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The commander in turn is responsible for choosing which support markers to use, and which type of support will be best suited to a given situation. Squad leaders are responsible for forward spawns for their squad, putting down markers for fire support, and taking orders from the commander. Though the all-important commander role is still a class, squad leaders can now choose to be any class, and smaller squads mean there are more opportunities to play as an officer. Unlike the first Rising Storm, much of the command structure is no longer tied to any specific class. If you are someone who only ever wants to play as a certain class however, this may be an issue for you. Usually about half the team will be stuck with the basic grunt class, though at least these roles now have access to an array of fully and semi-automatic weapons rather than the bolt-action rifles of Red Orchestra and Rising Storm 1. As with previous games in the Red Orchestra and Rising Storm series, most of the classes have very limited slots available. So once again, Antimatter games have done a great job of creating asymmetrical factions that appear at least so far to be reasonably well balanced. Vietnamese forces can also hide from recon planes by crouching and staying still which can be very useful for maintaining the element of surprise. To deal with helicopters, many maps have heavy machine-gun emplacements that can be pointed skywards to bring down the birds, and one class has access to a RPG that if aimed carefully can be used to bring down helicopters or to clear out buildings of enemy forces.
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The Vietnamese can also place a variety of traps, with even basic grunts being able to place down ‘punji’ spike traps and tripwire mines, while the Sapper class can put down even deadlier and harder to see toe popper mines. Other tunnels that are part of the map can be entered by troops on either side, but only the Vietnamese can use their primary weapons in these tunnels, and many US classes do not have side-arms. While the US are only able to spawn on squad leaders, which means they must stay alive, the Vietnamese can spawn on squad tunnels which can be built right behind the front lines, allowing players to get back into the action much quicker, and also for Squad Leaders to fight less cautiously.
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Their biggest advantage is the ability for squad leaders to build squad tunnels. The US also have access to the most modern weaponry available at the time, with the M-16 having low recoil and deadly accuracy compared to their opponent’s assault rifles, and some unique weapons like the flamethrower and M-79 grenade launcher giving the US a distinct advantage in clearing out small rooms or buildings.īeing on the receiving end of all this firepower can be terrifying, but the Vietnamese forces have some important tricks up their sleeves to balance things out. In addition to normal artillery strikes, the US can call in Napalm strikes or the AC-47 ‘Spooky,’ a plane which flies high in the sky and reigns down devastating high-caliber machinegun fire over an area of the map. The fire-support available to the United States is also something to be feared. The helicopters have a realistic handling model so flying them effectively is no easy feat, and it also means there are less men on the ground for the US, though thankfully there is a mode that lets you practice. The Cobra only takes two people, but can fire machine guns and rockets at enemies on the ground, while the Little Bird is the smallest helicopter but still comes equipped with mini-guns, useful for harassing enemy troops. The helicopters come in a few varieties, with the transport Huey being perhaps the most important these act as mobile spawn-points, and can drop off US Soldiers behind enemy lines. The US Forces have undeniably superior firepower, with access to a variety of helicopters, deadly call-ins and lethal weaponry. To mirror this conflict, Antimatter have made the two sides play quite differently. The United States brought cutting-edge weaponry in the form of transport and attack helicopters, and planes capable of dropping foliage-burning Napalm and other high octane ordinance on their opponents. During the conflict, the North Vietnamese and Vietcong had access to a smaller, outdated arsenal of weapons, and instead relied on their knowledge of the jungle terrain and guerrilla tactics such as traps and ambushes to deal with their better-equipped opponents. As with the original Rising Storm, the most notable thing about the sequel is how the developers designed a game that seeks to accurately convey a conflict where the two sides had major differences in technology and tactics while also maintaining balanced gameplay.