Red Orchestra 2: Heroes Of Stalingrad: Difference between revisions

From Tripwire Interactive Wiki
Jump to navigation Jump to search
Line 1: Line 1:


=Summary=
=Summary=
Red Orchestra 2: Heroes of Stalingrad (RO2) is the follow up to Tripwire interactive's popular FPS Red Orchestra: Osfront 41-45. Red Orchestra 2 features a realistic ballistics firing system, bullet drop, realistic tank control and interior, and several other gameplay features that set Red Orchestra 2 apart from other FPS games. In RO2, players can chose to join the German Wehrmacht or the Soviet Red Army. Tripwire Interactive has realistically designed weapons in the game to look and act era appropriate, and realism is stressed in Red Orchestra 2.  
Red Orchestra 2: Heroes of Stalingrad (RO2) is the follow-up to Tripwire Interactive's popular FPS Red Orchestra: Os-front 41-45. It features complex ballistics, bullet drop and penetration, authentic tanks with fully realized interiors and several other unique gameplay features. Players can chose to join the German Wehrmacht or the Soviet Red Army. Weapons in Heroes of Stalingrad look and behave realistically as authenticity is stressed heavily.  
   
   
==Game classes==
==Squad Roles==
RO:HOS uses a system were you can choose multiple realistic classes,  which portrayes the different roles of soilders in the army. Each class has a limited number of avaviable spaces depending on their numbers used in WW2. Example the rifleman is part of the core of the Heer and RKKA, therefore there it is the most avaiviable class and you can always choose it. Though classes such as the Marksman is limited, because of the limited number of marksman in the war. The classes use a [[class progression]] system, which is depended on you [[honor]] progression and experience gained with each class. As you level up your speed, stamina, etc will increase.
RO2 attempts to mirror historic infantry tactics and weapon use with its "Squad Role" system.  Players can choose between several different roles with distinct load-outs. In most game modes, each role is limited in number.  A team is generally made up of one Platoon Commander in charge of calling in support and guiding his team. The Commander is assisted by several Squad Leaders.  These Squad Leaders manage smaller groups of players who take on the roles of basic Riflemen, Assault troopers and Machine Gunners. Marksmen are snipers that act independent of a squad.  Players may also join a crew in charge of operating a tank.
 
==[[Squad Role Level-up]]==
As players earn Team-Points for killing enemy players and completing objectives, they gain levels in their current Squad Role which grant them access to different weapons and small bonuses to personal statistics such as Stamina and Suppression Resistance.  


* [[Rifleman]]
* [[Rifleman]]
Line 11: Line 14:
* [[Elite Assault]]
* [[Elite Assault]]
* [[Marksman]]
* [[Marksman]]
* [[Anti-Tank]]
* [[Machine Gunner]]
* [[Engineer]]
* [[Engineer]]
* [[Squad Leader]]
* [[Squad Leader]]
Line 16: Line 21:
* [[Tank Commander]]
* [[Tank Commander]]
* [[Tank Crewman]]
* [[Tank Crewman]]
==[[Squad Role Level-up]]==
As players earn Team-Points for killing enemy players and completing objectives, they gain levels in their current Squad Role which grant them access to different weapons and small bonuses to personal statistics such as Stamina and Suppression Resistance.


==Weapons==
==Weapons==


===Bolt-action Rifles and Sniper Rifles===
===Bolt-action Rifles===
* [[Mauser Kar98k]]
* [[Mauser Kar98k]]
* [[Scoped Kar98k]]
* [[Scoped Kar98k]]
Line 25: Line 35:
* [[Scoped MN9130]]
* [[Scoped MN9130]]


===Machine pistols and Sub-Machine Guns===
===Sub-Machine Guns===
* [[MP 40]]
* [[MP 40]]
* [[PPSh-41]]
* [[PPSh-41]]


===Rifles -Automatic and Assault===
===Automatic Rifles===
* [[SVT-40]]
* [[SVT-40]]
* [[AVT-40]]
* [[AVT-40]]
Line 41: Line 51:
* [[PZB 784(R)]]
* [[PZB 784(R)]]


===Pistols and Sidearms===
===Pistols===
* [[Mauser C96]]
* [[Mauser C96]]
* [[TT33 Pistol]]
* [[TT33 Pistol]]
Line 75: Line 85:
* [[Gumrak]]
* [[Gumrak]]


==[[Weapon Leveling]]==
==[[Weapon Level-up]]==
Weapons level up similarly to players and give their own bonuses after gaining more kills. Many weapons also unlock upgrades at landmark levels.  
Weapons level up similarly to Squad Roles and give their own bonuses after gaining more kills. Many weapons also unlock upgrades at landmark levels.  


Unlocks include
Unlocks include

Revision as of 09:29, 15 June 2012

Summary

Red Orchestra 2: Heroes of Stalingrad (RO2) is the follow-up to Tripwire Interactive's popular FPS Red Orchestra: Os-front 41-45. It features complex ballistics, bullet drop and penetration, authentic tanks with fully realized interiors and several other unique gameplay features. Players can chose to join the German Wehrmacht or the Soviet Red Army. Weapons in Heroes of Stalingrad look and behave realistically as authenticity is stressed heavily.

Squad Roles

RO2 attempts to mirror historic infantry tactics and weapon use with its "Squad Role" system. Players can choose between several different roles with distinct load-outs. In most game modes, each role is limited in number. A team is generally made up of one Platoon Commander in charge of calling in support and guiding his team. The Commander is assisted by several Squad Leaders. These Squad Leaders manage smaller groups of players who take on the roles of basic Riflemen, Assault troopers and Machine Gunners. Marksmen are snipers that act independent of a squad. Players may also join a crew in charge of operating a tank.

Squad Role Level-up

As players earn Team-Points for killing enemy players and completing objectives, they gain levels in their current Squad Role which grant them access to different weapons and small bonuses to personal statistics such as Stamina and Suppression Resistance.


Squad Role Level-up

As players earn Team-Points for killing enemy players and completing objectives, they gain levels in their current Squad Role which grant them access to different weapons and small bonuses to personal statistics such as Stamina and Suppression Resistance.


Weapons

Bolt-action Rifles

Sub-Machine Guns

Automatic Rifles

Machine Guns and Anti-Tank Rifles

Pistols

Grenades

Tanks

Maps

Infantry

Combined Arms

Tank

Weapon Level-up

Weapons level up similarly to Squad Roles and give their own bonuses after gaining more kills. Many weapons also unlock upgrades at landmark levels.

Unlocks include

  • Bayonets for all rifles & the MKB assault rifle
  • Different scopes for the marksman class rifles and the MKB
  • Improved drum magazine for the PPSH 41 and double magazine for the MP40
  • Sight hood removal for the K98 rifle
  • Black hand grip for the P38 pistol
  • Silencer for the M1895 Nagant revolver

A gun requires x number of kills to reach maximum level. After reaching the maximum, the stats screen will show the number of kills you needed to reach the max level with -x kills to the next level. The total kills record stays accurate. Example the K98K requires 1650 kills to reach maximum level. After reaching the maximum, the stats screen will show x/-1650 kills to the next level. (x here being the number of kills after reaching 1650 kills)

Gameplay

Progression

Players gain permanent progression in RO2 through the Honor system and class levels. Each different weapon also has its own level progression system. Honor level unlocks higher level classes while the class levels give small bonuses to the player, such as reduced recoil and higher stamina.


Game Types

Territory

In the Territory game mode, players are attempting to attack or defend specific Objectives. Your Overhead Map or Tactical View will show you where the active Objectives are. Killing the enemy certainly helps, but the key is to pick an Objective to attack or defend as necessary. Players will respawn in waves, unless the Commander uses his "ForceRespawn" option. You will be able to choose which spawn location you respawn at or, if your Squad Leader is alive and in a safe location, you can choose to respawn close by his location.

Countdown

In the Countdown game mode, one side will start attacking, the other defending. There are multiple Objectives, to be attacked/defended in sequence - but both teams only get one life per Objective and there is a (short) time limit in which the attackers have to take the Objective. If the attackers kill all the defenders, or capture the Objective, within the time limit, everyone respawns and the fight shifts to the next Objective on the map. If all the attackers are killed, or the time runs out on any Objective, the defenders win; if the attackers take the final Objective, they win. In either case, the attackers and defenders swap places - and the side that defended first now has to try and do better! To give the attacking side a better chance, their Commander has 2 (and only 2) reinforcement waves he can use, forcing a respawn wave, so long as the Objective timer hasn't run out. These need to be used very carefully!

Firefight

The Firefight game mode is the simplest - the objective is to kill more of the enemy than they can kill of your team. There are no Objectives to attack/defend - just find enemy soldiers and kill them, before they kill you. You will respawn close to other soldiers on your team automatically, in a "safe" location.

Multiplayer Campaign

To expand on the 3 core game modes, there is an overall Multiplayer Campaign. In the Campaign, two sides can fight over the whole City of Stalingrad, divided into 10 Sectors. Each side starts owning 5 Sectors, with their strength represented by "Combat Strength". One side gets to vote to attack an enemy-held Sector, or to defend and force the enemy to attack. Defending can be risky - get it wrong and you lose a Sector - but may be necessary if you have taken heavy casualties. Each of the 10 Sectors is represented by one of the standard MP maps. Whichever side is attacking each turn gets to choose which game mode is played on each map. Whoever wins the map takes (or keeps, if defending) the Sector being fought over. But now, your casualties matter: your casualties are deducted from your side's Combat Strength. You will receive reinforcements dependent on the number of Sectors you now hold. Your Combat Strength is unlikely to go up - but you want to make sure the enemy loses strength quicker than you do! The winner of the map then gets to choose to attack or defend - so long as they have enough Combat Strength to attack at all! One side will win if it takes all the Sectors; if both sides' Combat Strength is too low to attack, the side owning the most Sectors is the winner.


Game modes

The game shipped with both Action and Realism modes. Both modes are similar in terms of overall gameplay but the realism mode is more hardcore with less interface helpers and many features are different between the two. There is also a Custom setting that allows server admins to pick and choose between many of the features found between Norma, Realism and Classic modes.

The new Classic Mode is an effort to bring back more of the old gameplay which the fans loved so much in RO:OST. Classic mode is Currently a work in progress.

Many of the differences between Realism and Relaxed Realism modes can be found here: [1] there are currently several more in the current beta build of RO 2.

Servers

Anyone can setup a server for RO2. A web interface allows administrators to change settings on-the-fly, without having to restart the server. Mutators and custom maps can be installed on a server. Some servers are ranked, while others are not. To set up a dedicated server admins must use the steam command tool tool from Valve.

References

The RO2 manual (work in progress)