The bulk of any match is going to be spent laying down suppressive fire, calling out enemy locations, and edging into good positions.
I love those brief acts of individual heroism, though they are a small part of the team-focused roleplay. The most fun I have is when battlefield intelligence and my own intuition align to give me clear view of an enemy lane, where I can singlehandedly suppress an assault with bursts of fire and save a flank while I reroute my team to come help. When I load into the game fast enough to claim one of the limited specialty classes, I prefer machinegunner.
Individual power is muted on the attack, where simply getting your body on the point is the most important task, but as a defender there’s more time to seek out a dominant position. The most exciting moments of Rising Storm 2 are when you wiggle your way into a blind spot, and I prefer playing defense for this reason. A few more lives later, I’ve killed the sniper, dodged the grenadier, and have now run head first into the long, flicking tongue of a flamethrower. Next my whole squad was hit by a grenadier. On my first life I was shot by a sniper I never saw, and won’t see for three more lives.
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Playing a round of Territories, the series’ core mode in which one team defends a series of strongholds while the other attempts to capture each of them in sequence, is reminiscent of the 2014 Tom Cruise flick Edge of Tomorrow. I miss that test of reflexive, single-shot marksmanship, though in its place Rising Storm 2 increases the importance of positioning, smoke grenades, awareness, and speed, demanding that you spot enemies rapidly and decide to shoot with no hesitation. Close-quarters meetings are resolved near-instantly as both players spray each other down with bullets. No longer can players dance around each other, swinging the long barrels of Springfields and Karabiner 98ks, firing, missing, and firing again as if playing Unreal Tournament instagib. Having 64 automatic or semi-automatic weapons on the field makes any dash out of cover near futile without covering fire, and means one well-positioned soldier can pin an entire squad in place. Replacing the bolt-action rifles of the series’ World War 2 games is the far deadlier technology of the ’60s: the AK-47, the M16A1, the M14. One well-positioned soldier can pin an entire squad in place. Without a communicative commander (one player on each team who monitors the map, calls in spotting planes, and initiates artillery and napalm strikes and other wide area attacks), a loss is almost guaranteed, because if everyone is doing their own thing they’re likely to accomplish nothing. Rising Storm 2’s new Supremacy mode, which is similar to Battlefield’s Conquest mode in that each team can capture any point on the map at any time, isn’t so obvious. The Uncertain Light At The EndĪs a result, Rising Storm 2 isn’t as routine as Battlefield 1, where I know that on Fao Fortress, for instance, capturing the Ottoman stronghold is a useless grind for prime sniping spots, and it’s nearly always better to hold Delta and use it to stage attacks on the lowground. It’s a hunt for clarity amid chaos-knowing where to aim is the first step in aiming. I love the moments where I’ve gotten turned around, and accidentally found myself behind the enemy’s advance. The angles are more erratic, and the frontline less fixed. Cover is scattered about in the form of concrete half-walls, crumbling buildings, crawl spaces, jungle foliage and the crispy remains of tanks. Rising Storm 2’s maps are more naturalistic than Battlefield maps. Chaos rules in Tripwire and Antimatter’s take on modern era guerrilla combat. On an individual level, it’s about performing unlikely feats of marksmanship despite a hundred sounds and two million jungle pixels distracting you from the little clump of color that counts: a helmet in the distance, just peeking over a rock. Where the Battlefield games provide military playgrounds with activities for everyone, Rising Storm 2 generates military anarchy that must be coaxed toward victory by able commanders and squad leaders. The latest from Tripwire and Antimatter Games is a lateral move: the same 64-player, tactics heavy battles of the World War II-based Red Orchestra series, now in Vietnam, with assault rifles and helicopters and tunnels.
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