History and Tactical Guide from Osfront

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blbrotto

FNG / Fresh Meat
Sep 16, 2011
5
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Curitiba, Brazil
I don't know if it was already posted here, but recently I found a link to a tactical guide, written by the Tripware team, for Osfront.

"http://www.moddb.com/mods/men-of-war-totaler-krieg-1939-45/downloads/men-of-war-totaler-krieg-infantry-combat-guide"

Actually, I was trying to find some tactical guide for Men of War Squad Assault when I encountered the trip's guide. I didn't read it entirely yet, however I think, from which I've been reading, that it has a practical and useful form to compreend some of the applied tactical and strategy teory from WWII (more tactically, no doubts, which is good for the RO2 comunity).

In my opinion, even without a reasonable comunication between the players during a match, all the players should know at least a little about a tactical posture, and I say that because I encountered myself in several ocasions, when the team could be in a somewhat right formation, where the problem was evidently on the timing, maneuver and coordination for and during the attack. Of course we could sit rest here and discuss a lot of possibilities for the game to create this kind of gameplay and atmosphere, as there's a lot of good sugestions on the right section of the forum; however, even without this kind of comunication in the match, I think the player should, by his own knowledge, be able to positioning and behave according to his class role.
 
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6S.Maraz

FNG / Fresh Meat
Aug 31, 2011
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Wonder what it says at page 7:
Red Orchestra: Ostfront 41-45 is described as a "combat simulation". This means that the "artificial" tactics developed by players in older games, which rely on the player's ability to run-and-gun, shooting accurately from the hip, are likely to be far less relevant here.
So, surely, this manual is NOT applicable to Red Orchestra 2 !

I never played RO:Ost (I did not play FPS at all at that time) but I am impressed by such manual, surely they put a great amount of research and effort in making it a "combat simulation".

Why did Tripwire abandon this concept of "combat simulation" just to build another CoD style shooter, and so waste all the good fame they had among simulation players? Now my team mates, who suggested me to pre-order RO2 because it was thought it was going to be "realistic", aren't playing anymore, I am the last one left, but I often play ArmA2 with them.

Bye
Maraz
 

Apos

FNG / Fresh Meat
Dec 3, 2007
1,749
1,436
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Europe
www.enclave.pl
Wonder what it says at page 7:
So, surely, this manual is NOT applicable to Red Orchestra 2 !

I never played RO:Ost (I did not play FPS at all at that time) but I am impressed by such manual, surely they put a great amount of research and effort in making it a "combat simulation".

Why did Tripwire abandon this concept of "combat simulation" just to build another CoD style shooter, and so waste all the good fame they had among simulation players? Now my team mates, who suggested me to pre-order RO2 because it was thought it was going to be "realistic", aren't playing anymore, I am the last one left, but I often play ArmA2 with them.

Bye
Maraz

These are good points. Why they (TWI's lead designer) did it?
- "to make game more accessible" (doesn't really work, game is simply dumbed down, easier to play)
- "to address game to further audience" (RO2 has ~700-1000 players online after 3-4 months after release, when RO:O after couple years had ~500)
- "to create more intense firefights" (read: to speed up everything, make smaller and narrow maps, add tons of automatic weapons)
They also added two new gamemodes for CoD/CS players. Do players like those?
Best example is number of FF and CD servers comparing to TE (classic RO:O gameplay). There are like 2-3 FF/CD populated servers and about 20-30 TE.

In other words to make game CoD-a-like. Did they success? Depends. If you take a look from company side - yes: they sold RO2 more copies than 0$ commercial budged RO:O. Player side: No.


You should try RO:O with community maps, like Kriegstadt or Darkest Hour mod. Gameplay there was tactical and epic, so much different than in RO2.
 
Last edited:

I. Kant

FNG / Fresh Meat
Apr 9, 2007
1,516
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Regarding the quote from page 7 - it did not, in fact, apply to RO1 either, seeing as how important accurate hip-shooting in that was. And how with the PPSh you had to either lie on your belly and support the weapon on something to get an LMG, or run around and spray enemies from <10m distance.

Regarding what Apos wrote in relation to community-made RO1 maps: well, many of stock RO1 maps were lacking (think Kaukasus, Baksan Valley, Odessa and the mindless grind for HQ square, Las Krovy and the run'n'gunnery there) and if it wasn't for the community maps (Smolensk Stalemate, Leningrad, Berezina, Kryukovo, to name a few that became official), the game would have never been what it was. So, TWI did not change that much. It's just that many people seem to have forgotten that legendary maps like Berezina, Kriegstadt and so on were, in fact, made by the community.