BATTLEFIELD
VIETNAM weapons GUIDE
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Everything you need about Battlefield Vietnam weaponry -
Final Edition 31 August 04
Written by LappyTHT
N.V.A. HEAVY ASSAULT SOLDIER EQUIPMENT
1. RPG-2 Launcher
5 Rockets
For those of you who either don't
know much about modern day weaponry
or haven't been playing video games very long, RPG stands for
'Rocket Propelled Grenade,' and the '-2' at the end refers to the PG-2
rocket that the RPG-2 fires. This is an excellent anti-vehicle weapon,
and anti-helicopter weapon if it's flying really, really low.
The reason I say "really, really low" is
because the RPG-2 doesn't have
a lot of oomph. You'll find that once you start aiming at medium range,
the rockets trail downward and hit the ground before it ever gets to the
tank you're shooting at. You need to learn to make up for this if you're
going to use the RPG-2.
That said, the RPG-2 cuts through
tanks like my cliches cut through your
patience. 2 or 3 rockets puts down any light armored tank or artillery
vehicle, and if you can't take down a Patton tank in 4 or 5 then they
have a team of Engineers wrenching on it as you shoot. The time it takes
for the soldier to reload a rocket is fairly long, so make sure you duck
behind a tree or something in between volleys.
2. RPG7V Launcher
5 Rockets
This is what happens when the RPG-2
lifts wieghts for a few months and
comes back with a scope on it. The RPG7V is an (obviously) upgraded
version of the good old RPG-2. It has all of the armor piercing
abilities of it's little brother, without all of the problem of the the
rockets trailing off too soon.
That's right, the RPG7V launches
rockets so far that the Soviets that
made it had to put a scope on it. Now you can eliminate hostile vehicles
from the relative safety of a few hundred hards, without losing any of
the stopping power. Keep in mind that despite of the power advances, it
still takes a second or two to reload a rocket, but with the range the
RPG7V offers that shouldn't be a problem.
3. SA7 Missile Launcher
3 Missiles
The SA7 sets the N.Vietnamese Heavy
Soldier apart from the U.S. Heavy
Soldier. Why? Because it fires *heat seaking missiles* making it
the only true anti-air weapon that a soldier can use outside of a
vehicle. That's what the "SA" in SA7 stands for: "Surface to
Air
missile." (And thanks to Donny for pointing that out.)
2 Missiles is usually enough to take down a plane
or copter at
full health, and if for some reason it's still aloft, the third missile
will knock it out of the sky for sure.
The best part is, it doesn't matter
if the planes are zipping around in
the sky, because the missiles are heat seeking! Also, the SA7 has an
incredible range. My rule of thumb is that if the name of the soldier
piloting the aircraft comes up when you move your crosshair over it,
it's close enough to shoot.
The SA7 also is as effective at taking out land vehicles,
but if it's
tanks you're after you're wasting valuable anti-air missiles by
choosing the SA7. Pick either of the RPGs against tanks and jeeps;
they're just as destructive and you get 2 more rounds.
Because of the anti-air ability
that the SA7 has, I use it in more of a
defensive role - I don't often rush an enemy base and discover planes and
helicopters hovering over it. Rather, those planes and helicopters are
trying to destroy *my* base, which won't happen with the SA7. The reload
time on the SA7 is fairly long, so hopefully you'll have shot the plane
down before you have to reload.
4. 4 Stick Grenades
For some reason that I don't understand,
people who choose the RPG7V
(which, for those of you who haven't been paying attention, is the
stronger of the two RPGs) also get 4 Stick Grenades. I don't know what
you're doing wrong if you fire 5 rockets at a tank and it doesn't blow
up, but I suppose in a pinch you could use these to finish off enemy
armor or take out a group of infantry while saving a rocket.
5. 4 Explosive Packs
The Explosive Packs are available
to the Heavy Soldier who uses the SA7.
They behave in exactly the same way as the C4 charges. They are very
useful in a defensive role, because they allow the Heavy Soldier to
control when they detonate, and so work well to protect the guy with the
SA7.
Explosive Packs are very effective
against enemy infantry and light
armored ground units. It is very easy to defend a base by laying
Explosive Packs across a choke point (say a trail coming over a hill),
then restocking your ammo, and laying them across all the other choke
points.
Keep in mind that no amount of trampling
on the Explosive Packs, by
infantry or by vehicles, will make the Explosive Pack explode. They must
be detonated.
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Please read a quick note on this edition of my faq regarding the v1.1 patch here. Note that the "**" indicate areas of my FAQ affected by the v1.1 patch.
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