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Moved a non-YMMV trope from the YMMV page. Removed YMMV potholes and joke-fulfilling, unnecessary potholes.


* FriendOrFoe: In the chaos and carnage of battle, it is pretty common to see teammates accidentally shooting one another or getting blown up by friendly fire support. The developers have even implemented an integrated [[Main/TeamKiller teamkill]] forgiving system into the game. Characters in game will often shout out, "WHAT ARE YOU DOING? THAT'S A FRIENDLY!" when team damage occurs.
* GoodGunsBadGuns: Played with. The Southern forces are shown using M16 and M14 variants, a selection of WWII American firearms like the Thompson and M1 Garand, and, for the Australian forces, the L1A1 and Browning Hi-Power. The Northern forces use a mix of AK variants (namely the Type 56 and AKM), as well as a wide array of other Soviet weapons like the RPD, SKS, and SVD. However, the North Vietnamese forces also have access to a number of captured French weapons, as well as the American M1 Carbine.

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* FriendOrFoe: In the chaos and carnage of battle, it is pretty common to see teammates accidentally shooting one another or getting blown up by friendly fire support. The developers have even implemented an integrated [[Main/TeamKiller [[TeamKiller teamkill]] forgiving system into the game. Characters in game will often shout out, "WHAT ARE YOU DOING? THAT'S A FRIENDLY!" when team damage occurs.
* GoodGunsBadGuns: Played with. The Southern forces are shown using M16 and M14 variants, a selection of WWII American firearms like the Thompson and M1 Garand, and, for the Australian forces, the L1A1 [=L1A1=] and Browning Hi-Power. The Northern forces use a mix of AK variants (namely the Type 56 and AKM), as well as a wide array of other Soviet weapons like the RPD, SKS, and SVD. However, the North Vietnamese forces also have access to a number of captured French weapons, as well as the American M1 Carbine.



* JumpingOnAGrenade: It's possible for you to block the explosion of a grenade with your body, although the chances of pulling this off successfully in the chaos of battle are infinitesimal.

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* HomeFieldAdvantage: The TunnelNetwork available to North Vietnamese forces give them a safe and secure way to move throughout some maps, while American, Australian and South Vietnamese forces can only use a handgun within these tunnels. To balance this, many maps will allow Southern forces to use their primary weapons in tunnels if they are the defending side.
* JumpingOnAGrenade: It's possible for you to block the explosion of a grenade with your body, although the chances of pulling this off successfully in the chaos of battle are infinitesimal.



*** [[Film/ApocalypseNow Col. Kilgore's]] signatures shades, helmet, and cavalry hat are available as unlockable cosmetics for the US Army and USMC factions[[note]]It should be noted that air cavalry pilots and soldiers [[TruthInTelevision really did]] wear cavalry hats in Vietnam (the tradition began there, amongst air cavalry scout pilots wanting to distinguish themselves from other units), and most cavalry units still wear them to this day, with the 1st Cavalry even going as far as awarding silver spurs to members of the unit who have shown great proficiency in the various skills required of them, and golden spurs are earned during combat deployments[[/note]]. In addition, there's achievements like "The Horror" and "The Smell of Napalm in the Morning", which themselves are references to some of the movies more famous quotes. Heck, an entire map, "Resort", is a reference to the film's SignatureScene where Col. Kilgore's unit attacks the Vietnamese village.
*** [[Film/FullMetalJacket Joker's helmet and Sgt. Hartmann's drill hat]] are available cosmetics for the US Army and USMC factions. In addition, there's an achievement called "Get Some!", which involves killing 25 NVA and VC soldiers as a helicopter door gunner.

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*** [[Film/ApocalypseNow Col. Kilgore's]] signatures shades, helmet, and cavalry hat are available as unlockable cosmetics for the US Army and USMC factions[[note]]It should be noted that air cavalry pilots and soldiers [[TruthInTelevision really did]] wear cavalry hats in Vietnam (the tradition began there, amongst air cavalry scout pilots wanting to distinguish themselves from other units), and most cavalry units still wear them to this day, with the 1st Cavalry even going as far as awarding silver spurs to members of the unit who have shown great proficiency in the various skills required of them, and golden spurs are earned during combat deployments[[/note]]. In addition, there's achievements like "The Horror" and "The Smell of Napalm in the Morning", which themselves are references to some of the movies more famous quotes. Heck, an entire map, "Resort", is a reference to the film's SignatureScene very famous scene where Col. Kilgore's unit attacks the Vietnamese village.
*** [[Film/FullMetalJacket Joker's helmet and Sgt. Hartmann's drill hat]] are available cosmetics for the US Army and USMC factions. In addition, there's an achievement called "Get Some!", which involves killing 25 NVA and VC soldiers as a helicopter door gunner.



** Getting killed by a punji trap gets you "[[Film/ReturnOfTheJedi It's A]] [[MemeticMutation Trap!]][[invoked]]"

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** Getting killed by a punji trap gets you "[[Film/ReturnOfTheJedi It's A]] [[MemeticMutation Trap!]][[invoked]]"A Trap!]]"



* VideogameFlamethrowersSuck: Averted. Much like its predecessor, the flamethrower here is a OneHitKill to anyone its flames touch. Its main drawbacks are that it [[IncrediblyLamePun burns]] through its fuel supply very quickly, and, if not used ''extremely'' carefully, is prone to [[FriendlyFire friendly]] [[IncrediblyLamePun fire]]. However, it is ''very'' good at clearing enemy troops out of dug in positions and tunnels.

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* VideogameFlamethrowersSuck: Averted. Much like its predecessor, the flamethrower here is a OneHitKill to anyone its flames touch. Its main drawbacks are that it [[IncrediblyLamePun burns]] ''burns'' through its fuel supply very quickly, and, if not used ''extremely'' extremely carefully, is prone to [[FriendlyFire friendly]] [[IncrediblyLamePun fire]]. FriendlyFire. However, it is ''very'' very good at clearing enemy troops out of dug in positions and tunnels.
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** Grenadier: Southern-only, uses a grenade launcher to lob explosives at the enemy and is also able to switch to other grenades if they have them making them potentially very useful for assaults. The options are HE rounds, smoke rounds, or buckshot. The US and Australian Army allow for them to switch out the grenade launcher for another weapon ([=M2=] Carbine for the US, [=L1A1=] for the Australians), and instead carry a large number of hand-thrown grenades, which is useful on maps that have a lot of close range fighting and corners, as the launcher's HE rounds have a [[ArbitraryMinimumRange minimum range of 15 meters]] before they will detonate on hitting a target to protect the user.

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** Grenadier: Southern-only, uses a grenade launcher to lob explosives at the enemy and is also able to switch to other grenades if they have them making them potentially very useful for assaults. The options are HE rounds, smoke rounds, or buckshot. The US and Australian Army allow for them to switch out the grenade launcher for another weapon ([=M2=] Carbine for the US, [=L1A1=] for the Australians), and instead carry a large number of hand-thrown grenades, which is useful on maps that have a lot of close range fighting and corners, as the launcher's HE rounds have a [[ArbitraryMinimumRange [[ArbitraryWeaponRange minimum range of 15 meters]] before they will detonate on hitting a target to protect the user.
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->''"It feels like I'm playing the good half of Film/ApocalypseNow and the ending of {{Film/Platoon}} in [[XMeetsY one beautiful package]] with a whole lot of bouncing bodies."''[[/note]]

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->''"It feels like I'm playing the good half of Film/ApocalypseNow and the ending of {{Film/Platoon}} in [[XMeetsY one beautiful package]] package with a whole lot of bouncing bodies."''[[/note]]"''
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->''"It feels like I'm playing the good half of Film/ApocalypseNow and the ending of {{Film/Platoon}} in [[XMeetsY one beautiful package]] with a whole lot of bouncing bodies."''[[/note]]
-->-- '''[[https://www.youtube.com/watch?v=AST2yp4bGYY the best FPS game you've never heard of | Rising Storm 2 Vietnam]]''' by [[https://www.youtube.com/@FLEEKAZOID FLEEKAZOID]]
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Dewicking per TRS


** Rocket launchers are likewise only usable by the NLF and PAVN despite the [[{{CoolGuns/RocketsMissilesAndGrenadeLaunchers}} M72 Light Anti-tank Weapon]] being commonly used by the southern forces during the war.

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** Rocket launchers are likewise only usable by the NLF and PAVN despite the [[{{CoolGuns/RocketsMissilesAndGrenadeLaunchers}} M72 Light Anti-tank Weapon]] Weapon being commonly used by the southern forces during the war.
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* RareGuns: Quite a few firearms on both sides are hard to come by these days.
** In the NLF and PAVN factions, there's the MAS-49, a French semi-automatic rifle of which only some 20,000 were made (Over 300,000 if you count the later 56 variant of it, though the 49/56 has some significant design differences compared to the original). Justified example, as the majority of the MAS-49s produced were sent to the French troops serving in French Indochina against the Viet Minh, and the Vietnamese co-opted many captured weapons.
** For the Australian Army, there's the Owen submachine gun and it's successor, the even rarer F1 submachine gun. The former was first deployed during World War II, with around 45,000 built. The latter was introduced in the 1960s to succeed the Owen, but proved unpopular with the Australian forces due to lack of stopping power, and thus only some 13,000 were made.
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* Main/SemperFi: The US Marine Corps are a playable faction in this game, with specific uniforms for their faction.
* Main/SequelEscalation: Arguably due to the addition of aerial vehicles and transports, plus the inclusion of six playable factions make this a larger game than previous entries. However, as of now there are no ground vehicles in this game, unlike previously in Red Orchestra 2.

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* Main/SemperFi: SemperFi: The US Marine Corps are a playable faction in this game, with specific uniforms for their faction.
* Main/SequelEscalation: Arguably due to the SequelEscalation: The addition of aerial vehicles and transports, plus the inclusion of six playable factions with entirely different playstyles based on which side they're on, make this a larger game than previous entries. However, as of now there are no ground vehicles in this game, unlike previously in Red ''Red Orchestra 2.2''.



** Sprinting a total of 10km in the game nets you the achievement "[[Music/CreedenceClearwaterRevival Run Through the Jungle]]". Crouch-running 10km nets you "[[Music/CreedenceClearwaterRevival Crouch Run Through the Jungle]]"

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** Sprinting a total of 10km in the game nets you the achievement "[[Music/CreedenceClearwaterRevival Run Through the Jungle]]". Crouch-running 10km nets you "[[Music/CreedenceClearwaterRevival Crouch "Crouch Run Through the Jungle]]"Jungle"



*** Finishing a round on any map playing as the Australians gets you "[[Music/MenAtWork I Come From A Land Down Under]]", with the achievement icon being based off the dance on of the band members does in the video for said song.

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*** Finishing a round on any map playing as the Australians gets you "[[Music/MenAtWork I Come From A Land Down Under]]", with the achievement icon being based off the dance on of the band members does do in the video for said song.



*** Safely landing and exiting a Bushranger with either a dead pilot or co-pilot (while playing as the co-pilot or pilot) gets you "[[Film/MadMaxBeyondThunderdome Two Men Enter, One Man Leaves]]". Killing an enemy with a stolen RPG as an Australian gets you "Master Blaster"
** Getting ten kills with the Thompson submachine gun without taking any damage gets you "Film/TheUntouchables"
** Collapsing 25 enemy spawn tunnels gets you "Film/DemolitionMan"

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*** Safely landing and exiting a Bushranger with as either a co-pilot with a dead pilot or a pilot with a dead co-pilot (while playing as the co-pilot or pilot) gets you "[[Film/MadMaxBeyondThunderdome Two Men Enter, One Man Leaves]]". Killing an enemy with a stolen RPG as an Australian gets you "Master Blaster"
Blaster".
** Getting ten kills with the Thompson submachine gun without taking any damage gets you "Film/TheUntouchables"
"Film/TheUntouchables".
** Collapsing 25 enemy spawn tunnels gets you "Film/DemolitionMan""Film/DemolitionMan".



* SniperRifle: Sniper variants of the M1 Garand and Mosin-Nagant are available, the latter returning from ''VideoGame/RedOrchestra2HeroesOfStalingrad''. In addition, new, dedicated sniper rifles are now available such as the [=M40a1=] for the USMC and the Dragunov SVD for the NVA.

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* SniperRifle: Sniper variants of the M1 Garand and Mosin-Nagant are available, the latter returning from ''VideoGame/RedOrchestra2HeroesOfStalingrad''. In addition, new, dedicated sniper rifles are now available such as the [=M40a1=] [=M40A1=] for the USMC and the Dragunov SVD for the NVA.NVA. Notably, the older rifles allow one to use their existing ironsights as a close-range backup, while the more modern rifles either don't have ironsights or block them off with the scope, meaning a sniper in a close-quarters emergency is forced to essentially blind-fire.
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* ArtisticLicenseHistory: While the game goes out of it's own way to be as authentic as possible, there's a few things that get left out.

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* ArtisticLicenseHistory: While the game goes out of it's its own way to be as authentic as possible, there's a few things that get left out.



* ArtisticLicenseLinguistics: The NLF has identical voice lines to the PAVN. In reality, the NLF mainly consisted of south Vietnamese, so they should have accents similar to the ARVN instead.
* AsymmetricMultiplayer: The opposing factions have completely different weapons available to their respective teams. In addition to this, South Vietnamese forces have flamethrowers, helicopters, napalm strikes, and a traditional "spawn on squad leader mechanic", while North Vietnamese forces are equipped with a plethora of traps, anti-air defenses, invisibility to recon while prone, and a new "squad tunnel" spawning mechanic (which allows them to spawn in on fixed points set up by their squad leaders). Despite this difference, the game's matches are surprisingly well-balanced.

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* ArtisticLicenseLinguistics: The NLF has identical voice lines to the PAVN. In reality, the NLF mainly consisted of south Vietnamese, so they should have accents similar to the ARVN instead.
instead. This is probably another gameplay choice to prevent friendly fire, since it would [[DamnYouMuscleMemory play hell]] with players trying to find enemies by sound if two separate factions on entirely opposite sides used the same voice lines.
* AsymmetricMultiplayer: The opposing factions have completely different weapons available to their respective teams. In addition to this, South Vietnamese forces have flamethrowers, helicopters, napalm strikes, and a traditional "spawn on squad leader mechanic", leader" mechanic, while North Vietnamese forces are equipped with a plethora of traps, anti-air defenses, invisibility to recon while prone, and a new "squad tunnel" spawning mechanic (which allows them to spawn in on fixed points set up by their squad leaders). Despite this difference, the game's matches are surprisingly well-balanced.

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*** Rifleman(PAVN)[=/=]Guerilla(NLA)[=/=]Grunt(South): Essentially a historical upgrade to the previous Rifleman/Assault classes, with Americans/South Vietnamese forces getting M16s and North Vietnamese forces getting [=AKs=] alongside their standard grenades as well. North Vietnamese riflemen and guerillas are also equipped to place traps as well as the standard gear. While it is possible to select a semi-auto rifle instead of an assault rifle, unsurprisingly the majority of players stick with the assault rifle option since you can quickly switch between semi-auto and full-auto options. However, depending on the era the battle is taking place in, and what faction you are playing as, you may not have a choice: the ARVN start off only able to take the M1 Garand or M2 Carbine, while the Australians start off only able to take the [=L1A1=] SLR. Some players actually prefer these, and some US players prefer the [=M14=] rifle to the [=M16=], as most of them tend to have more powerful rounds than the assault classes, which usually translates to better range and accuracy as well, meaning that they allow them to play a Marksman even if all the slots are full. Even beyond that, some prefer the higher stopping power of the Garand, [=L1A1=], and [=M14=].
*** Scout(North)[=/=]Pointman(South): Despite the different names, they are functionally the same class. Both have the ability to spot enemy traps and mines from farther away, allowing them to be safely disarmed, and have the ability to plant mines of their own (tripwire mines for the Scout, remote-detonated claymores for the Pointman). Both focus on short-range combat otherwise, usually being offered the choice of either a submachine gun or a shotgun, and have smoke grenades to help them cover their advance so they can actually get into close range.
*** Sniper(North)[=/=]Marksman(South): ExactlyWhatItSaysOnTheTin. Both carry high-power rifles with scopes, specialising in long-range target elimination. They also carry the same mines as the Scout[=/=]Pointman, though they don't carry as many.
*** Machine Gunner: Again, ExactlyWhatItSaysOnTheTin. They get a light machine gun and a grenade.
*** Grenadier: Southern-only, uses a grenade launcher to lob explosives at the enemy and is also able to switch to other grenades if they have them making them potentially very useful for assaults. The options are HE rounds, smoke rounds, or buckshot. The US and Australian Army allow for them to switch out the grenade launcher for another weapon ([=M2=] Carbine for the US, [=L1A1=] for the Australians), and instead carry a large number of hand-thrown grenades, which is useful on maps that have a lot of close range fighting and corners, as the launcher's HE rounds have a minimum range of 15 meters to protect the user. If it hits anything before travelling 15 meters, it won't detonate.
*** RPG: A North Vietnam-only class, special only in the sense they get [=RPGs=] as a secondary armament. Main duties are knocking out enemy helicopters and other hard targets.
*** Radioman: Acts as a mobile radio station for Commanders, allowing them to call in strikes and other types of support from the front lines. It requires players to stick to the commander and is essentially an upgrade from the static radio points of previous games, but isn't completely useless without a commander as it trades standard grenades for smoke.
*** Pilot: Southern only, technically encompasses two separate classes that differ only in role (Attack or Transport). They spawn at a helicopter base instead of the front lines and are the only people permitted to fly the helicopters. All they have equipment-wise are pistols but they shouldn't need much else. The ARVN only has access to Transport pilots, while the US factions and the Australians have both.
*** Sapper: A North Vietnam-only class that specializes in area denial, in the form of miniature landmines. Being close quarters specialists, they are equipped with the Soviet-made PPSh-41 with either the box or 71 round drum magazine. They can also act as the North's equivalent of the grenadier, taking a MAS-49 rifle with a rifle grenade launcher.
*** Combat Engineer: A Southern-only class, they are the equivalent of the Sapper, though with one major difference. They can take a submachine gun or shotgun, and in either case will carry white phosphorus grenades for clearing enemies out of tight spaces and corridors, and remote-detonated [=C4=] for area denial. Or they can take a flamethrower, making them excellent for dealing with any enemy who is particularly dug-in or has taken cover in a building, at the cost of lower speed, lower range, and low ammunition.
*** Squad-Leader: Interestingly the squad-leader role has been removed as a specific class and now acts as a 'bonus' on top of a player's chosen class. Becoming the SL is done by either being the first person to join a squad or have it given to you by the existing SL. The interesting fact about [=SLs=] this time is how they function; US leaders work like in previous RO titles (Squad members spawn on top of the SL, letting them act as a spawn point), whereas the Viet Cong [=SLs=] are given a pickaxe and may place a tunnel somewhere in the area for the squad to spawn from. Additionally squad leaders receive a pistol and binoculars on top of their class-specific weaponry.

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*** Rifleman(PAVN)[=/=]Guerilla(NLA)[=/=]Grunt(South): ** Rifleman (PAVN)[=/=]Guerilla (NLA)[=/=]Grunt (South): Essentially a historical upgrade to the previous Rifleman/Assault classes, with Americans/South Vietnamese forces getting M16s and North Vietnamese forces getting [=AKs=] alongside their standard grenades as well. grenades. North Vietnamese riflemen and guerillas are also equipped to place traps as well as the standard gear. traps. While it is possible to select a semi-auto rifle instead of an assault rifle, unsurprisingly the majority of players stick with the assault rifle option options since you can quickly switch between semi-auto and full-auto options.full-auto. However, depending on the era the battle is taking place in, and what faction you are playing as, you may not have a choice: the ARVN start off only able to take the M1 Garand or M2 Carbine, while the Australians start off only able to take the [=L1A1=] SLR. Some players actually prefer these, and some US players prefer the [=M14=] rifle to the [=M16=], as most of them tend to have more powerful rounds than the assault classes, rifles, which usually translates to better range and accuracy as well, meaning that they allow them to play a an ersatz Marksman even if all the slots are full. Even beyond that, some prefer the higher stopping power of the Garand, [=L1A1=], and [=M14=].
*** Scout(North)[=/=]Pointman(South): ** Scout (North)[=/=]Pointman (South): Despite the different names, they are functionally the same class. Both have the ability to spot enemy traps and mines from farther away, allowing them to be safely disarmed, and have the ability to plant mines of their own (tripwire mines for the Scout, remote-detonated claymores for the Pointman). Both focus on short-range combat otherwise, usually being offered the choice of either a submachine gun or a shotgun, and have smoke grenades to help them cover their advance so they can actually get into close range.
*** Sniper(North)[=/=]Marksman(South): ** Sniper (North)[=/=]Marksman (South): ExactlyWhatItSaysOnTheTin. Both carry high-power rifles with scopes, specialising in long-range target elimination. They also carry the same mines as the Scout[=/=]Pointman, Scout and Pointman, though they don't carry as many.
*** ** Machine Gunner: Again, ExactlyWhatItSaysOnTheTin. They get a light machine gun and a grenade.
*** ** Grenadier: Southern-only, uses a grenade launcher to lob explosives at the enemy and is also able to switch to other grenades if they have them making them potentially very useful for assaults. The options are HE rounds, smoke rounds, or buckshot. The US and Australian Army allow for them to switch out the grenade launcher for another weapon ([=M2=] Carbine for the US, [=L1A1=] for the Australians), and instead carry a large number of hand-thrown grenades, which is useful on maps that have a lot of close range fighting and corners, as the launcher's HE rounds have a [[ArbitraryMinimumRange minimum range of 15 meters meters]] before they will detonate on hitting a target to protect the user. If it hits anything before travelling 15 meters, it won't detonate.
***
user.
**
RPG: A North Vietnam-only class, special only in the sense they get [=RPGs=] as a secondary armament. Main duties are knocking out enemy helicopters and other hard targets.
*** ** Radioman: Acts as a mobile radio station for Commanders, allowing them to call in strikes and other types of support from the front lines. It requires players to stick to the commander and is essentially an upgrade from the static radio points of previous games, but isn't completely useless without a commander as it trades standard grenades for smoke.
*** ** Pilot: Southern only, technically encompasses two separate classes that differ only in role (Attack or Transport). They spawn at a helicopter base instead of the front lines and are the only people permitted to fly the helicopters. All they have equipment-wise are pistols but they shouldn't need much else. The ARVN only has access to Transport pilots, while the US factions and the Australians have both.
*** ** Sapper: A North Vietnam-only class that specializes in area denial, in the form of miniature landmines. Being close quarters specialists, they are equipped with the Soviet-made PPSh-41 [=PPSh=]-41 with either the box or 71 round drum magazine. They can also act as the North's equivalent of the grenadier, taking a MAS-49 rifle with a rifle grenade launcher.
*** ** Combat Engineer: A Southern-only class, they are the equivalent of the Sapper, though with one major difference. They can take a submachine gun or shotgun, and in either case will carry white phosphorus grenades for clearing enemies out of tight spaces and corridors, and remote-detonated [=C4=] for area denial. Or they can take a flamethrower, making them excellent for dealing with any enemy who is particularly dug-in or has taken cover in a building, at the cost of lower speed, lower range, and low ammunition.
*** Squad-Leader: Interestingly ** Squad Leader: Interestingly, the squad-leader squad leader role has been removed as a specific class and now acts as a 'bonus' on top of a player's chosen class. Becoming the SL is done by either being the first person to join a squad or have it given to you by the existing SL. The interesting fact about [=SLs=] this time is how they function; US leaders work like in previous RO titles (Squad titles, where squad members can spawn on top of the SL, letting leader to let them act as a mobile spawn point), point, whereas the Viet Cong [=SLs=] are given a pickaxe and may use it to place a tunnel somewhere in the area for the squad to spawn from. Additionally Additionally, squad leaders receive a pistol and binoculars on top of their class-specific weaponry.



* CosmeticallyDifferentSides: The ''VideoGame/ArmyMen'' mode for Christmas 2018 has both teams playing as the Americans, and differ only in the ''colour'' of the plastic toy American soldiers that they control. This is also enforced as to allow for chopper-on-chopper combat, as the Americans and Australians are the only faction with helicopters. Otherwise this is massively averted, with every faction having unique equipment that give them all their own styles, even ones on the same side.

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* CosmeticallyDifferentSides: CosmeticallyDifferentSides:
** In normal gameplay this is massively averted, with every faction having unique equipment that give even individual factions on one side distinct playstyles.
**
The ''VideoGame/ArmyMen'' mode for Christmas 2018 2018, though, has both teams playing as the Americans, and where they differ only in the ''colour'' of the plastic toy American soldiers that they control. This is also enforced as to allow for chopper-on-chopper combat, as the Americans and Australians are the only faction with helicopters. Otherwise this is massively averted, with every faction having unique equipment that give them all their own styles, even ones on the same side.
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* ArtisticLicenseHistory:

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* ArtisticLicenseHistory: While the game goes out of it's own way to be as authentic as possible, there's a few things that get left out.



* AsymmetricMultiplayer: The opposing factions have completely different weapons available to their respective teams. In addition to this, South Vietnamese forces have flamethrowers, helicopters, napalm strikes, and a traditional "spawn on squad leader mechanic", while North Vietnamese forces are equipped with a plethora of traps, anti air defenses, invisibility to recon while prone, and a new "squad tunnel" spawning mechanic (which allows them to spawn in on fixed points set up by their squad leaders). Despite this difference, the game's matches are surprisingly well balanced.

to:

* AsymmetricMultiplayer: The opposing factions have completely different weapons available to their respective teams. In addition to this, South Vietnamese forces have flamethrowers, helicopters, napalm strikes, and a traditional "spawn on squad leader mechanic", while North Vietnamese forces are equipped with a plethora of traps, anti air anti-air defenses, invisibility to recon while prone, and a new "squad tunnel" spawning mechanic (which allows them to spawn in on fixed points set up by their squad leaders). Despite this difference, the game's matches are surprisingly well balanced.well-balanced.

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* ArtisticLicenseHistory: Only southern forces had access to flamethrower even though northern sappers were known to used [[https://en.wikipedia.org/wiki/LPO-50 the Soviet LPO-50]].
** And moreover, rocket launchers are only usable by the NLF and PAVN despite the [[{{CoolGuns/RocketsMissilesAndGrenadeLaunchers}} M72 Light Anti-tank Weapon]] were being one of the popular weapons used by the southern forces during the war.

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* ArtisticLicenseHistory: Only southern forces had access to ArtisticLicenseHistory:
** The only
flamethrower available in the game is the US [=M9A1=], available only to US Combat Engineers, even though northern North Vietnamese sappers were known to used use [[https://en.wikipedia.org/wiki/LPO-50 the Soviet LPO-50]].
** And moreover, rocket Rocket launchers are likewise only usable by the NLF and PAVN despite the [[{{CoolGuns/RocketsMissilesAndGrenadeLaunchers}} M72 Light Anti-tank Weapon]] were being one of the popular weapons commonly used by the southern forces during the war.



* BayonetYa: Bayonets are an option on AK-47 and its variants, SKS, M16, M14, M37, plus a few other weapons. However, with the prevalence of self-loading and fully automatic guns in this game, these are less frequently used compared to previous titles in the series. The Australians even have a submachine gun that can mount a bayonet, the [=F1=].

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* BayonetYa: Bayonets are an option on the AK-47 and its variants, the SKS, the M16, the M14, and the M37, plus a few other weapons. However, with the prevalence of self-loading and fully automatic guns in this game, these are less frequently used compared to previous titles in the series. The Australians even have a submachine gun that can mount a bayonet, the [=F1=].
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None


* BayonetYa: Bayonets are an option on AK-47 and its variants, SKS, M16, M14, M37, plus a few other weapons. However, with the prevalence of self loading and fully automatic guns in this game, these are less frequently used compared to previous titles in the series. The Australians even have a submachine gun that can mount a bayonet, the [=F1=].

to:

* BayonetYa: Bayonets are an option on AK-47 and its variants, SKS, M16, M14, M37, plus a few other weapons. However, with the prevalence of self loading self-loading and fully automatic guns in this game, these are less frequently used compared to previous titles in the series. The Australians even have a submachine gun that can mount a bayonet, the [=F1=].



* PoliticallyCorrectHistory: Downplayed. There is a lack of anti-vietnamese racial slurs shouted by US soldiers. The worst thing they are likely to say is something along the lines of [[GoshDangItToHeck "Man, I really hate Charlie."]]

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* PoliticallyCorrectHistory: Downplayed. There is a lack of anti-vietnamese anti-Vietnamese racial slurs shouted by US soldiers. The worst thing they are likely to say is something along the lines of [[GoshDangItToHeck "Man, I really hate Charlie."]]
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* QuickMelee: Hitting the middle mouse button will let you do a quick melee attack, which has more damage/ further reach if a bayonet is affixed.

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* QuickMelee: Hitting the middle mouse button will let you do a quick melee attack, which has more damage/ further reach if attack. Some guns in the game allow a bayonet is affixed.to be attached to the muzzle, which increases the damage and range of the melee attack.
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* SatchelCharge: The US, Australian, and South Vietnamese Engineer classes have access to a C4 pack that functions similarly to the satchel charges of the previous game (being explosives duct-taped together rather than placed in a bag), except this time the charges are remote-detonated rather than triggered through a wick.
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** The North Vietnamese Army (PAVN) uses a khaki uniform. While they were used in real life in some occasions, most of the PAVN units used green-colored uniforms. This change was mostly done to prevent friendly fire, as both North and Southern factions would use similar green-colored uniforms.

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** The North Vietnamese Army (PAVN) uses a khaki uniform. While they were used in real life in some occasions, during the First Indochina War and the early years of the Vietnam War, most of the PAVN units used green-colored uniforms. This change was mostly done to prevent friendly fire, as both North and Southern factions would use similar green-colored uniforms.
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* AristicLicenseLinguistics: The NLF has identical voice lines to PAVN soldiers. In reality, the NLF mainly consisted of south Vietnamese, so they should have accents similar to the ARVN instead.

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* AristicLicenseLinguistics: ArtisticLicenseLinguistics: The NLF has identical voice lines to PAVN soldiers.the PAVN. In reality, the NLF mainly consisted of south Vietnamese, so they should have accents similar to the ARVN instead.
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* AristicLicenseLinguistics: The NLF has identical voice lines to PAVN soldiers. In reality, the NLF mainly consisted of south Vietnamese, so they should have accents similar to the ARVN instead.


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** Being able to understand Vietnamese is a minor advantage. The player character will often let out a satisfactory taunt after killing an enemy, giving you an early kill indicator. Tired, reloading or wounded characters will state so loudly, letting you know that they are currently distracted. The northern commander speaks entirely in Vietnamese while using abilities, so if you sneak up on one, you can know exactly what he's trying to use.
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** The North Vietnamese Army (PAVN) uses a khaki uniform. While they were used in real life in some occasions, most of the PAVN units used green-colored uniforms. This change was mostly done to prevent friendly fire, as both North and Southern factions would use green uniforms.

to:

** The North Vietnamese Army (PAVN) uses a khaki uniform. While they were used in real life in some occasions, most of the PAVN units used green-colored uniforms. This change was mostly done to prevent friendly fire, as both North and Southern factions would use green similar green-colored uniforms.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The North Vietnamese Army (PAVN) uses a khaki uniform. While they were used in real life in some occasions, most of the PAVN units used green-colored uniforms. This change was mostly done to prevent friendly fire, as both North and Southern factions would use green uniforms.
Is there an issue? Send a MessageReason:
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*** [[Film/ApocalypseNow Col. Kilgore's]] signatures shades, helmet, and cavalry hat are available as unlockable cosmetics for the US Army and USMC factions[[note]]It should be noted that air cavalry pilots and soldiers [[TruthInTelevision really did]] wear cavalry hats in Vietnam (the tradition began there, amongst air cavalry scout pilots wanting to distinguish themselves from other units), and most cavalry units still wear them to this day, with the 1st Cavalry even going as far as awarding silver spurs to members of the unit who have shown great proficiency in the various skills required of them, and golden spurs are earned during combat deployments[[/note]]. In addition, there's achievements like "The Horror" and "The Smell of Napalm in the Morning", which themselves are references to some of the movies more famous quotes.
*** [[Film/FullMetalJacket Joker's helmet and Sgt. Hartmann's drill hat]] are available cosmetics for the US Army and USMC factions. In addition, there's an achievement called "Get Some!", which involves killing 25 NVA and VC soldiers as a helicopter door gunner.

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*** [[Film/ApocalypseNow Col. Kilgore's]] signatures shades, helmet, and cavalry hat are available as unlockable cosmetics for the US Army and USMC factions[[note]]It should be noted that air cavalry pilots and soldiers [[TruthInTelevision really did]] wear cavalry hats in Vietnam (the tradition began there, amongst air cavalry scout pilots wanting to distinguish themselves from other units), and most cavalry units still wear them to this day, with the 1st Cavalry even going as far as awarding silver spurs to members of the unit who have shown great proficiency in the various skills required of them, and golden spurs are earned during combat deployments[[/note]]. In addition, there's achievements like "The Horror" and "The Smell of Napalm in the Morning", which themselves are references to some of the movies more famous quotes.
quotes. Heck, an entire map, "Resort", is a reference to the film's SignatureScene where Col. Kilgore's unit attacks the Vietnamese village.
*** [[Film/FullMetalJacket Joker's helmet and Sgt. Hartmann's drill hat]] are available cosmetics for the US Army and USMC factions. In addition, there's an achievement called "Get Some!", which involves killing 25 NVA and VC soldiers as a helicopter door gunner.
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''Rising Storm 2: Vietnam'' is a multiplayer shooter set in UsefulNotes/TheVietnamWar that is a sequel to ''VideoGame/RisingStorm''. It was released in May 2017. Initially, the game only had the United States Army and United States Marine Corps as Southern Vietnamese factions facing off against the NLF and PAVN as the Northern Vietnamese factions, but updates have added in Australian forces and the ARVN as well. ''Rising Storm 2'' is the game that has deviated most from the series UsefulNotes/WorldWarII roots, incorporating period accurate weaponry, pilot-able helicopters, and changes to squad and team mechanics.

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''Rising Storm 2: Vietnam'' is a multiplayer shooter set in UsefulNotes/TheVietnamWar that is a sequel to ''VideoGame/RisingStorm''.''VideoGame/RisingStorm'', and thus a SpinOff to the VideoGame/RedOrchestra series. It was released in May 2017. Initially, the game only had the United States Army and United States Marine Corps as Southern Vietnamese factions facing off against the NLF and PAVN as the Northern Vietnamese factions, but updates have added in Australian forces and the ARVN as well. ''Rising Storm 2'' is the game that has deviated most from the series UsefulNotes/WorldWarII roots, incorporating period accurate weaponry, pilot-able helicopters, and changes to squad and team mechanics.

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Removed: 254

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* BoomHeadshot: Headshots are always an instant kill, accompanied by a distinctive "plink" if the target is wearing metallic headgear, and a squishy "splat" if not. In addition, shots to the [[AttackOnTheHeart heart]] and spine are instant kills as well.



* JumpingOnAGrenade: Actually works in this game, although the chances of pulling this off successfully in the chaos of battle are infinitesimal.
* Main/JungleWarfare: Similar to the previous game, the majority of matches take place in dense, overgrown tropical jungle environments. There are a few exceptions, however, such as a post-forest fire Hill 937[[note]]If that name sounds unfamiliar, it's because the hill is much better known by its colloquial name, ''Hamburger Hill''[[/note]] and dense urban environments seen in Hue City, Quang Tri, and Saigon.

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* JumpingOnAGrenade: Actually works in this game, It's possible for you to block the explosion of a grenade with your body, although the chances of pulling this off successfully in the chaos of battle are infinitesimal.
* Main/JungleWarfare: JungleWarfare: Similar to the previous game, the majority of matches take place in dense, overgrown tropical jungle environments. There are a few exceptions, however, such as a post-forest fire Hill 937[[note]]If that name sounds unfamiliar, it's because the hill is much better known by its colloquial name, ''Hamburger Hill''[[/note]] and dense urban environments seen in Hue City, Quang Tri, and Saigon.


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* OneHitKill: [[BoomHeadshot Headshots]] are always an instant kill, accompanied by a distinctive "plink" if the target is wearing metallic headgear, and a squishy "splat" if not. In addition, shots to the [[AttackOnTheHeart heart]] and spine are instant kills as well.
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** One secret achievement involves killing 7 Southern Force soldiers as a Northern Squad Leader with a pickaxe. The name of the achievement? [[Disney/SnowWhite Heigh Hooooo!]] [[spoiler:To drive the point home, the player character even sings it!]]

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** One secret achievement involves killing 7 Southern Force soldiers as a Northern Squad Leader with a pickaxe. The name of the achievement? [[Disney/SnowWhite [[WesternAnimation/SnowWhiteAndTheSevenDwarfs Heigh Hooooo!]] [[spoiler:To drive the point home, the player character even sings it!]]
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