Easy Red 2

Easy Red 2

36 ratings
Notes for Beginners
By Mr.Pipiskin
Greetings Soldiers!

Everyone knows that Easy Red 2 requires a rather specific experience that is not found in other shooters of this type. This guide was written with the goal of increasing the already small base of players who do not play Easy Red 2, in particular because of the difficulty of mastering the game. Many players, not understanding the game, leave and delete the game in which few people already play (about 200 people). I hope this guide helps you. If you follow these tips, you and the players on the server will enjoy playing.
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First off, soldier! Let's look at the different rules.


A grenade is a soldier's best friend. First the grenade goes into battle, and only then the soldier! Don't save grenades. When storming a room in which there are definitely no friendly people, but almost certainly there are Germans, throw a grenade into the center of the room. Even if he doesn’t kill anyone, the enemy will still give himself away with his steps/voice, or will be stunned. It is not recommended to start entering the premises immediately after the break. In addition, if you are closest to the door, look behind you - maybe someone is already throwing a grenade from behind; attackers now often get blown up by “friendly” grenades.




Don't trust shelters! Remember - even brick walls are not a panacea now. Yes, being invisible is a guarantee of invulnerability, but if you have already given yourself away, then it is best to change your position. In addition, you should not use the new shelter system everywhere. Firstly, either the helmet or the barrel is constantly sticking out - of course it won’t kill you, but why tell enemy shooters in advance the place from which you can emerge?


Change your position! Don't let yourself be figured out. Your appearance should be sudden and short-lived. Have multiple escape routes at hand.


Windows: Stay away from the windowsill. A very common mistake of most novice players in all shooters is to come close to the window. The reason is that the field of fire is too wide, your face is too noticeable in the window opening. You need to stand as far away from the window as possible (be careful - do not block the view of your allies, pay attention to other windows and doorways!) Always stay in the shadows. In general, always try to make the background darker than the soldier's shape. Under no circumstances should you stand with your back to the window.




Complete the task, don't kill the enemy. Even if the task is precisely murder. Remember - it’s a team game, it’s important for you to cover your allies’ flanks and prevent the enemy from coming in from an unexpected direction. In the "Territory" mode - capture a point or cover the capture group with fire.


Try not to stand against a light background. Crawl. Move in dashes, changing direction. Never jump into cover that you cannot escape from relatively safely.




If the enemy does not see you, shoot accurately and calmly, spend more time aiming. If a shootout breaks out, crush with fire. But not random - your bullets should, if not kill, then lie next to you, frighten you, press you into the ground.


Don’t be a hero - don’t exchange fire with a machine gun from a declassified position, don’t rush into an unchecked room, in general remember - the dead cannot complete a combat mission. But don’t hide, act; decisively, if circumstances require, try to slow down the enemy’s advance; if he advances from an unconcealed direction, the enemy can strike, which will lead to defeat. Yes, even if the result of the shootout is known in advance.




Never run under the gun of your allies. Remember that allies like this, flashing in the crosshairs, are the main reason for an unintentional team kill.


Shooting from weapons. So it is, soldier! - the aiming bar can be left untouched; shooting can only be carried out up to 100 meters. It is best to aim for the chest, at heart level; a burst of 5 rounds will fan out across the target from the aiming point up to the head. In general, always try to aim horizontally correctly; vertical aiming is not so important. The main thing is to always shoot at the body, and not at the head; if only the head sticks out, try to shoot 1-2 rounds at a time. If it’s very close (less than 25 meters), experience and luck decide everything.


The picture shows a sniper rifle. You MUST shoot her in the head! And the advice is intended for automatic machines!
Responsibilities of fighters
Not all fighter classes are here! I apologize in advance for the font.


And so, next we will consider the Responsibilities of fighters.

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Sniper

Snipers do not belong to any department, but report directly to the commander. Thanks to optics, they can fire from afar at static targets. The priority targets for a sniper are (in descending order) the machine gunner, the squad leader, and the enemy sniper. It is considered bad manners for a sniper to shoot at running soldiers.

- Armed with a rifle with an optic, or a semi-automatic with an optic for long-range shooting. For close-range defense he has a pistol and grenades.
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Squad Leader

The duties of the squad leader include commanding his squad. Therefore, it is advisable for him to be as close to the front line as possible, but at the same time keep his head down so as not to catch a stray bullet. He must remember that the closer he is to the capture zone, the more likely it is that this zone will be held /taken away by the soldiers of his group. When storming the points, his task is to throw away smoke grenades and support the attack of his group's fighters by staying behind them.

- Armed with a submachine gun or semi-automatic for defense and attack, has a pistol and grenades.
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Heavy Machine gunner

The machine gunner's tasks include supporting the attack or defense of his squad. To do this, he needs to look for positions with a narrow sector of fire. The best positions are in the shade, near buildings that match the color of the uniform, on the flanks. The machine gunner must understand which sector of fire he can control and never take on a larger angle. He must also clearly understand where he can be taken out with small arms or a grenade. If his position is dangerous from this point of view, then after firing the drum no later than 30 seconds from the moment the fire starts, it is necessary to change the position. You can fire in short bursts for suppression. In this case, the enemy will not be able to stick his head out for 10-15 seconds until the drum runs out.

- Armed with a light machine gun for suppressive and cut-off fire. For defense - a pistol and grenades. _______________________________________________________________________________
Armor-piercer

From the name itself it is clear that the main target of a soldier with anti-tank rifles is tanks. They should fire at the vision slits of armored vehicles, tracks, and also remember that the front armor plates are thicker than the side and rear ones. If you manage to get close to the vehicle, you can use AT grenades. It is also bad manners for an armor piercer to shoot at infantrymen unless they are directly threatening him.

- Weapons - anti-tank rifle and anti-tank grenades for combating vehicles. Pistol for self-defense.
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Sapper

In addition to standard weapons, the sapper carries anti-tank grenades and explosives. His tasks include - undermining enemy equipment, if he manages to get close enough; blowing up objects; creating “surprises” (planting explosives in a smoke screen). Thanks to the expanded pyro-package, it is also effective in clearing points.

- Armed with a machine gun or rifle. As well as grenades, anti-tank grenades and explosives.
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Shooter

The shooter's tasks include targeted destruction of the enemy from long distances. Many people are disdainful of taking a shooter. But behind the external unattractiveness lies a different meaning. The weak intensity of the shooter's fire forces him to activate the latent potential of the brain, compensating for the lack of firepower with better individual tactics, a better understanding of the situation on the battlefield, a more correct choice of positions and more effective approaches to the rear and flanks of the enemy.

- Weapon - rifle and grenades.
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Radio operator

Has contact with the main command. Can call in artillery support as well as tank support. But otherwise, he is no different from an ordinary shooter.

- Weapon - rifle and grenades
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Airplane passengers

You can jump out of a plane by pressing "F".

- In this case, you will not have a weapon other than a pistol.
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Tank passengers

Unlike an airplane, you can be a tank commander (he controls the tank). He has a different arsenal of weapons, while the rest only had pistols. As with airplanes, you can exit it by pressing "F". And for other passengers to leave, you need to hold down “TAB” and then select the “exit” action on the panel.

- The commander has a machine gun with a pistol, while the other passengers only have a pistol.
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Behavior on the battlefield
Moving

First, move in zigzags from point to point, calculate your route. That is, you need to clearly understand that the scheme is “now I’ll run from the base to the wall, look around carefully, rush from the wall to the hole, lie down, look around again, from the hole to the trench, lie down in the trench and look around again, and then to the capture point 2 Steps" is the basis of your movement. Shooting the enemy, knocking him out of cover, flowing around the flanks, and throwing cartridges to the machine gunner can be organically included in this scheme.




The game must be well recognized both by sound and image. There is no mini-radar in the game, so sometimes you have to recognize who is behind the wall by the sound of gun shots. If we are talking about distances, then you should know what the enemy’s shape looks like and shoot at a target only in cases where you are sure that this target is enemy.




When you get close, don’t stand still, maneuver. In this case, when fighting with a group, there is a good chance that your enemies will shoot each other themselves.


Targeted shooting, as you understand, is possible in relatively calm conditions, when there is time for actually aiming. One feature should be mentioned here - all shooting mainly takes place at a distance of up to 150-200 meters, with the exception of machine gunners and snipers - their role requires them to work at long distances.




To take a room, or indeed any point that gives an advantage, you must not “meat”, you must enter from the side where the enemy’s defense is weakest. And even better - from all directions at once (alas, this is not always possible).




So, when shooting from an oblong shelter such as a trench, you need to change your position when shooting, otherwise the enemy will put a bullet in your forehead as soon as you lean out of your habitual place again. As an option, you can strafe along the entire trench/wall and monitor the enemy’s movements. then we lie down, crawl 2-5 meters away and open fire from where they weren’t expecting you from the enemy’s spotted positions.






Anti-tank weapons (AT)
Shooting from an anti-tank rifle

To carry out this task with honor, you must know your weapon perfectly, use it deftly and dexterously, skillfully use the terrain, know the enemy’s strengths and weaknesses, accurately carry out the task assigned to you by your commander, and act in concert with your comrades. (if possible)




Shoot at enemy tanks without missing a beat!

To shoot without missing, you must:
Be able to determine the distance to a target

Know the most vulnerable spots of a tank and armored vehicle (they should add in the future),

Select the aiming point.

If possible, allow enemy tanks to come to the closest distances (50 - 100 m).


Set up your firing positions skillfully!

Choose a location and set up the position so that:
From it, the probable directions of the enemy’s appearance were clearly visible and shot through over a distance of 500-1000 m

So that you are well camouflaged from ground and air surveillance

Availability of shelters in case of artillery and mortar fire




Game map
Now it’s worth explaining what the icons on the map mean.

First, I'll show you what the map looks like in general, because the game is constantly being updated, and in terms of visual style too, so perhaps the appearance of the map will change in the future.




Now let's take a closer look at the meaning of the icons.

First the obvious. Air Force




Blue is you.
Green is the air force.
Pink is where you can refill your machine guns.
Purple is the enemy battalion.
Yellow is your friendly squad.
I'm not sure about the orange, but most likely it's just trenches.
There is also an icon on the map that depicts an RPG. This is the place where you can get this weapon.
The black circle, in turn, is not an interactive object, but simply a visual reference point.
The circle represents transport or artillery, not infantry. Usually next to a rectangle is a unit icon, where:

Cross (X) = infantry;

Oval/circle = armor or artillery.

That is, your icon is an armored vehicle or artillery piece, located within your squad or as an enemy if it shows red.


There is also an icon on the map that looks like the one that means you can reload your machine gun there, but it is a different icon that means there is an anti-aircraft or ground machine gun at that location.

End. Important information!
And the most important thing is to always know what you are doing in the game, do not wander around the map aimlessly, do not waste ammo on anything, do not throw grenades at places where your comrades are likely to gather. Play with your brain turned on, use your imagination to predict the enemy's move.

I would also add a section about tokens, but there is already a guide on them))

I hope this guide will help you get used to this wonderful game faster!

I spent 16 hours of my time on this guide!

Please give this guide a like or a reward or two, I'd be very happy!
Also, don't forget that this guide will be improved, but it all depends on your support!


This guide will be improved and expanded.

I will be very pleased if you give me a couple of awards!



I don't know 100% English, which means there may be errors in the manual. Feel free to write!
12 Comments
Mr.Pipiskin  [author] 8 Jun @ 6:54am 
SolarThrone, The black circle, in turn, is not an interactive object, but simply a visual reference point.
Mr.Pipiskin  [author] 8 Jun @ 6:52am 
SolarThrone, The circle represents transport or artillery, not infantry. Usually next to a rectangle is a unit icon, where:

Cross (X) = infantry;

Oval/circle = armor or artillery.

That is, your icon is an armored vehicle or artillery piece, located within your squad or as an enemy if it shows red.
SolarThrone 8 Jun @ 4:00am 
Mr. Pipiskin, here Robert84_838 (I changed my nick), thank you for you work, what does this red icon and black circle mean? Could you add it to the guide's description?

https://i.postimg.cc/YqGY8MYX/Captura-de-pantalla-2025-06-08-125444.png

https://i.postimg.cc/XqyKZbgD/Captura-de-pantalla-2025-06-08-125906.png

Thanks.
*StonedKills*Goblin 21 Apr @ 5:02am 
Great stuff thank you :gnomechild:
Mr.Pipiskin  [author] 4 Mar @ 3:29am 
Robert84_838, The quality is quite blurry, I apologize for that. Also, these may not be all the icons on the map in the game, so write if I missed something.
Mr.Pipiskin  [author] 4 Mar @ 3:24am 
Robert84_838, I decided not to be lazy and update the guide. After all, maybe it is quite important.
SolarThrone 3 Mar @ 4:34pm 
Mr. Pipiskin, you can explain it in the comments if you want, I'm looking for a guide on how the map works but I can only find map guides for mods.
Mr.Pipiskin  [author] 2 Mar @ 2:59pm 
Robert84_838, Or you can private message me
Mr.Pipiskin  [author] 2 Mar @ 2:58pm 
Robert84_838, I can explain this in the comments. I don't think this needs a separate guide.
SolarThrone 21 Feb @ 5:29pm 
Could you make a guide to what each icon on the map means?