Today I would like to show off the Baikal shotgun, which you saw in render form during my last communication in action.
(As a reminder)
(Now in action!) http://media.tripwirecdn.com/041116/baikal2.webm
Another area I want to cover today is movement. We have been experimenting and refining the movement system as we work on Vietnam and I want to share what we currently have with you compared to the previous titles.
In Red Orchestra 2/Rising Storm the player would slow down as stamina was drained. This often led to players slowing down just when they needed the speed the most - trying to cross a street or field to get to cover. It also made building other mechanics on top of the system more painful to the end player.
Now stamina is still important to the player for when they decide to engage the enemy or return fire. However, it won’t have a direct impact on the player's speed. This has allowed us to add player movement changes that feel like they fit the player and not come off sluggish depending on the environment (water/hill) that they are in/on.
We have more media and changes we want to talk about later this week if all goes well as we continue to refine our build in preparation for PAX East. As a reminder you will be able to find us there with an early playable build of our smaller competitive mode that we are designing around 8v8 combat so if you are in the area drop on by!