Red Orchestra 2 Rising Storm
Created with Highcharts 8.0.0 Price Price history for 35450 (us) 2015 2016 2017 2018 2019 2020 0 10 20 30 Zoom 6m 1y 3y all SteamDB.info. Rising Storm 2: Vietnam is the next in the series that has twice been PC Gamer’s ‘Multiplayer Game of the Year’, bringing the franchise into the era of automatic rifles, man-portable grenade launchers and more modern weapons systems. Still with the authentic look and feel and realistic weapon handling that the series is known for.
Release Date:May 30, 2017Developer:Antimatter GamesTripwire InteractivePublisher:Tripwire InteractivePlatforms:PCGenre:First-Person ShooterThe direct sequel to, Rising Storm 2: Vietnam brings the intense tactical realism of Tripwire Interactive's Red Orchestra series into the the Vietnam War, at the height of American involvement, with the notable continuation of asymmetrical faction elements from the previous title (such as the helicopters and air support of the American forces versus the tunnel spawn system of the Vietnamese forces). Both the United States Army and Marine Corps are present in levels based on their respective battles of the war, fighting against either the National Liberation Front (Viet Cong) or the People's Army of Vietnam (North Vietnamese Army). A new feature of this title is the ability for the player to customize the personal appearance of their in-game character, differentiated between the five factions and the additional helicopter pilot class of the US forces.The following weapons appear in the video game Rising Storm 2: Vietnam (2017).
Contents.Weapons of the US Army, USMC, ARVN and the Australian Army Sidearms Colt M1911A1As with the previous title, the is available as a sidearm to most classes in the US forces as well as the ARVN, with the exception of the Grunt, and the Radioman and Combat Engineer on some maps. The Australian Commander class can also use it. It comes with two spare 7-round magazines. Stout and accurate, the M1911A1's a simple and effective sidearm choice. Reloading the gun after dealing with the VC. M1917 RevolverAdded in the 1.03 update, the is an alternative to the 1911 pistol for South Vietnamese forces issued with a sidearm.
It is fired in double-action mode with a significantly long trigger pull and poor accuracy, but the hammer can also be cocked manually before each shot to eliminate the delay and the accuracy penalty. The revolver is loaded using two half-moon clips, and comes with 6 spares for a total of the 3 reloads from empty.
It cannot be reloaded if less than three rounds have been fired; the player character never ejects a clip if there are still rounds on it, so if 3 to 5 rounds have been fired, he only ejects the half-moon clip with the spent rounds on it by keeping the other one in place with his palm, and one loaded half-moon clip is placed inside the cylinder. If all the rounds have been fired, both clips are ejected and two new ones are put in place. Reloading the Browning Hi-Power. Submachine Guns M1A1 ThompsonThe was added as the standard-issue SMG for the ARVN faction in the 1.08 ARVN Update.
It comes with 30-round box magazines and can be switched between semi and full-auto fire modes. The M1A1's mostly comparable to the VC's MAT-49, a high rate of fire SMG but still relatively controllable and useful at sweeping through rooms at close quarters. The only real con I can give this one is that it suffers from the same overall low amount of spare mags that effects every SMG in the game. Car mechanic simulator 2018 indir. Reloading which looks similar to the brass check. The M1A1's bolt hold open is both rendered in-game and partially to blame. M3A1 Grease GunThe is available to the Pointman, Combat Engineer, and Commander classes. It is issued with 3 spare magazines, and its wire stock can be collapsed for added maneuvrability in tight spaces which, naturally, also decreases accuracy.
The Grease Gun is an entertainingly fun SMG which benefits greatly from its slow rate of fire, making it effective at close to medium range. An Aussie does a brass check in the rain. The game does have water physics that accurately render both character clothing and weapons in water. Shotguns Ithaca Model 37The 12-gauge pump-action shotgun, used extensively by South Vietnamese in Vietnam, is available to the Pointman and Combat Engineer classes. It comes in three distinct variants:- the full-size Trench Gun sports wooden furniture, a heat shield, and a bayonet lug which can mount a standard M7 bayonet. It holds 5 shells.
The most controllable and simple of all the Ithaca variants, easy to use and easy to run around with in-general.- the 'Stakeout' Riot Gun is a handier variant, with a pistol grip and no buttstock, that also recoils a lot harder. Note that it isn't an actual 'Stakeout' model: it has a standard 20-inch barrel instead of the shortened 13-inch barrel.
A handy shotgun for close quarters maps like Hue City, the Riot Gun's main problem is the lack of an ability to aim down the barrel which is somewhat compensated by the faster ADS time and better maneuverability.- the 'Duckbill' Conversion is fitted with an extended magazine tube that holds 8 shells, and a muzzle attachment that spreads out fired pellets in a wide, horizontal pattern. While it seems a tad redundant, the Duckbill does have some utility in that it can funnel your shot into a much easier to gauge spread meaning you're less likely to accidentally hit allies with stray pellets. Useful for close quarters maps and areas with pillboxes where a horizontal spread of shot will wipe out whoever is inside.Both the Trench and Riot Guns are issued with 35 shells of either 00 Buckshot (8 large pellets) or No.4 Buckshot (16 smaller pellets): the former packs more punch, while the latter increases hit probability at extended ranges because of the sheer number of projectiles. The 'Duckbill' Conversion on the other hand comes with 32 shells of No.4 Buckshot only, to get the most out of its muzzle attachement.
It is worth to note that the reload sequence for all the available Model 37 variants is performed incorrecty. When reloading from empty, the player character always puts one shell too many in the magazine tube (5 when there should be 4 for the Trench and Riot Guns, 8 when there should be 7 in the 'Duckbill' Conversion), and does so while the bolt is back so when he racks the action forward, there should be no round in the chamber. And when topping off the magazine tube, he racks the action backward before filling up the magazine tube, which is not only unnecessary but also counter-productive as it ejects an unfired shell. Demonstrating the relative effectiveness of the 'duckbill' attachment on the training range. Targets 2 meters apart are both hit at 20 meters distance. Rifles M1/M2 CarbinesThe and its fully-automatic variant the were added in update 1.07.
The M1 Carbine is available to Northern Sappers and Riflemen on some maps and comes with 15-round magazines and a well-worn appearance, while the M2 is available as an alternative primary for US Grenadiers as well as the ARVN Pointman and Rifleman and comes with 30-round magazines and can be toggled between semi-auto and full-auto. The M1 and M2 Carbines are best utilized at close to medium range. Maestrias unam. The M2 is also a good weapon for very close quarters as the.30 Carbine cartridge is more powerful than any of the SMGs on offer. Reloading the M2. The bolt being open is partially correct, the 30 rounders do hold the bolt open but only when the mag is in the gun, a later update fixed this. M1 GarandThe has been added as the main rifle of the ARVN. The M1D variant is also used by the ARVN as their standard issue sniper rifle.
The M1 Garand balances itself nicely against the more modern weapons favored by the PAVN and NLF, however the.30-06's power means that you have better overall accuracy, more power and a faster reload than most of their weapons. As for the M1D, it's an adequate sniper rifle with more flexibility as you can easily swap over to irons sights. Scoped in to the M84 Scope, a single post and windage line. The M1D definitely trades range for versatility. M16A1 Assault RifleThe is the assault rifle of the US Rifleman as well as the ARVN Pointman. It comes with seven spare 20-round magazines that actually hold 18 (a common practice to avoid magazine-related malfunctions), accepts a bayonet, and both the short-range and long-range apertures are usable.
The M16 is one of the most effective weapons in the game, given its low recoil, good accuracy and decent power. And yes, you can mount the bayonet.
Although in this photo, it's a bit late for that. M14 RifleThe rifle is a large-caliber alternative to the M16 for US Grunts and Radiomen, and is the only rifle available to the Commander role. It is capable of mounting a bayonet, and is issued with five spare 20-round magazines that can be topped off using 5-round stripper clips. Its rear sight can be adjusted for elevation through five settings, from 91 meters all the way up to 457 meters (100 to 500 yards). Although the real-life M14 is select-fire, the in-game version can only be fired in semi-automatic mode (as was common practice during the Vietnam conflict).
Affixing the bayonet on the M14. XM177E1Introduced in the 1.05 'Bushranger' content update, the is available to the US Army. The player can adjust the length of the stock which makes the iron sight picture larger and makes the weapon more compact at a cost of controllability on full-auto. The XM177 bridges the gap between the full size M16A1 and the Grease Gun in a very good way, allowing the same power and relative accuracy of the M16 in a size thats useful for tight trenches and tunnels as well as cities. Affixing the bayonet on the L1A1.
XM21 Sniper Weapon SystemThe rifle is available to the US Army Marksman. It comes in two variants:- the Standard variant is a regular M14 fitted with an AR TEL scope.
A great all-rounder marksman's rifle.- the Suppressed variant (added as part of the August 2017 1.03 update) which is fitted with a sound suppressor instead of the standard flash hider, and fires subsonic ammunition, which means that it's action has to be manually operated after each shot, since the lower power ammunition can't cycle the bolt. Alternatively the gas system might have been cut off by the user to avoid the action noise and make the rifle as quiet as possible. The lower velocity ammunition also means constantly changing the zero is neccessary.Both rifles come with an AR TEL scope with six magnification setting from 3x to 9x. Each magnification setting also has its own zero setting (the higher the magnification, the higher the zero distance), and it is different for the two rifles because of the different ammunition they fire. The Standard variant starts off at 100m and can get to 700m in 100m increments, while the Suppressed variant begins at 50m and can get to 200m in 25m increments.
They also have an alternate aiming mode for close range where the player looks over the scope and uses the dials as impromptu sights.Both rifles come with 3 spare 20-round magazines. The Suppressed variant. As shown here, the action has to be operated manually after each shot to eject spent casings. M40 Sniper RifleThe is issued to the USMC Marksman with the equivalent of six stripper clips of spare ammunition, for a total of 30 spare rounds. Its distinctively-finished Redfield scope is elevation-adjustable through 6 settings, from 90 to 550 meters (100 to 600 yards), However, unlike the actual scope, it is not adjustable for magnification but locked to 3x. This means the scope's rangefinder doesn't work even though the necessary reticule markings are correctly featured.
The scope also covers up the feeding/ejection port so the M40 must be reloaded with individual rounds. The M40 is mostly comparable to the VC's M91/30, a slower but more precise sniper rifle except this one doesn't have any backup iron sights. Replacing the belt and racking the charging handle. M60 GPMGThe is the main machine gun of the American forces, and only available to the Machine Gunner.
'The Pig' is issued with either three 100-round belt boxes, or a single 200-round belt of 7.62x51mm ammunition, with one in five a tracer. Its rear leaf sight is adjustable for elevation in 100-meter increments, from 400m to 1100m. It also has a bipod usable when prone or behind cover.
With a relatively controllable rate of fire, decent stability and easy to read sights, It is flexible enough to be useful for use with either the bipod or off-hand in a more mobile role. Unfolding the bipod. Launchers and Flamethrowers M79 Grenade LauncherThe 'Thumper' Grenade Launcher is the only explosive launcher available to the US forces. A variety of 40x46mm ammunition is available for different situations: 6 rounds of High-Explosive and 2 rounds of masking smoke, 6 rounds of HE and another 6 rounds of Buckshot, or simply 9 HE grenades.
The HE rounds have a realistic arming distance of about 15 meters: within this range, they won't explode if they hit their target, or a barrier. Unexploded 40mm rounds still so damage, and can kill with a well-placed shot: managing this will earn the player the 'Thumper' achievement.
Finally, the M79's rear sight is adjustable for elevation from 50 to 300 meters, in 25 meters increments. Reloading the PPSh-41 by inserting a stick mag into the gun. Shotguns IZH-58A double-barreled IZH-58 shotgun is usable for the North Vietnamese forces in both full-length, Coach Gun and sawed-off versions.
The sawn-off version appears to reload slightly faster and is limited to 00 Buckshot while the Coach Gun and full-length versions are able to use 1oz Slugs in addition to Buckshot. What they lack in repeat firepower like the Ithaca's, the Izh's make up for in accuracy.
The full-length and coach gun versions are very accurate to some extended ranges.Weirdly enough, it was called the 'IZH-43' in the beta, which was the replacement to the IZH-58 introduced in 1986, then it was renamed the period accurate 'IZH-58'. However, in a recent update the IZh-58 was painted gloss black and simply dubbed the 'SxS shotgun' likely to address the question of how a Soviet double barreled shotgun ends up in the fields of Vietnam. Reloading the stubby shotgun by stuffing it with 2 fresh shells.
Rifles AKM / Type 56 / Type 56-1Several AK-pattern rifles grouped under the ' classification are available to the Rifleman on the North Vietnamese side:- the, with its fixed wood stock, 'bakelite' pistol grip, ribbed dust cover and open front sight ring. It accepts a Type II bayonet and is the most average of all the AK variants with relatively accurate fire, controllable full auto fire and overall good performance.- the, that differs with its wood pistol grip, smooth dust cover, higher full auto fire rate and fully enclosed front sight ring. It also has integrated spike bayonet which can be unfolded.- the is the underfolding variant of the Type 56.
It doesn't have a bayonet but can have the stock folded to make it more compact and less controllable.All three rifles come with three spare 30-round steel magazines. They can be fired in semi or fully-automatic, and while the fire selector is not animated and stays in the 'Safe' position, for some reason, the hand of the character actually moves down when switching to semi, and moves up when switching to fully-automatic. The rear sight of all the rifles are adjustable for elevation from 100m to 800m in 100-meters increments, which is correct for the Type 56 guns, but not for the AKM which should be able to go up to 1000m.
Here are the Red Orchestra 2: Heroes of Stalingrad with Rising Storm System Requirements (Minimum)
- CPU: Info
- CPU SPEED: Dual Core 2.3 GHz or better
- RAM: 2 GB
- OS: Windows XP SP2, Vista, or Windows 7
- VIDEO CARD: 256 MB SM 3.0 DX9 Compliant NVIDIA GeForce 7800 GTX or better ATI Radeon HD 2900 GT or better
- TOTAL VIDEO RAM: 256 MB
- PIXEL SHADER: 3.0
- VERTEX SHADER: 3.0
- SOUND CARD: Yes
- FREE DISK SPACE: 8 GB
Red Orchestra 2: Heroes of Stalingrad with Rising Storm Recommended Requirements
- CPU: Info
- CPU SPEED: Quad Core 2.6 GHz or better
- RAM: 3 GB
- OS: Windows XP SP2, Vista, or Windows 7
- VIDEO CARD: 512 MB SM 3.0 DX9 Compliant NVIDIA GeForce GTX 260 or better ATI Radeon HD 5750 or better
- TOTAL VIDEO RAM: 512 MB
- PIXEL SHADER: 3.0
- VERTEX SHADER: 3.0
- SOUND CARD: Yes
- FREE DISK SPACE: 8 GB