Explicação - em ingles - sobre os modos do RS/RO2, "level up" de armas e classes, supression, ressuply.
Foi introduzido no RO2 a "Uraah! charge" russa, funcionando de forma similar ao Banzai do RS... Aparece uma mensagem in game informando.
Rising Storm: dicas em inglês
A) The various game modes:
1) Territory: most played mode (by far), players have to capture zones (CZ) to win the map, respawns work in waves (with limited "reinforcements"/tickets depending on the map/playercount, at 0 no one can respawn but all living players can still win/lose the map).
Round only ends with full capture by a team, or time reaching 0, or overtime (need a capture going on) being over, or all players of a team being dead with no reinforcement left.
Territory comes in 2 flavours:
* Standard Territory: both teams attack and defend, fighting over the currently active CZs (= not all CZ can be captured at any time - rule of thumb: the CZ adjacents to the front line).
Victory condition:
- full capture of all CZs.
- or which team has the most points (who held the most CZs most of the time) when the time/overtime is over.
* Attack/Defend: one team has to attack, one team has to defend. On some maps capture-zone are paired (A-B, C-D, E-F), so defenders can recapture one of the two 'currently active' capture-zone, until the next 'row' is unlocked (when both CZ are captured and held by attackers at the same time).
Victory condition:
- Defenders win by holding at least 1 CZ (the last) when the time runs out.
- Attackers win by capturing all CZs.
2) Multiplayer Campaign: strings together multiple maps (in Territory mode) in a grand campaign. Each team has "Combat Strength" points, spent attacking and defending sectors (= a sector hosts 1 or 2 maps). Winning/losing a map will determine how much "Combat Strength" points your team spent defending/attacking a sector. Holding territories grants you "Combat Strength" points (never enough to climb back though).
Victory condition:
- capturing all sectors.
- or, when both team do not have enough "Combat Strength" points to attack, the team holding the most sectors win.
3) Countdown: much more slow paced and focused than Territory, very rarely played (very sadly), played best with less players.
One life per CZ (CZs are "mini-rounds"), and after a little time (can't remember the duration) the attacking commander can trigger (two times during the entire big-round) a reinforcement (a spawn wave, for all dead players).
After the attacking team won all CZ (mini-rounds), winning the round, or lost all its men (and reinforcements), or let the time run out, teams are swapped - defenders are now attacking.
The team who captured the most CZ (won the most mini-rounds) win the map. If there's a stalemate (regarding CZs), the fastest team wins.
4) Firefight: TDM = spawn, move, kill/die, rinse and repeat. Really only about the gunplay.
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B) Realism level (aka "Difficulties"):
1) Action: an attempt at opening RO2/RS to players coming from fast paced FPS (with unrestricted mobility), such as CoD or BF3. Movements and how the weapons are handled are not *that* far from the FPS previously mentioned, while still different. Might be a way to take a look at the game. Not really the "Red Orchestra" experience though.
2) Realism: the default mode, as intended by Tripwire Interactive. The movements, weapons, features, etc are all balanced around the experience wanted by Tripwire Interactive. The most played mode, and the recommended mode for all new players.
3) Classic: a mode later added to Red Orchestra 2, after most RO1 veterans left RO2 because the game went away from the slow paced tactical shooter formula, and took some historical liberties, for reasons that weren't really explained - many RO1 veterans suspecting not-so-ethical commercial motives (misleading BF3/CoD playerbase into buying the game).
The Classic mode:
- removes all unlocks (nb: the PPSh gets its drum mag, bolt-action rifles get their bayonets, etc = historical accuracy)
- damages are instant (no bleeding mechanism, no bandage)
- no FOV zoom when "focusing", higher sway
- reduces the movement speed, increase the transition between sprint/shooting
- removes the "spawn on squad leader"
- no killcam
- delayed kill message (! very important for the game's tension !)
It results in much less "run and gun" behaviours among the players, and globally in a more tactical gameplay. Usually played on 1 or 2 high-population servers (and ~3 other less-populated servers).
Recommended for RO1 veterans, or anyone wanting the "real", deep Red Orchestra experience (after trying the "Realism" mode).
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C) "how leveling up works"
There is two categories of leveling: classes and weapons.
1) To level up a weapon, you need to make kills.
It seems that since the release of Rising Storm, the amount of "points" you get per kill is much higher than before. Before RS, you needed around 1500 kills (nb: kills are rare in RO2) to unlock the main upgrade of a weapon = it took forever (in Countdown, each kill counted as 16 kills, but people almost never played CD). Just tried RS, it seems that 1 kill = 4 or 8 points now. Good news.
There is a stats page in the game (don't forget to select "Red Orchestra 2" or "Rising Storm" at the bottom to view the right stats).
2) To level up a class, you need to play that class (and score Team Points).
Every time you defend or attack a CZ, make an assist (= participate in a kill, but not get the final shot/blow), make a kill, save a teammate/Squad Leader/Commander, give ammo to MG, etc... you get Team Points.
3) For both the Class and Weapon leveling, you'll still need a level of "Honor"
Honor points are gained by earning Team Points, making kills from/into a CZ, and specific kills (protecting a Commander or a Squad Leader). Playing the game normally and being near the capture-zone should be enough for that.
nb: leveling up gives you small (but important) bonuses, they're visible in the stats menu.
nb²: in Classic mode, all unlocks/bonuses are disabled = everyone get the exact same chances.
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D) Suppression:
Each player has a "suppression" bar (like a stamina bar), that goes down every time:
- enemy bullets are landing or passing near the player
- a nearby teammate is killed
- a nearby Squad Leader or Commander or a Hero (= a maxed out Class level) is killed (more suppression than with a normal teammate)
- an enemy (or several of them) sprint toward you with a charged melee attack.
Not all charges are the same: the banzai charge will suppress more than a regular melee charge (and gives HP bonus afaik), german charges suppress more if the german soldiers previously made kills (as mentioned by potehto), russians will have a stronger resistance to suppression (and a better suppression on nearby enemies) when charging in group.
The suppression bar replenishes itself slowly (faster if a Hero/SL/Commander is nearby, if I recall correctly). Getting behind hard cover is a good way to regain some 'suppression', as bullets won't hit that close to you.
When suppressed, the vision of the player is progressively turning grey, preventing him/her from spotting enemy soldiers easily or making the difference between friends and foes.
When fully suppressed (= suppression bar down to less than 20%), the player can no longer "focus" his/her weapon (= no more zoom/reduced sway). I can't really remember, but it is possible that the player can't go into ironsight too. Either way, a suppressed player will have a hard time firing accurately at his/her targets.
Even with a bolt-action rifle, you can (slightly) suppress a target, as each nearby bullet will disrupt (in the game) the aim of your target (very annoying for long range aiming). A "better-than-nothing" trick when you know where the enemy is, but can't hit him.
nb: leveling up Classes will give you an increased suppression resistance (+20% iirc)
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D) Giving ammo:
You can give several magazines of machine-gun ammunition (around 2 or 3 = 100 to 150 bullets) to anyone holding a machine-gun in his hands (can be a MGer or not), when the player's ammo is below a certain amount (can't really remember, I think it is 1 magazine below "standard mags + 1 player's ammo donation").
You can give ammo to a player holding any machine-gun, even an enemy MG he just looted from a body. Yes, it doesn't sound very authentic, but that's the way it is - sometime the game balance has to take over.
You need to be near the player and press "Use" (a message "Press use to give ammo to *Player*" should appear), a +5 Team Points should appear if you successfully gave the ammo.
You can only give additional ammo to a player holding a MG once per life (so choose your lucky MGer wisely - when facing two, pick one burning out ammo, not too much risking his life, and doing proper covering fire).
Going back to an ammo pile won't give you additional "give-able MG ammo". 1 per life, period.
Giving the MG ammo won't make you run faster, the ammo doesn't "exist" before you give it.
The MG ammo is not visible on the player's model, and can't be looted on the body.
It is a rudimentary but working system to refill machine-gunners, as freshly-spawned players give ammo to the MGer (actual class or improvised MGer), then join the front.
Warning: ammo follows the WEAPON, not the PLAYER. Dropping a weapon means dropping the ammo coming with it, looting a weapon mean looting the ammo coming with it.
(!) As far as I know, a player (even if he/she is a machine-gunner (class)) can give ammo to another player holding a machine-gun. It means that two machine-gunners (class) can give each others ammo. Silly, isn't it ?
(!) Or that a MGer can give his MG to a cooperating player, give the player some MG ammo, then the player drops the MG, the MGer grab it back, with the 3 magazines. Haven't tested it yet, but it could be extremely useful.
NB: You can NOT give ammo to players holding anti-tank weapons (PTRS), flamethrower, knee-mortar, etc. They need to move to an ammo pile themselves, or loot ammunition from the ground (nb: flamethrower can't be looted, only ammo pile fill them up).