Rising Storm/Red Orchestra 2 Multiplayer

Rising Storm/Red Orchestra 2 Multiplayer

225 ratings
Guide to the Classes
By Leon [PT]
Those who have played RO1 before would know about the different classes in RO2. Those who have never played RO1 or RO2 mind find all the different classes and their important on the field somewhat baffling. In consequence a specific class might be wrongly used, or, people lacking experience, might not know how to use it properly. With this relatively short guide you will get some insight as to how use the different classes and at least have a general idea of your abilities and possibilities. So read on, and fear not! Stalingrad will look friendlier by an ounce after you are done.

Guide made by : www.altergamer.com
 
Rate  
Favorite
Favorited
Unfavorite
The “Soldiers”
The “Soldiers”




Rifleman
Rifleman



Whether you are playing as the Soviet, or as the Axis the Rifleman will be the one class most openly available to you, and usually with enough slots open to fit the entire team in. However the rifleman is not the easiest class to play, depending on the experience of the opposing team and map type. Your bolt-action rifle has a low rate of fire and if you are not a good shot, or the conditions were unfavourable you will wake up pumped full of lead in the mortuary. Let us talk about the basics however. As a Rifleman your basic gear is your bolt-action rifle, usually two grenades and on some maps and servers a pistol. Your Bolt-action rifle might be slow, since you have to reload after each shot but it is highly accurate. Best suited on the defensive, if you hide yourself in a dark corner with a good wide view you can essentially be a sniper without a scope. In bottlenecks or doorways you can easily stop incoming enemy troops one shot at a time. In the attack you can use your grenades to force out enemy troops from hiding, as well as use your rifle as a club, or later use the bayonet to impale them.

Although you are of good quality in distance fighting, or up close if you get the drop on somebody with your bayonet the rifleman has numerous weaknesses which are often clear from the very start. As mentioned twice already, you have a low rate of fire, this translates into two problems. When a whole group of enemies attacks from a distance you will at best take down one or two before they hide. Up close this mean that you will most likely fire once then be forced into a melee, assuming the enemy does not have an automatic weapon himself. On the upside, you will never run out of ammunition, since your ammo consumption is very low. Grenades will be an issue as they often get used up too quickly.

Open fields is what you are after, and somewhere to hide in. Enclosed spaces are good for melee but a lot of the time you will be out gunned by sub machine guns or semi-automatic rifles. Remember about your grenades and if you find an enemy who did not spot you aim first then shoot. If you shoot from the hip and miss the enemy might notice you in which case, au revoir!

Pros:
  • Accurate
  • Decent Melee (with Bayonet)
  • You are the lowliest of the low, learn the game with this class!
  • If you vet this class, and have a decent connection and aim, you might be the next Vasilli!

Cons:
  • Low Rate of Fire
  • Terrible at close range
  • You are often expendable



Assault Trooper
Assault Trooper

One of the most hogged classes in RO2. This is for one simple reason, the sub machine gun (and later, Assault Rifle). The Axis trooper has access to the MP40 and the MkB 42. The Soviets in turn have access to the PPSH and AVT-40. What makes sub machine guns so special? In the case of the Axis it is relative medium to long accuracy, while in the case of the soviets very high rate of fire. A lot of people enjoy sitting back and firing away at incoming enemies, much like what the LMG should be doing. The Assault Class has one thing in mind, and that is of course attacking. Whether you are storming a building, ruins, or clearing rooms the Assault Trooper is meant to be at the fore front of all that.

Each of the weapons at the disposal of the Assault Trooper differs in use, strengths and weaknesses. The MP40 is a decent weapon, accurate up close and even up to long ranges when using single or highly controlled bursts, best suited for medium ranges. The MkB 42 appears to be more accurate than the MP40, with the option of firing single shots if you press the trigger lightly enough, it can perform equally well up close, and the addition of the bayonet makes it more practical in close combat than the MP40. The PPSH is wild and unruly when shot from the hip. Once you start spraying without so much as trying to aim there is a solid chance your target will still be alive, and you will be out of ammunition. When stable, or in enclosed spaces it is deadly, since the high rate of fire is almost impossible to dodge at close ranges. The AVT-40 “looks” like the SVT-40, but in fact it feels more like a PPSH in rifle form. It does appear to have some substantial weaknesses due to that. Since it is as “wild” you need something to support it on, or anything at medium to long ranges will be un-targetable. Even up close the recoil appears to be harsher than that of the PPSH. To add to the misery of it all, its clip is much smaller compared to that of the other “subs”, unless it simply uses its ammo clip that much faster.

Aside from the wide range of primary weapons your other key weapon are grenades which allow you to clear rooms and fortifications with one well placed throw. In a group with other Assault Troopers where some chuck grenades and other wait for fleeing enemies the typhoon of lead is not something that can be ignored. Some maps will be easier for this class, especially the Soviet Assault Troopers, while others will be equally unforgiving for either side. Remember though, when facing hidden enemy troops your shots can pass through certain forms of cover. Most of the time wooden tables, window frames, or wooden wall/plank can be shot through mildly easily. Not every shot will pass through it but if you are certain somebody is hiding your primary weapons are the way to go. On some maps your shots can even pass through walls, as long as they are thin enough. Hold that in mind.

Pros:
  • Full-Auto fire!
  • Normally quick rate of fire.
  • Perfectly suited for attacking as well as ambushing.

Cons:
  • Eats through ammunition rapidly.
  • Few Class Slots available
  • Lack of experience with Sub Machine guns will bite back at you.
Veteran Rifleman
Veteran Rifleman

If you played as a rifleman among some of the things that might had frustrated you would be semi-automatic rifles. The Soviet SVT-40 or the Axis G-41, both excel at allowing a rifleman to correct his missed shot. Although lacking the rapid fire of sub machine guns semi-automatic rifles are as deadly, especially on long ranges. They are still as accurate as ordinary rifles, and when needed can pepper away mildly rapidly up close. The Veteran Rifleman has pretty much the same role as the ordinary rifleman, though you have the flexible choice of attacking and/or defending since your weapon is perfect at multi-tasking.

The only down side of using the semi-automatic rifle is that your continuous fire will allow the enemy to spot you much more easily. As such be wary of firing off a constant barrage of shots just to “kill off” that one guy you missed or his friends could tell you what they think with a perfect head shot. Because of the accuracy and rapid fire of the semi-automatic rifles there is often a lot of anger with anybody who uses them. This in turn translated somewhat into less slots being available for this class.

Pros:
  • Higher rate of fire compared to rifles.
  • Good at both attack and defence.
  • You can “correct” shots, or pin down enemy soldiers.

Cons:
  • Few Slots available.
  • It is still not a sub machine gun.
  • Your will be criticised at every step.
Engineer
Engineer

Not to be mistaken with the Engineer from TF2 or the Battlefield series, your role is “clearing” and tank hunting. Your basic choice of weapons involves the MP40/PPSH, later expanded to the G41/SVT. You do not have any ordinary smoke or HE grenades, but you do get Satchel Charges and Tank Destroyer grenades. All in all, when you are not faced by tanks, your primary weapon will serve you well most of the time. While inside buildings, or attempting to storm a highly infested area your Satchel Charges are your best friend. Although they do take some time to “fire off” throwing one into a building or room will result in total extermination of anybody within, or forcing them to flee straight into the guns of your comrades.

Against tanks the situation is much more troublesome. Tanks are rarely alone, so an all out satchel-throw charge won’t work as you will be quickly shot down. Even if you do success and if the tank driver/commander is well aware of his surroundings he might hear you throw a satchel and quickly move away from the explosion. Anti-Tank grenades are your friendlier option, since they explode on impact, making short work of enemy tanks. Remember to duck however, and use natural cover to hide from the explosions you yourself cause. Tanks very often have blind spots on the flanks, and a complete black hole on the rear, sneak up on them and plant a Satchel or throw a grenade. Be wary though, the Panzer IV has numerous vision slits, and the commander in the turret could spot you before you get the chance to do anything.

Pros:
  • Useful during an assault and in the Anti-Tank Role
  • You have a decent primary weapon
  • You will usually have no problem claiming a slot for this class

Cons:
  • No HE grenades
  • It might be difficult to sneak up on enemy tanks at first
  • Your Satchel Charge has limited uses
Anti-Tank Rifleman
Anti-Tank Rifleman

Unlike all the other classes mentioned so far, the Anti-Tank Rifleman is one of the most complicated classes. This is because his primary role of hunting tanks does not come easily. Your Anti-Tank rifle will never penetrate the front of the tank. Most of the time you might shoot at it from the wrong angle, and into its toughest plating, leaving only a dent instead of an impressive explosion. Consider two possibilities. Firstly position yourself on the high ground and fire down at a tank. Tanks have weak upper plating and from the top you can get shots at the turret, driver/hull gunner and engine. Your alternative is lying in wait for the enemy tank to expose its track area or rear. Note beforehand where does each tank have its ammo storage and aim more or less in that area. If you do have to face an enemy tank up front aim for the vision slits. You could be lucky and take out the driver/hull gunner which greatly reduces the effectiveness of the enemy tank.

There are two ways to tell if your hits are successfully performing any damage. Visualy any penetrating hit will be accompanied with a puff of black smoke on the enemy’s hull where you hit. Sound wise if you hear a “ping” sound the shot recoiled off the tank’s plating. If there was a penetration there is a much deeper “crunching” noise. Although you have a pistol your Anti-Tank rifle can also be used in the Anti-Infantry role, but it has to be deployed. Think of yourself as a Semi-automatic rifleman, except you have to lie down or use a support in order to fire effectively.

Lastly, you also have Tank Destroyer grenades like the Engineer which will help you face off against enemy tanks when you run out of ammunition for your rifle, and on later levels Satchel Charges. Note the closest locations of Ammo Dumps as you will quickly deplete your rifle while experimenting where are the enemy tank’s weak spots.

Pros:
  • Solve the tank problem, when there is no friendly tank around
  • Sniper down infantry with your oversized rifle

Cons:
  • Very difficult class to play for a beginner.
Marksman
Marksman

Oddly enough, not that many people “mob” the Marksman class as it used to be the case in RO1. In RO2 your will have the choice of the Kar and Mosin Scoped variants, later expanded to the G41/SVT scoped options. When scoped your sniper rifle can still use its ordinary sights but the scope will block a lot of your vision. Your pistol is a perfect backup weapon when you know somebody is sneaking up on you and you want to dispose of them quickly.

Although explaining how to be a good Marksman would take a whole separate guide listen to some of these recommendations, they will certainly come in handy if you are not used to the class. As a Marksman your friend is not so much cover, as dark places. 90% of the time you will be in the prone position, in some dark corner which will overlook a mildly wide area. Another important thing is to hide among other objects, such as rubble or trash. Darkness is useful, as you and your equipment will not be easily visible, especially if you are playing as the Axis with their already dark clothing. Meanwhile “junk” will conceal you further, making the enemy wonder whether the round shape in the corner is in fact a helm, or just some oddly shaped brick. When you know you are being watched try not to move too much, since if your entire body suddenly shifts the enemy will be certain somebody is hiding. Another useful trick is to use a firing spot nobody expects. Usually if you are a few floors above ground, or exceptionally to the far side of one of the flanks the enemy will not look there, being focused on what is in front of him or her. The easiest way to be spotted is to be somewhere where the enemy expects you. Remember about shifting your position once in a while, since scoring ten kills from a single spot might seem incredible, but somebody will eventually realise where you are hiding and wait for you.

As to whether you should use Semi-automatic or bolt-action rifles the decision is entirely up to you. In one case your Semi-automatic rifle will give you an edge when not using a scope, or even when using it it will allow you to fire more rapidly at incoming targets. However this can make you lose trigger discipline and you will reveal your position much too often. I prefer the Bolt-action because of this, and also because it feels much more climatic.

Pros:
  • Decent choice of rifles
  • Scope and Accuracy

Cons:
  • Calls for a lot of practice
  • Very easy to fail at teamwork
Machine gunner
Machine gunner

The Machine gunner is a highly useful class when defending. While attacking it still has its uses, but during an attack it is more suitable at holding a freshly conquered position or supporting an advance rather than leading one. Both the Soviet DP and the Axis LMG-34 are formidable weapons. They are both mildly accurate and both equally deadly. However the Axis LMG has the downsides of often quickly using up ammunition as well as needing its barrel exchanged once in a while. Due to this an Axis Machine Gunner could find himself having to do quick repairs and reloads constantly, rather than actually firing.

In order to play as a machine gunner effectively you need to realise that your role is often area denial and suppression. Holding off a corridor, or passage is what you are best at, and since you will be prone or behind cover most of the time you will have a decent survival rate. At the same time, it is very easy to perform poorly, most of the time not of your own fault. The Machine gunner is available on all the maps with infantry, making it universally available with the other Soldier classes except for the Engineer and Anti-Tank Rifleman. But, as in the case of the Assault Trooper some maps will simply not be made for you. Your range is good, but accuracy will not be your selling point. Since the machine gun has to be deployed to be fully effective a lot of the time you will have limited view, especially when using windows as firing points, being fully exposed to accurate enemy rifle fire. Unlike the Marksman it is hard for you to hide, since once you fire the enemy has a very good idea of where you are.

All in all however, you can be a huge credit to your team, especially when properly aiding your squad and holding off enemy advances. Due to the strength of your weapon you will be often targeted by enemy snipers and remember to take your “spread” and distance into consideration when firing or all your shots could be wasted hitting dirt. Of course do not forget, if the sub machine guns were good at peppering through wood your Machine gun will perform even better. No enemy can hide from your bullets, unless there is a thick enough wall or obstacle to hide them.

Pros:
  • High Rate of Fire
  • Penetrates through some walls and cover
  • You can use it, Rambo style, with some success
  • Can fire single accurate shots

Cons:
  • You can fail at teamwork as much as the Marksman
  • You will be often a target
  • Lack of real Assault Capabilities
Tank Crew member
Tank Crew member

You take the place of any AI inside the tank, assuming the Tank Commander permitted players to do so. You can take any slot that is AI controlled except for the Loader. In terms of usage you are not penalised in the use of any of the positions. However you should always listen to the guy in charge of your tank. Grabbing the driver’s seat and heading off in an unknown direction will quickly make the Commander reselect his class and get rid of any player help.

General Pros:
  • In Combined Arms you are a very useful element for any advance or defense work

General Cons:
  • You can get XP for increasing your Honor, but there are no Classes or Weapons you can upgrade.
  • Very easy to fail miserabely, both as an ordinary tank user, and as a Squad Leader or Commander.
The “Officers”
The “Officers”

Squad Leader
Squad Leader

Your Sergeant. Armed with either an MP40/PPSH or SVT/G41. Usually with one or two Smoke Grenades as well as two HE grenades. You lead your men from the front, providing smoke cover when advancing and additional fire power with your primary weapon and grenades. Your binoculars might not be much of a weapon, but you can help your Commander by providing Artillery coordinates for accurate fire, when he cannot mark them himself.

Cooperation between you, your men and the commander is crucial for victory. Smoke Grenades often mean the difference between victory and defeat. Throw them in front of enemy positions to blind them. You should only ever throw the grenades on your half of the map if the enemy can fire at you from some higher location (for example, during Grain Elevator) and as such not let you leave your spawn point safely. Your other key instrument, as mentioned already, are your binoculars. With them you can get a good idea of what is in front of you, as well as provide artillery coordinates. However, if you tried marking an area too close to your or the enemy’s spawn the marker will not appear on the Commander’s map. Stay in touch with him in order to know whether your marker showed up at all. Be careful when marking as sometimes your “Binos” could hit a column or window frame right in front of you marking your exact position. Sometimes when marking a position, especially when you try doing so on some fixed object, like a carriage it could turn out the object is further than expected, or the Bino mark could pass through it.

Of course, you could play the Squad Leader class as another Assault Trooper, with Smoke grenades, but it is useful to provide your Commander with Arty coods, since it makes your life easier and could bring your team closer to victory. If you for whatever reason refuse to provide coods, or you do not feel experienced enough to do so use your Smoke grenades to provide cover. Remember, you have a limited number of them, so if you run out find an Ammo dump, or pick up grenades from other dead officers. They are usually properly marked so it is unlikely you can pick up the wrong type of grenade.

Pros:
  • You are essential for any advance to work
  • You have a good choice of primary weapons

Cons:
  • Very easy to fail at teamwork
Commander
Commander

You have the nicest hat of all, at least when playing as the Axis. Your tools do not differ at all from what the Squad Leader can have (occasionally, you will have a pistol) but you will have access to the radio. The Radio is your tool to call in Recon Planes, Reinforcement Waves and different off-map strikes. When using a radio you will see the game map on one side and your “powers” to the right, as well as the list of people waiting to respawn with the respawn timer on the left. Any marked arty positions will show up as big “dots” on your map, and together with the use of a Recon Plane you can decide whether the provided position is sensible, or not. Recon Planes do not see units hidden inside buildings and your own tanks will be marked as “Spotted Armour”, so be careful when overreacting that a tank is dangerously close to your spawn.

Reinforcement Waves allow all those dead to respawn immediately in Territory games. During Countdown rounds this is the way the attacking team can “summon” next waves, but do note you have a limited number of waves available. During Territory games be wary of using a Wave when there are very few people waiting to respawn or when their respawn timers are low, it will be a Wave wasted. In terms of off-map strikes you have three to choose from. Mortars, Artillery and Rocket Artillery. Each one is more destructive than the next. For example Mortars are best suited against infantry in the open or heavily damaged buildings. Artillery strikes can destroy certain buildings or types of cover much more effectively than the Mortars, as well as destroy tanks if a round hits directly on top of it. Rocker Artillery is all that, plus a bit more. When deciding which type of bombardment to use on a position note how much time you have till the end of the round, what are you about to bomb, and whether you will have enough time to use another artillery strike later. The Off-Maps recharge but depending on which one you use the recharge times can last from three minutes to even eight minutes. So, you can either land a few well placed Mortar strikes on enemy infantry, or waste a lot of time on a miss-fired rocket artillery strike. In relation to Mortars and Artillery, the Artillery strikes appear to last longer, so it’s an effective method of cutting off an enemy’s path for about a minute or more. Whichever strike you use do note that enemies could still survive it if they use cover.

If your Squad Leaders do not provide any coordinates and it is up to you to mark your own targets when faced with a choice target bottlenecks the enemy might use, or place artillery strikes directly in front or behind a victory point, depending on whether you are the defender or attacker. You can verify where your strike will land quickly by opening up your map each time you use the Binoculars. This way you can also use Reinforcement Waves, without the need of a radio. In terms of importance the Commander is one of the key elements of any team. A competent commander can tip the balance when defending or attacking with precise use of artillery, sending important information to your team mates on enemy focus points, or reinforcing your team with a quick respawn allowing you to quickly cap or defend a point. At the same time it is very easy to be a poor commander, and instead of using your given powers act as an Assault Trooper, in which case, are you sure you bought the right game?

Pros:
  • Same as in the case of the Squad Leader

Cons:
  • There are a few SLs, there is only one Commander. If you fail at teamwork be prepared for a lot of rage from your team.
Tank Commander
Tank Commander

In Combined Arms and Tank Only matches the Tank Commander is essentially a player saying “I want to drive a tank”. When you take a slot you have the option of allowing players to join your crew, or leave it entirely to the AI. Do note, that even if there are players inside the tank the “empty” slots will still be controlled by the AI. In Tank Only rounds you are on the level of a trooper, while in Combined Arms matches tanks do not follow a specific hierarchy and although they will form a separate squad they will not have a squad leader. As part of the Crew you can take any of the tank’s positions except for the loader. As the Tank Commander you also have the priority of “not dying”. Or in other words, if a tank crew member dies you will always get the spare crew member position, which means that any other players will be “kicked” out of the tank when spare slots become scarce.

As the Tank Commander you are the only one able to give out orders to the AI crew. You can order the AI driver to move, or the gunner to fire wherever you want him to. The AI being the AI will under perform often as a driver, and over perform as the hull machine gunner. The Main gunner AI will be very wild and unpredictable so I advise to hold that slot yourself most of the time.

In terms of difficulty, controlling a tank is not that hard in a calm environment. You can get used to being the driver or main gunner, and it is a good idea to play the single player mission with tanks a few times to discover the weak spots of enemy tanks and how to drive your own panzer. Crucially however you have to learn your role in the battlefield, and swap around between being a Tank Hunter and Infantry Support tank when the situation calls for it. More on that in our Tank Guide.

The Tank Squad Leaders/Commander

In Tank Only games there will be a division between different tank squads. Squad Leaders are still Tank Commanders as is the Commander himself in terms of controlling their tanks. However Squad Leaders can mark artillery targets, and the Commander can call them in at will. Since the radio is inside the tank already there will be no need to find one (where would you park the tank anyway?). Normal rules for Off-Map Strike recharging applies. The Commander still has access to Reinforcement Waves and Recon Planes. The problem is that most of the time enemy tanks can quickly move away from an artillery strike making it almost an art to destroy a tank with your strike. However, enemy tanks will have a strong tendency to camp in their own points or behind distant hills. When you do not have any other choice mark them with your “Binos” and call a strike down on them.

Despite the added advantages the Commander and Squad Leaders roles are not as crucial in Tank Only Battles when compared to their respective infantry counterparts. Of course, artillery strikes are still deadly, but using them effectively, especially on the Gumrak is asking for a bit of a miracle. If you have no problem with the Tank Commander role these two classes will not be any more demanding.

General Pros:
  • In Combined Arms you are a very useful element for any advance or defense work

General Cons:
  • You can get XP for increasing your Honor, but there are no Classes or Weapons you can upgrade.
  • Very easy to fail miserabely, both as an ordinary tank user, and as a Squad Leader or Commander.
< >
36 Comments
DrunkenSailor Mar 4, 2016 @ 12:35pm 
You didn't say anything about SL's being mobile spawnpoints. Playing assaulter-like while being a SL is a horrible idea.
Trans Trash Mar 28, 2015 @ 11:32am 
Another thing about the Veteran Rifleman's semi-auto: It does slightly less damage than the bolt-action, so it requires two shots to kill, not one. A minor set back, but the semi-auto makes up for it. Just thought it should be mentioned.
Idouts Dec 20, 2014 @ 6:12pm 
The first time I used the AT rifleman I got about 10 kills in a row and that was my second game ever in RO2.

No idea what you are talking about saying "its a hard class to play as a begginer".

Meh, I guess it can also be called begginers luck.....
Floppy McFish Aug 20, 2014 @ 10:21pm 
whenever i use the sniper the scope gets really blurry idk whats wrong?
chugo1 Mar 1, 2014 @ 5:33am 
possibe to increase scope, when y're in gunner' mode ? ( to see closely the target in gunner mode) ??
chugo1 Mar 1, 2014 @ 5:30am 
merci pour le guide .

Thank to have post this guide...i was looking to increase tank' xp, and weapons, for my Panzer 4 ( german tank) .. imposible , it's seem...rhaaaa !!! ( longuest taget i've hit in distance is 1023 m...)...but it's between 300 and 700 meters generaly...

see yu ..!!
WhiteshadowR Feb 27, 2014 @ 7:07pm 
Good guide! Should also mention that Squad Leaders act as a spawn point for their squad.
The Asian Driver Feb 7, 2014 @ 8:59pm 
Hey author. I found something very useful that can help in the game. If there is an armed grenade. And someone is proned on the grenade, there will be no fragment spread. Meaning that only the person on the grenade prone dies and not anyone else near it. Can you please put that in your guide? Thanks.
Pyry Nov 1, 2013 @ 1:28pm 
very nice guide bro
Wade Wilson Oct 16, 2013 @ 1:25pm 
Good Guide, thank you :mkb: