Rising Storm 2:Vietnam: Difference between revisions

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<h2>Game Mechanics</h2>
<h2>Game Mechanics</h2>
<h3>Bleeding / Bandaging / Leg Injury</h3>
<h3>Bleeding / Bandaging / Leg Injury</h3>
<hr>
<h3>Commander Abilities</h3>
<h3>Commander Abilities</h3>
<hr>
<hr>
Line 95: Line 96:
<h4>Southern Commander</h4>
<h4>Southern Commander</h4>
<h3>Death / Spectating</h3>
<h3>Death / Spectating</h3>
<hr>
<h3>Enemy Spotted</h3>
<h3>Enemy Spotted</h3>
<hr>
<h3>Fixed Machine Guns</h3>
<h3>Fixed Machine Guns</h3>
<hr>
<h3>Giving Ammo</h3>
<h3>Giving Ammo</h3>
<hr>
<h3>Gore / Blood / Dismemberment / Dead Bodies</h3>
<h3>Gore / Blood / Dismemberment / Dead Bodies</h3>
<hr>
<h3>Inventory / Encumbrance / Stamina</h3>
<h3>Inventory / Encumbrance / Stamina</h3>
<hr>
<h3>Marking Artillery / Air Support</h3>
<h3>Marking Artillery / Air Support</h3>
<hr>
<h3>Objectives</h3>
<h3>Objectives</h3>
<hr>
<h3>Orders / Commands / Communication / VOIP</h3>
<h3>Orders / Commands / Communication / VOIP</h3>
<hr>
<h3>Overhead Map</h3>
<h3>Overhead Map</h3>
<hr>
<h3>Player Damage Model</h3>
<h3>Player Damage Model</h3>
<hr>
<h3>Player Movement / Mantling / Inclines / Momentum</h3>
<h3>Player Movement / Mantling / Inclines / Momentum</h3>
<hr>
<h3>Reinforcements</h3>
<h3>Reinforcements</h3>
<hr>
<h3>Resupply Points</h3>
<h3>Resupply Points</h3>
<hr>
<h3>Smoke Grenades / Signal Smoke</h3>
<h3>Smoke Grenades / Signal Smoke</h3>
<hr>
<h3>Spawn Protection / Boundaries</h3>
<h3>Spawn Protection / Boundaries</h3>
<hr>
<h3>Squads</h3>
<h3>Squads</h3>
<hr>
<h4>Squad Bonuses</h4>
<h4>Squad Bonuses</h4>
<h4>Squad Leader</h4>
<h4>Squad Leader</h4>
<h4>Spawn on Squad Leader / Tunnel</h4>
<h4>Spawn on Squad Leader / Tunnel</h4>
<h3>Stances / Leaning</h3>
<h3>Stances / Leaning</h3>
<hr>
<h3>Suppression / Shell Shocked</h3>
<h3>Suppression / Shell Shocked</h3>
<hr>
<h3>Traps / Explosives</h3>
<h3>Traps / Explosives</h3>
<hr>
<h2>Weapon Mechanics</h2>
<h2>Weapon Mechanics</h2>
<h3>Ammo / Reloading</h3>
<h3>Ammo / Reloading</h3>
<hr>
<h4>Ammo Types</h4>
<h4>Ammo Types</h4>
<h4>Reloading / Check Ammo</h4>
<h4>Reloading / Check Ammo</h4>
<h3>Ballistics / Penetration</h3>
<h3>Ballistics / Penetration</h3>
<hr>
<h3>Bayonets</h3>
<h3>Bayonets</h3>
<hr>
<h3>Bipod Deployment / Weapon Resting</h3>
<h3>Bipod Deployment / Weapon Resting</h3>
<hr>
<h3>Breathing / Sway</h3>
<h3>Breathing / Sway</h3>
<hr>
<h3>Fire Modes</h3>
<h3>Fire Modes</h3>
<hr>
<h3>Machine Gun Barrel Temperature</h3>
<h3>Machine Gun Barrel Temperature</h3>
<hr>
<h3>Melee Bash / Bayonet Charge</h3>
<h3>Melee Bash / Bayonet Charge</h3>
<hr>
<h3>Recoil</h3>
<h3>Recoil</h3>
<hr>
<h3>Scopes</h3>
<h3>Scopes</h3>
<hr>
<h3>Sight Elevation / Ranging</h3>
<h3>Sight Elevation / Ranging</h3>
<hr>
<h3>Stock Retract/Extend</h3>
<h3>Stock Retract/Extend</h3>
<hr>
<h3>Weapon Collision</h3>
<h3>Weapon Collision</h3>
<hr>
<h2>Gametypes / Scoring</h2>
<h2>Gametypes / Scoring</h2>
<h3>Skirmish</h3>
<h3>Skirmish</h3>
<hr>
<h3>Supremacy</h3>
<h3>Supremacy</h3>
<hr>
<h3>Territory</h3>
<h3>Territory</h3>
<hr>
<h2>Official Maps</h2>
<h2>Official Maps</h2>
<h3>Compound</h3>
<h3>Compound</h3>
<hr>
<h3>Cu Chi</h3>
<h3>Cu Chi</h3>
<hr>
<h3>Firebase</h3>
<h3>Firebase</h3>
<hr>
<h3>Hue City</h3>
<h3>Hue City</h3>
<hr>
<h3>Jungle Camp</h3>
<h3>Jungle Camp</h3>
<hr>
<h2>HUD</h2>
<h2>HUD</h2>
<h3>Passive HUD Elements</h3>
<h3>Passive HUD Elements</h3>
<hr>
<h3>Scoreboard</h3>
<h3>Scoreboard</h3>
<hr>
<h3>Tactical View</h3>
<h3>Tactical View</h3>
<hr>
<h2>Dedicated Servers / WebAdmin</h2>
<h2>Dedicated Servers / WebAdmin</h2>


[[Category:Rising Storm 2: Vietnam]]
[[Category:Rising Storm 2: Vietnam]]

Revision as of 19:06, 26 June 2016

Rising Storm 2: Vietnam

Rising Storm 2: Vietnam is the sequel to PC Gamer’s 2013 ‘Multiplayer Game of the Year’, developed by the same team that created the award-winning innovative asymmetric gameplay - Antimatter Games - in association with Tripwire Interactive. For the first time, the authentic gunplay and brutal first-person action of the Red Orchestra series is coming to an era of automatic rifles, man-portable grenade launchers and more modern weapons systems. Rising Storm 2 casts you into a brutal, authentic recreation of the Vietnam War.

Links:

Communities

Social Media

Developers


Factions

Game Mechanics

Bleeding / Bandaging / Leg Injury


Commander Abilities


Radios

Northern Commander

Southern Commander

Death / Spectating


Enemy Spotted


Fixed Machine Guns


Giving Ammo


Gore / Blood / Dismemberment / Dead Bodies


Inventory / Encumbrance / Stamina


Marking Artillery / Air Support


Objectives


Orders / Commands / Communication / VOIP


Overhead Map


Player Damage Model


Player Movement / Mantling / Inclines / Momentum


Reinforcements


Resupply Points


Smoke Grenades / Signal Smoke


Spawn Protection / Boundaries


Squads


Squad Bonuses

Squad Leader

Spawn on Squad Leader / Tunnel

Stances / Leaning


Suppression / Shell Shocked


Traps / Explosives


Weapon Mechanics

Ammo / Reloading


Ammo Types

Reloading / Check Ammo

Ballistics / Penetration


Bayonets


Bipod Deployment / Weapon Resting


Breathing / Sway


Fire Modes


Machine Gun Barrel Temperature


Melee Bash / Bayonet Charge


Recoil


Scopes


Sight Elevation / Ranging


Stock Retract/Extend


Weapon Collision


Gametypes / Scoring

Skirmish


Supremacy


Territory


Official Maps

Compound


Cu Chi


Firebase


Hue City


Jungle Camp


HUD

Passive HUD Elements


Scoreboard


Tactical View


Dedicated Servers / WebAdmin