning team won’t make you level up faster, and blatant team stacking is fairly rare. Most matches feel more balanced.
- No UAVs. You can use vegetation and ruined buildings to hide for a long time and nobody’s going to find you unless they see or hear you. Unfortunately, people can still fly around as spectators when they’re waiting in a spawn queue. There’s a mutator that blacks out the screen when the player is dead, but most servers don’t run it nowadays.
- Plenty of large combined arms maps with open design, including some really huge tank-centric maps. There’s an achievement for destroying a tank at 2000+ meters. And popular servers actually run these: it’s not like Counter-Strike or TF2, where there are thousands of community maps available, but most servers stick to stocks like de_dust2 and cp_dustbowl.
- Huge variety of weapons and vehicles. You can play as Soviets, Germans, Americans, Brits, Australians, Canadians, Romanians, Italians, Hungarians, Poles and Finns. Some of the vehicles included: BA-64 (aka the clown car), Panzer II Flamm and OT-34 (flamethrower tanks!), ISU-152 (152 mm self-propelled gun), Sturmtiger, Sturer Emil, Marder III Ausf. M, SdKfz 234/2 “Puma”, BMW R71 motorcycle (with or without sidecar), ZiS-3 truck, Willys and Volkswagen Kübelwagen, STZ-5 (although it’s used as an infantry transport) and even a farming tractor. Not to mention a good number of Italian and Hungarian tanks (even World of Tanks doesn’t have these). There are AT and FlaK guns, boats, planes you can paradrop from, mortars you carry around and setup wherever you like. You can also use tanks to transport infantry.
- Tankers can get out of their vehicles and get back in. It adds immersion, allows you to park your tank in a safe place, get out and gather intel with your binoculars (silhouette of a person with binocs is nowhere near as noticeable as a tank on the horizon). It also makes it possible to bail out and continue fighting on foot or join a different crew when your tank is damaged. Tank crew frantically getting out of a burning tank is something you’ll never see in RO2.
- Team-tanking is fun and useful, whereas in HoS you’re often better off with bots even if you use voip. It’s just faster to press W and have your tank move forward immediately. In RO:Ost, it is faster to switch to driver and press W too, but you won’t be able to reload the gun at the same time. Or keep an eye on the enemy. So, a fully crewed tank with voice comms is likely to outmaneuver a solo tanker, which isn’t true in RO2.
- I love the way you have to turn the tank turrets using keyboard, not mouse. Having to control each axis separately is more immersive than just pointing at the target with a mouse cursor. It feels more like turning two separate cranks.
- Your character won’t give away your position by making random loud remarks while you’re trying to sneak.
- There are doors you can open and close. Even Wolfenstein 3D had this feature, but RO2 doesn’t.
(compared to RO2)
- Low population.
- Automatic weapons arguably have too much recoil and are too hard to use.
- Weaker physics. Bullets and shells don’t penetrate objects. Vehicles can occasionally get stuck on seemingly flimsy obstacles like picket fences.
- No squads, no fireteams, no tactical view. You can’t mark enemies on the map.
- Many of the really cool features are only available in DH, and most popular servers for this mod are in the U.S. (high pings for players from Asia).
- Tank interiors are not as detailed, there’s no animation for individual crewmen.
- No way to kick people out of your tank if you don’t trust them.
- No Japanese, no maps set in the Pacific, no jungle. No flamethrowers for infantry, swords, banzai charges, booby traps.
- No unlockable skins. I actually like cosmetic unlocks that don’t give you any advantages.
- Every character on your team has the same voice, and the number of lines they can say is very limited.
I’m not saying Red Orchestra 2 is a bad game, it’s definitely worth getting too.