Red Orchestra 2: Heroes Of Stalingrad

From Tripwire Interactive Wiki
Revision as of 16:37, 23 March 2012 by -=THOR=- (talk | contribs) (→‎Gameplay: Added links to stubs for game modes.)
Jump to navigation Jump to search

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.

Weapons

Machine pistols and Sub-Machine Guns

MP40 The main german SMG in WW2 firing at 500rpm, (rounds per minute) it's effective up to 150m. The iron sights can be adjustet to 100m and 200m. It uses 32 round stick mags. There is also an experimental version named MP40/II it features an unique duel mag system, having two stick mags and being able to change between them. It was made to try to match the firepower of the ppsh40 rate of fire and mag capacity.

The MP40 has a highly controllable recoil and is a good all around weapon for close combat. Though it suffers in in close quarters against the ppsh because of its relativly low rate of fire.


PPSh41

The main Russian SMG in WW2 firing at 900rpm its effective up to 150m. The iron sights can be adjustet to 100m and 200m. It uses stick mags with 35 rounds capacity and drum mags with 71 rounds capacity. The ppsh41 also features a Single fire mode, Though it is best used for conserving ammunition.

It's greatest asset is it's high rate of fire and mag capacity. Defeating oppontens in CQB is what is it is best for, you can also devestate your opponents at longer ranges with short controlled bursts.

Rifles -Automatic and Assault

SVT-40 A high calibre russian semi-auto rifle using a 10 round box magazine. It can be reloaded with magazines or reloaded with 5 round stripper clips.


AVT-40 AVT-40 highly similar to the SVT-40, though it's difference is it's semi- and fully automatic mode. As excpected of a rifle using high calibre its hard to control the rifle's recoil when using the full auto mode. It's best use is semi mode and spare the full auto to CQB.

G 41(W)


MKb 42(H)

Gameplay

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.

References

The RO2 manual (work in progress)