- RED ORCHESTRA 2 RISING STORM BAR HOW TO
- RED ORCHESTRA 2 RISING STORM BAR UPGRADE
- RED ORCHESTRA 2 RISING STORM BAR FULL
- RED ORCHESTRA 2 RISING STORM BAR PC
RED ORCHESTRA 2 RISING STORM BAR HOW TO
This ultimately means that you'll find some very well balanced and fun maps designed by those who really know how to play the game. Interestingly, the game has been created by a union of sorts between the Red Orchestra modding community and the original game's developers.
RED ORCHESTRA 2 RISING STORM BAR PC
However, you'd be wrong to think that this is a bad thing if anything this is a brilliant move by Tripwire Interactive that brings a lovely reminder of the earlier days of PC gaming when expansion packs still ruled. The war torn streets of Russia have been replaced with the beaches of the South Pacific and all the madness that goes with it.
RED ORCHESTRA 2 RISING STORM BAR FULL
It's important to note that while the Steam page might suggest otherwise, this is more of an expansion to RO2 rather than a full game. Just like it's predecessor, Rising Storm is absolutely punishing, but because of this it's as close to real life combat as you'll find in any multiplayer shooter on the market. This was my predominating thought whilst playing the beta for upcoming WWII FPS Rising Storm, a Pacific Theatre standalone expansion for Red Orchestra 2 ( RO2). "Holy Hell I don't remember this being so hard". 3KG less weight but you get 4 extra clips of ammo with the Nagant.// Previews // 27th May 2013 - 9 years ago // By Ryan Davies Red Orchestra 2: Rising Storm Preview The 98K has marginally better penetration and. The Mauser has a marginally higher Ballistic Coefficient, but the Nagant, shoots tighter, and projectiles leave the barrel significantly faster, this means less time of flight, to your target, which means easier hits, especially on moving targets. The Nagant clearly has a combat advantage, which is probably why I've always favored it. I was always under the impression that the 98K was a more accurate gun than the Nagant. 5MOA in the same scenario (The scoped one shoot even tighter, if I'm not mistaken) it kind of skews things a bit.Īlso I was a bit surprised that the Nagant shoots tighter than the Mauser. Pure luck? It probably is a realistic combat accuracy, but when you compare it to the bolts shooting. 100m is over a 3 foot circle, yet somehow I've managed to get pistol kills over 120m. This means basically anything over 25 yards, and you're shooting in a 1 foot circle or bigger. The pistols are almost 40MOA, which seems pretty bad even for a pistol. The SVT-40 shoots about 1.8MOA which seems more like what the Nagant and 98K should be shooting, realistically. That's pretty damn accurate, and probably better than they're actually capable of IRL with military ammo. Spread can be approximately translated into MoA by multiplying by 3600.Ĭlick to expand.So the 91/30 shoots about. Shoulder Stance refers to Moving and Standing Still respectively.
RED ORCHESTRA 2 RISING STORM BAR UPGRADE
Some weapons gain different stats when using an upgrade on them (like the Foregrip on the BAR reduces recoil.) High values will allow just a small amount of Mouse movement to completely reduce recoil, while low values will do nothing and allow the mouse to mostly control the View / Screen.
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RecoilCompensationScale is how much the gun model's kick is reduced when moving the mouse downwards. ViewRotationScale is how much kick your View / Screen will have from the base recoil values (the base recoil will kick the gun model on the screen.) If this value is 0 the gun model will still move but the screen will stay put. Weapons that shoot very fast tend to have a very small RecoilRate and high BlendOutRatio - otherwise, after firing a few bullets, your recoil will continue to build up even after you've stopped firing. RecoilRate controls how long the weapon will recoil for, BlendOutRatio is used alongside this and has to do with recovery speed.