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    <title>Australian Red Orchestra 2:Heroes Of Stalingrad RSS Feed</title>
    <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS]]></link>
    <description><![CDATA[Events and Announcements for Australian Red Orchestra 2:Heroes Of Stalingrad]]></description>
    <language>en-us</language>
    <generator>Steam Community RSS</generator>
    <item>
      <title>Red Orchestra 2 / Rising Storm event!</title>
      <description>Hi All, after the success of our recent Red Orchestra Ostfront and Darkest Hour nights, we are now hosting an event for Red Orchestra 2 and Rising Storm on May 23rd, at 7pm AEST (Sydney time).&lt;br&gt;&lt;br&gt;Feel free to come along. Discord link, and event information available here:&lt;br&gt;&lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.auslockdown.com%2F&quot; target=&quot;_blank&quot; rel=&quot; noopener&quot; &gt;https://www.auslockdown.com/&lt;/a&gt;&lt;br&gt;&lt;br&gt;(Repost with correct date)</description>
      <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/2208397389197175126]]></link>
      <pubDate>Mon, 11 May 2020 11:11:45 +0000</pubDate>
      <author>BorisTSR</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/2208397389197175126</guid>
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    <item>
      <title>Old School RO1 Night - 2020</title>
      <description>We're setting up an old school RO1 Australian 64 player server for a one time only event. Get some of the old gang together. Embrace the lockdown.&lt;br&gt;&lt;br&gt;The date is Saturday, the 11th April, 7pm Sydney time.&lt;br&gt;&lt;br&gt;Over the years people have lost contact with each other. Please share this message with anyone that you used to play RO1 with back in the day.&lt;br&gt;&lt;br&gt;Join the discord further announcements, or just follow friends into the server when it's up&lt;br&gt;&lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FGAwWUDe&quot; target=&quot;_blank&quot; rel=&quot; noopener&quot; &gt;https://discord.gg/GAwWUDe&lt;/a&gt;</description>
      <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/2103685527739357665]]></link>
      <pubDate>Fri, 03 Apr 2020 10:54:15 +0000</pubDate>
      <author>BorisTSR</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/2103685527739357665</guid>
    </item>
    <item>
      <title>Rising Storm 2: Update 1.09 Changelog</title>
      <description>Rising Storm 2: Vietnam - 1.09 Patch Notes&lt;br&gt;&lt;br&gt;&lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/games/418460/announcements/detail/1727579062897341697&quot; target=&quot;_blank&quot; rel=&quot;&quot;  id=&quot;dynamiclink_0&quot;&gt;https://steamcommunity.com/games/418460/announcements/detail/1727579062897341697&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;New Additions &lt;br&gt;Gameplay &lt;br&gt;&lt;br&gt;One-Handed Sprinting&lt;br&gt;Back by popular demand! One-handed sprinting animations return for players fighting for the NVA and NLF. We have re-worked these animations, and improved them to fit the aesthetic of Rising Storm 2: Vietnam. As always, thank you to the community for your feedback!&lt;br&gt;&lt;br&gt;Since the CTB we have made a couple of changes to these new one-handed sprinting animations; synchronising the gestures with footsteps and increasing the speed of the arms’ swing. We also fixed a bug with the system which was located in the CTB which could cause the animation to become jerky if the player moved erratically.&lt;br&gt;&lt;br&gt;New Foldable Stock Functionality&lt;br&gt;Folding your weapon’s stock now provides various benefits to the player. This feature (by default activated using the C key) now decreases ADS time and increases movement speed when using iron sights by 40%.&lt;br&gt;&lt;br&gt;Changes to Grenade Blast Radius and suppression&lt;br&gt;Hand grenade total blast radius has been reduced by 2.5 meters from its value in 1.08, and grenade suppression has been reduced by 30%. This number, and suppression value (which had previously been a reduction of 5m and no change to suppression) has been tweaked in response to the Russian RS2 community, who fed back to us after playing in the CTB - thank you for your feedback!&lt;br&gt;&lt;br&gt;Improved Inventory Keybinds&lt;br&gt;After listening to community feedback we have split the inventory out across different keys, to allow people to more quickly select equipment, and avoid selecting unintended items when switching weapons. The new bindings are as follows:&lt;br&gt;Primary Weapon&lt;br&gt;Secondary Weapon&lt;br&gt;Smoke Grenades (Smoke, Signal)&lt;br&gt;Hand Grenades&lt;br&gt;Place-able Equipment (Traps, Place-ables)&lt;br&gt;Other Equipment (Mattock, Binoculars)&lt;br&gt;&lt;br&gt;&lt;br&gt;Persistent Weapon Preferences&lt;br&gt;Weapons now ‘save’ the configuration they were in when players previously equipped them. Items like semi-automatic fire, sight ranging, bipod deployment, and bayonet attachments now persist through death, meaning that when you spawn with a weapon it is pre-configured to your preferences.&lt;br&gt;&lt;br&gt;Weapon Pickup Highlights&lt;br&gt;Items which can be picked up by players (weapons, traps, etc) now glow when targeted, giving players a better idea of what they’re going to actually pick up when looking at a pile of dropped weapons.&lt;br&gt;&lt;br&gt;SKS Recoil &amp;amp; Reload Changes&lt;br&gt;Due to community feedback we have sped up the SKS reload by around 1 second - this should help balance the rifle against the other semi automatic battle rifles in the game. Additionally, the horizontal recoil of the SKS has been reduced to make follow up shots easier to make.&lt;br&gt;&lt;br&gt;Reduced Bandaging Times&lt;br&gt;In response to community feedback we are lowering the time it takes to bandage wounds in 1.09 - the specific changes to bandaging times are as follows:&lt;br&gt;Lowered fast bleed bandage time by 4 seconds&lt;br&gt;Lowered medium bleed bandage time by 2 seconds&lt;br&gt;Lowered slow bleed bandage time by 1 seconds&lt;br&gt;&lt;br&gt;&lt;br&gt;Maps&lt;br&gt;Territories: QuangTri&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Territory Mode Quang Tri pits the ARVN against the NVA in a battle which begins outside the citadel walls, culminating in the defence of the ARVN’s base of operations for the region.&lt;br&gt;&lt;br&gt;Territories: Operation Forrest&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;We’re also showcasing a new, larger, longer, Territories Mode Operation Forrest, featuring a new set of objectives for the Australian Army to defend before flowing into the original Territories Mode layout of the map released with 1.06.&lt;br&gt;&lt;br&gt;Optimization: Hue City and Firebase Georgina&lt;br&gt;We have taken measures to optimize both Firebase Georgina and Hue City in response to community reports that these maps performed poorly on some machines. As always, thank you for your feedback, and please report if these maps have improved performance! Some of these changes include tweaks to grass render distance on Firebase Georgina, as well as ensuring appropriate draw distances for buildings and effects on Hue City.&lt;br&gt;&lt;br&gt;A Sau - Objective C Spawn Protection&lt;br&gt;Reworked the Spawn Protection on A Sau to allow the attackers to more easily assault Objective C.&lt;br&gt;&lt;br&gt;Audio&lt;br&gt;Art and Animation&lt;br&gt;New Character Animations&lt;br&gt;We have added new character animations to various actions and events! These include third person spotting animations, so you can see when players around you point out enemy targets, animations for disarming traps (which now takes a few seconds rather than being instant), animations for jumping and falling, and a first person reaction to being burned alive.&lt;br&gt;&lt;br&gt;Historical PAVN Camouflage&lt;br&gt;Adjusted the PAVN Camouflage to more closely match historical reference, and added a green camo variant material to all PAVN Camouflage Pattern gear.&lt;br&gt;&lt;br&gt;New Foliage Camouflage&lt;br&gt;Level 65+ players fighting for the NVA and NLF will now be able to use (previously dev only) foliage camouflage rings, which attach leaves to their backs. This was a common community request we’re happy to oblige.&lt;br&gt;&lt;br&gt;Improved Squad Tunnel Art&lt;br&gt;We’ve changed the way squad tunnels work - this should allow squad tunnels to display shadows properly while planting, and generally improve the way they look across the board.&lt;br&gt;&lt;br&gt;Water Movement PFX&lt;br&gt;We have added effects which play as players move through water - this should be especially noticeable on VNTE-Operation Forrest when moving through the waist-high water of the delta.&lt;br&gt;&lt;br&gt;Improved Signal Smoke&lt;br&gt;The effect for Signal Smoke now works similarly to the M8 Smoke Grenade, and is affected by the wind and gives a small amount of ground coverage. This effect does not last as long as the M8 Smoke Grenade smoke.&lt;br&gt;&lt;br&gt;Muzzle Flash Illumination&lt;br&gt;We have introduced environmental muzzle flash illumination to the game - meaning that now, when you fire your weapon, the area around the weapon’s barrel will be lit by the muzzle flash! Some long-time players may remember was a feature during the Closed Beta of Rising Storm 2: Vietnam, which was disabled shortly before release.&lt;br&gt;&lt;br&gt;Please note that this feature still has some issues when playing the game using Instanced Rendering, and is currently undergoing further work to be released with Patch 1.1 further down the line.&lt;br&gt;&lt;br&gt;UI&lt;br&gt;Improved Killfeed&lt;br&gt;Now when getting kills at various ‘critical hit’ zones, which would usually replace the weapon icon in the killfeed, the weapon and critical hit zone are both displayed to players.&lt;br&gt;&lt;br&gt;Verbose Resupply Points&lt;br&gt;Resupply points now give players feedback as to what they’re being supplied while re-arming. This lets players know when they have received items like ammunition, grenades, and bandages on a per-weapon basis.&lt;br&gt;&lt;br&gt;More Accolades for the After Action Report Screen&lt;br&gt;We have added more player callouts to the after action report screen! These include ‘Most Objective Points’, ‘Most Co-operative’ (which tracks spot assists, ammo supply, protection, disarming and rally point scores), and ‘Best Squad Leader’.&lt;br&gt;&lt;br&gt;Improved Commander Messaging&lt;br&gt;Any player in the ‘Commander’ role now has their text show up as white in team chat. This will hopefully allow players to more easily identify orders, and messages of tactical importance. Commander Abilities are now also tracked in the player statistics menu.&lt;br&gt;&lt;br&gt;Quick Match/Server Queue Improvements&lt;br&gt;Added a timeout limit to the server queue to prevent players from queuing indefinitely for servers which are no longer reachable&lt;br&gt;&lt;br&gt;&lt;br&gt;Customization&lt;br&gt;Homeland Security Cosmetic DLC Pack&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Dress like Uncle Ho's watching! Make your families proud (of your dress sense) as you defend the homeland with this exclusive pack of customization items for the Northern Forces.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Contains new customization items for the PAVN and NLF forces&lt;br&gt;&lt;br&gt;Localization&lt;br&gt;Turkish&lt;br&gt;Added Turkish to the languages available to with which to play Rising Storm 2: Vietnam! Further updates to this language will follow in 1.1, and we owe a huge debt of gratitude to the team of Turkish RS2 players who translated the game into their language! Teşekkür ederim!&lt;br&gt;&lt;br&gt;Misc &lt;br&gt;Added a custom binding for 1-100% collective in helicopter bindings - this should allow players to use HOTAS to set up custom helicopter flight peripherals&lt;br&gt;Made it far easier for players to pick up dropped weapons, and reduced the forward momentum of dropped weapons so that players can more consistently drop weapons at their feet&lt;br&gt;Disabled free-roam spectator camera as a dead player - this is to prevent exploits in competitive play. Free-roam spectator is of course still available for players who are spectating the match.&lt;br&gt;Improved the post-death camera fade to black, and doubled the time it takes to go from dead to the deployment menu&lt;br&gt;Increased the number of batteries involved in the PAVN Heavy Artillery strike from 5 to 6&lt;br&gt;Reworded ‘Squadmates Nearby’ on the HUD to say ‘Squad Bonus’, to make it clearer to players that being near squadmates imparts bonuses&lt;br&gt;Changed the color of interaction text prompts on the screen to Yellow&lt;br&gt;Improved the background of the text chat box&lt;br&gt;Increased the amount of time it takes to mount/dismount a DshK to 21 frames&lt;br&gt;Lowered the number of Legacy Asset References from RO2/RS1 loaded into memory from startup and other memory optimizations&lt;br&gt;Added a server setting to disable mid-match map voting for server admins which want this function&lt;br&gt;Muting players voice chat via the scoreboard now also disables their text chat&lt;br&gt;Added support for .wem and .bnk files to the Steam Workshop, as well as support for 16:9 images&lt;br&gt;&lt;br&gt;&lt;br&gt;Bugfixes&lt;br&gt;For the full list of bugfixes please visit: &lt;br&gt;&lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fforums.tripwireinteractive.com%2Fforum%2Frising-storm-2-vietnam%2Frs2-vietnam-news-and-announcements%2Fnews-and-announcements-ag%2F2322895-update-1-09-changelog%3Fp%3D2322896%23post2322896&quot; target=&quot;_blank&quot; rel=&quot; noopener&quot; &gt;https://forums.tripwireinteractive.com/forum/rising-storm-2-vietnam/rs2-vietnam-news-and-announcements/news-and-announcements-ag/2322895-update-1-09-changelog?p=2322896#post2322896&lt;/a&gt;</description>
      <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/1730956764725556950]]></link>
      <pubDate>Fri, 27 Jul 2018 10:36:48 +0000</pubDate>
      <author>BooBoO</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/1730956764725556950</guid>
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      <title>ARVN Content Update is out!!</title>
      <description>&lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/games/418460/announcements/detail/1663397329524503760&quot; target=&quot;_blank&quot; rel=&quot;&quot;  id=&quot;dynamiclink_1&quot;&gt;https://steamcommunity.com/games/418460/announcements/detail/1663397329524503760&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/games/418460/announcements/detail/1662272531049732071&quot; target=&quot;_blank&quot; rel=&quot;&quot;  id=&quot;dynamiclink_2&quot;&gt;https://steamcommunity.com/games/418460/announcements/detail/1662272531049732071&lt;/a&gt;</description>
      <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/1665650216320575231]]></link>
      <pubDate>Sat, 09 Jun 2018 01:52:33 +0000</pubDate>
      <author>BooBoO</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/1665650216320575231</guid>
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      <title>Australian Bushranger Update is out!!</title>
      <description>&lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/app/418460/discussions/3/1488866180616340617/&quot; target=&quot;_blank&quot; rel=&quot;&quot; &gt;https://steamcommunity.com/app/418460/discussions/3/1488866180616340617/&lt;/a&gt;</description>
      <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/1457337263190825997]]></link>
      <pubDate>Sun, 15 Oct 2017 08:57:04 +0000</pubDate>
      <author>BooBoO</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/1457337263190825997</guid>
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      <title>Australian Forces Vietnam !!!!</title>
      <description>&lt;a class=&quot;bb_link&quot; href=&quot;http://steamcommunity.com/gid/103582791441057506/announcements/detail/1455082296857084103&quot; target=&quot;_blank&quot; rel=&quot;&quot; &gt;http://steamcommunity.com/gid/103582791441057506/announcements/detail/1455082296857084103&lt;/a&gt;&lt;br&gt;&lt;br&gt;In case you missed the above, we announced the Australian Forces are the next faction coming to Rising Storm 2 at our PAX panel! With the Australian update we are of course adding the Australian forces along with the following weapons, vehicles and abilities:&lt;br&gt;Ability&lt;br&gt;Commander Ability - Canberra Bomber&lt;br&gt;Vehicle&lt;br&gt;Huey Gunship (Bushranger)&lt;br&gt;Weapons&lt;br&gt;F1 SMG&lt;br&gt;Owens SMG&lt;br&gt;L1A1&lt;br&gt;L2A1&lt;br&gt;Browning Hi-Power&lt;br&gt;Car-15&lt;br&gt;&lt;br&gt;</description>
      <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/1447200997513518878]]></link>
      <pubDate>Sun, 10 Sep 2017 08:14:04 +0000</pubDate>
      <author>BooBoO</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/1447200997513518878</guid>
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      <title>Red Orchestra 2: Reinforcement Update Pack Available Now!</title>
      <description>Red Orchestra 2: Reinforcement Update Pack Available Now!&lt;br&gt;20 October 2015, Roswell, GA&lt;br&gt;Tripwire Interactive and Antimatter Games are pleased to announce that the FREE Reinforcement Update Pack for Red Orchestra 2, PC Gamer's 2011 First-Person Shooter Game of the Year (Multiplayer), is available now on Steam and can be downloaded here!&lt;br&gt;&lt;br&gt;&lt;br&gt;The Reinforcement Update Pack consists of:&lt;br&gt;&lt;br&gt;    Incoming new map: Barrikady Factory. Barrikady is a combined effort between Tripwire and community members, now being released into the Beta Map Pack DLC, so we can get some final feedback on the gameplay, while it gets its final polish, ready for an &amp;quot;official&amp;quot; release soon&lt;br&gt;    Fixed kick voting&lt;br&gt;    Fixed team selection locking up when a player swaps from spectating one team, to playing for the other&lt;br&gt;    Fixed single bullet reload interruption having major sync issues in online play&lt;br&gt;    Fixed edge case where pump action shotguns could sometimes reload more shells than they actually had&lt;br&gt;    Fixed Battlefield Commission scene being badly broken in Eyefinity&lt;br&gt;    Fixed burning players being unable to see themselves on fire&lt;br&gt;    Updated C96 pistol sound references to use the correct sounds, not the ppsh sounds.&lt;br&gt;    Tweaked recoil values of all machine guns to increase difficulty of shooting accurately&lt;br&gt;    Removed force walk when firing an MG&lt;br&gt;&lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fwww.tripwireinteractive.com%2Fnews%2Fred-orchestra-2-reinforcement-update-pack-released%21.aspx&quot; target=&quot;_blank&quot; rel=&quot; noopener&quot; &gt;http://www.tripwireinteractive.com/news/red-orchestra-2-reinforcement-update-pack-released!.aspx&lt;/a&gt;</description>
      <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/115203425750443182]]></link>
      <pubDate>Mon, 07 Dec 2015 22:39:26 +0000</pubDate>
      <author>BooBoO</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/115203425750443182</guid>
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      <title> Rising Storm 2: Vietnam Announced</title>
      <description>&lt;a class=&quot;bb_link&quot; href=&quot;https://www.youtube.com/watch?v=yBYMluk3R4s&quot; target=&quot;_blank&quot; rel=&quot;&quot;  id=&quot;dynamiclink_3&quot;&gt;https://www.youtube.com/watch?v=yBYMluk3R4s&lt;/a&gt;&lt;br&gt;&lt;br&gt;Today, while appearing onstage at the inaugural E3 2015 presentation of The PC Gaming Show, Tripwire Interactive and Anti-Matter Games revealed that Rising Storm 2: Vietnam, the sequel to 2013's critically acclaimed Rising Storm, was officially in development for the PC. To accompany the announcement Tripwire released a teaser trailer for the game that shows the popular FPS series moving to the Vietnam War, where American and Vietnamese forces square off in a whole new generation of warfare.&lt;br&gt;&lt;br&gt;Tripwire's military shooter series featuring Red Orchestra and Rising Storm has been widely heralded as one of the most authentic and realistic multiplayer FPS experiences since the award winning original game, Red Orchestra: Ostfront 41-45, debuted in 2006. 2011's Red Orchestra 2 came next and won PC Gamer's award for &amp;quot;FPS of the Year (Multiplayer). Rising Storm then moved the action to the Pacific conflict and won PC Gamer's 2013 Multiplayer Game of the Year. Rising Storm 2: Vietnam looks to once again raise the bar and move the series into a new era of combat.&lt;br&gt;&lt;br&gt;&amp;quot;We're bringing our gritty and realistic military shooter gameplay forward to a time when assault rifles ruled the ground, choppers ruled the skies, and every tunnel could hide an ambush,&amp;quot; said Tripwire Interactive President, John Gibson, &amp;quot;The iconic setting of Vietnam opens up so many opportunities for exciting asymmetrical gameplay.&amp;quot;&lt;br&gt;&lt;br&gt;Rising Storm 2: Vietnam is being developed by Anti-Matter Games and Tripwire Interactive and published by Tripwire Interactive for the PC. This title has not yet been rated by the ESRB.&lt;br&gt;For more images please visit: &lt;br&gt;&lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fwww.tripwireinteractive.com%2Fnews%2Frising-storm-2-vietnam-officially-announced%21.aspx&quot; target=&quot;_blank&quot; rel=&quot; noopener&quot; &gt;http://www.tripwireinteractive.com/news/rising-storm-2-vietnam-officially-announced!.aspx&lt;/a&gt;</description>
      <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/132076879287151588]]></link>
      <pubDate>Thu, 25 Jun 2015 11:06:46 +0000</pubDate>
      <author>BooBoO</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/132076879287151588</guid>
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      <title>And the next update for you: Armored Assault!</title>
      <description>We are now providing another free update to RO2/RS. This time, new vehicles, weapons and contest-winning maps!&lt;br&gt;&lt;br&gt;    German MG 42 Light Machinegun&lt;br&gt;    Soviet T-70 Light Tank&lt;br&gt;    German Panzer IIIM Light/Medium Tank&lt;br&gt;    Contest Map: Kobura - Americans defending a jungle airstrip in Burma against ferocious Japanese assault&lt;br&gt;    Contest Map: Tula Outskirts - a remake of an old favorite from RO1, with Germans attacking dug-in Russians&lt;br&gt;    Updated map for new tanks: Arad 2 now updated to showcase the new T-70 and Pz III&lt;br&gt;&lt;br&gt;&lt;br&gt;We've also simplified the purchasing: from here on, RO2 purchases on Steam will contain the full Rising Storm game. Price has been adjusted so they are all the same now. Should put an end to any confusion over which one to buy...&lt;br&gt;&lt;br&gt;New Weapon&lt;br&gt;&lt;br&gt;    Added MG42 as veteran unlock for the Axis MG class (belt version as default in classic)&lt;br&gt;&lt;br&gt;&lt;br&gt;New Official Custom Maps&lt;br&gt;&lt;br&gt;    Kobura · Japanese attacking US defensive positions through jungle, streams and ruins.&lt;br&gt;    TulaOutskirts · A re-make of a classic map from the original Red Orchestra - a tough assault for the Germans through forest against prepared Russian positions.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;2 New Tanks&lt;br&gt;&lt;br&gt;    Russian T-70 light tank - small, fast 2-man tank with a 45mm cannon, but lightly armored.&lt;br&gt;&lt;br&gt;&lt;br&gt;    German Panzer III - smaller version of the Panzer IV, equipped with a 50mm cannon.&lt;br&gt;&lt;br&gt;&lt;br&gt;General&lt;br&gt;&lt;br&gt;Gameplay&lt;br&gt;&lt;br&gt;Tanks&lt;br&gt;&lt;br&gt;    In T70 you need to go outside of your gun sight to reload as the gunner is the reloader&lt;br&gt;    When a tank shell deflects on a tank it now visibly bounces of the tank&lt;br&gt;    You can differentiate between a shattered round (a lot of sparks) and a deflected round (simply bouncing off)&lt;br&gt;    PzIV no longer puts the player in the unhatched position when he changes to the dead commander's seat&lt;br&gt;    Tank commanders can now give movement voice orders to human tank drivers (early implementation, works exactly the same the orders you give to bots)&lt;br&gt;&lt;br&gt;Transports&lt;br&gt;&lt;br&gt;    Sd.Kfz. 251 can now hold 8 crewmembers, and 6 passengers in the back&lt;br&gt;    Transport drivers no longer start unbuttoned and do not revert to being unbuttoned when they switch back to the driving position&lt;br&gt;&lt;br&gt;Anti-Tank Rifles&lt;br&gt;&lt;br&gt;    Reduced the effectiveness of the anti-tank rounds when they shatter (makes them less effective against high hardness tanks)&lt;br&gt;    Reduced the base penetration power of the German PzB AT-Rifle round.&lt;br&gt;    Removed PzB from Allied Anti-Tank role as veteran/hero unlock&lt;br&gt;&lt;br&gt;Controls&lt;br&gt;&lt;br&gt;    Added &amp;quot;Walk&amp;quot; to controls menu, allowing players to move more quietly in CD &amp;amp; S&amp;amp;D&lt;br&gt;    The crouch key will now make you move down in spectator mode (needs to be tested with the toggles)&lt;br&gt;    Pressing the jump key when prone or crouched will make you stand&lt;br&gt;&lt;br&gt;Webadmin&lt;br&gt;&lt;br&gt;    You can now set it up that a recently played map cannot be immediately played again&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Bugs Fixed&lt;br&gt;Tanks&lt;br&gt;&lt;br&gt;    Tank selections are no longer disabled on the class selection menu if the player has a battlefield commission&lt;br&gt;    Selecting a tank crewman now accounts for locked tanks and only displays available tanks that actually have open slots in them&lt;br&gt;    Fixed tank selection bug where the menu wouldn't accurately reflect the selected tank if the first tank type in the list was full&lt;br&gt;    When selecting a vehicle crew role, the available tanks now display the total number of available tanks for the chosen role and the number that have already been taken&lt;br&gt;    Tank crewman total taken count on role selection menu now shows the correct number of roles taken&lt;br&gt;    Fixed tank crewman role showing an incorrect number of available tanks (lower than it should have been)&lt;br&gt;    Tanks that are full no longer disable on the role select menu if you're attempting to select a tank that you're already in (allows reselecting same tank for changing locked/unlocked status)&lt;br&gt;    Fixed one cause of tank crewmen spawning into locked tanks&lt;br&gt;    When you join a tank as a crewmember, already existing tank bots won't be shown on top of the real player anymore&lt;br&gt;    Fixed tank crewmen failing to spawn while their tank is still sitting on the spawn point in maps with small numbers of tank spawns&lt;br&gt;    Being killed in a tank while sitting on your spawn point in a map with limited vehicle spawns will no longer result in the vehicle's death&lt;br&gt;    Fixed issues with seat switching between non-driver seats in tanks&lt;br&gt;    You can now see vehicle mesh animations when vehicle crew players use interaction points&lt;br&gt;    Fixed tank crew death animations not playing.&lt;br&gt;    Tank drivers who are killed while unhatched will now correctly play the death animations for people outside the tank&lt;br&gt;    Changing seat while in a tank should no longer make you briefly clip through the tank.&lt;br&gt;    Switching to the commander seat in Panzer tanks from a non-driver seat no longer results in the player floating to the unhatched position&lt;br&gt;    Fixed a bug that caused certain anti-tank rounds to shatter more often when armor was already damaged&lt;br&gt;    Changed the lower side armor on the T-34 to non-high hardness&lt;br&gt;    Tank tread sounds now play as expected when in reverse&lt;br&gt;    Panzer commanders can no longer turn the tank turret with a mouse click if the gunner is dead&lt;br&gt;    Panzer commanders can no longer turn the tank turret with a mouse click if there's a human in the gunner's seat&lt;br&gt;    The hatch down animations will now play correctly when a Russian tank player switches out of the commander seat while unhatched&lt;br&gt;    Changing seats in a tank to the seat of a dead player will no longer make a dead player appear on top of you as the transition starts&lt;br&gt;    Fixed only one tank crewman being able to spawn in your tank if the role is chosen via the Class selection menu (rather than the Squad selection)&lt;br&gt;    Fixed reloading of alternate tank ammo not animating the reload icon&lt;br&gt;&lt;br&gt;Transports&lt;br&gt;&lt;br&gt;    Fixed Infantry hints showing up in transports&lt;br&gt;    Sd.Kfz. 251 looking into the side-viewport no longer lock the view forward if the front hatch is open&lt;br&gt;    Exiting a transport while performing a hull MG reload no longer results in the player being unable to prone, crouch, lean or take cover&lt;br&gt;    Fixed a button on the UC floating in the air&lt;br&gt;&lt;br&gt;Hud&lt;br&gt;&lt;br&gt;    Fixed Time Remaining and Reinforcements Remaining text not being correctly located in Eyefinity mode&lt;br&gt;&lt;br&gt;Webadmin&lt;br&gt;&lt;br&gt;    Fixed some issues with S&amp;amp;D settings in webadmin not working or being inverted&lt;br&gt;    Fix for inconsistent/incorrect WebAdmin settings when switching between RS and RO2&lt;br&gt;&lt;br&gt;Maps&lt;br&gt;&lt;br&gt;    Myshkova&lt;br&gt;        Fixed falling through bridge&lt;br&gt;    Hanto&lt;br&gt;        Fixed Squadleader 3 showing up as a sniper&lt;br&gt;    Maymayev kurgan&lt;br&gt;        Destroying the destructable objectives no longer give negative points to the attackers&lt;br&gt;    Rakowice:&lt;br&gt;        Renamed squad 5 in both teams to 'marksman' as this is the purpose of the squad, and avoids confusion when its activated before previous squad numbers&lt;br&gt;        Removed empty tank fireteams for both teams&lt;br&gt;        Resolved bug where event messages do not scale or center correctly on low resolution&lt;br&gt;        In addition the message is offset to the top so that is is not in front of iron sights anymore for players with low resolution&lt;br&gt;    Fallen Fighters:&lt;br&gt;        Fixed floating cover&lt;br&gt;        Fixed being unable to walk over curb&lt;br&gt;        Reworked cover on the trams, removed path blocking volumes around them which were causing cover links to build incorrectly&lt;br&gt;        Reworked large building near first allied spawn&lt;br&gt;        Blocked off small area player could clip through building .&lt;br&gt;  More here: &lt;a class=&quot;bb_link&quot; href=&quot;https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fforums.tripwireinteractive.com%2Fshowthread.php%3Ft%3D101667&quot; target=&quot;_blank&quot; rel=&quot; noopener&quot; &gt;http://forums.tripwireinteractive.com/showthread.php?t=101667&lt;/a&gt;</description>
      <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/237886737786624822]]></link>
      <pubDate>Thu, 25 Sep 2014 11:42:43 +0000</pubDate>
      <author>BooBoO</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/237886737786624822</guid>
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      <title>What TWI Are Up To - New Hardware To The Front</title>
      <description>Tripwire have some good news for Red Orchestra 2 fans! New hardware is being shipped to the front! What hardware? Glad you asked!&lt;br&gt;&lt;br&gt;Small Arms&lt;br&gt;&lt;br&gt;Maschinengewehr 1942 (MG-42) - A squad and mounted machine gun of the German armies, designed and intended to replace the MG-34. Firing at 1,200 rpm, the MG-42 not only put bullets down range but fear as well. One of its only drawbacks was its inability to have successful sustained fire due to the amount of ammunition it could consume as well as easily over heating its barrel.&lt;br&gt;&lt;br&gt;Vehicles&lt;br&gt;&lt;br&gt;T-70 - Designed to replace previous light tanks in use by the Russian army and one of the last light tanks to be made before their fall out of favor for more armored and up-gunned medium and heavy tanks. Featuring a small crew (consisting of the driver and the commander/gunner), it boasted a 45-mm cannon and a coaxial mounted DT machine gun.&lt;br&gt;&lt;br&gt;Panzerkampfwagen III (Panzer III) - Intended as the main battle tank of the German armies going into WWII it went through several modifications and role changes as the Germany army encountered heavier armored and armed tanks on the eastern front. It also introduced the standard 3 man turret that became the standard for both the Germany army and that of the Allied powers it was fighting.&lt;br&gt;&lt;br&gt;We will be bringing you screenshots as development of these items continues. I will also be going into (in my continuing series of What We Are Up To Posts) some of the new features and community requests that we are tackling for our next set of updates. Also I am pleased to announce that we've been working on the SDKfz 251 and in a future build it will sit 6 passengers in the back. We'll see you on the front!</description>
      <link><![CDATA[https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/280663871198625038]]></link>
      <pubDate>Tue, 08 Jul 2014 11:38:55 +0000</pubDate>
      <author>BooBoO</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/AustralianRO2HOS/announcements/detail/280663871198625038</guid>
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