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BATTLEFIELD VIETNAM weapons GUIDE
- 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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Table of contents

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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