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	<title>Red Orchestra 2: Heroes Of Stalingrad</title>
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	<link>http://www.heroesofstalingrad.com</link>
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		<title>Looking for Community Feedback on potential changes to the beta!</title>
		<link>http://www.heroesofstalingrad.com/2012/03/27/looking-for-community-feedback-on-potential-changes-to-the-beta/</link>
		<comments>http://www.heroesofstalingrad.com/2012/03/27/looking-for-community-feedback-on-potential-changes-to-the-beta/#comments</comments>
		<pubDate>Tue, 27 Mar 2012 21:39:44 +0000</pubDate>
		<dc:creator>yoshiro</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.heroesofstalingrad.com/?p=691</guid>
		<description><![CDATA[We have put up several polls in the Red Orchestra 2 Beta forums. We are looking for feedback on changes we are looking to make in the next Beta update. Please vote and let us know what you think! Discuss on the forums and vote now! ->]]></description>
			<content:encoded><![CDATA[<p>We have put up several polls <a href="http://forums.tripwireinteractive.com/forumdisplay.php?f=123">in the Red Orchestra 2 Beta forums</a>.  We are looking for feedback on changes we are looking to make in the next Beta update.  Please vote and let us know what you think!</p>
<p><a href="http://forums.tripwireinteractive.com/showthread.php?p=1048259">Discuss on the forums and vote now! -></a></p>
]]></content:encoded>
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		<title>Live Q and A with John and Alan during the Final Round of the Scorched Earth Finals</title>
		<link>http://www.heroesofstalingrad.com/2012/03/23/live-q-and-a-with-john-and-alan-during-the-final-round-of-the-scorched-earth-finals/</link>
		<comments>http://www.heroesofstalingrad.com/2012/03/23/live-q-and-a-with-john-and-alan-during-the-final-round-of-the-scorched-earth-finals/#comments</comments>
		<pubDate>Fri, 23 Mar 2012 21:29:36 +0000</pubDate>
		<dc:creator>yoshiro</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.heroesofstalingrad.com/?p=684</guid>
		<description><![CDATA[The final match of the last round of the Scorched Earth Tournament match is happening this Sunday, March 25th, at 20:00 CET/15:00 EST. Once again, fans can tune in HERE to watch it live. Between rounds during the match (as well as before and after) John and Alan will be fielding questions from the community [...]]]></description>
			<content:encoded><![CDATA[<p>The final match of the last round of the Scorched Earth Tournament match is happening this Sunday, March 25th, at 20:00 CET/15:00 EST.  Once again, fans can tune in <a href="http://www.forgottenhonor.com/scorchedearth/live/livestream/">HERE</a> to watch it live.  Between rounds during the match (as well as before and after) John and Alan will be fielding questions from the community posted here in our forums.  So mark off your calendars today, and get your questions in now!</p>
<p><a href="http://forums.tripwireinteractive.com/showthread.php?p=1048259">Discuss on the forums and post your questions -></a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>What We Are Up To &#8211; Feedback and Tweaking</title>
		<link>http://www.heroesofstalingrad.com/2012/03/21/what-we-are-up-to-feedback-and-tweaking/</link>
		<comments>http://www.heroesofstalingrad.com/2012/03/21/what-we-are-up-to-feedback-and-tweaking/#comments</comments>
		<pubDate>Wed, 21 Mar 2012 21:36:44 +0000</pubDate>
		<dc:creator>yoshiro</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.heroesofstalingrad.com/?p=676</guid>
		<description><![CDATA[Hello everyone, welcome back to a new edition of the &#8220;What We Are Up To&#8221; series of posts. As most of you have noticed RO Classic went out in the last beta update along with even more refinements to the game, and we are not done yet. We have further upcoming refinements, Multiplayer campaign and [...]]]></description>
			<content:encoded><![CDATA[<p>Hello everyone, welcome back to a new edition of the &#8220;What We Are Up To&#8221; series of posts.  As most of you have noticed RO Classic went out in the last beta update along with even more refinements to the game, and we are not done yet.  We have further upcoming refinements, Multiplayer campaign and more in store for the future.  Read on to find out the details.</p>
<p>While there are still more refinements and changes that have not yet made it into the beta, we are watching player reaction to what is currently available with a keen eye.  For those who haven&#8217;t yet had a chance, grab the beta from steam and participate in the beta forums.  All the current changes can be found <a href="http://forums.tripwireinteractive.com/forumdisplay.php?f=123">here</a> in the stickies, with the community discussion following up in the <a href="http://forums.tripwireinteractive.com/forumdisplay.php?f=124">feedback section</a>.  Remember we are looking at all the game modes for tweaks (normal, realistic and classic), so join the discussion today!  They next update will include several tweaks based off this feedback, more refinements, and most likely Multiplayer Campaign.</p>
<p>Those who remember the initial posts about the beta and what would be going into it know that the next/last BIG thing coming will be Multiplayer Campaign mode.  This mode will allow server admins to turn their server into a grand campaign for the city of Stalingrad.  When joining, each player will pick a team and head to the front.  When the campaign starts (with both sides having the territories split equally between them), a team will be randomly selected to have the initiative and choose where they want to start the attack.  As each battle plays out the teams will expend manpower for land, and regain some between battles depending on how much territory they control.  The first team to control all territories or force the other team to expend all of its manpower will win the day.</p>
<p>Last, but not least in this edition of &#8220;What We Are Up To&#8221; is talking a bit about the future.  The beta has be going nicely and that means we are getting much closer to getting the things in out in the main build.  Depending on how fast things come together it will come out in one of two fashions.  Sooner: There will be a large patch with most if not all the content.  Later: Things will be rolled out in smaller (but still fairly large) chunks of content over time as things are completed, put into beta and pushed out.  There are also several grand plans we are discussing (you might want to start digging into the SDK!), but we have nothing to announce just yet.</p>
<p>Speaking of working with the community, we have one final thing to announce today, the new <a href="http://wiki.tripwireinteractive.com/index.php/Main_Page">Tripwire Interactive Wiki</a>.  While it is currently in a bare bones state, we will be working with the community to fill it with content.  We hope for it to server as a general Knowledge Base for both players and modders for all of our titles.  We&#8217;ll be working on getting modding information from across the forums into the wiki over the coming days and weeks as well (unless you beat us to it!).  Have a great week everyone and make sure to join the beta!</p>
<p><a href="http://forums.tripwireinteractive.com/showthread.php?p=1047191">Discuss on the forums -></a></p>
]]></content:encoded>
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		<title>Watch the Final Round of the Scorched Earth Tournament Live</title>
		<link>http://www.heroesofstalingrad.com/2012/03/18/watch-the-final-match-of-the-scorched-earth-tournament-live/</link>
		<comments>http://www.heroesofstalingrad.com/2012/03/18/watch-the-final-match-of-the-scorched-earth-tournament-live/#comments</comments>
		<pubDate>Sun, 18 Mar 2012 19:22:21 +0000</pubDate>
		<dc:creator>yoshiro</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.heroesofstalingrad.com/?p=672</guid>
		<description><![CDATA[The final round of the Scorched Earth Tournament is getting underway. Tune in HERE to watch it live. As the match goes on, John Gibson will be fielding questions from the commentators about the game and its future (along with all things Tripwire). So don&#8217;t delay and head on over now! Discuss on the forums [...]]]></description>
			<content:encoded><![CDATA[<p>The final round of the Scorched Earth Tournament is getting underway.  Tune in <a href="http://www.forgottenhonor.com/scorchedearth/live/livestream/">HERE</a> to watch it live.  As the match goes on, John Gibson will be fielding questions from the commentators about the game and its future (along with all things Tripwire).  So don&#8217;t delay and head on over now!</p>
<p><a href="http://forums.tripwireinteractive.com/showthread.php?p=1045234">Discuss on the forums -></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.heroesofstalingrad.com/2012/03/18/watch-the-final-match-of-the-scorched-earth-tournament-live/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>$12,000 Scorched Earth Clan Tournament Finals!</title>
		<link>http://www.heroesofstalingrad.com/2012/03/16/12000-scorched-earth-clan-tournament-finals/</link>
		<comments>http://www.heroesofstalingrad.com/2012/03/16/12000-scorched-earth-clan-tournament-finals/#comments</comments>
		<pubDate>Fri, 16 Mar 2012 14:57:53 +0000</pubDate>
		<dc:creator>yoshiro</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.heroesofstalingrad.com/?p=663</guid>
		<description><![CDATA[Forgotten Honor together with Tripwire Interactive are happy to announce that our Red Orchestra 2 knockout tournament &#8220;Scorched Earth&#8221; has reached its international finals. The two finalists have battled through 5 phases over the last 3 months, including 64 clans from across the world, to make it to the Grand Final. And, with $12,000 in [...]]]></description>
			<content:encoded><![CDATA[<p>Forgotten Honor together with Tripwire Interactive are happy to announce that our Red Orchestra 2 knockout tournament &#8220;Scorched Earth&#8221; has reached its international finals. The two finalists have battled through 5 phases over the last 3 months, including 64 clans from across the world, to make it to the Grand Final. And, with $12,000 in cash prizes at stake, as well as personal honor, the competition has been ferociously fought out to get to the final two &#8211; DoublePenetration for Europe and Team Chaos for the USA.</p>
<p>The finals will be played in two legs &#8211; one on a US server, the other on a European server. The first (US) one takes place this coming Sunday, 18th March, at 3pm Eastern/8pm Central European and can be viewed LIVE through Livestream (details can be found here: <a href="http://www.forgottenhonor.com/scorchedearth/live/livestream/">http://www.forgottenhonor.com/scorchedearth/live/livestream/</a> ), with commentary provided by Sam Reese of Crosshairs fame and John (Rammjaeger) Gibson, President of Tripwire Interactive.</p>
<p> For more details on the contest, including the dates and the lists of the participants, head for the Scorched Earth web page at: <a href="http://www.forgottenhonor.com/scorchedearth/">http://www.forgottenhonor.com/scorchedearth/</a></p>
<p>Servers provided by NFO Servers (<a href="http://www.nfoservers.com/" title="http://www.nfoservers.com/">http://www.nfoservers.com/</a>) for the USA and Gaming Deluxe (<a href="http://www.gamingdeluxe.co.uk/" title="http://www.gamingdeluxe.co.uk/">http://www.gamingdeluxe.co.uk/</a>) for Europe.</p>
<p><a href="http://forums.tripwireinteractive.com/showthread.php?p=1043695">Discuss on the forums -></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.heroesofstalingrad.com/2012/03/16/12000-scorched-earth-clan-tournament-finals/feed/</wfw:commentRss>
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		<title>Alan Wilson talks Killing Floor, Red Orchestra and Rising Storm</title>
		<link>http://www.heroesofstalingrad.com/2012/03/02/alan-wilson-talks-killing-floor-red-orchestra-and-rising-storm/</link>
		<comments>http://www.heroesofstalingrad.com/2012/03/02/alan-wilson-talks-killing-floor-red-orchestra-and-rising-storm/#comments</comments>
		<pubDate>Fri, 02 Mar 2012 22:14:44 +0000</pubDate>
		<dc:creator>yoshiro</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.heroesofstalingrad.com/?p=658</guid>
		<description><![CDATA[MMGN.com had a chance to do a voice interview with our Vice President Alan this past week. They&#8217;ve gone ahead and posted the entire 30 minute interview online here. Alan covers upcoming plans for Killing Floor, Red Orchestra 2, and Rising Storm (and even some hints at potential future announcements). So make sure to give [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://pc.mmgn.com/">MMGN.com</a> had a chance to do a voice interview with our Vice President Alan this past week.  They&#8217;ve gone ahead and posted the entire 30 minute interview online <a href="http://pc.mmgn.com/Articles/Alan-Wilson-talks-Killing-Floor-Red-Orch">here</a>.  Alan covers upcoming plans for Killing Floor, Red Orchestra 2, and Rising Storm (and even some hints at potential future announcements).  So make sure to give it a listen.  </p>
<p>Killing Floor kicks it off, Red Orchestra starts in at about 7 minutes, and Rising Storm around the 20 minute mark for those looking for a specific topic.  Be sure to let us know what excites you the most by joining the conversation in our forums.</p>
<p><a href="http://forums.tripwireinteractive.com/showthread.php?p=1036679">Discuss on the forums -></a></p>
]]></content:encoded>
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		<title>Red Orchestra 2 Beta</title>
		<link>http://www.heroesofstalingrad.com/2012/02/27/ro2-beta/</link>
		<comments>http://www.heroesofstalingrad.com/2012/02/27/ro2-beta/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 15:00:42 +0000</pubDate>
		<dc:creator>yoshiro</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.heroesofstalingrad.com/?p=639</guid>
		<description><![CDATA[Three weeks ago we started a campaign of information dealing with upcoming (often work in progress) changes coming to Red Orchestra 2. We have covered the additions of RO Classic and Multiplayer Campaign, the new map Mamayev, and upcoming refinements to the game. This is all culminating in the reopening of the Red Orchestra 2 [...]]]></description>
			<content:encoded><![CDATA[<p>Three weeks ago we started a campaign of information dealing with upcoming (often work in progress) changes coming to Red Orchestra 2.  We have covered the additions of RO Classic and Multiplayer Campaign, the new map Mamayev, and <a href="http://forums.tripwireinteractive.com/showthread.php?t=75663">upcoming</a> <a href="http://forums.tripwireinteractive.com/showthread.php?t=75724">refinements</a> <a href="http://forums.tripwireinteractive.com/showthread.php?t=75927">to the game</a>.  This is all culminating in the reopening of the Red Orchestra 2 Beta for all players to help us test and give feedback on these changes and additions!</p>
<p>Below you will find the initial list of changes going into the beta:</p>
<p>New Content</p>
<ul>
<li>New to the beta is Mamayev Kurgen which is a map taking place on the famously contested hill overlooking Stalingrad. This work-in-progress map features long range combat not previously seen in other RO2 levels!</li>
</ul>
<p>Gameplay</p>
<ul>
<li>Improved lockdown system.  Lockdown now starts if the attacking team has not initiated a capture in 5 minutes or has not captured any objective in 7 minutes.  There are new sound and visual indications when Lockdown has been initiated.</li>
<li>Improved overtime system.  Overtime has been added to territory maps.  If the attackers are still actively capping an objective the round will no longer end.  </li>
<li>Improved spawn protection.  When entering spawn protection there is a more obvious warning as well as a countdown timer similar to leaving the map boundary.</li>
<li>(Work in progress) Refinements to spawn on squad leader. The UI has been improved to make it more obvious where you&#8217;ll be spawning.  Additionally if you fail to spawn on your squad leader you will receive an error message, as will your squad leader.</li>
<li>In realism mode shooting players in the legs/feet will slow them down for a short time</li>
<li>The effects of bullet whizzes have been significantly magnified</li>
<li>Refined player damage model. Now in realism mode hitzones can always take damage no matter how much damage they have already taken (before non-lethal hit zones could become invulnerable and no longer take damage). In standard mode bandaging hit zones restores the health of the hitzone, but not the player&#8217;s overall health. In this way after bandaging players will take damage on the bandaged hitzone again (before they would never take damage on that hitzone again).</li>
<li>In realism mode bandaging now takes twice as long</li>
</ul>
<p>Weapons</p>
<ul>
<li>Improved MG weapon collision detection when deployed on cover.  This is most noticeable when deployed in windows.</li>
<li>The MG34 now has wider limits when deployed similar to the DP28</li>
<li>The radius that players will get bullet whizzes sounds and suppression has been significantly magnified. Additionally, the volume of bullet hit impacts and bullet whizzes has been greatly increased. </li>
</ul>
<p>UI</p>
<ul>
<li>Split assault role in &#8216;Assault&#8217; and &#8216;Elite Assault&#8217;  Only the elite assault role gets the MkB/AVT.  The first time you play any existing assault xp will be copied/duplicated to elite assault.</li>
<li>Removed mini objective overview from the hud in realism mode</li>
<li>In the class select menu enemy weapon unlocks are now added to the bottom of the list instead of the top</li>
<li>Fixed the player damage hud not displaying damage resulting from bleeding.  Also, fixed several hit zones not displaying any damage (lower left leg, left foot, groin)</li>
<li>Hitzone damage indicators now scale from Yellow (0-33% damaged), Orange (33-66% damaged), Red (Greater than 66% damaged)</li>
<li>A tooltip has been added to the team select menu to show what players are currently on that team.</li>
<li>Added North indicator to the minimap/compass.</li>
<li>Fixed a bug where certain types of hits weren&#8217;t counting toward the accuracy stats, giving inaccurate weapon accuracy stats.</li>
</ul>
<p>Other Changes</p>
<ul>
<li>Optimizations to dynamic shadows</li>
<li>Fixed black skybox on older NVidia cards</li>
<li>Fixed camera floating above the player when killed from prone</li>
<li>Changes have been made to TE-CommissarsHouse spawns to help balance the map</li>
</ul>
<p>Known Issues</p>
<ul>
<li>Some veteran level weapon unlocks are unlocking at raw recruit.</li>
</ul>
<p><a href="http://forums.tripwireinteractive.com/showthread.php?p=1033997">Discuss on the forums -></a></p>
]]></content:encoded>
			<wfw:commentRss>http://www.heroesofstalingrad.com/2012/02/27/ro2-beta/feed/</wfw:commentRss>
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		<title>Meet Mamayev</title>
		<link>http://www.heroesofstalingrad.com/2012/02/14/meet-mamayev/</link>
		<comments>http://www.heroesofstalingrad.com/2012/02/14/meet-mamayev/#comments</comments>
		<pubDate>Tue, 14 Feb 2012 22:40:44 +0000</pubDate>
		<dc:creator>yoshiro</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.heroesofstalingrad.com/?p=613</guid>
		<description><![CDATA[Set on the outskirts of Stalingrad, Mamayev was a strongly contested high ground that both sides vied to maintain control over. The belief was that the side that held the hill could control all the rest of the city. The Soviets dug in with trenches, bunkers, barbed wire and mine fields before the battle began. [...]]]></description>
			<content:encoded><![CDATA[<p>Set on the outskirts of Stalingrad, Mamayev was a strongly contested high ground that both sides vied to maintain control over. The belief was that the side that held the hill could control all the rest of the city. The Soviets dug in with trenches, bunkers, barbed wire and mine fields before the battle began. By the end of the battle of Stalingrad, after trading sides numerous times, the hill was mostly flattened and no grass would grow on its lead poisoned ground.</p>
<p>Mamayev is an infantry only map featuring combat between trenches and bunkers one hundred and fifty to two hundred meters apart. It is designed to meet the needs of those looking for extended range rifle combat, truly separating the riflemen from the boys. Those skilled with the rifle and holding the high ground will be able to find their targets even further away, with the current office record stands at a 411 meter head shot delivered via sniper rifle. For players who enjoy a more up close and personal fight, they will be spending time finding their way through the twisted corridors of the bunkers built into the hill searching for those laying in ambush (or lying in said ambush themselves).</p>
<p><a href="http://www.heroesofstalingrad.com/2012/02/14/meet-mamayev/mamayevteaser-3/" rel="attachment wp-att-623"><img src="http://www.heroesofstalingrad.com/wp-content/uploads/2012/03/mamayevteaser1-300x57.jpg" alt="" title="mamayevdistance" width="300" height="57" class="aligncenter size-medium wp-image-623" /></a></p>
<p>Keep in mind that this map is still hand the hands of the level design team, working on how it plays, and has yet to be art passed. With the fact that what you are about to see is still a WIP (work in progress) version of the map, we are proud to reveal the first out of office shots of Mamayev!</p>
<p><center><a href="http://www.heroesofstalingrad.com/2012/02/14/meet-mamayev/mamayevpreview_1-2/" rel="attachment wp-att-624"><img src="http://www.heroesofstalingrad.com/wp-content/uploads/2012/03/mamayevpreview_1-300x169.jpg" alt="" title="mamayevpreview_1" width="300" height="169" class="alignnone size-medium wp-image-624" /></a> <a href="http://www.heroesofstalingrad.com/2012/02/14/meet-mamayev/mamayevpreview_2-2/" rel="attachment wp-att-625"><img src="http://www.heroesofstalingrad.com/wp-content/uploads/2012/03/mamayevpreview_2-300x169.jpg" alt="" title="mamayevpreview_2" width="300" height="169" class="alignnone size-medium wp-image-625" /></a></center></p>
<p>Players will soon be able to take to the slopes of this battlefield as the RO 2 beta rolls out again. </p>
<p><a href="http://forums.tripwireinteractive.com/showthread.php?p=1024838">Discuss on the forums -></a></p>
]]></content:encoded>
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		<title>Keeping the fans in the loop</title>
		<link>http://www.heroesofstalingrad.com/2012/02/10/keeping-the-fans-in-the-loop/</link>
		<comments>http://www.heroesofstalingrad.com/2012/02/10/keeping-the-fans-in-the-loop/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 20:45:15 +0000</pubDate>
		<dc:creator>Alan Wilson</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.heroesofstalingrad.com/?p=604</guid>
		<description><![CDATA[Now that we&#8217;ve given you a first look at our plans for &#8220;RO Classic&#8221; we would like to fill the community in on what we have in the works for the coming months for RO2. First we would like to talk about how we&#8217;ll be handling the PR and the development of the updates that [...]]]></description>
			<content:encoded><![CDATA[<p>Now that we&#8217;ve given you a first look at our plans for &#8220;RO Classic&#8221; we would like to fill the community in on what we have in the works for the coming months for RO2. First we would like to talk about how we&#8217;ll be handling the PR and the development of the updates that we are working on. Traditionally we&#8217;ve worked like a typical game studio slaving away for months on a cool update which we would reveal to the press and the community close to the release date when it is almost finished. This is a great way to get press attention and spread news about the update to the broader gaming world. Unfortunately, it also has the side effect of the community not knowing what we are working on, and being unable to have their feedback incorporated into the update BEFORE the release. So with that in mind we&#8217;ve decided to do an experiment involving our community of Red Orchestra fans that will be a much more collaborative process of development and PR.</p>
<p>What this means is that first we are switching up to a very open PR style, pushing lots of information out for you and seeking feedback from you all, much as we did back in the Red Orchestra mod days. This is to make sure players are more aware of upcoming changes and means you get to see stuff while it is still work in progress (WIP). We&#8217;ll also be running a Beta open to anyone that owns RO2 that we&#8217;ll be using to push out these new features and improvements early on in the development process. We&#8217;ll tell you what we have in mind, show it to you as it comes together and let you try it out early in development, so that we can get good feedback, when we still have time to react to it. Of course, showing you things that early means that they are definitely subject to change too &#8211; from your feedback and from our own. It also means you will get to see things in the beta that are very early in development and potentially incomplete. So don&#8217;t be surprised if you jump into a map in the beta that isn&#8217;t pretty, or try a new feature that isn&#8217;t balanced or complete. You&#8217;ll get to see that map or feature come together, and participate in the process.</p>
<p>So, here is the &#8220;big picture&#8221;. We&#8217;ve got a big update coming for the game, with a lot of content. We&#8217;ll fill you in on the details over the coming days. That will lead us pretty much straight up to all the pieces of that update being pushed into the open Beta, so that everyone can get a look and try them out, while they are still in development. Bug fixes, optimizations, and refinements will be brought over from the Beta to the live game as soon as they are ready. Major new features will be pulled together into that one big update for you. The key elements of the update include (and we&#8217;ll push out lots of details on all these over the next few days):</p>
<ul>
<li>Multiplayer Campaign Mode</li>
<li>We&#8217;ll have a complete new map for you</li>
<li>&#8220;RO Classic&#8221;, that we&#8217;ve already talked about</li>
<li>Major refinements to existing gameplay systems to improve the gameplay balance and fun as well as to incorporate player feedback (systems such as Lockdown, Player Damage, and more are being refined)</li>
<li>And, of course, we&#8217;ll continue fixing bugs that we (or you) find and making optimizations to the game</li>
</ul>
<p>So, stay tuned over the next few days as we look to give you more detail on all of this! And watch for announcements as features roll out into the Beta for you to try out and feedback on.</p>
<p><a href="http://forums.tripwireinteractive.com/showthread.php?t=75397">Discuss on the forums -></a></p>
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		<title>PC Gamer MP Game of the Year: Red Orchestra 2!</title>
		<link>http://www.heroesofstalingrad.com/2012/02/08/pc-gamer-mp-game-of-the-year-red-orchestra-2/</link>
		<comments>http://www.heroesofstalingrad.com/2012/02/08/pc-gamer-mp-game-of-the-year-red-orchestra-2/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 21:34:04 +0000</pubDate>
		<dc:creator>Alan Wilson</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.heroesofstalingrad.com/?p=601</guid>
		<description><![CDATA[Well, we knew we were good&#8230; after making the PC Gamer Top 100 Games of all time, we now have Red Orchestra 2 in as PC Gamer&#8217;s &#8220;First-Person Shooter of the Year (Multiplayer)&#8221;. Read about it over on the PC Gamer website: HERE. We&#8217;re happy about it, to say the least! Discuss on the forums [...]]]></description>
			<content:encoded><![CDATA[<p>Well, we knew we were good&#8230; after making the PC Gamer Top 100 Games of all time, we now have Red Orchestra 2 in as PC Gamer&#8217;s &#8220;First-Person Shooter of the Year (Multiplayer)&#8221;. Read about it over on the PC Gamer website: <a href="http://www.pcgamer.com/2012/02/08/pc-gamer-us-game-of-the-year-awards-2012/" target="_blank">HERE</a>. We&#8217;re happy about it, to say the least!</p>
<p><a href="http://forums.tripwireinteractive.com/showthread.php?p=1020890">Discuss on the forums -></a></p>
]]></content:encoded>
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