What are some things specific to Red Orchestra, Ostfront or Heroes?
What can (We) I expect from RO:HOS?
What do you hope is carried over from the original?
Let me describe to you a scene from a battle during the RO mod 3.1 days.
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I'm playing as a Russian machine gunner on a wide open field map. Our objective is an enemy-held trenchline, and the only way to get there is open ground.
My squad leader orders an attack. I dig in behind a low rise and start picking off enemy troops with timed bursts. Artillery falls hard on the enemy trenches, but still the Germans keep up a steady defense. Russians fall left and right.
Our fellow troops dive for the ground, crawling through the grass directly in front of me. They inch forward in cover, trying to get into grenade range. They're moving slow, but they're almost there.
A German machine gunner spots them, swings around to take them out. I react, let loose a stream of tracers that slice mere feet over my comrades heads and pummel the enemy gunner into a pink mist. I saved some lives by taking others.
Seconds later, my squadmates hurl pineapple grenades into the trenches. Fragments and smoke fill the air. As one, a half dozen Russian troops leap to their feet and storm the trenchline. I hear gunfire and pained screams. Then all goes quiet - for a moment - as they cap the objective.
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That's what RO brings to the table: intensity.
COD:MW2 and WaW are certainly fast, pretty games - but all they have is speed. They have a completely different design philosophy. RO's maps are designed so the objectives can be properly held and defended, whereas COD maps have zero defensible positions. If you play COD, take a look at how many entrances there are to every room on each map. There is simply no way to cover every entrance, whereas in RO you have proper sniper nests, machine gun nests, trenchlines, etc. that can be defended, and which the attacker will have to work to conquer.