Last time I played RnL in any sort of meaningful way was A0.4 about two years ago (yes, it's really been that long). The beta is a mixed bag. In some respects, it's an improvement - the American paras look a lot better than they used to, the ironsights are less clunky, and the process of getting into a server, onto a team and into a squad role has been streamlined by axing the loadout screen - but it still feels like you're controlling a brick and there are just as many bugs. That said, it is quite fun when you've got a team with more than a single neuron between them.
The proximity VOIP system is a nice feature, meaning you can hear nearby enemy chatter and they can hear you. This also means you can actually communicate with the enemy when you need to. Surrounded? Toss your weapons and surrender. They'll probably just take you out back and execute you anyway, but if you're feeling really cheap you can pretend to give up while really baiting them into a trap. Of course, since most people playing the mod speak English, you also have scenarios where some sneaky fuck will creep into a building you're trying to clear, announce that there's nothing there, and then roll up on you and cap you while you're least expecting it.
The weapons have also had some work done. The Germans now have a G43 (currently using the K98 model as a placeholder, which caused some confusion at first), as well as a K98 with a long eye relief ZF41 (although some genius put such a strong lens flare on the diffuse that it's nigh impossible to see through the cunt). They also have the MG42, although for some completely fucking retarded reason the look controls are inverted when it's deployed. Oh well, I guess it's an open beta for a reason. The Americans, too, have some new toys: the M1A1 paratrooper carbine, the BAR, and the M1919.
Currently the beta only has two maps: Ardennes (which is shitty as all fuck) and St. Come-du-Mont (which is okay). St. Come provides some decent opportunities for room clearing (somehow I really get a kick out of opening a door and busting through a house sweeping my Tommy or M1A1 Carbine around the place like I'm king shit) but the outdoors areas leave a lot to be desired; cover is fairly sparse and owing to bugs, weapons can be frustrating at times. This is still a Source mod and although it includes vaulting and climbing (oh, did I forget that? Well yeah, it does, and it's kinda cool) the engine still views you as a giant box with a gun poking out. As a result, movement is clunky and hitboxes are pretty bad, but hey, it's getting there. Unfortunately some bright spark saw fit to speed up the usual movement speed, so if you intend on fighting indoors, you'll want to just crouchwalk it. Also for some fucktarded reason, they removed the part where you actually need to take out, unfold, and then read from a proper map which is a 3D object. It's now just a gamey overlay with squadmates shown by arrows and capzones marked, like we're too dumb to navigate properly or something. You don't even lower your weapon. I can only hope they'll change this back. Oh, and grenades are fucked - if they don't kill you outright but you're still pretty close, they fucking force-push you several feet. Presumably this will be fixed.
As far as I can tell, bullet penetration is modelled to at least some degree, and ballistics aren't bad. Animations are glitchy but generally alright, and the art assets as a whole look fairly nice.
Currently there are only a handful of servers and seldom more than one with a decent population at any one time, but if you can get in there while there are a decent number of non-retarded players, it's not bad.
e/ 31 may hi here's a video i don't know if it's any good because my internet is fucked but whatever
this was a few patches ago
Now, I tantalise you with screenshots:
Wise to our sneaky plan to infiltrate Dead Man's Corner through the cellar, those dastardly Jerries get all Donkey Kong on our sorry arses and roll wine barrels down the stairs.
This man shot me through the door, shortly before Kolby returned the favour.
Ha, German NCO! My room clearing skills are clearly superior!
Aw, fuck. Someone's gonna have to clean this up. (This was the result of some cunt using ESP, note the neatly-stitched line of bulletholes in the adjacent wall - even when we crept up without a sound, he'd somehow know we were there and hose us down)
THOMPSON SUBMACHINE GUN
CALIBER .45 M1A1
also notice the dust from some faggot shooting through the wall at me
Clearer shot of the Tommy, also a dead German
Being all ninja and shit with the squad RTO
I turned around for about two seconds to look out the attic window, and immediately heard a fuckfight right on my position. I found the same RTO standing over these two from the landing above with his Carbine still smoking :golfclap:
Covering the house across the street, or at least the entrance to it. (Who the fuck actually tilts their entire body, including weapon, when taking shots around corners?)
The bayonets on the M1 and K98 are permanently fixed for now, but sound file names hint that later on they'll be removeable
Room-to-room combat with a Garand, with the bayonet attached. Do not fucking do this shit at home, retards.
Dude came out of fucking nowhere :ohdear:
Some guy shooting shit
About the only piece of decent cover for at least a hundred yards. Fuck life.
Trust me, if you've been hit, you'll know about it.
The M1A1 is okay for closer-range shit and not entirely useless for room clearance, but it isn't too crash hot at reaching out and touching people - although that's why the M1 was retained in service anyway
HAHAHAH NICE TRY JERKOFF BUT THIS HOUSE IS MINE
Okay look guys this is why we have a fucking challenge and pass and not 'thunder/flash' because every fucker knows that :lolugh:
Don't be fooled, this is as much a game of reflexes as the twitchiest of twitch shooters (or at least, on the two currently available maps). You just never know when a German is going to come barrelling through the door while your oblivious teammate nearly runs headlong into him. No thanks for saving his pathetic life, as usual Attachment 1503
This would be pretty if people weren't getting shot left and right
Well it's no Tommy, but it still works
Betcha can't do that in yer silly fuckin' Call of Honor games Attachment 1504
bonus screen:
private kolobus and corporal rossmum hold dead man's corner against repeated german attacks only to be cheated of glory by the germans capping out and winning the round
e/ You may notice I have my irons up in most of the screenshots. It's because RnL has a fairly unique system - right mouse brings your sights up but allows freelook, holding right mouse steadies your sights and focuses slightly but at the cost of peripheral vision. You also hold your breath, so doing it for too long fucks your aim.
May 20th, 2010, 10:38 AM
Pyong Kawaguchi
Re: let's play: resistance and liberation (again)
Isn't there a game called Resistance: Liberation for the psp?
May 20th, 2010, 11:57 AM
rossmum
Re: let's play: resistance and liberation (again)
Why the fuck would I know/care and how the fuck is that relevant to this thread
May 20th, 2010, 04:31 PM
Warsaw
Re: let's play: resistance and liberation (again)
Is this as fluid as Red Orchestra or is it all choppy and shit, like WWI: Source?
Also, still need Episode 2 to play this.
May 20th, 2010, 06:51 PM
ThePlague
Re: let's play: resistance and liberation (again)
Gotta free up some space for dis.
May 21st, 2010, 01:34 AM
rossmum
Re: let's play: resistance and liberation (again)
Quote:
Originally Posted by Warsaw
Is this as fluid as Red Orchestra or is it all choppy and shit, like WWI: Source?
Also, still need Episode 2 to play this.
Not as fluid as RO but it's not quite as much of a chop-fest as WWI: Source.
Fuck, if someone implemented Mirror's Edge-like fluidity of movement with decent shooter elements (i.e. not ones from Mirror's Edge) I would turn gay for them
May 21st, 2010, 01:46 AM
ICEE
Re: let's play: resistance and liberation (again)
looks interesting. The obviously most important factor has been left out, however.
How are the FP animations?
May 21st, 2010, 04:35 AM
rossmum
Re: let's play: resistance and liberation (again)
Except for when they glitch out, a mixed bag. Most of them are good, but a few are pretty iffy.
e/ also I know this is something only a sperglord like myself would care about or even notice but holy shit the sound of empty casings bouncing and rolling across the floor after you've just fucked someone up with half a mag of .45 ACP gives me a gigantic boner
they broke some stuff but also fixed some stuff and the patch is relatively small so download it
May 25th, 2010, 09:09 PM
rossmum
Re: let's play: resistance and liberation (again)
some more screens so you faggots will get interested and play this and form a Modacity Platoon and we can own scrubs
i will not lie, room clearing in this mod gives me a gigantic boner
could it be... a smoothing error...
wonky smoothing aside, the bar pretty much owns at any range. near...
far...
wherever you are...
get the fuck out of my thread celine dion, this is about KILLIN GERMANS
you need to pay attention to everything in more urban areas. this is an mg42 in a window, getting all set to fuck up any of my buddies unfortunate/dumb enough to run through the archway and try to cross the street. luckily for me, i went all flanky flanky on his arse and crossed lower down it (after shooting him in the face).
the mp40 is okay for close stuff but slightly less powerful than the tommy, plus it fires a lot slower. it's easy to tell which is which just by the rate of fire alone
that said, it will fuck someone's day right up when used properly
wrong password fuckface
HA. THIS ROOM IS MINE THIS ROOM IS MINE THIS ROOM IS-
wow fuck my gay miserable life on this gay earth
more room clearance funtimes
chillin' on the german flank
i just thought this looked kinda awesome
the garand reload anims are pretty fucking nice
what the carbine lacks in range, power and accuracy, it makes up for in rate of fire and manoeuvreability
it seems they're starting to implement different reload animations depending on your position now
POW POW POW POW PING
nooooooooooo random guy i don't know
leaning does have its uses, but i find myself using it very little currently. probably something to do with me gravitating to the nearest building. rolling while prone, on the other hand...
the zf41 is now marginally less shit, but the lens is still abysmally dirty
get your fat arse out of my way thief
unfortunately the devs do not understand the concept of eye relief, i.e. when you're not directly lined up you can't see shit through the scope. not only that but it seems the scope's render target isn't always what the rifle is pointing at
what a pretty rifle and what a pretty farmyard
note the tiny sight picture through the zf41, since it's mounted so far forwards. this is actually a correct designated marksman setup; real snipers mounted their scopes more traditionally. this game focuses on squad-level combat, so no real snipers. cry about it.
how does it feel, motherfucker? how does it feel to be dead?
i just thought the reflections off the german's helmet were really pretty in this one
that's a teammate, so no i didn't shoot
the g43 now has a world model, still uses the k98 view model as a placeholder though
you can leave that house when i say you can motherfucker
simply tossing your weapon down for a teammate won't do. you need to toss your ammo too
this also means if a bro runs out, you can share and keep both of you in the fight. quite clever really
what really happens to prisoners of war...
this guy went to pick up an mp40 before realising it was empty, and is now frantically searching for his garand. the devs have yet to make dead enemies lootable for ammo, and i'm not sure if they even will.
~action shot~
safe in the knowledge that the immediate threat had been neutralised, pte bar gunner burst around the corner, ready to run the length of the road into the east village. *gets cut to pieces by mg42 fire*