Offical TakeDown: Red Sabre Thread

I didn't realize RBV wasn't well received. I thought they were great. Not Rainbow Six 3 or Black Arrow great bit still great. V2 was a failure compared to V1 though.

I should have been more specific. It wasn't well received among the old school R6 crowd. Otherwise, it reviewed quite well. Some people allowed the name of the game to hinder their enjoyment of it. Like I said, had it been named something else, you wouldn't hear the same complaints.
 
I should have been more specific. It wasn't well received among the old school R6 crowd. Otherwise, it reviewed quite well. Some people allowed the name of the game to hinder their enjoyment of it. Like I said, had it been named something else, you wouldn't hear the same complaints.

Rainbow Six 3, Black Arrow were awesome. I loved the airport map, it was my favorite. I wish that made a return.

Edit: Lockdown was a joke.
 
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i can't remember the game exactly in the series, but Rainbow 6 had a map at one point that was like a maze running through graves? Damn old memory. It was a ton of single man wide tunnels and upper level areas, we used to use nothing but pistols in there and hunt each other... epic fun. Not the prettiest, or most technical map, just pure fun
 
The game has been delayed on the 360. It failed MS certification due to some minor bug that has since been corrected. It's now awaiting certification again, meaning it's in MS's hands now. Guessing 2-3 weeks.
 
The game has been delayed on the 360. It failed MS certification due to some minor bug that has since been corrected. It's now awaiting certification again, meaning it's in MS's hands now. Guessing 2-3 weeks.

Well, that sucks the big one :(. I guess I will just keep rockin' GTA 5 until it comes out.
 
This was posted Yesterday on the Official page

Now this is huge! That's something I never seen in other games:

The 6 large "Core" Maps are playable in Adversarial along with 2 versions of the KIllhouse training map. Each of the 6 "Core" maps also has at least 3 smaller variants for a grand total of at least 26 total adversarial maps available at launch.

MINIMUM SPECS

  • OS: Windows XP SP3 (32-bit only)
  • PROCESSOR: 2GHz or better CPU
  • MEMORY: 2 GB RAM
  • GRAPHICS: A graphics card with Shader Model 3.0 support
  • DIRECTX: Version 9.0
  • NETWORK: Broadband Internet connection
  • HARD DRIVE: 3 GB available space
  • RECOMMENDED SPECS
    • OS: Windows 7 64-bit
    • PROCESSOR: Intel Core2Extreme Quad Core Processor - Q6800 - 2.93 GHz
    • MEMORY: 4 GB RAM
    • GRAPHICS: nVidia GeForce 8800 (768 MB GDDR3)
    • DIRECTX: Version 9.0
    • NETWORK: Broadband Internet connection
    • HARD DRIVE: 3 GB available space
    PRE-ORDER BONUS
    Pre-Order on Steam to receive an additional Killhouse Tango Hunt Co-op mode map at launch

    preorder.jpg


    LETHAL GAMEPLAY
    • No regenerating health, no health packs and no respawns in any game mode.
    • One well placed shot is enough to kill
    • Enemy A.I. are deadly, capable of coordinating attacks in groups and using flanking maneuvers
    • Repercussions for getting shot in the arm are that your weapon accuracy will be negatively impacted. The penalty for a leg wound is that you will no longer be able to sprint.
    NON-LINEAR ENVIRONMENTS
    • Maps are huge, open and very non-linear with multiple routes to any location.
    • Choose from multiple insertion points at the beginning of each SP/Co-op game mode allowing for different tactical approaches.
    • In Co-op, you have the option to split your team into 2 squads and have each squad start at a different insertion point which provides an added amount of depth to planning and executing a mission.
    • Freedom to complete objectives in the "Mission" game mode in any order.
    REALISTIC WEAPON HANDLING
    • Each weapon has realistic recoil and scope sway.
    • Weapon reloads are handled realistically using your available magazines rather than a "pool" of your available individual bullets left.
    • Close quarters weapon collision has been implemented. As you approach a wall your weapon will be forced down appropriately depending on it's length and your distance to the wall. This gives the advantage to smaller weapons like SMGs and Pistols in tight spaces compared to Sniper Rifles or larger Assault Rifles.
    • Lean/Peek controls are available so you can peek around corners
    • No 3rd person perspective "sticky" cover system
    • No auto-aim
    • Available weapons include 16 Primary (4 SMGs, 2 PDWs, 7 ARs, 2 Sniper Rifles, & 1 Shotgun), 4 Secondary (Pistols), 2 Grenade Types (Frag & Flash) and Breaching Charges for doors.
    RANDOMIZATION / REPLAYABILITY
    • In SP/Co-op, each enemy's starting position, type of body armor and weapon is randomized at the beginning of the match.
    • All enemies are present at the beginning of each match and do not appear out of thin air from triggered events or monster closets.
    • In the SP/Co-op "Mission" game mode, most of the objectives are found in one of several random locations each time you play the game.
    • In the SP/Co-op "Bomb Disarm" game mode, the placement of the bomb(s) that your team needs to locate and disarm is randomized to one of several locations each time you play.
    BULLET PENETRATION SYSTEM
    • Each surface has a penetration value that takes into account it's material type and thickness allowing you to shoot through certain surfaces like thin walls, doors, and corners depending on which ammo type is used.
    • The bullet penetration system also applies realistically to body armor where certain low caliber ammo types are less effective against medium or heavy protection.
    • Each weapon has several ammo types available to choose from. Some examples of these include: Full Metal Jacket, Jacketed Hollow Point, Armor Piercing and Subsonic Rounds .
    MINIMAL HUD
    • The HUD takes up a small amount of real estate on the screen and only includes a small icon that displays both your body's health state and whether you are standing/crouching, your ammo counter and the time remaining in the match.
    • No "hit markers" or "kill notifications" are displayed
    • No center dot/reticule, ensuring "hip-fire" cannot be extremely accurate at long distances
    • The HUD does not display any objective markers at all, you will need to find them yourself
    • No radar or mini-map
    NO GRINDING FOR UNLOCKS NECESSARY
    • All weapons and attachments are unlocked and available for use in all game modes from the start.
    • The game does not include unlockable weapons, attachments or upgrades of any kind to ensure a level playing field in Adversarial game modes.
    • Adversarial game modes do not include any kind of artificial systems such as killstreaks, perks or field upgrades
    MOD SUPPORT (STEAM ONLY)
    • Steam version will have an additional download that includes the KIllhouse Level & Modder's Pack tools
    • All Killhouse Map objects are modular allowing you to snap them together to create you own custom Adversarial maps
    • TAKEDOWN uses Unreal Engine 3 and UDK (Unreal Development Kit) is also supported
    • Additional Mod tools & support will be available post-release (Steam Workshop support TBD)

    SINGLEPLAYER / CO-OP
    GENERAL INFO
    • Singleplayer can be played with up to 3 friendly A.I. squadmates. If you die, the game will allow you to use one of the living A.I. players.
    • Singleplayer teammate A.I. can be given commands to "Hold or "Fall In/Regroup"
    • In Singleplayer you can toggle Rules of Engagement to either "Aggressive" (A.I. will fire whenever they see an enemy) or "Defensive" (A.I. will only fire if enemy fires at them or the squad)
    • Co-op can be played with up to 6 players. If you play with less than 6 players you cannot substitute A.I, squadmates in their place in any game modes.
    • 6 huge "Core" Maps
    • Server browser available on PC version
    • Matchmaking available on Xbox 360 version
    GAME MODES
    1. MISSION
    • Complete scenario-based missions that include multiple primary and secondary objectives
    • To complete a mission you will also need to exfil to a designated extraction point once all primary objectives are completed
    2. TANGO HUNT
    • Kill all A.I. enemies
    • Enemy placements and their weapons and body armor are highly randomized
    • Adjustable enemy density/count
    3. BOMB DISARM
    • Locate and disarm the bomb(s) which is in one of several randomized locations everytime you play
    • Enemy placements and their weapons and body armor are highly randomized
    • Adjustable enemy density/count
    • Adjustable number of bombs that you need to disarm


    LEVELS
    • HQ
    • Cargo Ship
    • Radar
    • Facility
    • Biolab
    • Killhouse
    WEAPONS / ATTACHMENTS
    • Assault (CQBR’s, M4’s, AK’s, SA 47t)
    • SMG’s (M5’s, CQBP’s, )
    • Shot gun (SA-12)
    • Sniper Rifles (LRC, SASS)
    • Pistols (1911’s, M96’s)
    • Armor (Light, Medium, Heavy)
    • Optics (Holo Sight, Combat Optics, ACOG, Night Vision)
    • Ammo (FMJ, AP, JHP)
    • Suppressors
    • Frag Grenades
    • Flashbangs
    • Breaching Charges
ADVERSARIAL

GENERAL INFO

  • Adversarial game modes are playable in up to 6 v 6
  • The 6 large "Core" Maps are playable in Adversarial along with 2 versions of the KIllhouse training map. Each of the 6 "Core" maps also has at least 3 smaller variants for a grand total of at least 26 total adversarial maps available at launch.
  • Initial spawn locations are randomized
  • No respawns in any game mode
  • Teams are Red Sabre (Black Camo) vs Tangos (Urban Camo)
  • Spectator Mode available on PC. 4 extra players in additional to the 6v6 can spectate a match.
  • Server browser available on PC version
  • Matchmaking available on Xbox 360 version
GAME MODES

1. ATTACK & DEFEND

  • Attacking team must find and defuse a bomb that is located in a neutral position and can only win the round by defusing the bomb.
  • Defending team must preventing the attackers from disarming the bomb and can win by either killing all of the attackers or preventing them from defusing the bomb by the end of the round's time.
  • Host can choose from various placements for the bomb before each set of rounds
  • Default round length is 5 minutes which forces the Attackers into action (customizable)
  • Default win condition is first team to 6 wins (customizable)
2. TEAM DEATHMATCH

  • Kill all members of the opposing team
  • No respawns
3. SOLO LAST MAN STANDING

  • No teams, free-for-all
  • Kill all enemies, last person alive wins
 
  • Like
Reactions: Soldier 95B
All that sounds great. I just hope the game play is good, its fun, and polished enough. Im affraid the gunplay is gonna feel off, its not very polished, and buggy as hell.

Only one life in all online modes im all for that.
 
The game has been delayed on the 360. It failed MS certification due to some minor bug that has since been corrected. It's now awaiting certification again, meaning it's in MS's hands now. Guessing 2-3 weeks.

Where did you see that???
Just looked on the official forum and couldn't see it mentioned?
 
Where did you see that???
Just looked on the official forum and couldn't see it mentioned?
Posted by Christian Allen (head of Serellen) himself in a couple of the threads. I'll see if I can find one for you...
 
I know the game is just out, but folks over at Steam are already complaining that it's crap. My concerns seem to be validated.
 
I know the game is just out, but folks over at Steam are already complaining that it's crap. My concerns seem to be validated.
I will be getting it based on everything I have seen so far from the developers and the videos of gameplay. Hopefully the Xbox 360 doesn't have the issues that the PC version seems to have.
 
from the steam forum:
"1: Server browser is clunky and hardly functions.
- Doesn't display player count
- Doesn't show all servers (Port is open)
- Can't invite friends
- When I host a game aand wait for players, it will randomly start the game
2: No ingame scoreboard or indiction of how many targets are alive
3: Rounds freeze even after all hostiles on Attack/defend have been killed
4: No map. Nearly impossible to figure out a bomb location without even a pre game map with possible bomb locations
5:Mystical weapon pen stats. Shooting threw vault doors is perfectly fine way to kill someone. A 5.56mm Nato or a 5.56mm AP round will not clear 3-4" of solid steal. And if it did, it would have lost all wounding/stomping power. Shooting through corners which are made of plaster yes, solid steal doors..No.
6: When you exit the game the game fails to completely close. This lead to a CTR+ALT+DEL and forcing the process to close manually.
7:Can't chat when in lobby. Determining when everyone is ready is near impossible.
That's my basic list of issues I've spotted."​

Some things to fix on the PC side, for sure, but #s 2 and 4? Seriously, this idiot must have not got the memo that this is a tactical shooter, not COD or Counterstrike. If they did it the way he wants, I'd be pissed.
 
For the new generations of players who never played the original tactical games I can see why 2 and 4 are an issue.
 
2 is not an issue, and hopefully they don't implement that. Same goes for number 4.
 
Yeah, the complaints about the lack of perks and killstreaks are sure to make the rest of us cringe.
 
Let's be fair to a lot of the complaints, a lot of them are very valid complaints. Buggy, AI issues, hit detection issues, issues with not being able to run the game, very limited setting options, very bad animations, etc.
 
from the steam forum:
"1: Server browser is clunky and hardly functions.
- Doesn't display player count
- Doesn't show all servers (Port is open)
- Can't invite friends
- When I host a game aand wait for players, it will randomly start the game
2: No ingame scoreboard or indiction of how many targets are alive
3: Rounds freeze even after all hostiles on Attack/defend have been killed
4: No map. Nearly impossible to figure out a bomb location without even a pre game map with possible bomb locations
5:Mystical weapon pen stats. Shooting threw vault doors is perfectly fine way to kill someone. A 5.56mm Nato or a 5.56mm AP round will not clear 3-4" of solid steal. And if it did, it would have lost all wounding/stomping power. Shooting through corners which are made of plaster yes, solid steal doors..No.
6: When you exit the game the game fails to completely close. This lead to a CTR+ALT+DEL and forcing the process to close manually.
7:Can't chat when in lobby. Determining when everyone is ready is near impossible.
That's my basic list of issues I've spotted."

Some things to fix on the PC side, for sure, but #s 2 and 4? Seriously, this idiot must have not got the memo that this is a tactical shooter, not COD or Counterstrike. If they did it the way he wants, I'd be pissed.

Not to belittle the PC players, but for Xbox (and hardcore players), the red items are not an issue.
 
from the steam forum:
"1: Server browser is clunky and hardly functions.
- Doesn't display player count
- Doesn't show all servers (Port is open)
- Can't invite friends
- When I host a game aand wait for players, it will randomly start the game
2: No ingame scoreboard or indiction of how many targets are alive
3: Rounds freeze even after all hostiles on Attack/defend have been killed
4: No map. Nearly impossible to figure out a bomb location without even a pre game map with possible bomb locations
5:Mystical weapon pen stats. Shooting threw vault doors is perfectly fine way to kill someone. A 5.56mm Nato or a 5.56mm AP round will not clear 3-4" of solid steal. And if it did, it would have lost all wounding/stomping power. Shooting through corners which are made of plaster yes, solid steal doors..No.
6: When you exit the game the game fails to completely close. This lead to a CTR+ALT+DEL and forcing the process to close manually.
7:Can't chat when in lobby. Determining when everyone is ready is near impossible.
That's my basic list of issues I've spotted."​

Some things to fix on the PC side, for sure, but #s 2 and 4? Seriously, this idiot must have not got the memo that this is a tactical shooter, not COD or Counterstrike. If they did it the way he wants, I'd be pissed.
He wont, this guy is bring the game back to when FPS was at its peak.
 
Seems these small indie teams don't do a lot of quality control testing. That bothers me because I gave Serellan my money to make this game, and while I haven't downloaded it yet, just reading the issues makes me regret giving him my money.

Hell, in my job, I write proposals for million dollar bids, my proposals get fact checked and proofed by several parties before it goes to print to the client.

Seems in the video game biz, faulty products can be released and patched later. I hate that.