Persistent Stats Tracking and Player Progression.
Fully modeled 3d interiors, a full AI crew, and advanced armor and damage systems create a unique tanking experience.
Gameplay modes as instantly recognizable as Firefight (Tripwire’s take on Team Death Match), single-life gaming redefined in Countdown mode – and the Territory mode already beloved by the hundreds of thousands of Red Orchestra players worldwide Immersive First Person Tank Warfare Experience what it was like to fight inside one of these metal beasts in WWII with the most immersive first person tank warfare ever created. The brutal, gritty Red Orchestra gameplay has been enhanced, expanded and made more accessible. Red Orchestra multiplayer taken to new heights We listened to the community and based on their feedback refined and tweaked almost every major feature in the game! To commemorate the 72nd anniversary of the D-Day landings in Normandy, we have introduced 2 new maps, a new vehicles. Refined and improved gameplay across the board, vehicle improvements, and way better performance and polish. Mamayev Kurgan – complete new map, featuring both close-quarters battles in trenches and bunkers, as well as longer ranged combat across the famous hill in Stalingrad. Classic” mode blends the gameplay innovations of the new game with the tactical and edgy gameplay of the original giving the fans of the first game exactly what they want. Is the perfect first step for players into the world of Red Orchestra.
So yeah, for more "traditional" warfare, you have RO2.Red Orchestra 2 Heroes of Stalingrad Free Download Repacklab The VC can put down booby traps, and use parts of the map the US cant, etc. The respawning system works different for each team (US spawns at their squad leaders or helicopters if available the VC can put down static spawnpoints so the squad leaders dont need to stay in cover to serve as spawns). The assists (artillery etc) is unique for each team. The teams are even more different from each other: The US gets helicopters (in some maps), the VC have no vehicles. While guns between teams are mooostly similar, there are some differences (VC get RPGS while the US can get flamethrowers and grenade launchers, for example).
AFAIK, teams no longer swap attacker/defender position, US will always attack some maps, and vice versa instead, the game changes your team after each round (attacked as US? Now you defend as VC) so maps are more specifically designed thinking "ah, the defenders will always have these mechanics". RS2 moves further down the "assymetrical" path. While the US is generally stronger in sheer firepower (every rifleman has semi-auto by default, they get flamethrowers, they get more MGs -even if they're the piece of shit BAR), the Japanese get some more "unique" attack options: They get a class equipped with hand-held artillery (knee mortars), they cat set down booby traps, their officers get Katanas for more efficient melee, they have a mechanic for suicide charges using nades, and they get the dreaded banzai charge (where basically a huge number of them charge you into melee). There's no vehicles, and the teams are very distinct from each other: The basic US riflemen, for example, get the semi-auto Garand, while the Japanese are stuck with bolt action rifles. RS1 moves towards "assymetrical warfare" a bit. Another difference is that RO2 includes tanks in some maps, usually one per team, though some maps have more, or only a tank for the attackers (there are tank-only maps but they're buggy to the point of being unplayable). The differences are NOT purely cosmetical (the German MGs, especially the MG42, are considered to be superior to the DPM, while the Soviet T34 tank is generally better than the German Panzer IV, for example), but still, the teams are mostly equivalent and can easily exchange defense/attack positions in a map, and they have the same assist choices (arty, scouts, etc, which the commander can call in). DPM vs M34 for MGs, PPSH vs MP40 for assault, etc). The German and Soviets have different gear, but otherwise their classes are pretty much shared, and each gun has an approximate equivalent in the opposing army (Mosin vs Mauser for the rifleman class, for example. There's some other differences besides setting, too (I'll skip RO1 since you're probably not getting that).