Operation Flashpoint: Red River – Basic Guide
Operation Flashpoint: Red River puts you in real life war scenarios where any careless move can jeopardize the whole mission. You should know your cards so that you can play them well to have any tactical advantage you can have throughout the game.
Knowledge about each gameplay element whether it’s the tactical map or squad command options can affect the overall performance. So lets first learn the basics before we can devise more complex strategies to complete our primary objectives in the game.
Operation Flashpoint:Red River Checkpoint System
Each mission in the campaign is divided into a number of checkpoints. The number of checkpoints vary with increased difficulty and if you are insane enough to play it on Hardcore difficulty, there are no checkpoints to save your progress. At normal difficulty each campaign mission has 8 to 12 checkpoints. These checkpoint of course mark the point from where you can start again if you die.
At normal difficulty, at each checkpoint, your teammates’ health will be restored and the dead mates are re-spawned. At experienced difficulty, there are fewer checkpoints. Fireteam’s dead members will still spawn but injured members wont restore their health. While if you are playing it at hardcore, there are no checkpoints so if you die, the mission will start again right form the start.
Effects of Wounds
Any injury taken in the game will affect your performance on the battlefield. The damage will depend on the nature of the injury. You can damage your arm, leg or a bullet can kill you instantaneously. If you received a severe injury, your aim will be affected, making it difficult to maintain a steady aim.
Extra bleeding can ultimately affect your vision. An on-screen marker will let you know whether you are injured or not in normal and experienced difficulty. At hardcore level, you will have to rely on your ground performance to diagnose any injury. You can heal yourself using the interaction button till the injury marker disappears from the screen. You can also heal your teammates in similar manner.
Teammates can also be called to heal your wounds using the squad command prompt. Healing your teammates will depend on the need in any situation as they will be healed or re-spawned at each checkpoint anyway. It is not recommended that you start the healing process while surrounded by enemies or under heavy fire. First clear the area and then think about healing yourself or the squad members.
You can access the tactical map anytime (except when your are down or during the cutscenes) you want. This map will tell you the positions of your squad members. If any enemy units are visible to your team, they will appear as red dots on the map (except for the hardcore difficulty). If they are yet to be spotted, their predicted locations will be marked by the blurred area on the map.
The tactical map overview is important to devise your strategy. You can issue different orders to your squad using the Quick command radial (QCR). You can also issue multiple orders in a sequence to chain an assault on the enemy territory.
How to Issue Orders to Fireteam
Press “Up” will select all the members of your squad so that you can issue the order using QCR. The command tree is displayed at the bottom of your screen showing your squad members. You can use down, left and right to select individual members from 2-4 and issue different orders to them.
After you have selected the squad members you have multiple options (orders) in your “quick command radial” (QCR). QCR gives you four menus to select from: Maneuvers, Follow, Suppression and Tactics. Each menu further have three options.
So through QCR, two steps and you can issue variety of orders anywhere on the field. The “Co-op command redial” (CCR) in cooperative mode works same as QCR. If you are not the leader of the squad then you can still use CCR to communicate with your teammates and mark different enemies to notify others of the threat.
During some missions, being the squad leader, you will have access to call combat support like the Air Strike or the Artillery Strike etc. The combat support can be called using CSR (Combat support radial). You will have to mark a specific area for the attack.
You can use binoculars to pinpoint the strike for better accuracy. There are different types of Artillery and Air strikes. Each has different effects on different units. For example, “howtizer barrage” is an effective Artillery support against enemies hiding inside the buildings.
Each player that starts the game is the rifleman first. You can apply skill points earned for completing missions and then upgrade the core (basic skills) of your soldier. You can maximally earn three core skill points in a mission. 3 points for a gold medal and 1 for a bronze.
Medals depend on the way and the time taken to complete a particular task. The Player Progress screen tells you about core skill points you’ve collected and assign these points to core skills to improve your marine.
You can maximize all of your core skills but for that you will have to take gold medal in each mission. B-Mods are there to enhance your skills depending on your preferred style (role). You can choose different B-Mods to adjust your marine either for “Run and Gun” or more cautious approach etc.
Specializations are weapon and equipment upgrading. Both B-mod and specialization upgrades can make your marine efficient and well suited for any particular role.
That should be it to get things going for you in Operation Flashpoint: Red River. You can also check our in Operation Flashpoint: Red River Weapons Guide on effectiveness of each weapon.