It's also possible to reload/change barrels from a deployed state, while crouching behind the cover you are currently deployed on. When releasing the button, you will automatically return to the proned position. If you are in prone, simply pressing the forward and sprint keys will move you out of prone and sprinting forward. Streamlined Movement and Deployment: The movement is much more streamlined in RO2. This also influences the muzzle velocity of tank rounds.Īmmo Check Button: You can now check the state of your ammo without reloading. SDK: The game ships with SDK and a Mapping Tool out of the box.Įnvironmental Temperatures: Maps can have set temperatures, which influence the rate at which the MG barrel heats up. The effect is cumulative and the more suppressed the player is the more pronounced the effect will be. Players can also be suppressed by grenades and artillery. Suppression System: Players will be suppressed when under fire (bullets passing or landing close by) the player hears their heartbeat, will breathe faster (affecting weapon sway) and their screen will desaturate and shake a bit. Buildings can be destroyed partially, and piece by piece but will still leave ruins behind, so the battlefield isn't bombed flat. Ironsights for the Sniper: Sniper rifles now have usable ironsights, as they did in real life.ĭestructable Buildings: Any and all buildings are destructible if the mapper wants. Interruptible Reloads: Reloads can now be interrupted. SMG's have had their recoil lowered and MG's have more recoil. New Recoil Model: The recoil model is more realistic than that of Ostfront. To highlight the differences between the two warring powers the game features a completely unique soundtrack for the Russian and German sides. If you do poorly, for example tk a lot you can rank down.ĭynamic Music System: Heroes of Stalingrad features a dynamic music system that adapts the emotional mood of the soundtrack to match the morale of the player based on the flow of the battle. Higher ranked players are visually distinct from lower ranked players. Higher ranked players have access to rare weapons, equipment and classes. Peripheral Vision Indicators: Small indicators appear at the edge of the player's screen to denote possible enemies in the player's peripheral vision.Ĭharacter Progression: Players can gain experience and rank. Weight System: The player can carry multiple weapons as well as grenades, but has a maximum allowed weight and will slow down as they carry more. The entire HUD can be brought up at any time with the press of a key. Tactical View: HUD elements appear as the player needs them, and are automatically hidden when the player does not. Deploying bipod mounted weapons is much easier than it was in Ostfront.
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will breathe harder.īipods: Bipod mounted weapons will pivot around their bipods when deployed. Players who have low stamina from sprinting, etc.
![red orchestra 2 heroes of stalingrad svt-40 red orchestra 2 heroes of stalingrad svt-40](https://ytimg.googleusercontent.com/vi/ilLkqzTW71A/mqdefault.jpg)
Degree of penetration depends upon the type of material being shot.īreathing System: The player's breathing pattern will affect his aim players can hold their breath momentarily for a more stable shot. Interactive Weapon Collision: Weapons collide with the game world the player will raise and lower his weapon accordingly.īullet Penetration: Bullets can penetrate some materials and cause damage on the other side. Prompt bandaging can stop the second half of the damage from occurring. Non-critical hits will cause half the damage instantly, with the other half occurring over bleed out time. Mantling System: Players can negotiate low obstacles, such as climbing over fences, through windows, etc.Īdjustable Sights: Iron sights as well as scopes on weapons are adjustable for longer and shorter ranges.īandaging: Players can bandage minor wounds to stop themselves from bleeding to death. Instant Death, Lethal, Critical and Non-Critical. Specific bodyparts hit are more lethal than others. Squad Command: Players can command fire teams on the battlefield with an easy to use first person interface.ĭamage System: A detailed hit detection system. First Person Cover System: Players can take cover behind objects in first person and easily peek or blind fire and throw grenades over and around cover, and more.