War of Rights

War of Rights

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War of Rights' Basic Mechanics: An Overview For New Players
By cornelius
This guide does not purport itself to be the be all and end all guide to War of Rights. This is simply a compilation of tips and tricks that I've figured out while playing the game. This guide aims to offer a basic overview of nearly every mechanic and quirk in the game to hopefully give you something to build upon in this game's fairly steep learning curve.
   
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Introduction: What is War of Rights?

So, I got this game and what is it?

War of Rights is pretty simple to explain. It's a realistic shooter set in the Maryland Campaign of 1862, coming to a head at the battle of Antietam. So, it's set in the Civil War. This means the weaponry is slow to reload, fairly inaccurate and bulky. Because of this, you can't go full John Wick like in Call of Duty or Battlefield. You have to take your time, deliberate, and stick with your teammates to make good use of the weaponry you have.

War of Rights encourages teamplay through various methods that I will elucidate on further in the guide, but just know that the slow pace, bonuses to various aspects of your character and the simple perk of having more guns by your side basically mean it's absolutely imperative that you stick with your team and work with them.

Movement


Controls and the states of Movement: Stamina, speed and when and how to use them:

In War of Rights, there are 3 states of movement:
  • QUICK TIME is the default state. This is a state wherein you are walking or marching. It's the slowest way to move, but you lose the least stamina. Going at the quick time, (or quick step as it's referred to) is best done when you want to preserve stamina or you're not in an area where fighting is taking place. However, in combat, you're going to need to move quickly as to avoid getting shot or to get the element of surprise.

  • DOUBLE QUICK is the second, quicker state. This is an intermediate between full on sprinting and walking. It is a jog or shuffle of sorts. This can be toggled (meaning you don't have to hold it down) from the quick step or the sprint by pressing C. Double quick is generally very good for getting to and fro combat situations. If you need to be somewhere but not urgently, go to the double quick. You lose more stamina than the quick time but you are faster, and loss less than the sprint.

  • SPRINT is the third and quickest state. This is the fastest and most stamina costly method of getting around. The sprint is activated by holding down SHIFT like in other games. The sprint is also great for momentum during a bayonet charge. Sprint when you need to get somewhere ASAP or you need to run away from a Reb/Yankee charge.
Stamina is also very important. Run out of stamina, and your aim, ability to sprint, speed and ability in melee will be severely handicapped. Make sure to regulate yourself as to not be sprinting all over the place all the time. The stamina cap in this game is also impacted by other factors I'll get into later in the guide.

These 3 movement states are pretty important, and if you don't know them you could be idly strolling away from a rebel charge instead of running in a cathartic blazé manner.
The Basics of Combat

The workhorse of the battle, the humble infantryman in War of Rights wields a variety of muzzleloaders and breechloaders which are slow, inaccurate, one shot per reload weapons that nevertheless are devastating if aimed correctly. War of Rights isn't like other shooters wherein basically the only thing that determines your accuracy is your ability to aim, in War of Rights external factors like formations, weather, stamina and weapon type.

THE TOOLS OF THE JOB
There are three different types of weapons in War of Rights, smoothbore muskets, rifled muskets (both muzzleloaders) and breechloading rifles. I'll give a brief overview and list disadvantages and advantages of each type.

SMOOTHBORE MUSKETS

Smoothbore muskets are older, more inaccurate firearms compared to the other weaponry that's on offer. They're inaccurate, useless at longer ranges and slow to reload by virtue of being muzzleloaders. If they're so inaccurate to the point of having a wildly inconsistent hitrate beyond 90 yards or so, why use them?
B U C K A N D B A L L
Yes, buck and ball. If you press 2 on your keyboard and load Buck and Ball, at close ranges, then you have turned your smoothbore into a bonafide shotgun. A whole line of these loaded with buck and ball, bayonets attached and charging in for close quarters combat can absolutely devastate an enemy line. Smoothbores really shine at close ranges: your killing potential is potentially doubled as you can take down 2-3 people with just one shot, and at the very least they can net you a guaranteed kill. They are not that common however: Only a few Union and Confederate units wield these weapons, and they are best used on chokepointy, close quarters map with guaranteed melee like Harpers' Ferry or the Sunken Lane.

RIFLED MUSKETS
4 muskets both sides use.

Rifled muskets are the backbone of firearms in this game. Rifled muskets are the most common, most accurate and have the most variants out of any firearm in the game. There are 4 different rifles that both sides commonly use: the Lorenz 1854, the Pattern Enfield 1853, the Springfield 1861 and 1855. These weapons vary in minor details like very small changes in velocity and range, but they are virtually the same in use. Rifled muskets can only use two type of ammunition: Minie balls and compression balls. The compression ball is only usable on the Lorenz. Rifled muskets are muzzleloaders which take a long time to reload and are slow, yet exceedingly accurate and versatile. They are the jack of all trades yet excel in slow, long range combat. However, with bayonets fixed the length of the rifle can provide for an excellent pike, and the heavy stock can bash a head in or two.

BREECHLOADERS

Breechloaders are some of the strongest weapons in the game. Accurate, quick to reload and with a very quick fire rate, breechloaders are perfect for harassment and are incredibly deadly in the hands of skirmishers. Breechloaders differ in the way they reload: They can be equally as quick reloading sitting down while standing up, and also do not need a ramrod nor the cartridge to be inserted through the muzzle. Breechloaders use the Minie ball, and are just as accurate as rifled muskets. They are rarer and less common than either the 1842 or the rifled muskets however. They are pitch perfect for skirmishing, harassment and long range combat. However, they are weak in melee due to the length of the rifle being shorter and thus requiring you to go closer, potentially exposing yourself more. This goes for their rifle butt too.



A BASIC GUIDE ON SHOOTING
I am no expert at shooting, and indeed, Cpt. XBWalker of the 3rd US has graciously let me link his guide at the bottom of this segment for a more indepth look at shooting. Here, I'll be giving some basic guidelines for shooting and tips regarding it. We'll be using the Springfield 1861 as an example.

First, right click to go to the ready. You have to be at this state in order to fire.

To aim, hold down right click and wait for about 2-3 seconds for the rifle to stabilize for an accurate shot. The duration of this wait will vary based on formation, stamina and whether you've been stabbed or injured or not.

Once you're ready, right click to fire! . You won't get any visual or audio indication of whether your shot hit or not unless you manage to get a peak at whether your target's body has crumpled down to the ground, dead, or not.


Press R to reload. Reloading takes usually around 20-25 seconds with a rifled musket if you're standing or crouching, same with a smoothbore and the Sharpes Rifle is considerably shorter.

MELEE
Melee is very basic in War of Rights. As of this date, the 29th of October 2019, parrying has not been implemented. This means melee combat is more about the element of surprise and your ability to spam left click during battles. This melee guide will give a very brief overview of the mechanics of melee.
First off, FIX YOUR BAYONET! A bayonet is nearly just as fast, does more damage, is more intimidating and has a longer reach. The butt of your rifle is good for an ersatz melee solution, but always try to make time to fix your bayonet.

THE PROCESS OF STICKING THE POINTY METAL THING ONTO YOUR RIFLE

Firstly, press B by default to stick your bayonet onto your rifle.



Once it's fixed, press V to go into the charge bayonet. You can stab and shoot from this position.

Left click to stab. It usually takes about 2-3 stabs to kill an enemy, however if their stamina is drained and you are fresh, it can take one. Melee is based around speed and surprise. Try to get the element of surprise, the first stab will always give you the advantage.


A MORE INDEPTH GUIDE TO SHOOTING
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1542137689
Navigating the UI in Battle and How Matches Work

War of Rights has a fairly daunting UI that is nevertheless easy enough to learn. The first thing you need to know is the Point of Contention, (The cap point), your status, what formation you're in, your gun, unit, timer and the ticket status of the Union or Confederacy can all be illustrated via pressing the button T.

TICKETS AND WHAT THEY MEAN TO YOU
This is the compass and ticket count area. The red ribbon around the compass' exterior indicates that the Confederacy have the point of contention fully capped. If the point is about to be capped by the Union, the ribbon would be blue.

Tickets work like other games like Battlefield and Rising Storm. When you lose a certain amount of tickets, you go down into one of 4 states:

Attackers
Battle Ready
Engaged
Taking Losses
Breaking
Final Push

Defenders
Battle Ready
Engaged
Taking Losses
Breaking
Last Stand

Tickets are lost through taking casualties. The battle is mainly fought over the Point of Contention. If the point of contention is lost to the attackers if the defenders are any state above breaking, the attacking side will essentially take the role of the defenders as the defenders counterattack. . If the point is capped at Breaking, then the attackers automatically win. Attackers usually start off with more tickets than defenders due to the nature of the civil war favouring defense rather than offense.

THE UI

The bottom right list can be seen by pressing T. This is a list of various things your character is doing. As you can see, I am:
Moving at the double quick.
Standing at the ready, preparing to shoot.
A private in the 2nd US.
Wielding a Springfield 1861 with the Minie Ball as my ammunition.

If you are ever confused when an officer calls out for a certain regiment to move, look down here and note your regiment. Speaking of officers...
Teamwork and Roles: Why Sticking Together is Advantageous

In War of Rights, there's various reasons to work together. The 4 roles complement eachother and without eachother victory is not possible. You get buffs to accuracy, stamina and durability depending on which of the 3 formation states you're in. This part of the guide is dedicated to explaining why working together is not only good because of the extra guns and cohesion leading to easier fights, but also for straight up stat boosts and allowing your roles to work together.


This is the selection screen. Here you can select which class you wish to take. There are 4 classes you can take. Each of these serves a different role to play, but the trick is to work together to enable each role to work to its fullest extent.

Let's start off with the roles.
PRIVATE
The venerable Private. The backbone and main deliverer of firepower, the private serves to shoot and kill any enemies he/she may come across. Your job is to listen to NCOs and COs, identifiable by their unique uniforms and chevrons seeable by pressing T. You have access to a musket and a bayonet as a private, use them wisely.

NCOs

NCOs. The middle ground between COs and NCOs, your job is to make sure your officer's order is carried out, or if they're dead, to lead the unit yourself. You've got a musket and a bayonet, maybe even a sword depending on the rank. As an NCO you are expected to have a microphone and be able to communicate effectively.

FLAG BEARERS
Flag Bearers are an easy to play mobile spawn point. As long as you're In Formation or skirmishing, people will be able to spawn on you. Stay alive and don't go to hotspots of combat. Stick to your unit and try to stay out of harm's way. You don't have any weapons, so make sure to be able to run at a moment's notice if your unit is killed.

OFFICERS

Hoo Boy. The big one. Officers are difficult to play, difficult to assess and require communication, game and map knowledge and preferably a microphone. As an officer, you are expected to bring your side to victory. Officers are a difficult role to play because of the breadth of commands you have access to and the pressure of leading a group of people. As an officer, you need to develop skills with which you can effectively perform your role. You have a revolver and sword to carry out close quarters work, making you a prime target. I might make an entire guide dedicated to officership because of how daunting it can be.


FORMATIONS AND WHAT THEY MEAN
In War of Rights, teamplay is encouraged via varying states that impact your accuracy and capability to deal damage and death. It ALSO affects how many tickets are lost when you die. There are 3 of them.

In Formation is the best state you can be. You lose 1 ticket when you die in this state, and you have the best accuracy, stamina recovery and also stamina length buffs possible. Stay in this state as much as possible! In formation is activated when you are standing up with at least 4-5 people in close proximity to eachother.

Skirmishing is the second best state you can be in. You lose 3 tickets when you die, and you have decent accuracy, stamina recovery and your stamina length is average. This state is decent. It's better to be in this than out of line, and can be activated when crouching with more than 3 people.

Out of line is the worst state you can be in. You lose 5 tickets when you die, and your accuracy has a slight debuff, stamina recovery and stamina length is worse and you don't have any reinforcements or guns behind you. Don't be out of line, don't rambo and stick with your teammates, as when you die out of line the consequences are worse than 5 people dying in formation.
Conclusion
So, there you have it. Hopefully this guide has explained the basic mechanics of War of Rights in a way that Might be construed as stimulating or informative. I hope you enjoy the varied mechanics of this game, and you'll pick up more advanced tips and tricks as you go along hopefully. Faugh a Ballagh and good luck!

5 Comments
II-6thLA(F)Pvt.Baboulinet 2 May @ 3:17pm 
nice work cornelius :steamhappy: très bon guide des tips à suivre :steamthumbsup: :bayonets:
FB 4 Mar, 2024 @ 2:49pm 
Bon boulot Cornelius !
Great work
Okie 19 Mar, 2020 @ 1:12pm 
Great work, easy to understand.

Maj. Grumpy 2 Mar, 2020 @ 7:42am 
Very much needed, thanks for the work you put into this.
Kvatch 30 Oct, 2019 @ 8:11am 
This is pretty awesome! :JohnnyReb: