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Red Orchestra 2: Heroes of Stalingrad |OT| You're already dead... by friendly fire

Came back for Christmas break excited to play again and no one was on :(
During the busy periods in EU there are always enough people on in my experience. I played on US servers before, are Aussie connections too bad for playing abroad?

I saw this game for 30 AUD in EB. Is it worth it, and is it steamworks?
It is worth it and steamworks (apparent connection issues for you Aussies aside). I would wait for Steam winter sale though, might be cheaper.
 

Sethos

Banned
What's up with that server browser bug, didn't they fix that shit? Not seeing ANY servers whatsoever. I can however go into Recently Played which is still listing 3-4 servers I played on during launch.
 
What's up with that server browser bug, didn't they fix that shit? Not seeing ANY servers whatsoever. I can however go into Recently Played which is still listing 3-4 servers I played on during launch.
After the latest patch servers take very long for me to show up in the browser. I just use the Steam server browser for now. Alternatively you can favourite your servers and they should quickly show up under the favourites tab.
 
Very disappointed with how this game went, it was so promising. Trying to work out where it went wrong, as these guys don't really have a track record for poor post-release support.
 

Sethos

Banned
Very disappointed with how this game went, it was so promising. Trying to work out where it went wrong, as these guys don't really have a track record for poor post-release support.

They tried to go a bit more mainstream while slowly alienating their old fanbase. The mainstream didn't bite and they lost a lot of stable players.
 
They tried to go a bit more mainstream while slowly alienating their old fanbase. The mainstream didn't bite and they lost a lot of stable players.

It was more of a case of the game being a trainwreck at launch and it's smaller niche player base that killed it. You can't grab onto your small fan base early on, you fucked up
 
Could be. I did feel the super sprinting was insane at times, but then you could just sit back and pick them off. It was the post-release support that bugged (no pun intended) me. Server browser had been buggy for as long as I could remember. Sound cutting out. Lag was never really an issue, but then the decided last minute to throw in PB which lagged up the game.

Shame really.

Have Tripwire given up with this game?
 

1-D_FTW

Member
I'll agree. Between using Punkbuster and, much worse, having the whole level grinding thing, it became an absolute no-buy for me.

Wish I'd been more consistent with BF3 and ignored that too, but oh well. I'll never buy another FPS (for online) if it's grind based. Probably means I won't buy any new FPS games for online, but so be it. Seems like an absolute horrible decision for them to have tried chasing the CoD audience.
 
Ah yeah, forgot all about the levelling and weapon unlocks. That didn't seem 'right'. Then the whole pre-release bonus content not being delivered was a bit of a sour note (though I understand it was provided a week or two later?).

Its the only game I've requested a refund on via Steam. Thankfully Steam put it through.
 
Very disappointed with how this game went, it was so promising. Trying to work out where it went wrong, as these guys don't really have a track record for poor post-release support.

They knowingly and deliberately released a vastly incomplete game. They were gambling on the notion that the playerbase would be patient while they fixed the game in the few months after release, but that gamble didn't pay off for them. Red Orchestra 2 is this year's worst example of the 'sell now, patch later' mentality and they deserve to fail for it.

They tried to go a bit more mainstream while slowly alienating their old fanbase. The mainstream didn't bite and they lost a lot of stable players.

The mainstream did, in fact, bite. I think it was their fastest/best selling game yet. The problem is that the mainstream was not going to put up with a broken game.
 
They knowingly and deliberately released a vastly incomplete game. They were gambling on the notion that the playerbase would be patient while they fixed the game in the few months after release, but that gamble didn't pay off for them. Red Orchestra 2 is this year's worst example of the 'sell now, patch later' mentality and they deserve to fail for it.

Yeah, sadly, I think this is it. Perhaps them having to delay the beta release (due to a 'beta breaking' bit of bad code) should have been an alarm bell for someone that the game wasn't ready.
 

subversus

I've done nothing with my life except eat and fap
They knowingly and deliberately released a vastly incomplete game. They were gambling on the notion that the playerbase would be patient while they fixed the game in the few months after release, but that gamble didn't pay off for them. Red Orchestra 2 is this year's worst example of the 'sell now, patch later' mentality and they deserve to fail for it.

The mainstream did, in fact, bite. I think it was their fastest/best selling game yet. The problem is that the mainstream was not going to put up with a broken game.


I agree with this post. Shame, I hope Tripwire have enough funds to produce KF2.
 
Reviving this thread to say there's a community fix for the game's rather bad hit detection/"bullet lag" issues. It's running on a couple of servers, and it does a lot to fix one of my big problems with this game.
 
Red Orchestra 2 has been out for over 6 months and is still in beta.

Yeah. The thing is, I've put lots of time into this game, and it's really fun, but it just doesn't feel finished. Tripwire should have completely stopped work on the expansion to fix the base game.

As for the community, there's still a decent number of people playing, if not 24/7, then during peak times. 64 player servers can, and do, fill up.
 

svegis

Member
Figured I'd link this interview out there for anyone curious enough, but I don't exactly know which thread is the more active out of the OT and the thread about the recent patch. Looking forward to hearing and seeing more of this, will keep an eye out for more.

Same post in both threads, since people might read the other one more than the other.
 

SJRB

Gold Member
I hate to bring up a year-old thread, but is there seriously no one on here playing this game?

I got it off the Steam Sale last week, and it is easily the best purchase I did during the entire sale. This game is awesome. Multiplayer, that is. I haven't touched singleplayer.

I only play on hardcore/realism servers and this game is intense as hell. It has a surprisingly solid cover mechanic which is definately worth mentioning. this is the first time I thought a cover mechanic in a FPS to be a benefit to me. It has proper one hit-kill gameplay which makes you think twice about every move you make. Death comes swift and without hesitation, but even though you die in an instant, it is always fair. This game is fair - you die because you didn't pay attention, didn't get to cover fast enough or was otherwise exposed. Or you got an artillery shell on your head, in which case you are splattered all over the map.

Which brings me to the most pivital point of this game - the sheer brutality of it all. The game is built on the ARMA engine, which is a modified Unreal Engine. It doesn't look very good at first glance - textures are pretty bad, character models are mediocre at best. But this game has heart, has atmosphere I have seldomly seen. There's just something about storming through an open field in a winter tundra with crossfire from all directions and a bombed out Stalingrad as a backdrop. Burning vehicles, bunkers and trenches.

Big part in this atmosphere is the audio. The music [by composer Sam Hulick] is incredibly intense. It has the typical "world war" horns in it but it's also combined with Russian choirs. Production values are top notch.
The best part however is the VA. Your character and your teammates around you constantly comment on the situation. Cursing, alerting for enemy fire, crying for their mom. Since it's the ARMA engine it features a realistic ballistic model, which means death comes in many different ways. Death animations are okay-ish, but the death audio is stunning. Lying in a ditch and getting your buddy next to you shot in the throat you can hear him gurgle, gasp for air while he is slowly bleeding out. Or the solder running in front of you gets shot in the lungs, you can hear him struggle and eventually going into shock, eventually starting hallucinating. I've played quite a few shooters but I've never heard something this brutal and in-your-face ever before. A lot of games glorify war, make it an awesome experience but this game really rubs your face in the dread and horror of war.

I always play on the Allied team and the game refrains from calling the Germans "nazis", and calls them "socialists". But the nickname they have is "Fritz", which is awesome.


I highly recommend anyone who enjoys tactical FPS games to pick this one up, and if you already have to start playing it again. I heard the community was dying but I suppose the Steam Sale injected it with a lot of activity, there are always servers running.
 
A few of us got it at release when it was pretty broken, which I imagine put a few people off. I even asked for a refund, first time ever. Steam followed through with it. However, I also got it last week in the sale since it was cheap to see if it had improved.
 

SJRB

Gold Member
A few of us got it at release when it was pretty broken, which I imagine put a few people off. I even asked for a refund, first time ever. Steam followed through with it. However, I also got it last week in the sale since it was cheap to see if it had improved.

I read about the rather messy launch and whatnot, but I also read the devs tried to redeem themselves with this latest version and I'd say they did a great job at that.

It would be unfortunate if the community doesn't want to give this game another shot thanks to those earlier mistakes.
 
I hate to bring up a year-old thread, but is there seriously no one on here playing this game?

I got it off the Steam Sale last week, and it is easily the best purchase I did during the entire sale. This game is awesome. Multiplayer, that is. I haven't touched singleplayer.

I only play on hardcore/realism servers and this game is intense as hell. It has a surprisingly solid cover mechanic which is definately worth mentioning. this is the first time I thought a cover mechanic in a FPS to be a benefit to me. It has proper one hit-kill gameplay which makes you think twice about every move you make. Death comes swift and without hesitation, but even though you die in an instant, it is always fair. This game is fair - you die because you didn't pay attention, didn't get to cover fast enough or was otherwise exposed. Or you got an artillery shell on your head, in which case you are splattered all over the map.

Which brings me to the most pivital point of this game - the sheer brutality of it all. The game is built on the ARMA engine, which is a modified Unreal Engine. It doesn't look very good at first glance - textures are pretty bad, character models are mediocre at best. But this game has heart, has atmosphere I have seldomly seen. There's just something about storming through an open field in a winter tundra with crossfire from all directions and a bombed out Stalingrad as a backdrop. Burning vehicles, bunkers and trenches.

Big part in this atmosphere is the audio. The music [by composer Sam Hulick] is incredibly intense. It has the typical "world war" horns in it but it's also combined with Russian choirs. Production values are top notch.
The best part however is the VA. Your character and your teammates around you constantly comment on the situation. Cursing, alerting for enemy fire, crying for their mom. Since it's the ARMA engine it features a realistic ballistic model, which means death comes in many different ways. Death animations are okay-ish, but the death audio is stunning. Lying in a ditch and getting your buddy next to you shot in the throat you can hear him gurgle, gasp for air while he is slowly bleeding out. Or the solder running in front of you gets shot in the lungs, you can hear him struggle and eventually going into shock, eventually starting hallucinating. I've played quite a few shooters but I've never heard something this brutal and in-your-face ever before. A lot of games glorify war, make it an awesome experience but this game really rubs your face in the dread and horror of war.

I always play on the Allied team and the game refrains from calling the Germans "nazis", and calls them "socialists". But the nickname they have is "Fritz", which is awesome.


I highly recommend anyone who enjoys tactical FPS games to pick this one up, and if you already have to start playing it again. I heard the community was dying but I suppose the Steam Sale injected it with a lot of activity, there are always servers running.
I like your enthusiasm and I still play and love the game but it runs on UE3 and ARMA runs on Real Virtuality (Bohemia's own engine). Maybe you're confusing it with Iron Front (which runs on RV)?
 

Kaper

Member
I only play on hardcore/realism servers and this game is intense as hell. It has a surprisingly solid cover mechanic which is definately worth mentioning. this is the first time I thought a cover mechanic in a FPS to be a benefit to me. It has proper one hit-kill gameplay which makes you think twice about every move you make. Death comes swift and without hesitation, but even though you die in an instant, it is always fair. This game is fair - you die because you didn't pay attention, didn't get to cover fast enough or was otherwise exposed. Or you got an artillery shell on your head, in which case you are splattered all over the map.

Which brings me to the most pivital point of this game - the sheer brutality of it all. The game is built on the ARMA engine, which is a modified Unreal Engine. It doesn't look very good at first glance - textures are pretty bad, character models are mediocre at best. But this game has heart, has atmosphere I have seldomly seen. There's just something about storming through an open field in a winter tundra with crossfire from all directions and a bombed out Stalingrad as a backdrop. Burning vehicles, bunkers and trenches.

Big part in this atmosphere is the audio. The music [by composer Sam Hulick] is incredibly intense. It has the typical "world war" horns in it but it's also combined with Russian choirs. Production values are top notch.
The best part however is the VA. Your character and your teammates around you constantly comment on the situation. Cursing, alerting for enemy fire, crying for their mom. Since it's the ARMA engine it features a realistic ballistic model, which means death comes in many different ways. Death animations are okay-ish, but the death audio is stunning. Lying in a ditch and getting your buddy next to you shot in the throat you can hear him gurgle, gasp for air while he is slowly bleeding out. Or the solder running in front of you gets shot in the lungs, you can hear him struggle and eventually going into shock, eventually starting hallucinating. I've played quite a few shooters but I've never heard something this brutal and in-your-face ever before. A lot of games glorify war, make it an awesome experience but this game really rubs your face in the dread and horror of war.

I highly recommend anyone who enjoys tactical FPS games to pick this one up, and if you already have to start playing it again. I heard the community was dying but I suppose the Steam Sale injected it with a lot of activity, there are always servers running.

I first tried this game at a friends place last winter, but couldn't justify the price tag after being told of the issues the game had. I had used up four three-day passes from friends last month, and decided to pick the game up at the summer sale.

You've said it pretty well, SJRB. I don't describe the game to friends as an FPS, but as a survival game, given the much slower paced when compared to most FPS games on the market today. +1 for realism only, it's an incredible game mode. Intense is definitely the way to describe it. I have never experienced horror/terror in a video game before, something that RO2 does quite well. The audio is definitely the driving force behind the atmosphere. I can't say I've ever felt any an atmosphere while playing BF3, CoD and the like. I often find myself crouched behind cover, artillery strikes surrounding me, taking fire from heavy weapons, scared shitless, empathizing with my character on screen. RO2 has certainly given me a new perspective on the hells of war.

The German and Russian voice acting is superb, and really completes the atmosphere (though I suppose it helps that I know a bit of both languages so I can extract information from the curses and screams). English VA'ing is also available. An example of the terrifying death audio in the game. Not for the faint of heart.

I love the balance in this game so much. BF3 used to be my go-to game for the FPS genre, because it had slower, more team focused gameplay compared to CoD. However, the balance in the game had me scratching my head more often than not. Granted, balance is a lot easier in a game where one solid body shot drops anyone. Smoke grenades are easily the most important weapon in the game, and the game does the smoke grenade effect right. The fact that CoD and BF3 even have smoke grenades in the game is laughable. In the latter, smoke lasts for only a handful of seconds and barely covers a 5 yard diameter area. RO2's smoke covers quite a wide area, actually enabling a squad to move forward under its effect. Each team is split into several squads, made of 5-9 people, with only the squad leaders having smoke grenades. These leaders also have automatic weapons, a privilege only a few other grunts have, which does end up making a few members of the team have a lot to do with the outcome of the match (can be good or bad).

RO2 is now the only shooter game I play. I was hoping this thread would see a revival with the summer sale, but the curse of Community is too strong, heh.
 

shintoki

sparkle this bitch
Put in a few rounds today. Its amazing how much better it plays now. Shame they released the PoS at launch, but this is largely what I was expecting. Maybe now I'll get my money worth.

Runs well, looks good, etc.

Good news is, there is still a decent size community playing and I liked Realism servers the best anyways.
 

manhack

Member
Bought it this weekend during the Free Weekend/Steam sale for $4.99.

Glad I missed out on the 1st year since it sounds like it was pretty bad.

I'm really having a lot of fun with it as a break from COD/BF3. (both of which I enjoy for various reasons).

It is a fun, slower paced shooter and I love the WW2 theme.

Also it is one of the few games where almost every server has people using VOIP (maybe because it is built in?)
 

FYC

Banned
I bought this only a couple of months ago and I really, really like it. Only have about 14 or so hours though, as I'm mostly focusing on cleaning my backlog for the 2013 challenge, but I'm head over heels. Glad I waited as I apparently missed out on a sloppy launch.

Such a great game. I also liked RO1, though I never really got into it. A shame the community isn't larger, but it's alright. I can easily find a server that's almost full most of the time.
 

Mikey Jr.

Member
So I finally got my new computer and this was one of the first games I thought about.

I loved the original. How is this one? My main concern is the activity. Are there people playing? Like, are there full servers? Or lots of half full ones?
 

dorkimoe

Gold Member
Just got it from the humble bundle thing, for like 1$ will test it out this weekend, see how it is! Been wanting to play it for awhile
 

Keasar

Member
My experience so far.

Look over a wall, got shot.
Look around a corner, got shot.
Saw an enemy, got shot.
Aimed at a enemy, got shot.
Ran out of cover, got shot.
Ran to cover, got shot.
Stayed in cover, got shot.
Shot at an enemy, got shot.
Stayed around teammates, got shot.
Stood still, got shot.
Stayed at a window, got shot.
Tried to figure out which button brought up the map, got shot.
Got bored, got shot.

I believe there is a game underneath it all where you shoot at an enemy team, have yet to find that.
 

Ikuu

Had his dog run over by Blizzard's CEO
My experience so far.

Look over a wall, got shot.
Look around a corner, got shot.
Saw an enemy, got shot.
Aimed at a enemy, got shot.
Ran out of cover, got shot.
Ran to cover, got shot.
Stayed in cover, got shot.
Shot at an enemy, got shot.
Stayed around teammates, got shot.
Stood still, got shot.
Stayed at a window, got shot.
Tried to figure out which button brought up the map, got shot.
Got bored, got shot.

I believe there is a game underneath it all where you shoot at an enemy team, have yet to find that.

You need to learn the maps and where people will usually be trying to shoot from.

Love getting the Marksman class, and sniping people from 200m+ away.
 

n0n44m

Member
You need to learn the maps and where people will usually be trying to shoot from.

Love getting the Marksman class, and sniping people from 200m+ away.

sniper ? pfff

Marksman Gold
Obtain a kill over 225 meters with a bolt action rifle

this game is fucking awesome (58h played according to Steam), but brutal as hell

use shift to zoom when you're standing still, pay attention to the direction of sounds (5.1 or Dolby Headphone helps), get familiar with the maps ... and don't move too much :D

if you're having a hard time then select the defending team so you can sit back a little bit and focus on the shooting


You'll need to enable 120+ fps in one of the .ini files if you have a 120 Hz monitor (like with virtually any UE3 game), and if you have a beefy Nvidia card you can use these settings for SGSAA, I'm running 4x SGSAA at 120+ fps with 670 SLI. Looks awesome and feels extremely responsive :)

just don't play on punkbuster servers with SLI enabled, that shit will hardlock your rig no matter what
 

demolitio

Member
This free weekend finally got me back into the game to play with friends and I forgot how much I loved the gameplay. Can't wait for Rising Storm so maybe I'll make an OT for that when it comes out.
 

Johnny M

Member
RS will be unlocked in 7 hours.

Last update for RO2/RS:

Rising Storm Additions
2 New Factions - The United States of America and Japanese
6 New Maps
Guadal Canal
Hanto
Iwo Jima
Kwajalein
Peleliu
Saipan
19 New Weapons
Allied Weapons
Springfield M1903A1
M1911A1
M1 Carbine
M12 Trench Gun
M1 Garand
M1903 Sniper
Thompson M1928A1
M2-2 Flamethrower
M1919A6 LMG
M1918A2 BAR
M1917 HMG
Axis Weapons
Arisaka Type 38
Arisaka Type 99
Nambu Type 14
Nambu Type 100
Type 99 Sniper
Type 96 LMG
Type 99 LMG
Type 92 HMG
Type 89 Grenade Discharger
Katana

New Features such as:
Booby Traps - Japanese players can plant grenades as booby traps into loose soil or gravel. Americans can defuse booby traps
Banzai Charges - Increased damage mitigation for the player who is Banzai charging and increased suppression for Americans who are within close proximity
Suicide Kills - Players using grenades to suicide attack the Americans now get credit when their grenade explodes after they die

General
Added ability for Server Admins to set how or if players can spawn with enemy weapons (Off, Hero Only [default], and Hero and Veteran)
Added points to Squad Leaders who have their artillery markers used
Added points to Squad Leaders who have players spawn on them
Added point restore for TK's that are forgiven
Foliage can no longer be completely disabled
Added Auto Select option to the spawn menu which will first try and spawn the player on their squad leader, and if that is not possible randomly choose between open spawn areas
Fixed issue where player view would would sometimes shift when diving to prone in a trench
Fixed an issue where players could get stuck between crouched and prone stances
Fixed an issue where server balance could be set incorrectly which resulted in bad player or bot spawns
Fixed issue where all players on your team would yell spawn message. Now only the player will yell the spawn message. Also added several messages that were in game but never being played (Roughly a 60% increase. We were amazed to find a hidden gem here...)
Fixed spectators taking up a player slot. As a result unlocking additional roles.
Fixed several additional spectator bugs (such as free roam not being properly enabled)
Fixed mouse sensitivity being too high on ultra wide aspect ratios
Fixed a texture stretching issue with explosive weapons
Altered bandage animation which should cause less head clipping (with walls)
Various crash and stability fixes
Closed several settings that were being used as exploits
Fixed bugs with map voting that would sometimes cause the wrong map to win
Fixed players not getting momentum from being shot in multiplayer
Improved map loading times
Disabled ability to turn foliage off in settings
Fixed players that were killed when prone popping up in the air
Fixed the Lockdown text showing as Overtime if the Overtime had been active at any point during the match

Tank
Fixed tank crewmen not spawning, also resolved several related issues that kicked crew out of the tank
Added ability for tank crew to spawn into an active tank with a bot role available to take over
Tank commanders now spawn in the commander cuppola position with the hatch open on the initial spawn

Weapon
The kill message now shows the distance you were killed from (configurable by server admins)
Added interruptible single bullet reloads
Fixed several infinite ammo exploits
Fixed pistol full message error for not "+1" reloads
Fixed several conditions that would cause a melee strike to fail to register as a hit
Fixed an issue where players could not pick up weapons over low collision
Fixed grenades being auto thrown if the user pulled the pin and tried to crawl
Fixed players being able to pick up grenades and ammo even when they had reached the max limit
Fixed a condition where picking up grenades could cause the ammo count to display incorrectly in the HUD
Fixed weapons sticking around in between rounds in Countdown
Fixed machine gun barrel change animation not playing correctly on chest high cover
Fixed accuracy displaying as over 100% in stats menu
Fixed penetrating shots that hit boosting accuracy stat
Fixed an issue where scrolling the mouse wheel while deploying would cause the change weapon widget to show up (forcing a weapon swap when attempting to fire)
Fixed player "leveling up" binocs
Fixed command menu being stuck open if the player died on a fixed MG
Fixed an issue where the game was not properly giving players sway when the sway amount was small
Melee attacks (or any indirect attacks) should no longer boost or take away from accuracy
Weapons (like binocs) that do not use ammo no longer show an ammo counter
Fixed timing of shell eject on bolt-action rifles
Fixed “speed bolting” rifles
Fixed a case where machine guns could fail to reload in classic
Fixed issue where players firing full auto weapons would cause the game to stutter
Weapons no longer drop when the player has been TK’d
Weapons now play sounds when they hit the ground
Increased bullet impact and suppression sounds

Map
Fixed several bad machine gun emplacements in RO 2 maps
Fixed a case of meshes not resetting between rounds
Added Satchel Charge pickups to: Fallen Fighters, Commissars House, Red October Factory, Pavlov’s House, Mamayev Kurgan
RO2 maps have been optimized to have less relevancy checks against static meshes on servers
Added sounds to destructibles on all RO2 maps
Added 30% more reinforcements to all RO2 maps
All RO2 maps have had Classic Mode reinforcements and respawn times changed from the defaults and vary between levels

AI
Added greater situational awareness (and choices) for AI
Added ability for AI to use grenades
AI will now make better tactical decision
Fixed many cases of AI getting stuck
Fixed AI not playing aggressively as attackers

Single Player
Split Red Orchestra 2 Single Player into its own install and launcher
Fixed several issues which would stop players from properly progressing in Single Player
Fixed several single player achievements which were not being properly awarded

UI
Added new hint system with player controlled settings (All, New, and Off)
Fixed issue where the players weapon selection was not remembered as new players join the server
Fixed issue where the players selected role was not remembered as new players joined the server
Fixed artillery markers not properly clearing between rounds
Fixed Artillery marker moving
Removed ability for players to “auto run” by using chat
Fixed issue where "space bar" would count as an “enter” stroke in some menus
Fixed bug where admin chat would display in the center of the screen and not properly clear away
Fixed issue where scoreboard would disappear at the end of the round
Fixed player spawn selection menu instantly closing
Fixed a dialog box only saying “OK” when the player had been kicked from a server
Fixed a cause of the "This role is taken" message being displayed incorrectly
Fixed Commanders Tactical View showing the wrong order he gave
Fixed Commander’s minimap icons such a enemy spotted appearing in HUD once minimap closed
Fixed several minor UI bug
Fixed a case where both teams could be awarded victory
Fixed Web Admin Map cycle issue (when the same map was in the cycle twice)
 

Spazo

Member
Red Orchestra 2 multiplayer is now Rising Storm/Red Orchestra 2 multiplayer in my steam and its asking me to update the game with a 7gb file...

WHY !!!

I didnt bought Rising storm so why should I download the 7gb update?
 
Red Orchestra 2 multiplayer is now Rising Storm/Red Orchestra 2 multiplayer in my steam and its asking me to update the game with a 7gb file...

WHY !!!

I didnt bought Rising storm so why should I download the 7gb update?

Because

Anyone who purchased RS has access to RO2. The games are being merged together, so you will see servers that rotate the maps seamlessly between the two (though leveling up will still be separate). RO2 owners who haven't purchased RS will still have access to RS, however they will be limited to bolt-action rifles and they won't level up. That way, there's no real splitting of the RO2 community.
 
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