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Rising Storm 2: Vietnam

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Nice, but where's the trigger?

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Rising Storm 2 (2017)

The direct sequel to Red Orchestra 2: Rising Storm, Rising Storm 2: Vietnam brings the intense tactical realism of Tripwire Interactive's Red Orchestra series into the the Vietnam War, at the height of American involvement, with the notable continuation of asymmetrical faction elements from the previous title (such as the helicopters and air support of the American forces versus the tunnel spawn system of the Vietnamese forces). Both the United States Army and Marine Corps are present in levels based on their respective battles of the war, fighting against either the National Liberation Front (Viet Cong) or the People's Army of Vietnam (North Vietnamese Army). A new feature of this title is the ability for the player to customize the personal appearance of their in-game character, differentiated between the four factions and the additional helicopter pilot class of the US forces.

The following weapons appear in the video game Rising Storm 2: Vietnam (2017).


Weapons of the United States Army and United States Marine Corps

Sidearms

Colt M1911A1

As with the previous title, the Colt M1911A1 is available as a sidearm to most classes in the US forces, with the exception of the Grunt, and the Radioman and Combat Engineer on some maps. It comes with a spare 7-round magazine.

Colt M1911A1 - .45 ACP
Holding the Colt with one hand.
Like with many weapons in the game, the player character performs a brass check when the reload key is hit if the magazine is full.
Firing the pistol at a VC Machine Gunner.
Short on time, the player character reloads and flips off his opponent simultaneously.

M1917 Revolver

The M1917 Revolver is an alternative to the 1911 pistol for those issued with a sidearm. It is fired in double-action mode with a significantly long trigger pull and poor accuracy, but the hammer can also be cocked manually before each shot to eliminate the delay and the accuracy penalty. The revolver is loaded using two half-moon clips, and comes with 6 spares for a total of the 3 reloads from empty. It cannot be reloaded if less than three rounds : the player character never ejects a clip if there are still rounds on it. So if 3 to 5 rounds have been fired, he only ejects the half-moon clip with the spent rounds on it by keeping the other one in place with his palm, and one loaded half-moon clip is placed inside the cylinder. If all the rounds have been fired, both clips are ejected and two new ones are put in place.

M1917 Revolver - .45 ACP. This is the S&W model with the ejector rod socket, just like the in-game version.
The M1917 being held.
The reload sequence when 3 to 5 rounds have been fired : the clip with the spent rounds is ejected, while the other is kept in place manually.
The hammer can be cocked manually to fire the revolver in single-action mode, which gives an accuracy boost. Not that you'd need it in a cramped tunnel.

Submachine Guns

M3A1 Grease Gun

The M3A1 Grease Gun is available to the Pointman, Combat Engineer, and Commander classes. It is issued with 4 spare magazines, and its wire stock can be collapsed for added maneuvrability in tight spaces which, naturally, also decreases accuracy.

M3A1 "Grease Gun" - .45 ACP
Carefully moving onto the objective with the Grease Gun in hand.
The M3's sights are crude, but effective. Effective enough to get a good shot at this poor bastard's head anyways.
Pulling on the rudimentary 'buttplate' of the stock to extend it.
Pulling the bolt back at the end of a reload. Now you killin'.

Shotguns

Ithaca Model 37

The 12-gauge Ithaca 37 pump-action shotgun, used extensively by US forces in Vietnam, is available to the Pointman and Combat Engineer classes. It comes in three distinct variants :

- the full-size Trench Gun sports wooden furniture, a heat shield, and a bayonet lug which can mount a standard M7 bayonet. It holds 5 shells.

- the 'Stakeout' Riot Gun is a handier variant, with a pistol grip and no buttstock, that also recoils a lot harder. Note that it isn't an actual 'Stakeout' model : it has a standard 20-inch barrel instead of the shortened 13-inch barrel.

- the 'Duckbill' Conversion is fitted with an extended magazine tube that holds 8 shells, and a muzzle attachment that spreads out fired pellets in a wide, horizontal pattern.

Both the Trench and Riot Guns are issued with 35 shells of either 00 Buckshot (8 large pellets) or No.4 Buckshot (16 smaller pellets) : the former packs more punch, while the latter increases hit probability at extended ranges because of the sheer number of projectiles. The 'Duckbill' Conversion on the other hand comes with 32 shells of No.4 Buckshot only, to get the most out of its muzzle attachement. It is worth to note that the reload sequence for all the available Model 37 variants is performed incorrecty. When reloading from empty, the player character always puts one shell too many in the magazine tube (5 when there should be 4 for the Trench and Riot Guns, 8 when there should be 7 in the 'Duckbill' Conversion), and does so while the bolt is back so when he racks the action forward, there should be no round in the chamber. And when topping off the magazine tube, he racks the action backward before filling up the magazine tube, which is not only unnecessary but also counter-productive as it ejects an unfired shell.

Ithaca 37 Trench Gun, as issued to US troops in Vietnam.
The Trench Gun.
Filling up the Ithaca with 00 Buckshot.
The sighting system is a simple, yet effective front bead.
Affixing an M7 bayonet to the Trench Gun before assaulting the final objective on Hue City.
Ithaca 37 with "Stakeout-style" synthetic pistol grip and forend but a standard 20" barrel. Not unlike the game's Riot Gun.
As he enters the compound, the Marine keeps his Riot Gun handy, for close encounters.
Moments later, he opens fire on an unfortunate MAT-49-wielding VC. The shotgun is actually being aimed here : it's a bit off-centre to reflect the lack of a buttstock to properly brace the gun.
Ithaca 37 with 7-round magazine tube, similar to the in-game 'Duckbill' Conversion only without its signature muzzle attachment.
In the midst of an enemy bombardment, the player character shows off the extended magazine tube and 'duckbill' muzzle attachment as best he can.
Demonstrating the relative effectiveness of the 'duckbill' attachment on the training range. Targets 2 meters apart are both hit at 20 meters distance.

Rifles

M16A1 Assault Rifle

The M16A1 is the assault rifle of the US Rifleman. It comes with eight 20-round magazines that actually hold 18 (a common practice to avoid magazine-related malfunctions), accepts a bayonet, and both the short-range and long-range apertures are usable.

M16A1 with 20 round magazine - 5.56x45mm
Holding an M16 with a selector lever that actually pivots feels oh so good.
Firing at an invisible enemy.
It's a little late for that.

M14 Battle Rifle

The M14 rifle is a large-caliber alternative to the M16 for US Grunts and Radiomen, and is the only rifle available to the Commander role. It is capable of mounting a bayonet, and is issued with six 20-round magazine that can be topped off using 5-round stripper clips. Its rear sight can be adjusted for elevation through five settings, from 91 meters all the way up to 457 meters (100 to 500 yards). Although the real-life M14 is select-fire, the in-game version can only be fired in semi-automatic mode (as was common practice during the Vietnam conflict).

M14 rifle - 7.62x51mm NATO
Overlooking Hill 937 with the M14.
Iron sight picture.
Brass-checking.
Locking the bolt back in the "topping-off" animation. Similar to Battlefield 1, the character uses his hand to keep the chambered round from ejecting, unlike other weapons in the game and the previous titles.
Inserting the twenty-round box magazine in the normal reload.
Releasing the bolt.
Affixing the bayonet on the M14.

XM21 Sniper Weapon System

The XM21 rifle is available to the US Army Marksman. It comes in two variants :

- the Standard variant is just what you'd expect. It can mount a bayonet.

- the Suppressed variant is a little more interesting : it is fitted with a sound suppressor instead of the standard flash hider, and fires subsonic ammunition. Its action also has to be manually operated after each shot, so either the lower power ammunition can't cycle the bolt, or the gas sytem has been cut off by the user to avoid the action noise and make the rifle as quiet as possible.

Both rifles come with an AR TEL scope with six magnification setting from 3x to 9x. Each magnification setting also has its own zero setting (the higher the magnification, the higher the zero distance), and it is different for the two rifles because of the different ammunition they fire. The Standard variant starts off at 100m and can get to 700m in 100m increments, while the Suppressed variant begins at 50m and can get to 200m in 25m increments. They also have an alternate aiming mode for close range where the player character simply points the rifle forward and the view magically zooms in. Both rifles come with 4 spare 20-round magazines.

M21 - 7.62x51mm NATO
Holding the M21.
Covering the advance of a fellow soldier with the XM21.
The alternate aiming mode, actually quite useful for situations such as this one.
The Suppressed variant. As shown here, the action has to be operated manually after each shot to eject spent casings.

M40 Sniper Rifle

The M40 Sniper Rifle is issued to the USMC Marksman with the equivalent of six stripper clips of spare ammunition, for a total of 30 spare rounds. Its distinctively-finished Redfield scope is elevation-adjustable through 6 settings, from 90 to 550 meters (100 to 600 yards), However, unlike the actual scope, it is not adjustable for magnification but locked to 3x. This means the scope's rangefinder doesn't work even though the necessary reticule markings are correctly featured (see pictures for detailed explanation). The scope also covers up the feeding/ejection port so the M40 must be reloaded with individual rounds.

M40 sniper rifle - 7.62x51mm NATO
File:RS2VM40I.jpg
Holding the M40.
The rangefinding procedure for this Redfield scope is as follows : 1) Place the target between the two horizontal lines at the top. 2) Adjust the magnification for it to perfectly fit. 3) If you zoomed in, the range scale zoomed in too, so now part of it is cut off by the edge of the scope. 4) The bottom-most figure on the scale is your approximate range to the target. This can't be done in game because the scope's magnification is fixed. The horizontal bars at the top also appear to be too close to eachother for man-sized targets : when looking at a target we know is at 200 yards, it's twice as tall as the space between the bars.
File:RS2VM40B.jpg
Operating the M40's bolt.
File:RS2VM40R.jpg
Reloading the M40.

Machine Guns

M60 GPMG

The M60 is the main machine gun of the American forces, and only available to the Machine Gunner. "The Pig" is issued with either three 100-round belt boxes, or a single 200-round belt of 7.62x51mm ammunition, with one in five a tracer. Its rear leaf sight is adjustable for elevation in 100-meter increments, from 400m to a rather optimistic 1100m. It also has a bipod usable when prone or behind cover.

M60 machine gun with bipod extended - 7.62x51mm NATO
File:RS2VM60I.jpg
Holding the M60.
File:RS2VM60A.jpg
Aiming the M60.
File:RS2VM60W.jpg
The M60's barrel warps upon sustained fire, which is a pretty cool effect but lowers accuracy.
File:RS2VM60R.jpg
Putting a new belt into the M60.

Launchers and Flamethrowers

M79 Grenade Launcher

The signature weapon of the Grenadier, the M79 Grenade Launcher is the only explosive launcher available to the US forces. It is quite versatile, as players have access to a variety of 40x46mm ammunition loadouts for different situations : 6 rounds of High-Explosive and 2 rounds of masking smoke, 6 rounds of HE and another 6 rounds of Buckshot, or simply 9 HE grenades. The HE rounds have a realistic arming distance of about 15 meters : within this range, they won't explode if they hit their target, or a barrier, to protect the shooter. Unexploded 40mm rounds still hurt though, and can kill with a well-placed shot : managing this will earn you the 'Thumper' achievement. Finally, the M79's rear sight is adjustable for elevation from 50 to 300 meters, in 25 meters increments.

M79 grenade launcher - 40x46mm
File:RS2VM79I.jpg
Holding the M79.
File:RS2VM79A.jpg
Aiming the M79.
File:RS2VM79R.jpg
Reloading the M79.

M9A1-7 Flamethrower

The US Combat Engineer has a fearsome M9A1 flamethrower at his disposal, which can deal short-range devastation to the environment.

M9A1-7 Flamethrower
File:RS2VM9I.jpg
Holding the flamethrower.
File:RS2VM9F.jpg
Boiling the water with the flamethrower. Kilgore would love the smell.

Grenades and Explosives

M112 Demolition Charge

The Combat Engineer has a single M112 C4 charge at his disposal, given that he doesn't equip the flamethrower. It can either be stuck on a surface or thrown like a handgrenade, only not as far because of the weight, and is detonated from a distance. It is very powerful and can be used for ambushes or clearing fortified emplacements.

M112 C4 demolition charge
The explosive charge. Note the correct markings.
The M112 can be thrown, through the window of this bunker for example.
Detonating the charge at a safe distance. The concussion effect is still strong.

M18A1 Claymore

The Marksman has one Claymore mine, and the Pointman has two. It can be placed on the ground, and then detonated with a M57 switch, sending dozens of deadly fragments in the direction the front of the mine faces.

M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch
Holding the mine.
The business end of the mine and it detonator.
The fragments right after detonation. The mine itself simply disintegrates.

M18 Smoke Grenade

M18 smoke grenade - Red.

M34 White Phosphorous Grenade

M34 White Phosphorous grenade

M61 Fragmentation Grenade

The main hand grenade for the American forces is the M61 fragmentation grenade, which was the updated version of the M26.

M61 High-Explosive Fragmentation hand grenade
File:RS2VM61I.jpg
Holding the M61.
File:RS2VM61P.jpg
Pulling the M61's pin.

Mounted Weapons

M60D Machine Gun

Two M60D Machine Guns are mounted on the UH-1 'Huey' transport helicopter, one on each side. They can be used by the passengers, with no class requirement, to suppress ground troops.

M60D machine gun - 7.62x51mm NATO
The M60D and the gunner's seat.

M134 Minigun

The M134 Minigun is mounted on the side of the OH-6 'Loach' light scout/attack helicopter, and on the chin turret of the AH-1 Cobra attack helicopter.

General Electric M134 - 7.62x51mm NATO
The M134 on the 'Loach'.
The Minigun on the Cobra's turret mount.

M195 Cannon

The M195 20mm Gatling Gun, a short-barrelled variant of the M61 Vulcan, is mounted on the side of the AH-1 Cobra attack helicopter.

The General Electric M61 Vulcan in 20x102mm, the M195's big brother.
The cannon on the Cobra's left side.

M129 Grenade Launcher

The M129 40mm Grenade Laucher is mounted on the chin turret of the AH-1 Cobra, next to the M134 Minigun.

M129 Grenade Launcher, 40x46mm or 40x53mm
The launcher's barrel.

M158 Rocket Launcher

The M158 Rocket Launcher, or Rocket Pod, holds seven 70mm rockets. Three are mounted on the sides of the AH-1 Cobra attack helicopter.

M158 Rocket Pod
The front of the pod.
Its rear end.

Weapons of the NVA/PAVN and the VC/NLF

Sidearms

Tokarev TT-33

The Tokarev TT-33 appears as the main sidearm for the Vietnamese forces. It holds 8 rounds per magazine.

Tokarev TT-33 - 7.62x25mm Tokarev
File:RS2VTT33I.jpg
Holding the TT-33.
File:RS2VTT33A.jpg
Aiming the TT-33.
File:RS2VTT33R.jpg
Giving the paddies the finger while reloading.

Submachine Guns

MAT-49

The MAT-49 is a usable submachine gun for the Vietnamese forces. Players can choose between the original French 9mm version or the Vietnamese 7.62x25mm Tokarev conversion, the latter has an increased fire rate.

MAT-49 Submachine Gun - 9x19mm
A MAT-49 SMG captured by Communist Forces during the French-Indochina War and converted to 7.62x25mm Tokarev.
File:RS2VMATI.jpg
Holding the MAT-49.
File:RS2VMATA.jpg
Aiming the MAT-49.
File:RS2VMATR.jpg
Reloading the MAT-49.

PPSh-41

The PPSh-41 is another usable submachine gun for the Vietnamese forces, having a much higher fire rate than the MAT-49. Like in Red Orchestra 2, the PPSh starts off with 35-round magazines, though the original 71-round drum magazines are also available in the loadout screen. The fire selector is also usable on the base weapon. The model looks slightly different though.

PPSh-41 Submachine Gun with 35-round box magazine - 7.62x25mm Tokarev
File:RS2VPPSHI.jpg
Holding the PPSh-41.
File:RS2VPPSHA.jpg
Aiming the PPSh-41.
File:RS2VPPSHR.jpg
Reloading the PPSh-41.

Shotguns

IZH-58

A double-barreled IZH-58 shotgun is usable for the Vietnamese forces in both full-length, Coach Gun and sawed-off versions. The Sawn off version appears to reload slightly faster and is limited to 00 Buckshot while the Coach Gun and Full-lenghth versions are able to use 1oz Slugs in addition to Buckshot.

Baikal IZH-43, similar to the IZH-58 - 12 Gauge
File:RS2VIZHI.jpg
Holding the IZH-58.
File:RS2VIZHA.jpg
Aiming the IZH-58.
File:RS2VIZHR.jpg
Reloading the IZH-58.
Sawed-off Baikal shotgun- 12 gauge
File:RS2VSIZHI.jpg
Holding the sawed-off.
File:RS2VSIZHA.jpg
Aiming the sawed-off.
File:RS2VSIZHR.jpg
Reloading the sawed-off.

Rifles

AK-47 family

Several AK pattern rifles are grouped under the "AK-47" classification.

AKM

AKM - 7.62x39mm

Norinco Type 56

Norinco Type 56 (fixed stock variant) with under-folding bayonet ("pig sticker") which was standard on PLA-issue Type 56s - 7.62x39mm
File:RS2VT56I.jpg
Holding the Type 56. Note the fully enclosed front sight indicating it as such.
File:RS2VT56A.jpg
Aiming the Type 56.
File:RS2VT56R.jpg
Reloading the Type 56.

Norinco Type 56-1

Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm

Mosin Nagant M91/30

The Mosin-Nagant M91/30 is the oldest gun in the game, available to the Vietnamese factions in both the standard and sniper rifle variants. The former can be loaded with stripper clips, but the latter must be reloaded by individual rounds due to the scope.

Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R
File:RS2VMNI.jpg
Holding the unscoped Mosin-Nagant. The straight bolt-handle is correct for this variant.
File:RS2VMNA.jpg
Aiming the unscoped Mosin-Nagant.
File:RS2VMNB.jpg
Operating the unscoped Mosin-Nagant's bolt.
File:RS2VMNR.jpg
Reloading the unscoped Mosin-Nagant.
Mosin Nagant M91/30 Sniper Rifle with Russian PU 3.5x sniper scope
File:RS2VSMNI.jpg
Holding the scoped Mosin-Nagant with PU scope and correct down-turned bolt-handle.
File:RS2VSMNA.jpg
Aiming down the PU scope.
File:RS2VSMNB.jpg
Operating the scoped Mosin-Nagant's bolt.
File:RS2VSMNR.jpg
Reloading the scoped Mosin-Nagant.

SKS-45

The SKS appears as a usable rifle to the Vietnamese forces.

Russian SKS - 7.62x39mm
File:RS2VSKSI.jpg
Holding the SKS.
File:RS2VSKSA.jpg
Aiming the SKS.
File:RS2VSKSR.jpg
Reloading the SKS.

SVD Dragunov

The SVD Dragunov appears as another sniper rifle for the Vietnamese forces; its semi-automatic operation and box magazines are key advantages over the scoped Mosin-Nagant.

SVD Dragunov sniper rifle - 7.62x54mm R
File:RS2VSVDI.jpg
Holding the Dragunov.
File:RS2VSVDA.jpg
Aiming down the PSO-1 scope.
File:RS2VSVDR.jpg
Reloading the Dragunov.

Machine Guns

Degtyaryov DP-28

The DP-28 from Red Orchestra 2 returns as an available machine gun for the Vietnamese forces.

Degtyaryov DP-28 machine gun - 7.62x54mm R
File:RS2VDPI.jpg
Holding the DP-28.
File:RS2VDPA.jpg
Aiming the DP-28.
File:RS2VDPR.jpg
Attaching the pan magazine.

Degtyaryov RPD

The RPD appears as the main light machine gun for the Vietnamese forces.

RPD Light Machine Gun - 7.62x39mm
File:RS2VRPDI.jpg
Holding the RPD.
File:RS2VRPDA.jpg
Aiming the RPD.
File:RS2VRPDW.jpg
Like the M60, the RPD's barrel warps under sustained fire, affecting accuracy.
File:RS2VRPDR.jpg
Reloading the RPD.

Launchers

RPG-7

The iconic RPG-7 appears as the main launcher for the Vietnamese forces. It must be aimed first in order to fire.

RPG-7 - 40mm
File:RS2VRPGS.jpg
Like in Tripwire's other game Killing Floor 2, the player cocks the hammer on the RPG off before firing.
Holding the RPG-7.
File:RS2VRPGA.jpg
Aiming the RPG-7.
File:RS2VRPGR.jpg
Reloading the RPG-7.

Grenades and Explosives

MD-82 Mine

RGD-1 Smoke Grenade

Type 67 Grenade

Type 67 High-Explosive Fragmentation stick grenade

Mounted Weapons

DShK Heavy Machine Gun

DShKM on tripod - 12.7x108mm

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