Follow TV Tropes

Following

History VideoGame / DeltaForce

Go To

OR

Is there an issue? Send a MessageReason:
None


** * ''''VideoGame/RainbowSi Lone Wolf'' is basically made almost entirely from assets from Delta Force Urban Warfare''

to:

** * ''''VideoGame/RainbowSi ''''VideoGame/RainbowSix Lone Wolf'' is basically made almost entirely from assets from Delta Force Urban Warfare''
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** * ''''VideoGame/RainbowSi Lone Wolf'' is basically made almost entirely from assets from Delta Force Urban Warfare''
Is there an issue? Send a MessageReason:
None


* GrenadeLauncher: The [=M203=] is available for the [=M4=] by default in the first game and as an option (with the Masterkey shotgun as an alternative) in the second. It's one of the reasons the [=M4=] is so versatile, as it makes secondary weapons such as satchel charges and hand grenades completely redundant.

to:

* GrenadeLauncher: The [=M203=] is available for the [=M4=] by default in the first game and as an option (with the Masterkey shotgun as an alternative) in the second. It's one of the reasons the [=M4=] is so versatile, as it makes secondary weapons such as satchel charges and hand grenades completely redundant. Some of the later games add revolving grenade launchers as primary weapons.

Changed: 13

Removed: 313

Is there an issue? Send a MessageReason:
TRS wick cleaningRare Guns has been cut


* GoodGunsBadGuns: The enemies are generally armed with Kalashnikovs, while Delta Force themselves have a variety of traditionally "good" guns, most notably the [=M4=]. ''Land Warrior'' and ''Task Force Dagger'' zigzag this, though less by giving the player more non-Western options than by giving the enemies more of the guns you can take, leading to every other random Eastern European terrorist having a [[RareGuns G11 or Jackhammer]].

to:

* GoodGunsBadGuns: The enemies are generally armed with Kalashnikovs, while Delta Force themselves have a variety of traditionally "good" guns, most notably the [=M4=]. ''Land Warrior'' and ''Task Force Dagger'' zigzag this, though less by giving the player more non-Western options than by giving the enemies more of the guns you can take, leading to every other random Eastern European terrorist having a [[RareGuns G11 or Jackhammer]].Jackhammer.



* RareGuns: ''Land Warrior'' adds some pretty obscure guns, like the [[ShotgunsAreJustBetter Pancor Jackhammer]], the H&K [=P11=], the APS Underwater Assault Rifle and the H&K [=G11=] to its arsenal. The H&K Mark 23 SOCOM appears regularly throughout the series as a standard sidearm from the second game onwards.

Added: 786

Changed: 983

Removed: 784

Is there an issue? Send a MessageReason:
None


* AKA47: Generally averted. Most guns appear under either their real names or their US military designations. The only exception is the 1911, which is given the generic designation of "Spec Ops .45".
* AllUpToYou:
** The majority of the legwork is done by Bravo team, which consists solely of the player, while Alpha and Charlie are two man teams of AI squadmates provided as support. While they can assist with general pacification missions (if they're not running into walls or attempting to shoot through solid objects), the player is generally left to complete the objectives by themselves. This can be subverted with CoOpMultiplayer.
** ''Land Warrior'' occasionally supplies a lone squadmate, but the majority of campaign missions are solo ops. Oftentimes, they're even ''less'' useful than Alpha and Charlie teams from the previous games due to being less numerous and having wonky AI that's so bad that in one mission, they'll just sit in the helicopter while you do everything.

to:

* AKA47: Generally averted. Most guns appear under either their real names or their US military designations. The only exception is the 1911, which is given the generic designation of "Spec Ops .45".
* AllUpToYou:
** The majority of the legwork is done by Bravo team, which consists solely of the player, while Alpha and Charlie are two man teams of AI squadmates provided as support. While they can assist with general pacification missions (if they're not running into walls or attempting to shoot through solid objects), the player is generally left to complete the objectives by themselves. This can be subverted with CoOpMultiplayer.
** ''Land Warrior'' occasionally supplies a lone squadmate, but the majority of campaign missions are solo ops. Oftentimes, they're even ''less'' useful than Alpha and Charlie teams from the previous games due to being less numerous and having wonky AI that's so bad that in one mission, they'll just sit
45" in the helicopter while you do everything.first game and {{misidentified|Weapons}} as the Mk 23 SOCOM in the second.



* CameraPerspectiveSwitch: The games allowed to switch over to third person view, which a lot of first person shooters tended to in the late nineties. However, much like other games at that time, it wasn't all that useful.

to:

* CameraPerspectiveSwitch: The games allowed to switch over to third person view, which a lot of first person shooters tended to in the late nineties. However, much like other games at that time, it wasn't isn't all that useful.



* GoodGunsBadGuns: The enemies are generally armed with Kalashnikovs, while Delta Force themselves have a variety of traditionally "good" guns, most notably the [=M4=].
* GrenadeLauncher: The [=M203=] is available for the [=M4=] by default in the first game and as an option (with the Masterkey shotgun as an alternative) in the second. It's one of the reasons the [=M4=] is so versatile, as it makes secondary weapons such as satchel charges and hand grenades completely redundant

to:

* GoodGunsBadGuns: The enemies are generally armed with Kalashnikovs, while Delta Force themselves have a variety of traditionally "good" guns, most notably the [=M4=].
[=M4=]. ''Land Warrior'' and ''Task Force Dagger'' zigzag this, though less by giving the player more non-Western options than by giving the enemies more of the guns you can take, leading to every other random Eastern European terrorist having a [[RareGuns G11 or Jackhammer]].
* GrenadeLauncher: The [=M203=] is available for the [=M4=] by default in the first game and as an option (with the Masterkey shotgun as an alternative) in the second. It's one of the reasons the [=M4=] is so versatile, as it makes secondary weapons such as satchel charges and hand grenades completely redundantredundant.



* ItsUpToYou:
** The majority of the legwork is done by Bravo team, which consists solely of the player, while Alpha and Charlie are two man teams of AI squadmates provided as support. While they can assist with general pacification missions (if they're not running into walls or attempting to shoot through solid objects), the player is generally left to complete the objectives by themselves. This can be subverted with CoOpMultiplayer.
** ''Land Warrior'' occasionally supplies a lone squadmate, but the majority of campaign missions are solo ops. Oftentimes, they're even ''less'' useful than Alpha and Charlie teams from the previous games due to being less numerous and having wonky AI that's so bad that in one mission, they'll just sit in the helicopter while you do everything.



** Aside from some new weapons and a couple of features, ''Delta Force 2'' didn't change up the formula much from the original game.
** ''Task Force Dagger'' is a standalone expansion to ''Land Warrior''.

to:

** Aside from some new weapons and a couple of features, ''Delta Force 2'' didn't doesn't change up the formula much from the original game.
** ''Task Force Dagger'' is likewise a standalone expansion to ''Land Warrior''.Warrior'', differing mostly in that you can select characters from multiple organizations other than Delta Force, and you're now [[OneManArmy typically sent in alone]].



* NewWorkRecycledGraphics: ''Delta Force 2'' reuses many of the same assets from the first game, most notably with the returning weapons. Egregiously, [=NovaLogic=] didn't even bother to change the ingame model for the unsilenced pistol, which, despite being a Mark 23 in the menu, still appears as a 1911 ingame. Which is very strange considering they already went to the trouble of creating an ingame model for the Mark 23 with a suppressor to replace the .22 from the first game.

to:

* NewWorkRecycledGraphics: ''Delta Force 2'' reuses many of the same assets from the first game, most notably with the returning weapons. Egregiously, [=NovaLogic=] didn't even bother to change the ingame model for the unsilenced pistol, which, despite being a Mark 23 in the menu, still appears as a 1911 ingame. in-game. Which is very strange considering they already went to the trouble of creating an ingame in-game model for the Mark 23 with a suppressor to replace the .22 from the first game.



** ''Delta Force'' was one of the earliest games to depict the [=M4=] with a three round burst mode and a semi auto mode instead of just being a fully automatic weapon. The [=MP5=] and [=M249=] can also be toggled between full-auto and semi-auto (with the [=MP5=] also having a three-round burst mode).

to:

** ''Delta Force'' was one of the earliest games to depict the original [=M4=] with a three round burst mode options of firing semi-auto or in three-round bursts, compared to most games before and a semi auto mode instead of just being a fully automatic weapon.since featuring the full-auto capable [=M4A1=] and not featuring any other fire mode. The [=MP5=] and [=M249=] can also be toggled between full-auto and semi-auto (with the [=MP5=] also having a three-round burst mode).



* SniperRifle: The early games give two dedicated weapons for sniping; The [=M40A1=] and the Barrett. The [=M4=] comes with a scope, allowing it to be used for sniping, albeit at shorter distances, but adequate for the game.

to:

* SniperRifle: The early games give two dedicated weapons for sniping; The the [=M40A1=] and the Barrett. The [=M4=] comes with a scope, allowing it to be used for sniping, albeit at shorter distances, but adequate for the game.



* StartsStealthilyEndsLoudly: This was one of the earliest first person shooters where the enemy wasn't starting guns blazing, instead patrolling around calmly. Silenced weapons allow for OptionalStealth, but eventually, the mission inevitably turns into a full on firefight.

to:

* StartsStealthilyEndsLoudly: This was one of the earliest first person shooters where the enemy wasn't starting doesn't start out guns blazing, nor do they all immediately go to that as soon as the first one detects you, instead patrolling around or standing guard calmly. Silenced weapons allow for OptionalStealth, but eventually, the mission inevitably turns into a full on firefight.



* SwissArmyWeapon: The [=M4=] Carbine in the earlier games can be used as a close quarters weapon and to pick off enemies at a distance with its scope, comes with either a [[ShotgunsAreJustBetter Masterkey]] or a GrenadeLauncher depending on which game you're playing, and has semi auto and three round burst options. About the only thing it doesn't have is a silenced option. In ''Land Warrior'' and ''Task Force Dagger'', the OICW fills this role, having a decent rate of fire in bursts for close-quarters, a 6x scope for long range, and its integrated multi-shot grenade launcher to take care of heavier threats. To a lesser extent, the Steyr AUG falls into this category, but has a smaller magnification scope, but a larger magazine.

to:

* SwissArmyWeapon: The [=M4=] Carbine in the earlier games can be used as a close quarters weapon and to pick off enemies at a distance with its scope, comes with either a [[ShotgunsAreJustBetter Masterkey]] or a GrenadeLauncher depending on which game you're playing, and has semi auto and three round burst options. About the only thing it doesn't have is a silenced option. In ''Land Warrior'' and ''Task Force Dagger'', the OICW fills this role, having a decent rate of fire in bursts for close-quarters, a 6x scope for long range, and its integrated multi-shot grenade launcher to take care of heavier threats. To a lesser extent, the Steyr AUG falls into this category, but has a smaller magnification scope, but scope and, in ''Task Force Dagger'', no grenade launcher, in return for a larger magazine.



* VaporWare: ''Delta Force: Angel Falls'' was announced in 2008. As of 2017, there's still no sign of it.

to:

* VaporWare: ''Delta Force: Angel Falls'' was announced in 2008. As of 2017, there's still no sign of it.2008, and as far as anyone can ascertain was apparently quietly cancelled sometime around 2012.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Standard weapons will not fire underwater. Specialist firearms appear for underwater combat and, just like their real life counterparts, they suffer from the CripplingOverspecialization of being a lot less useful on land.
Is there an issue? Send a MessageReason:
None


** ''Land Warrior'' removes the option of taking a GrenadeLauncher for the [=M4=], leaving only the Masterkey. However, you can still take the GrenadeLauncher attached to the Steyr AUG, which also has superior range, at the cost of a smaller scope magnification.

to:

** ''Land Warrior'' removes the option of taking a GrenadeLauncher for the [=M4=], leaving only the Masterkey. However, you can still take the GrenadeLauncher attached to the Steyr AUG, which also has superior range, range and a 42 round magazine, at the cost of a smaller scope magnification. ''Task Force Dagger'' reverses this by putting the [=M203=] back on the [=M4=] at the cost of taking it off the Steyr.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ShortRangeLongRangeWeapon: Defied. Guns have a realistic effective range in line with their RealLife counterparts. This is part of what makes the [=M4=] so versatile, as thanks to its scope, it can be used for improvised sniping at a decent distance.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Land Warrior'' introduces mounted turrets, such as the Browning [=M2=] and the Mark 19 grenade launcher. Unlike other shooters, these do ''not'' come with BottomlessMagazines.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* StoppedNumberingSequels: ''Delta Force 2'' was the only traditional numbered sequel in the franchise, although ''Xtreme 2'' is also a numbered sequel.
Is there an issue? Send a MessageReason:
None


** On the flip side, enemies aren't that much better - they'll usually just stand around in the open firing in your general direction, not even attempting to move or take cover. Some enemies will actually attempt to go prone when you open fire on them... and then promptly try to shoot through the ground.

to:

** On the flip side, enemies aren't that much better - they'll usually just stand around in the open firing in your general direction, not even attempting to move or take cover. Some enemies will actually attempt to go prone when you open fire on them... and then promptly try to shoot through the ground. ''Land Warrior'' tools some of them up with explosive weaponry, which ends up having disastrous consequences for them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TimedMission: "Operation Flashpoint" in ''Land Warrior'' has a strict five minute time limit, the first minute of which is used for the helicopter ride in, after which the dirty bomb the player is supposed to find and disarm is detonated.
Is there an issue? Send a MessageReason:
None


** The AI of the squadmates is rather primitive, given the era. In the earliest version of the original game, they never even seemed to be armed, and even in later versions, some missions have them happily making a beeline past several enemies and inevitably getting shot.

to:

** The AI of the squadmates is rather primitive, given the era. In the earliest version of the original game, they never even seemed to be armed, and even in later versions, some missions have them happily making a beeline past several enemies and inevitably getting shot. The squadmates in ''Land Warrior'' are probably the most useless of all, as they're almost guaranteed to get themselves shot up, will only assist to a certain point and wait around doing nothing, or, in one extreme case, happily sit in the chopper while you do all the donkey work.
Is there an issue? Send a MessageReason:
None


** ''Land Warrior'' occasionally supplies a lone squadmate, but the majority of campaign missions are solo ops. Oftentimes, they're even ''less'' useful than Alpha and Charlie teams from the previous games.

to:

** ''Land Warrior'' occasionally supplies a lone squadmate, but the majority of campaign missions are solo ops. Oftentimes, they're even ''less'' useful than Alpha and Charlie teams from the previous games.games due to being less numerous and having wonky AI that's so bad that in one mission, they'll just sit in the helicopter while you do everything.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CastSpeciation: ''Land Warrior'' introduces a cast of different playable characters, each with their own special abilities, in contrast to the player's self insert of first two games.
Is there an issue? Send a MessageReason:
None


** ''Land Warrior'' occasionally supplies a lone squadmate, but the majority of campaign missions are solo ops.

to:

** ''Land Warrior'' occasionally supplies a lone squadmate, but the majority of campaign missions are solo ops. Oftentimes, they're even ''less'' useful than Alpha and Charlie teams from the previous games.

Added: 198

Changed: 86

Is there an issue? Send a MessageReason:
None


** ''Land Warrior'' has dirty bombs as part of the terrorist threat, one of which is detonated offscreen as a shown of force, the other of which has to be disarmed in the game's penultimate mission.



* ItsRainingMen: Some missions in ''2'' have the player and their team insert by parachute with the descent controllable.

to:

* ItsRainingMen: Some missions in ''2'' have the player and their team insert by parachute with the descent controllable. Enemies start doing this in ''Land Warrior'' and it's possible to shoot them mid drop.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MeaningfulName: Each of ''Land Warrior'''s operators has a CallSign that reflects their role. Longbow is a BadassNative sniper, Pitbull is TheBigGuy, Gascan is the grenadier, Snakebite is the StealthExpert, and Mako is the underwater specialist.
Is there an issue? Send a MessageReason:
None


** The Barrett Light 50 has the opposite problem. While it comes with a scope and is powerful enough to take down vehicles, being an anti materiel rifle, it has a relatively small number of reserve magazines, to the point where running out of bullets is a very real concern without doubled ammo. Additionally, its slow rate of fire means that the player will be at a disadvantage during the inevitable close quarters mopup that tends to occur towards the end of most missions, forcing the player to either tread with extreme caution or switch to a sidearm. ''Land Warrior'' attempted to alleviate this by allowing the player to take a submachinegun as an additional weapon.

to:

** The Barrett Light 50 has the opposite problem. While it comes with a scope and is powerful enough to take down vehicles, being an anti materiel rifle, it has a relatively small number of reserve magazines, to the point where running out of bullets is a very real concern without doubled ammo. Additionally, its slow rate of fire means that the player will be at a disadvantage during the inevitable close quarters mopup that tends to occur towards the end of most missions, forcing the player to either tread with extreme caution or switch to a sidearm. ''Land Warrior'' attempted to alleviate this last part by allowing the player to take a submachinegun as an additional weapon.
Is there an issue? Send a MessageReason:
None


* ActionGirl: You get the option of making your player character female from the second game onwards.

to:

* ActionGirl: You get the option of making your player character female from the second game onwards. Two of the selectable soldiers in ''Land Warrior'' are women.

Added: 535

Changed: 422

Is there an issue? Send a MessageReason:
None


* AllUpToYou: The majority of the legwork is done by Bravo team, which consists solely of the player, while Alpha and Charlie are two man teams of AI squadmates provided as support. While they can assist with general pacification missions (if they're not running into walls or attempting to shoot through solid objects), the player is generally left to complete the objectives by themselves. This can be subverted with CoOpMultiplayer.

to:

* AllUpToYou: AllUpToYou:
**
The majority of the legwork is done by Bravo team, which consists solely of the player, while Alpha and Charlie are two man teams of AI squadmates provided as support. While they can assist with general pacification missions (if they're not running into walls or attempting to shoot through solid objects), the player is generally left to complete the objectives by themselves. This can be subverted with CoOpMultiplayer.
** ''Land Warrior'' occasionally supplies a lone squadmate, but the majority of campaign missions are solo ops.
Is there an issue? Send a MessageReason:
None


** The Barrett Light 50 has the opposite problem. While it comes with a scope and is powerful enough to take down vehicles, being an anti materiel rifle, it has a relatively small number of reserve magazines, to the point where running out of bullets is a very real concern without doubled ammo. Additionally, its slow rate of fire means that the player will be at a disadvantage during the inevitable close quarters mopup that tends to occur towards the end of most missions, forcing the player to either tread with extreme caution or switch to a sidearm.

to:

** The Barrett Light 50 has the opposite problem. While it comes with a scope and is powerful enough to take down vehicles, being an anti materiel rifle, it has a relatively small number of reserve magazines, to the point where running out of bullets is a very real concern without doubled ammo. Additionally, its slow rate of fire means that the player will be at a disadvantage during the inevitable close quarters mopup that tends to occur towards the end of most missions, forcing the player to either tread with extreme caution or switch to a sidearm. ''Land Warrior'' attempted to alleviate this by allowing the player to take a submachinegun as an additional weapon.



* ExcusePlot: Most of the plot you'll get is in the mission briefings, telling you who you're shooting and why you're shooting them. These can be mostly skipped over if you don't feel like reading a wall of text. There's not even a large story arc to most of the games with the games being broken down into several mini campaigns. The second game introduces standalone missions. It wasn't until ''Land Warrior'' that an overarching plotline was introduced.

to:

* ExcusePlot: Most of the plot you'll get is in the mission briefings, telling you who you're shooting and why you're shooting them. These can be mostly skipped over if you don't feel like reading a wall of text. There's not even a large story arc to most of the games with the games being broken down into several mini campaigns. The second game introduces standalone missions. It wasn't until ''Land Warrior'' that an overarching plotline was introduced.introduced and even that is still confined to the mission briefings.



* LimitedLoadout: Before embarking on a mission, the player is required to choose a loadout. [[EmergencyWeapon A knife]] is always available and the player must choose one pistol, one rifle and a couple of extra supplementary weapons.

to:

* LimitedLoadout: Before embarking on a mission, the player is required to choose a loadout. [[EmergencyWeapon A knife]] is always available and the player must choose one pistol, one rifle and a couple of extra supplementary weapons. ''Land Warrior'' changed it up by adding a secondary long gun slot, allowing the player to carry a submachinegun in addition to their primary weapon.



* SwissArmyWeapon: The [=M4=] Carbine in the earlier games can be used as a close quarters weapon and to pick off enemies at a distance with its scope, comes with either a [[ShotgunsAreJustBetter Masterkey]] or a GrenadeLauncher depending on which game you're playing, and has semi auto and three round burst options. About the only thing it doesn't have is a silenced option. In ''Land Warrior'' and ''Task Force Dagger'', the OICW fills this role, having a decent rate of fire in bursts for close-quarters, a 6x scope for long range, and its integrated multi-shot grenade launcher to take care of heavier threats.

to:

* SwissArmyWeapon: The [=M4=] Carbine in the earlier games can be used as a close quarters weapon and to pick off enemies at a distance with its scope, comes with either a [[ShotgunsAreJustBetter Masterkey]] or a GrenadeLauncher depending on which game you're playing, and has semi auto and three round burst options. About the only thing it doesn't have is a silenced option. In ''Land Warrior'' and ''Task Force Dagger'', the OICW fills this role, having a decent rate of fire in bursts for close-quarters, a 6x scope for long range, and its integrated multi-shot grenade launcher to take care of heavier threats. To a lesser extent, the Steyr AUG falls into this category, but has a smaller magnification scope, but a larger magazine.

Added: 546

Changed: 348

Removed: 212

Is there an issue? Send a MessageReason:
None


* LittleUselessGun: The P-11 Underwater Pistol is by far the worst sidearm in the series because its effective range is a paltry 15 metres. For comparison, every other sidearm has an effective range of 50 metres.



* LittleUselessGun: Averted by the Ruger Mark II in the first game; it's just as effective as the 1911 in terms of stopping power, despite being chambered in .22 and comes with a larger magazine and [[HollywoodSilencer inbuilt suppressor]] to boot. This is probably why later games just offered a standard sidearm (usually the H&K Mark 23) with an optional suppressor.

to:

* LittleUselessGun: LittleUselessGun:
**
Averted by the Ruger Mark II in the first game; it's just as effective as the 1911 in terms of stopping power, despite being chambered in .22 and comes with a larger magazine and [[HollywoodSilencer inbuilt suppressor]] to boot. This is probably why later games just offered a standard sidearm (usually the H&K Mark 23) with an optional suppressor.suppressor.
** The P-11 Underwater Pistol is by far the worst sidearm in the series because its effective range is a paltry 15 metres. For comparison, every other sidearm has an effective range of 50 metres.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* LittleUselessGun: The P-11 Underwater Pistol is by far the worst sidearm in the series because its effective range is a paltry 15 metres. For comparison, every other sidearm has an effective range of 50 metres.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WeaponsOfMassDestruction: Several missions involve the recovery of chemical, biological, and [[EmptyQuiver nuclear]] weapons from various terrorist groups and rogue states. Some missions have the destruction of these weapons as a failure condition, since they would contaminate the region in such a scenario. The recovery of nuclear weapons typically makes up the climax of a campaign.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AKA47: Generally averted. Most guns appear under either their real names or their US military designations. The only exception is the 1911, which is given the generic designation of "Spec Ops .45".
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NewWorkRecycledGraphics: ''Delta Force 2'' reuses many of the same assets from the first game, most notably with the returning weapons. Egregiously, [=NovaLogic=] didn't even bother to change the ingame model for the unsilenced pistol, which, despite being a Mark 23 in the menu, still appears as a 1911 ingame. Which is very strange considering they already went to the trouble of creating an ingame model for the Mark 23 with a suppressor to replace the .22 from the first game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* LevelMapDisplay: Each mission briefing shows a map of the mission area, complete with checkpoints, objectives, and projected enemy strength. The map can be accessed ingame by pressing the M key by default, which can give the player real time data on their position, squadmates, and projected enemy forces, though some enemies do not appear, probably to represent fact that the intel provided isn't perfect. In a nod to realism, accessing the map does not pause the game, so checking the map during a firefight is not recommended.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NightVisionGoggles: Night Ops give the player these by default, with the inherent green filter that comes with it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ItsRainingMen: Some missions in ''2'' have the player and their team insert by parachute with the descent controllable.

Top