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  1. RED DEAD ONLINE BETA: THE ROAD AHEAD With each passing week we continue to add more to the Red Dead Online Beta, and the next four weeks will bring new Showdown Modes and Racing Modes, as well as a new Free Roam Event that launched earlier today. Alongside incorporating player feedback and addressing existing issues, the beta period has allowed us to lay the groundwork for the more advanced aspects of Red Dead Online still to come. Our experience of building other online worlds has helped us create a more evolved foundation for the open spaces of Red Dead Online, but the world of Red Dead Online will evolve in its own unique direction - one in which players have greater freedom to customize their play style uniquely over time, allowing them to sink into the world and their character and feel more connected to the experience of living as cowboys, outlaws and gunslingers in the wilds of 19th century America. The next major update is currently planned to arrive later this Spring, bringing a host of feature upgrades and new content including: The Hostility System The Hostility system builds upon the anti-griefing measures added in February with smarter and responsive features that keep players immersed in the world through confrontations and PvP action. For example, players who have damage inflicted on them by attackers will be able to defend themselves without incurring Bounties or Hostility increases. Previously, the attacker and target would be marked as an enemy - now the attacker who inflicts damage will be immediately marked as an enemy to the attacked player; players will not accumulate Hostility increases for killing other players who are marked as an enemy. Hostility increases will not apply within structured events such as Free Roam Events, Free Roam Missions, Showdowns and Races. Engaging in player vs player behaviors related to Free Roam missions will not incur Hostility increases, however attacking other players not engaged in the activity will cause your Hostility level to rise. The Hostility System has many more functions and will help balance experiences for all play styles. Offensive and Defensive Playing Style Options Some players just want to immerse themselves in the world, riding, hunting and fishing in peace. We want to offer these options while allowing players to coexist comfortably alongside other players in the world. The Offensive Playing Style is much like the current Free Roam play as we know it while the Defensive Playing Style is a more evolved version of the Passive Mode concept, designed for Red Dead Online’s more grounded experience - giving players more flexibility in how they interact with the world and at the same time de-emphasizing hostile contact with other players. Choosing the Defensive option introduces balances that compliment a less confrontational approach: Defensive players cannot be lassoed by rival players - although if a Defensive player lassos another player, they’ll be removed from Defensive play and incur a significant Hostility level increase. Defensive players will trade the ability to lock on to other players for the benefit that other players will not be able to lock on to Defensive players. While Defensive players can target and be targeted in free aim, they cannot deliver or receive critical hits – if a Defensive player is attacked with a headshot, they’ll survive and be able to defend themselves via the Hostility system or escape all while remaining Defensive. There are several other adjustments that come with the Defensive Playing Style, all of which are built to work seamlessly with systems like Hostility and Bounties to keep all players rooted in the world. Some other new additions include: More A Land of Opportunities Missions: continue Jessica LeClerk’s search for revenge as you explore the path of a Gunslinger or an Outlaw New Free Roam Mission givers and mission types: Red Dead Online is set in the years before the single player story so expect to encounter a range of new and familiar faces as you traverse the frontier The introduction of dynamic events: fight off ambushes, initiate rescues, defend folks in need and more as you travel across the world All this, plus updates to the character creator, restructured Daily Challenges that eliminate hostile gameplay in Free Roam and introduce streaks for bigger rewards, the return of another classic weapon, the LeMat Revolver from the original Red Dead Redemption, and much more. In the coming months, we will continue to add features and content that will allow players to immerse themselves in the world of Red Dead Online in brand new ways as they choose what kind of life they will make for themselves in frontier America.
  2. Updated after the Red Dead Online Beta update February 26. A combat guide was requested so I'm gonna try to explain the reasons behind my aim settings and give my two cents on the different weapons since I dabble quite a bit with virtual guns. It has to be said that I'm still not sure about a lot of the settings so I mess around with them quite a bit to see what works, and what works for me might not work for you. With that said, below is how they look at the moment. Also, feel free to post your thoughts, tips & tricks in this thread. Aim settings: Lock-On Mode (On-Foot and Mount/Vehicle): Both are set to wide. Only started using it the other day after DC's shout and have yet to notice any difference compared to normal, but in theory it should allow you to lock onto enemies faster as you don't have to turn all the way to face them directly. Downside can be that instead of targeting the enemy in front of you, it will target another enemy in the peripheral which wasn't an uncommon problem in GTAO. There's also the chance that I'm taking it too literal. There's not a lot of info on this setting. Aim-assist (On-Foot): Again, not quite sure about this one. During story mode I turned it all the way down when trying out free aim to build up muscle memory, and I forgot all about it until yesterday when I turned it back up (which is default if I'm not mistaken). I felt like it helped but it's hard to tell tbh. Definitely didn't hurt so I'll leave it maxed out. Aim-assist (Mount/Vehicle): This should without a doubt be set to max. Look Sensitivity: It can be turned up quite a bit without overshooting and the picture getting too distorted when moving the camera. It allows you to look and turn around quicker. Aim Sensitivity: It's a bit of a tricky one but very important for quick headshots. It really depends on what you are comfortable with and I'd suggest raising it bit by bit. Once you are comfortable with a new setting try raising it again. If you can't get the hang of it then lower it back down and you have found your spot. Another thing to keep in mind is that a high sensitivity will make it harder in other areas like hunting, shooting of horseback, etc. So it very much depends on what you value the most. Aim/Look Acceleration: This is how quickly your cross hair accelerates when aiming from when you first move the analog stick and how quickly the camera accelerates when not aiming. I'd say it's the same as the above. It can hurt you in other areas. Aim/Look Dead Zone: Assuming this is the same as in GTAO, dead zone is the time between when you move the analog stick and when the movement happens on-screen. So definitely turn that all the way down so there's no delay. No idea why this setting is even in the game. Weapons: Gonna focus on which weapons it makes sense to buy money-wise while still being properly geared up for a fight. Main goal is to not spend money on unnecessary shit. Sidearms: The Semi-Auto Pistol is cheaper than the Mauser and beats it in fire rate and accuracy while only losing in the damage department. And since headshots are so important in auto aim, I'll rather take fire rate and accuracy over damage. A headshot is a kill no matter the weapon so it's better to have the higher accuracy to land the shot and the quicker fire rate if the first shot doesn't land. Whether you've have started out with the free Volcanic Pistol or High Roller Revolver, I wouldn't recommend buying anything before having enough money for the Semi-Auto. It's not worth the upgrade IMO. Another option is to go with the Sawed-Off Shotgun and free up the long gun slots for a rifle/repeater combo. It only holds two bullets but with an off-hand holster you can rock a pair of these bad boys. Recommend: Sawed-Off Shotgun, Semi-Auto Pistol Repeaters: The Lancaster is the superior weapon in this class. Compared to the Litchfield it has superior fire rate, reload and accuracy at the cost of a little fire power. With its large ammo capacity and quick fire rate it's perfect for mid-range combat. Recommend: Lancaster Rifles: The Bolt Action Rifle is a must-buy. For now it's the best rifle in the game for longe range killing and big game hunting, and it comes at a decent price so there's no reason to buy a bit cheaper rifle first. It was the first weapon I bought and upgraded. Since the nerf of the Varmint Rifle it's no longer king of PVP, but it's still a must-buy for hunting small game. Very cheap and works fine without upgrading it in any way. As for the snipers it's not really a contest. The Carcano is by far the better gun. It doesn't unlock before level 50 but the Bolt can be equipped with a scope so you don't have to waste money on the Rolling Block while you wait for the Carcano to unlock. Recommend: The Bolt, Varmint and Carcano Shotguns: Since I've the Ultimate Edition I started out with the Pump-Action Shotgun. If I hadn't, it probably still would have ended up in my armory as a shotgun is a must-have in my book. It's considerable better than the cheaper options and also 300 bucks cheaper than the Repeating Shotgun. No reason to spend that much money when the superior Semi-Auto Shotgun unlocks at level 42. Recommend: Pump-Action and Semi-Auto Shotgun Bow: Mandatory! Great for stealth missions and just overall a lot of fun. Modifications: I'd would say save your money and only buy upgrades for the weapons that will be the main ones in each their classes for a considerable periode. Ammunition: There are quite a few different kinds of ammo. First, for the pistols/revolvers/repeaters/rifles: Besides the Explosive bullets which of you can only hold 10 and should therefore be saved for special occasions, the most deadly is Express bullets with the added damage. IMO, always go for the extra damage. After that it's more depending on preferences and the weapon. High Velocity adds extra range and Split Point extra accuracy but also needs to be crafted. If I could go back, I wouldn't have purchased Split Point for that reason and the fact that when I do run out of Express I turn to High Velocity. For the shotguns: Here's Explosive rounds also available and while clearly the best, again 10 is max. For everyday use we have Slugs adding extra damage, range and accuracy compared to the regular rounds. Lastly, there's Incendiary ammo which you can hold 14 rounds. They haven't got the accuracy and range of the Slugs but packs extra damage. I would buy just because of the fact that shotgun ammo is easy to run out of so those extra 14 rounds might come in handy. Recommended weapon load-outs for combat jobs: Dual-wielding Sawed-Off Shotguns, Lancaster Repeater and the Bolt Action Rifle for bigger and more open maps where you really can utilize the range of the Bolt and rarely will be in close quarter combat, and if so, the Sawed-Off Shotguns will do the job. Dual-wielding Semi-Auto Pistols, Semi-Auto Shotgun and Lancaster Repeater for, you guessed it, smaller maps where enemies won't be further away than you can pick them off with the Lancaster and blast them away with the Semi-Auto Shotgun when they come in close. Tips: Like in GTAO you can do the quick 180° turn, though it's not quite as effective as you keep on going in the same direction as before you turned around if you don't press down and then up on the left analog stick. The turn is done by holding down the right analog stick (without aiming), then quickly aim to make your player turn around. It's comes in handy for when you spot an enemy behind you on the mini-map. Don't know if it has a name but let's call it the combat dive. It's common knowledge but some might have wrote it off completely because it's not the combat roll from GTAO. While it's not anywhere near as effective, it's actually still pretty useful in situations where an enemy gets the jump on you. It's not OP like the combat roll as the enemy will quickly be able to lock on again but it will be a tough shot going for the head and that can buy you time to get one off yourself. It has to be said that if you are already really low on health or the enemy is carrying a shotgun the dive isn't of much use as they can easily get off a bodyshot before you get back up. The dive is done by pressing square while aiming and pointing the right analog stick in the direction you want to jump. The option to expand the mini-map for good is there so why not use it? It doesn't take up at lot of space on the screen and you don't have to press down on the d-pad all the time for a better look. Also giving a better look is going for the third person view that is furthest away from the player. It gives you a bigger chance to spot enemies coming from the sides and helps you scan around corners more efficiently all while the aiming zoom remains the same as in any other third person view, though it still might take some getting used to. Videos of the turn and dive: This post has been promoted to an article
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