BATTLEFIELD: VIETNAM (hereafter referred to as 'BF:V') (note carefully the absolute lack of ASCII art) YE OLDE WEAPONSE GYDE Final Edition 31 August 04 *Including* version 1.1 patch by LappyTHT email ######################################################################## A QUICK NOTE ON THIS EDITION OF MY FAQ REGARDING THE v1.1 PATCH After spending last spring tweaking and editing this FAQ to perfection, I come back to school this summer (i.e. back to the free internet) to find that those bastards at EA Games patched the game, and a substantial amount of this FAQ was no longer accurate. I was also getting a good number of emails from confused, albeit well-meaning BF:V beginners. So here I am to straighten everything out. Don't worry, I've retested all the weapons that were effected by the patch (A patch that, honestly, was very necessary.) I'll note where changes in weapon performance and packages were made as a result of the patch both in the Table O' Contents and in the body of the FAQ. Second to Lastly, I am not going to give you a full changelog of the patch here, you can find that on almost any website that offers it. However, it's these following changes that I'm gonna talk about in here (As well as everything else) -Lowered 44 Magnum rate of fire to better sync with the animation. -M60 removed from the LAW kit and replaced with M14. -M60 and RPD min/max bullet deviation increased when standing/moving. -M60 and RPD max bullet deviation decreased slightly when prone. -Rate of fire and velocity of M60/RPD adjusted. -Player movement speeds on Heavy Assault kits reduced slightly. And Lastly, try to remember that I'm not looking at the code while I test these things, everything you read is the opinion of a guy playing the game, not a guy reading a bunch of numbers on the screen. So, don't email me saying "Lappy you're wrong, because the Vietnamese tanks take X amount of damage in the water against Y weapon, so you shouldn't have to fire 4 rounds at it"....I did, it happens, I'm sure it'll happen to you too. :) On with the FAQ! ######################################################################## "**" indicate areas of my FAQ affected by the v1.1 patch. TABLE O' CONTENTS -Introduction/Why This Guide Is Here -How The Guide Works -How I Tested All The Weapons And Equipment -The Weapons & Equipment Guide -United States/South Vietnamese Army -**Standard Equipment** -The U.S. Gunner -U.S. Gunner Standard Equipment -U.S. Gunner Primary Weapons -U.S. Gunner Equipment (non-standard) -The U.S. Engineer -U.S. Engineer Standard Equipment -U.S. Engineer Primary Weapon -U.S. Engineer Equipment (non-standard) -**The U.S. Heavy Assault Soldier** -**U.S. Heavy Assault Soldier Primary Weapon** -**U.S. Heavy Assault Soldier Equipment (non-standard)** -The U.S. Sniper -U.S. Sniper Standard Equipment -U.S. Sniper Primary Weapons -U.S. Sniper Equipment -North Vietnamese Army -Standard Equipment -The N.V.A. Gunner -**N.V.A. Gunner Standard Equipment** -N.V.A. Gunner Primary Weapons -N.V.A. Gunner Equipment (non-standard) -The N.V.A. Engineer -N.V.A. Engineer Standard Equipment -N.V.A. Engineer Primary Weapon -N.V.A. Engineer Equipment (non-standard) -The N.V.A. Heavy Assault Soldier -N.V.A. Heavy Assault Soldier Primary Weapon -N.V.A. Heavy Assault Soldier Equipment (non-standard) -The N.V.A. Sniper -N.V.A. Sniper Primary Weapons -N.V.A. Sniper Equipment -**Different Army Divisions And The Weapon Packages They Choose From** -Credits/Contact Information -Dedication/Thanks ######################################################################## Hi there. I wrote this guide for two main reasons. First, I had a few questions about the weapons in BF:V and couldn't find any FAQ about them at good ol' GameFAQs, and thought that I could finally make a contribution to the community. Which leads me to my second reason - I've been a part of the GameFAQs community for years (read: a huge videogame dork) and always wanted to give my part to the people I've been coming to for help for so long. I also thought it would be easy. (Ha!) Here I am, several pages of notes and about a day of my life later wondering how some of you can crank these things out with the frequency that you do. My hat goes off to you regular contributors; this is my first. Now on to the FAQ! ######################################################################## HOW I TESTED THE WEAPONS AND EQUIPMENT Apart from playing online and in LAN, I vigorously tested each weapon and piece of equipment until I was absolutely sure how it worked on my own computer controlled teammates in single player. As you read, please remember all of my bewildered teammates who gave their lives so this guide could exist. ######################################################################## HOW THE GUIDE WORKS (it's lengthy, but worth it!) Hokay, here's the drill. For those of you who need a quick refresher on your history, the two main sides of the Vietnam war were the United States/South Vietnamese, and the North Vietnamese. These are the two armies that you'll play as in game and each side uses a unique set of weapons and equipment, so don't expect to find your favorite U.S. sniper rifle when you're playing as the Viet Cong. You can, however, pick up an fallen enemy's or comrade's weapon package by hitting your "pick up item" key. Each side in the war is offered different "weapon packages", which is a term I use a lot in the guide. What it means is that for each class, you have different options (or packages) of equipment and weapons to choose from. Sometimes you are offered two packages that share the same primary weapon but offer different equipment, and vice versa. I will cover all of the weapons and equipment in the game as they are offered by class you choose. I also list which forces are offered which weapons packages after my in depth descriptions of the weapons and equipment in the game. If you missed it, you can check the table of contents above to see the order in which I do it, or just keep reading and be surprised. There are many parallels between the weapons and equipment for either army (weapons or equipment that are different but essentially perform the same). The reason that there are these parallels is for the obvious reason of keeping the gameplay balanced, and this balance is achieved by offering different classes to pick from as you wait to spawn. I'm going to break down how each weapon and piece of equipment works by the four classes that both armies share, and I'm going to start with the United States/South Vietnamese force. Also, understand that on certain maps, different forces from either side are fighting, which will affect your weapon choice. For example, the weapon packages that the U.S. Marines can choose from are different than the weapon packages that the U.S. Special Forces can choose from. I'm going to describe all of the equipment and weaponry in the game in a certain order. First, the "Standard Equipment" of the army: equipment that a soldier gets regardless of which class he picks. Next, I will describe the weaponry and equipment available to each class in that army. Keep in mind that some classes have equipment that is Standard for that class, but no other. I will note those as well. I am not listing extended information about the weapons in this game, such as it's full name, country it was made in, caliber of the bullets it fired, years it was in sevice, etc. I am listing them as they appear IN GAME so that you can find them easier. If you want more information, I'm sure your favorite search engine can help you out. And on a final note, I understand the differences between the different branches of the United States military, the South Vietnamese Army, the North Vietnamese Army, and the Viet Cong. For abbreviation purposes only, I will be referring to the classes, weapons and equipment as either "U.S." for the United States and South Vietnamese side, and "N.V.A." for the North Vietnamese and Viet Cong side. **By the way, I don't have the instruction manual, so I'm making up the class names, but I will describe how to pick them so you'll know what I'm talking about.** "Enough Lappy! Get on with the Weapons!" Hokay, here we go. ######################################################################## T H E W E A P O N S A N D E Q U I P M E N T G U I D E ######################################################################## UNITED STATES and SOUTH VIETNAMESE STANDARD EQUIPMENT BINOCULARS: Every class in the game comes equipped with Binoculars, which I find very helpful when assaulting a base by myself. If you don't use these too much, you might consider using them more often. Knowing where the enemies are makes it a lot easier to shoot them. PISTOL: There are two types of pistols that you'll get fighting on the U.S. side of the war. M1911 Pistol Magazine Size: 9, with 3 extra mags. and M19 Revolver Rounds:6, with 3 extra reloads. **v1.1 Update** The U.S. sidearms are about as good as you can expect a sidearm to be. The 1911 obviously has more rounds, but typically the M19 comes standard with stronger primary weapons. As to whether or not one pistol is more accurate than the other, I can't tell, because in the situation where I have to resort to my pistol, I'm probably face to face with an enemy soldier with an empty rifle. The guns both fire as fast as you can click your fire button and reload at about the same, quick rate. You could argue that the M19 is stronger than the M1911, but in my experience, even if you hit him in the head, you'll probably empty the whole magazine shooting at him anyway. Gotta make sure he's dead. :) It should also be noted that in the v1.1 patch, the M19 Revolver's rate of fire was lowered to match the animation. I personally don't notice the difference while playing, because of how rare I have to use my pistol. COMBAT KNIFE: I've never had to use this. Before I'd ever need to use the combat knife I'd probably be very dead. In any case, It's fun to knife unsuspecting enemies (and even buddies of yours on your team!) in the back. So, when your roommate or pal keeps taking that plane you want, let him know that you appreciate it by a quick backstab. ######################################################################## U.S. CLASSES AND WEAPONS THE U.S. GUNNER The first class we're going to be dealing with is the "gunner" class, which you'll recognize by a picture of a pistol. The U.S. Gunners all have good primary weapons designed to pick off infantry units at short to medium range. They also use grenades to blow up groups of infantry and to defend themselves against armored land units. The best part of this class, I think, is it's versatility. You can really use it in an attacking or defending role and not have too many problems with it, while still being able to offer sufficient fire- power in a vehicle. ######################################################################## U.S.GUNNER STANDARD EQUIPMENT 1. 4 Fragmentation Grenades **With the exception of the XM148 version of the CAR 15 rifle (which is detailed below, of course)** These are very helpful. Though a gunner is well equipped to handle infantry, against armored vehicles their rifles might as well be B.B. Guns. So, when you're a gunner and you see a tank coming round the corner, say hello with a few grenades and blow him sky high. Keep in mind that right clicking with the grenades drops them slightly forward of where you are. So if you're in a building and theres a tank below you you can't see, drop a few grenades on top of him. And Josh (who you'll find in the credits section) sent me an email with more right-clicking tips: "It is worth noting though, that your actually supposed to HOLD DOWN the right click to adjust how far the grenade goes...Just clicking the right click is a great strategy, but there are tons of uses for holding it down for a little bit - like to throw a grenade over a short fence." U.S. GUNNER PRIMARY WEAPONS 1. CAR 15 Assault Rifle Clip capacity:30 rounds, with 6 clips in reserve. This, along with the M16, is the workhorse rifle of the U.S./S. Vietnamese army. The recoil on the CAR isn't bad at all, and at the distances you should be shooting it (short to medium range) you won't notice it much. Reload time isn't too long, which lets you get back to killin' when you need to. I like this gun for the bigger magazine that it offers, while still firing at about the same rate as the M16 (pretty fast). The only drawback to this gun is that at long distance, you'll have a harder time hitting your target than you would if you had an M16. If you are going to shoot at long distances, use short, controlled bursts from the crouched or prone position to get the job done. 2. M16 Assault Rifle Magazine Capacity: 20, with 6 mags in reserve. If you've played practically any other modern first person shooter, you know the good ol' M16. The BF:V M16 is a very good rifle with a fast rate of fire, quick reload time, and better accuracy at longer ranges than it's lightweight cousin the CAR 15. The choice between the M16 and the CAR 15 basically comes down to whether or not you can tolerate the 10 fewer rounds in the magazine. Personally, the high rate of fire that the M16 has causes me to go through my bullets a little too quickly. Many a time have I valiantly rounded a corner, unloading hot lead into the resident Viet Cong only to hear a 'click' at *exactly* the wrong time. On the other hand, you will have an easier time hitting people at long range with it. The choice is yours. 3. Mossberg Shotgun Capacity: 6 Shells, with 18 shells in reserve. Yeehaw. For those of you with a Soldier of Fortune or Quake fetish, you'll have a blast with this gun. At close range, one shot in the general direction of the enemy is enough to put them down, and at medium range two shots aimed properly will be all you need. The fun part of the Mossberg is that the spread of the buckshot is wide enough at close and even medium ranges to take down mulitple enemies. I find it particularly useful at exterminating those fully packed three man jeeps. I also find it useful at destroying partially damaged vehicles, which the M16 and CAR 15 aren't too handy at. The downside, of course, is that you can only fire one shot at a time, with about a half second wait time as the soldier pumps another shell into the chamber. Also, the reload is slow (the soldier reloads it one shell at a time) and you wont be hitting anything past medium range with this bad boy, so when using it you'll want to keep the fight up close and personal. 4. XM148 Assault Rifle/Grenade Launcher Magazine Capacity: 30, with 5 mags in reserve. Grenade Capacity: 1, with 5 grenades in reserve. You remember when I told you that there was an exception to the 'grenade' part in in the 'Gunner Standard Equipment'? This is it. Actually, the XM148 is the name of the Grenade Launcher on this rifle. The actual rifle is a CAR 15. So, you can expect the gun to perform like the unmodified version of the CAR. The grenade launcher I find to be more effective than regular hand grenades. Firstly, it's easier to aim than hand grenades because the crosshair points at where the grenade will land, not the general direction you're facing. Secondly, you get two more grenades. Very, very effective at wiping out whole platoons of bad guys. Now, I can hear you saying, "But Lappy, if this weapon is offered with a medkit and extra grenades, why would I pick any other weapon package?" A Valid question, and I'll answer it. On the missions where you can select this gun, your other option is the CAR 15 with Medkit. The difference is that on the unmodified CAR 15, you can zoom in to make your shots more accurate with the right mouse button (like on any other gun). If you're used to shooting M16s and CARs, you'll find that when you pick up the XM148, you'll be firing grenades when you mean to be looking through the rifle sight. I find when I'm playing maps that offer this gun, there are times when I wish I had a grenade launcher and times I wish I could zoom in. U.S. GUNNER EQUIPMENT 1. Medkit The medkit is a real treat, because you can use it to heal yourself. Simply pull out the Medkit when you want to heal yourself, and hold down the fire button. you'll be able to watch the progress of the healing process on a little meter in the lower right corner of the screen. Even better, the medkit can be used as often as you want! It can only be used for so long before having to "recharge", though. Watch the grey meter in the lower right corner of the screen refill so you know when it can be used again. Unfortunately, the medkit isn't offered often, and when it is, it's because the U.S. are in a particularly difficult map and *will* be needing them, so keep your head up and use the medkit when you have to. ######################################################################## THE U.S. ENGINEER The U.S. Engineer is a class that works best in and around vehicles, which you'll recognize by the picture of a wrench. Whenever I nominate myself as designated driver/pilot of a game, I pick the Engineer class. The rifle that the Engineers use is standard, but the equipment that he can use along with it is what defines the type of Engineer you'll be. Again, the Engineer is a class you want to play along side a vehicle, whether you're driving it or just tagging along for the ride. Whether you're attacking or defending depends on the type of vehicle you're in. ######################################################################## U.S. ENGINEER STANDARD EQUIPMENT 1. Wrench: The wrench is what makes the Engineer so valuable. The wrench is used to repair vehicles that take damage or that crash because you don't know how to fly no matter how often you insist you can. :) This is why when I decide to drive or pilot I pick an Engineer. If my jeep gets hit with artillery fire, or if my helicopter landing was less than stellar, no problem; I can restore the health of the vehicle while my buddies cover me. If you aren't going to make use of this aspect of the class, then you probably shouldn't be an Engineer. U.S. ENGINEER PRIMARY WEAPON 1. M14 Rifle Magazine Capacity: 10, with 5 magazines to spare. The M14 is the primary weapon that all U.S./S.Vietnamese Engineers use, and it's a weapon that works well with the class. The M14 is semi- automatic, so you can fire it as fast as you can click the fire button. I find the rifle to be very accurate, and careful aim will have you picking off N.V.A. infantry at long distances. In fact, I prefer the rifle at a longer range. Up close against an enemy with an automatic gun, a semi-automatic gun is more likely to lose. The reload time for the M14 is quick, just be careful that the small magazine capacity doesn't leave you reloading in the middle of a firefight. U.S. ENGINEER EQUIPMENT 1. 5 U.S. Land Mines I absolutely love the mines. Want to have fun? Sneak into an enemy airfield and plant them in front of all of the planes and vehicles. Guess what, if they try to take off, they'll blow up! Suckers. I don't see much of a use for the Mines other than rigging a base to explode whenever someone enters a vehicle, except maybe spreading the mines across a path where enemy armor is likely to come from. Mines are not detonated when stepped on by infantry, or when shot at, and can only be set off when a vehicle travells over it. 2. 5 Claymore Explosives, with detonator. Claymores are fun. Claymores are used against enemy infantry, not against enemy armor. If you want to trip up armor, use Land Mines or C4 instead. the way you use Claymores is up to you. You can use them like I suggested you use land mines, and set them up all around a vehicle - so when an infantry unit tries to step up to the vehicle to enter it they go boom. You could also use Claymores to set up a defensive perimeter and ignite them when enemy soldiers get close. The thing to remember about Claymores is that they are detonated either with the detonator, or when an infantry unit steps on them. Vehicles do not detonate them by travelling over them; in fact, I don't think Claymores damage vehicles at all. In my testing I've rigged Claymores all around, underneath and on top of tanks, detonated them and the tank still had full health. Something to keep in mind. 2. Portable Mortar Launcher, with 20 Mortars The Portable Mortar Launcher is a great weapon to use while attacking or defending, I personally like to use it on the attack. To use the mortar, select it, then click your fire button to set it up. Keep in mind that the direction you're facing is the direction it will face when you set it up. To use it after you set it up, click your "enter vehicle" button and you will be able to aim and fire it. Nothing says "get out of your base now" like a good, constant mortar shelling. :) And thanks to Mr. Magee for reminding me that you can pick up the Mortar if you want to reposition it by hitting your "pick up item" key. 3. 5 C4 explosives, with detonator. While you can use the C4 charges in the same "booby trap their base" manner that I described with the Claymore mines, I like to use the C4 in a more defensive role, because they allow the Engineer to control when they detonate. They are very effective against enemy infantry and light armored ground units. It is very easy to defend a base by laying C4 across a choke point (say a trail coming over a hill), then restocking your ammo, and laying C4 across all the other choke points. Then just sit high and dry under cover and wait for their armor and infantry to come strolling through, and make sure to laugh when you blow them all up. Keep in mind C4 must be detonated to explode, no amount of shooting at it or stepping on it will cause it to ignite. I got an e-mail from Joshua with more helpful tips: "The C4 is sticky. It will stick to all objects, i.e. tanks, planes, etc. It will also stick to bridges, houses, and other objects not part of the earth. Can be useful in sticking to tanks as they drive past. Another favorite tactic is what I call, gift giving. Find a vehicle, APC's work best, and stick the C4 onto an inconspicuous part of the vehicle. Drive the vehicle into the enemy base and park it right next to the respawn area. The enemies will gladly accept the gift and get in. Set off the charges and have a good laugh. Somewhat more usefull than the booby trap because you can bring the vehicle to the enemy after you've rigged it." 4. Welding Torch The welding torch is a kind of 'anti-wrench.' Instead of healing a vehicle, it damages it. At times, I find this a whole lot more useful than using hand grenades to blow up a tank. While tanks can move away from incoming grenades before they detonate, they can't target me when I'm crouching underneath their turret with a welding torch. Just make sure to clear out when the vehicle catches fire. ######################################################################## THE U.S. HEAVY ASSAULT SOLDIER **v1.1 Update** These guys pack a *ton* of firepower, and you'll know them by the picture of a rocket. I personally think that at least 2 Heavy guys are essential to any ground assault, and leaving one or two behind to cover a base doesn't hurt either. The strength of the U.S./S. Vietnamese Heavy Assault soldier compared to the N.Vietnamese Heavy Soldier is their ability to clear bodies with the M60 and M79. Even though the L.A.W. is a formidible rocket launcher, they aren't as effective against land and air vehicles as their N.Vietnamese counterparts. Also, Heavy units are slower than the other units, especially since the new patch. When picking this class, your job is to clear a path for the gunners and snipers on your team by blowing through the enemy infantry and armor. ######################################################################## U.S. HEAVY ASSAULT SOLDIER PRIMARY WEAPON 1. M60 Light Machine Gun Ammo Box Capacity: 100 rounds, with 2 extra boxes. **v1.1 Update** You ever want to be Rambo? You can, with the M60. This gun goes through enemy infantry like they're going out of style. But enough with the cliches, let's talk about what this gun can do. It has a much slower rate of fire than the M16 or CAR 15, and isn't as accurate at long ranges due to a heavier recoil (crouching or going prone will help this). But what does it matter? The gun holds ONE HUNDRED mother-loving bullets. If you miss with the first 5, chances are good that some of the next 95 will hit. Some tips I offer - Since the new patch, this gun was changed pretty significantly. If you're new to the game you won't notice the changes, but people like me who played in the glory days of the M60 - L.A.W. weapon package will be able to tell. The M60 has had it's accuracy lowered and it's harder to control now. It isn't as easy to pick off medium to long-range targets as it used to be while standing or ducking. That said, while prone the gun gets a little bit of it's accuracy back, and is *much* easier to control. I've had no problem mowing down waves of infantry from one bridge end to the other with this. Just practice with it. And remember, even while at long distance, this gun rocks because of the QUANTITY of bullets it shoots, not the QUALITY of the shooting. Don't be afraid to hold down the trigger every now and then. Lastly, the reload time is pretty long for the M60, as the soldier has to load the Ammo box and then attach the belt. I would reload when you hit 25 rounds - you don't want to run out in the middle of a gunfight with the M60. 2. M14 Rifle Magazine Capacity: 10, with 5 magazines to spare. **v1.1 Update** The M14 is the primary weapon U.S. Heavy Assault Soldier's get with the L.A.W. weapon package. It's the same ol' model that the U.S. Engineer's get, so you can count on that quick, semi-automatic fire as fast as you can click the mouse button. You'll also appreciate the fast reload and long distance accuracy. The M14 replaces the M60 as the weapon packaged with the L.A.W. As it was, the M60 L.A.W. combination in the initial release of the game was at best an unstoppable force, as no N.V.A. weapon package could match it in terms of explosive and rapid fire power. I however, like the addition of the M14, and think that it compliments the L.A.W. much more. I mean, when I play with a L.A.W., I'd rather be perched in the 2nd story window of a burned out building shooting at tanks than up close and personal. Now that I have an M14, I can also easily pick off enemy infantry that didn't take the cue to run away when I blew up their tank. The range you have with an M14 enables the Heavy Assault Soldier to play a more defensive role, while retaining his ability to assist on the attack. U.S. HEAVY ASSAULT SOLDIER EQUIPMENT 1. M79 Grenade Launcher 6 Grenades When you're playing on a map or server that's using a ton of infantry, this is an excellent combination with the M60. The M79 can launch the grenades pretty far, and the effectiveness of the grenades is unmatched. It is also easier to aim the grenades with the M79 launcher, as the crosshair actually points where the grenade will land. The reload time is unfortunatly a little long, slightly longer than the reload on the XM148. But once the round is in there, you can make bodies fly with little effort - and if you get stuck reloading by a few enemies you can always switch to your trusty M60. You can destroy vehicles with this, but the grenades don't pierce armor as well as tank shells or the L.A.W. Therefore, the M79 can be an excellent "clean up" weapon to use on wounded tanks and jeeps. I don't find myself surrounded by infantry as often as I am surrounded by vehicles, so I usually go with the L.A.W., which is more effective against armor. However, if you're looking to clear away infantry by the dozen, this is the equipment you want. If your team is rushing a base with a lot of infantry ("How would we know the base has lots of infantry Lappy?" - use those binoculars!) an M79 is the perfect thing to help out your assaulting Gunners. 2. L.A.W. Rocket Launcher 5 Rockets **v1.1 Update** Picking the L.A.W. (Light Anti-Armor Weapon), packaged with the M14, makes the Heavy Assault Soldier more capable of attacking enemy armor. This weapon is the most effective anti-armor weapon the U.S. forces have. 2 or 3 rockets is all you'll ever need to stop a light armored tank with this baby, and even low flying helicopters (once the copter gains altitude you probably won't be able to hit it). You can even clear out distant infantry with it if you're a good enough shot. The rocket trails down towards the ground as it travels through the air, so keep that in mind when shooting at a distance. In my mind, if you're going to try to blow up infantry, use the M79 - it's easier to hit infantry with, plus you get another round. In my opinion the L.A.W. makes a more well-rounded Heavy Soldier because of it's ability to be used in a defensive role. In the absence or wait time between spawns of friendly armor, an L.A.W. can hold off a tank invasion long enough for reinforcements to arrive. Granted, having an L.A.W. isn't as useful as having a tank or helicopter, but it can get you out of a tight spot. I still do like to to use L.A.W.s when assaulting a base that I expect heavy armor resistance from, but I don't charge right in. The M14 isn't going to stand up against an AK-47 or RPD. However, a pair of L.A.W.s safely behind, or in an elevated position above some Gunners can care of any tanks in the base, while a third Heavy Soldier with a M79 can help the Gunners clear out any infantry. Note that while the launcher reloads the next rocket automatically, the time that it takes the soldier to reset the weapon after firing is on the lengthy side. ######################################################################## THE U.S. SNIPER The U.S./S.Vietnamese Snipers can be found by the picture of the crosshair. If you're going to play as a sniper in this game, it would help for you never to have played Medal of Honor: Allied Assault or CounterStrike, because all of that jump/strafe/lean shooting nonsense isn't going to get you anywhere in this game. The sniper in this game is best played on from an elevated position (I love getting in the enemy airfield control towers or prone in the brush on a hill). It is important to take note that while scoped, the Sniper moves much slower. The U.S. Sniper doesn't come with as many equipment options as a N.Vietnamese sniper, but I think the weaponry he gets is slightly more effective at close range than the N.Vietnamese sniper rifles. ######################################################################## U.S. SNIPER STANDARD EQUIPMENT 1. 3 Smoke Grenades The U.S. Sniper gets smoke grenades, which admittedly isn't as useful as some of the equipment/traps that the N.Vietnamese Snipers get. However, the smoke grenades aren't without it's uses. You can go Full Metal Jacket style and use the grenades to cover yourself as you're trying to get to a good spot and you're under fire. I like to use them as pick-up signals for my roommate who plays with me. (He's not the swiftest pilot as it is, and unless there's something to get his attention he wouldn't bother trying to land). Using the smoke grenades as pick-up signals can be useful. In my opinion the easiest way for a Sniper to get in a good spot behind or near enemy lines (or spawn...haha) is to get airlifted over there and parachute out. U.S. SNIPER PRIMARY WEAPONS 1. M16 Sniper Rifle Magazine Capacity: 20, with 2 extra mags. A lot of people pick this gun because of all of the ammunition it comes with. Admittedly, you do get a lot, and the M16 is still the same old, tried and true M16, with the change to semi-automatic fire. Unscoped you can fire as fast as you can click the fire button, while scoped you fire slightly slower (I imagine to simulate the soldier readjusting his aim on the scope). The reload time is still the same, quick reload, and the gun is still as accurate as it was unscoped, with the Scope making it easier to aim at long distances. HOWEVER, you will still have trouble hitting people at long distances. Many a time I have lay prone, my crosshair right on a soldier across a field, or river, or base, and missed. This is because the M16 isn't a sniper rifle, it's an assault rifle. "But Lappy it has a scope on it." Well, putting a scope on a pistol wouldn't make it any more accurate at long range than the M16. That said, the M16 is a very effective sniper rifle at medium range. So if you're decent at sniping but are in a confined area of a map, this rifle would be perfect for you, and it's larger magazine and semi- automatic fire would protect you up close. 2. M21 Sniper Rifle Magazine Capacity: 10, with 1 extra mag. This is quite a step up from the M16 in the accuracy department, while still retaining the semi-automatic feature. You'll find that you won't miss like you did with the M16 when firing at distant targets, which in turn makes you a much more effective sniper. The reload time for this gun is also comparable to the M16, which is another excellent feature. The downside, of course, is the ammunition. With only 20 rounds available you'd better A: Be a crazy good shot, B: Be near an ammo refill box, or C: both. Especially when confronted at close range, if it takes you five shots to take down 2 assaulting infantry, you're down a quarter of your ammunition. Be careful with the shots you take with this gun, because you aren't given many to play around with. When you can't choose the M40 and can't fight the urge to spawn camp the Viet Cong, pick this rifle and take em out long range. 3. M40 Sniper Rifle Chamber Capacity: 5, with 20 extra rounds. This gun is a great long range sniper rifle. I don't miss when I use this, and you won't either - it's a great, accurate rifle. On the other hand, it's a bolt-action rifle, so there is about a one second wait time between each shot you fire as the soldier works the bolt. Also, the gun is reloaded one chamber at a time, so only reload when it's safe. Being a bolt action rifle, you'd probably be better off switching to your pistol in a close-up encounter with the enemy. On the other hand, the ability of the M40 to pick off people at long range makes it a very effective tool at picking off enemy soldiers - to the point where a good sniper can take out wave after wave of infantry and not be seen. If you're going to use this gun, you'll want to be a good shot. Because of the interim between shots, and the little protection it offers in a close range encounter, a miss could be fatal. As far as accuracy is concerned, this is a good rifle. For more versatility, you might want to pick the M16. ######################################################################## Well, that completes the United States weapons, now lets see what the Commies are bringing to the fight, shall we? THE NORTH VIETNAMESE AND VIET CONG STANDARD EQUIPMENT BINOCULARS: Same trusty Binoculars that the U.S. uses. Take my advice, use them to find all those pesky snipers and take them out. PISTOL: TT33 Pistol Magazine Capacity: 8, with 3 extra mags. Yes, the TT33 sidearm has one fewer round per magazine than the U.S. M1911, but honestly the procedure is still the same - you run out of ammunition with an enemy in front of you and you switch to your pistol and empty the whole thing at him. The reload time is quick, like the other sidearms. MACHETE and PLANTATION KNIFE The Machete and Plantation Knife look a lot cooler than the U.S. Combat Knife, but ultimately they do the same job. Again, I've never had to resort to hand to hand combat tactically - but it sure is fun to sneak up on a buddy and carve a "hello" in his back. ######################################################################## N.V.A. CLASSES AND WEAPONS THE N.V.A. GUNNER The N.V.A. Gunners are very similar to the U.S. Gunners - their key is in their versatility to aid any attack, and like their U.S. counterparts are identified by a picture of a pistol. The N.V.A. Gunners are more necessary to the N.Vietnamese army because the N.V.A. Gunner has more firepower than any other class in the N.V.A. army, so it is essential to any good N.V.A. team to have lots of Gunners to help the attack/defense. ######################################################################## N.V.A. GUNNER STANDARD EQUIPMENT 1. 4 Stick Grenades Just like the U.S., the N.V.A. Gunners get four hand grenades apiece, which really helps them out. Without the grenades, the the N.v.A. gunner really doesn't have much of a chance next to a tank or even fully loaded jeeps (provided the people in the jeeps know what they're doing.) With grenades, you can take out a tank if you throw well enough. Usually I can blow a tank thats got full health with three, maybe four grenades. Less if I have teammates nearby who are also hacking away at it. Remember, when you're a Gunner - those grenades are your insurance policy against armor. Right clicking instead of left clicking drops the grenade in front of you, which is good for dropping them out of windows and over cliffs. If you do drop a grenade on flat land, get out of there fast. And Josh (who you'll find in the credits section) sent me an email with more right-clicking tips: "It is worth noting though, that your actually supposed to HOLD DOWN the right click to adjust how far the grenade goes...Just clicking the right click is a great strategy, but there are tons of uses for holding it down for a little bit - like to throw a grenade over a short fence." N.V.A. GUNNER PRIMARY WEAPONS 1. AK-47 Assault Rifle Magazine Capacity:30, with 4 mags. in reserve. The tried and true AK-47 rifle I would say is the workhorse of the N.V.A. Gunner class. Although the rifle suffers from a drastically slower rate of fire than either of the U.S. Assault Rifles, it actually works to the advantage of the A.K. 47. Due to the slower rate of fire, the 30 round mag. lasts a lot longer than an M16 or CAR 15 mag. Also due to the slow rate of fire, the AK-47 is a lot more reliable at longer range than any other N.V.A. Gunner Rifle, as long as you can cope with the large recoil. When taking out that far off enemy, just use short controlled bursts while crouched or prone, you know the drill. With a reload time that's as quick as any other rifle, the AK-47 is an excellent choice for the attacking or defending Gunner. 2. AKMS Assault Rifle Magazine Capacity:30, with 4 mags. in reserve. On maps where the AK-47 isn't available for one reason or the other, it's lightweight cousin the AKMS is offered. The AKMS is just about identical to the AK-47 in everything from clip capacity, rate of fire, and effective range (still can hit things long distance). The only difference, and it is noticable, is that the lighter weight of this gun makes the recoil even worse than the AK-47. So when shooting at medium or long range, the same tactics apply as the AK-47, just keep your short controlled bursts a little shorter. 3. Type 56 Machine Gun Magazine Capacity: 47, with 2 mags. in reserve. Yes this gun looks like a disc launcher, but it is actually a very effective gun. With a 47 round magazine capacity, you won't be running out of ammunition anytime soon, even with the Type 56's decent rate of fire (not as fast as an M16, but faster than the AK-47.) The lighter weight of the Type 56 has a worse recoil than the AKMS. It is controllable, but is still a factor nonetheless. I can still hit long range with it, and by golly you can too if you practice. One thing to keep in mind is that it takes the soldier a little longer to reload the circular drum magazine than a regular magazine, so keep that in mind when you're getting low. 4. RPD Light Machine Gun Ammo Box Capacity: 100, with 2 extra boxes. **v1.1 Update** The N.V.A. get their light machine gun in a different capacity than the U.S. soldiers. While the U.S. M60 is used in the Heavy Assault Soldier role, the N.V.A. get the RPD as a Gunner, with hand grenades. As such, the RPD is best used as a support weapon for your infantry during attacks, and to a lesser extent holding bases. The name of the game is quantity over quality. I've heard some people argue that the RPD is more accurate machine gun than the M60. I never really notice, however, because when I'm trying to hit something beyond close range with the RPD I'm throwing enough bullets at it to down a bull elephant. Now I'm not saying you should be wasteful with your ammunition, but you're given 300 bullets for a reason. Do not shoot all 300 bullets at once. The new patch drastically reduced the rate of fire, especially when standing and moving, and even while ducking. Keep cranking out rounds in short controlled bursts, especially from the prone position, and you'll master this gun in no time. The RPD's rate of fire is faster than the AK-47s, to give you a comparison, and the recoil isn't too bad. The only thing to keep in mind is the long time it takes for the soldier to reload the ammo box and attach the new belt. If you're in a safe spot, I recommend reloading at 25-30 rounds or less. ######################################################################## THE N.V.A. ENGINEER Just like their U.S. counterparts, you can select the N.V.A. Engineer by the picture of a wrench. The Engineers on the N.V.A. side have a lot more equipment to use than their U.S. counterparts, and that works out to their advantage. I think that the N.V.A. Engineer has an easier time sabotaging enemy vehicles than the U.S. Engineer, and has a stronger primary weapon. Even so, the Engineer is a class you play in a vehicle, preferably as a pilot or driver, because of the wrench that he carries. ######################################################################## N.V.A. ENGINEER STANDARD EQUIPMENT 1. Wrench It's not as purty as the shiny U.S. wrench, but it'll still get the job done. On the N.V.A. side, the wrench isn't the only reason you would be an engineer, (they get a lot of cool equipment), but it's still the most important tool that the Engineer has. To use it, walk up to the vehicle whose health you want to restore, and hold down the fire button. You'll be able to watch the progress of the repair on a little meter on the bottom right corner of your screen. N.V.A. ENGINEER PRIMARY WEAPON 1. MAT 49 Sub-Machine Gun Magazine Capacity:32, with 3 extra mags. The MAT 49 is an excellent weapon for an Engineer especially because it provides automatic fire, something the U.S. Engineer doesn't have. You also get a ton of ammunition with it, so the N.V.A. Engineer is more aptly suited to hold off enemy troops. This doesn't mean that I think the N.V.A. Engineer can be used like a Gunner, but in dire situations the MAT 49 will hold it's own. The MAT 49 is small and light, so naturally it's recoil is crazy (the most noticable of any automatic gun in the game if you ask me) and it has trouble at long and even medium ranges if you're not firing in bursts. The rate of fire is very quick, however, so at close range you'll be able to throw out enough hot lead to keep the U.S. off of you while you repair a vehicle. Keep in mind that the high rate of fire means that you'll be going through that magazine a lot quicker than you expect to, The reload time is as quick if not quicker than an AK 47 or Type 53, so when you do run out it won't be long till you're back in the fray. N.V.A. ENGINEER EQUIPMENT 1. Portable Mortar Launcher, with 20 Mortars The Portable Mortar Launcher is a great weapon to use while attacking or defending, I personally like to use it on the attack. To use the mortar, select it, then click your fire button to set it up. Keep in mind that the direction you're facing is the direction it will face when you set it up. And thanks to Mr. Magee for reminding me that you can pick up the Mortar if you want to reposition it by hitting your "pick up item" key. To use it after you set it up, click your "enter vehicle" button and you will be able to aim and fire it. Nothing says "get out of your base now" like a good, constant mortar shelling. :) Great for the N.V.A. Engineer that crash lands accidentally or on purpose into unfriendly territory. Between the MAT 49 and this baby, they'll go through quite a few men before you go down. 2. 5 Landmines The Landmines are one of my favorite items in the game. Why? Sneak into an enemy airfield and plant them in front of all of the planes and vehicles. Guess what, if they try to take off, they'll blow up!! Suckers. I don't see much of a use for the Mines other than rigging a base to explode whenever someone enters a vehicle, except maybe spreading the mines across a path where enemy armor is likely to come from. The N.V.A. Mines, like the U.S. Mines, are not detonated when stepped on by infantry or when shot at. They can only be set off when a vehicle travells over it. 3. Shovel I'll admit, it took me forever to figure this one out, and I'd like to credit the fine folks over at Nuclear Powered Battlefield Vietnam, whose link you'll find in my credits section, for helping me get the hang of this handy, handy tool. What the shovel does is allow you to move specific spawn points by "digging" trenches between them. It might sound confusing but it's actually very easy. You don't actually start with a shovel, you have to find one. The only person who can use the shovel is a soldier that has the Shovel as part of his equipment. A Gunner, Heavy Soldier, Sniper,or Engineer without a Shovel cannot move the spawn point. You can find a moveable spawn point by spawning there (...it is a spawn point after all), and identifying it not by a flag, but by a trap door in the ground with a shovel sticking out of it. Walk up to it, hit your "pick up item" key, and voila! You'll see the trap door disappear and you'll be able to select the shovel from your inventory. When you find an area you want to move the spawn to, (Say...oh I don't know...behind the enemy base) walk up to it, pull out the shovel, and hold down your fire button until you see the trap door reappear. Pretty soon you'll have friendly soldiers pouring out of the tunnel and into your enemy's base! Yay for trench digging. When you do this, make sure you're covered while you're digging and make sure you let your team know where the new spawn point is, so they can be sure to take advantage of it. 4. Booby Trap Pliers The Booby trap pliers are yet another personal favorite, because of the mass destruction that they cause. Those of you who have read about the Land Mines for either army in my guide know how I live to rig an entire airfield to explode, then sit back and watch the fireworks. Well these work the same way as the Land Mines, except a booby trapped vehicle blows up as soon as a soldier enters it. To booby trap a vehicle, select the Pliers and walk right up to the vehicle in question. Click the fire button and you'll see a dynamite pop out. If you're close enough to the vehicle, the dynamite will stick to it. After that all you have to do is wait for an enemy soldier to get into it and Blammo!! he's a scorch mark on the nearest wall. The other great thing about the booby trap is, unlike the Land Mines, you get unlimited dynamite. And if you miss hitting the vehicle and the dynamite falls on the ground, you can pick it back up by hitting the "pick up item" key. A very fun piece of equipment, just remember that the only way the Booby Trap explodes is if it is attached to a vehicle and a soldier enters it - and this includes teammates! If you see a teammate heading for a vehicle you have set to explode, either be a nice guy and remove the trap for him, or go out of your way to direct him to that *specific* vehicle, whatever your mood. :) 5. 5 Pungi Sticks These things are just mean. Do what I do, put them in tall grass, and watch people get confused and angry when they don't know whats killing them. Pungi sticks are sharpened, pike-like sticks that stick up from the ground with a poison on them. If an infantry unit steps on them they die instantly, regardless of their health - and the Pungi sticks stay! Pungi Sticks take a second or two to set up, but if theres an area where you notice people usually stand when capping a flag, or a particular building or vehicle you don't want someone to enter, spread some of these guys around. You only get five, which doesn't cover much area, but if you're fortifying a base there's bound to be an ammo refill box somewhere close by. ######################################################################## N.V.A. HEAVY ASSAULT SOLDIER The N.V.A. Heavy Assault Soldier is found by the picture of a rocket, and has a much different role to play than the U.S. Heavy Assault Soldier. The N.V.A. Heavy Soldier doesn't have the the raw firepower to keep back waves of infantry like the U.S. Heavy Soldier, but makes up for it by being much, much better at destroying vehicles. Also, the N.V.A. Heavy Soldier is the only soldier that can effectively destroy high flying planes and helicopters without the aid of a vehicle. Unfortunately, like it's U.S. counterpart, the N.V.A. Heavy Soldier is also slower than the other units in the army. So keep these traits in mind if you choose to play as a Heavy Assault Soldier for the N.Vietnamese - you'll be playing a much larger anti- vehicle role, so you'll be best helping your team wherever the largest concentration of enemy vehicles/aircraft are. ###################################################################### **NOTE** It's a little difficult to classify a primary weapon for the N.V.A. Heavy Soldier due to the fact that one weapon package doesn't come with a rifle, just a missile launcher. I'm going to list the rifle as a Primary weapon and all of the launchers as Equipment.**END NOTE** N.V.A. HEAVY ASSAULT SOLDIER PRIMARY WEAPON 1. SKS 56 Rifle Clip Capacity: 10, with 5 clips in reserve. Using the SKS 56 will be quite a change of pace for those of you who are used to having a light machine gun as a Heavy Soldier over in the U.S. army. Make no mistake, however, the SKS is an excellent gun. The SKS is a semi-automatic rifle, so you can shoot it as fast as you can click the fire button. Just make sure you don't run out of the ten shots you have when you're staring down a U.S. soldier. The rifle is a very accurate rifle, and from a crouched or prone position you will be picking off enemy soldiers at long range with ease. This works out to the Heavy Soldiers advantage, because you don't have to resort to wasting one of your valuable grenades or missiles on a distant infantry unit - you can just pick him off. Up close, however, is another story, as a ten shot semi-auto rifle won't stand up to a group of M16s. Therefore, when using the SKS 56, be sure to either stick with a group of people, or in a vehicle, or stay a little ways away from the action. Don't worry, the accuracy of the rifle is good enough where you'll still rack up kills. The reload time for this gun isn't too long, just long enough for the soldier to slide the bullets off of the stripper clip. You'll be back in action in no time. 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. ###################################################################### THE N.V.A. SNIPER The N.Vietnamese Sniper doesn't have as many scoped rifles to choose from as the U.S. Sniper, but they get more equipment to defend themselves with. You can pick the N.Vietnamese Sniper by selecting the picture with the crosshair. Remember that a Sniper in BF:V is a lot different than a sniper in other popular modern video games. You won't be jumping off scyscrapers pulling off headshots in this game (and if you are just to spite me, you can kindly stop reading this Corey.) The Sniper rifles are best used either to keep infantry away from a base, or to pick off enemy soldiers in their own base. Also remember that airdrops are one of the best ways for a sniper to move into position. ###################################################################### N.V.A SNIPER PRIMARY WEAPONS 1. SKS 56 Clip Capacity: 10, with 5 clips in reserve. The SKS 56 that is available to the Sniper class is the same rifle that is available to the Heavy Assault Soldier class. "But Lappy," you ask, "why pick it as a Sniper when it comes with an RPG as a Heavy Soldier?" The answer is that as a Sniper, you get two very good pieces of equipment along with the SKS 56 - Bouncing Bettys and Timebombs. It really depends on how you want play beyond the SKS 56 - anti-armor or anti-infantry. As far as a sniper rifle, though the SKS is unscoped, you still wont have too much difficulty hitting distant targets as long as you're crouched or prone (though you would have an easier time with one of the other scoped N.V.A. sniper rifles). The gun is semi-automatic, providing you better protection at close range, and has a fairly quick reload time. 2. SVD Sniper Rifle Magazine Capacity: 10, with 2 mags in reserve. The SVD Sniper rifle is comparable to the U.S. M21 sniper rifle, except it gets an extra magazine. The official BF:V site says that the SVD isn't as accurate as the M21 and is superior to the M91/30, and I disagree with both. I've never had much trouble hitting anything at long range with this rifle, and when I do I don't say "oh, if only I had an M21." In any case, the SVD is a semi-automatic rifle, so you fire it as fast as you click. The reload time is pretty quick as well, which is good for a sniper rifle as accurate as this one. You get plenty of ammunition too, something that the M21 suffers from. All in all, it's a good rifle for a Sniper, and much better at picking off distant enemies in their base than the SKS 56, though not as well suited to close range combat as the SKS 56 weapon package. 3. M91/30 Sniper Rifle Chamber Capacity: 5, with 20 rounds in reserve. Like I said above, the official BF:V site says that the SVD is a more accurate rifle than this one, which I don't personally agree with. I don't have any more trouble picking off enemy troops at longer distances with this rifle than I do with the SVD. Personally, I prefer the bolt- action sniper rifle. With a semi-automatic rifle, a Sniper can get frustrated and empty a his whole magazine in a few seconds instead of taking his time and lining up another shot. Having to wait a second for the soldier to work the bolt forces you to re-adjust your aim. Whatever your taste, the M91/30 will get the job done if you pick it up. The only real drawback is the reload time, as the soldier reloads each round one at a time, so only reload when it's safe. N.V.A. SNIPER EQUIPMENT 1. 5 Caltrops For those of you out there who have never played any games in the Tenchu:Stealth Assassin series, Caltrops are little metal doodads that have sharp metal prongs sticking out in all directions. The idea is that when people step on them they get hurt. While not as lethal as Pungi Sticks, Caltrops can be very fun/annoying, depending on what side of them you're on. I like to litter them in front of buildings that have first aid kits and ammo refill boxes, and also in front vehicles and stationary artillery devices. If you're getting airdropped in or near an enemy base, why not clear them out and then set some traps forthe next wave of hapless soldiers that appear? 2. 4 Bouncing Bettys These things are infamous, and for good reason. Far more effective than your average Claymore, the Bouncing Betty is triggered not by stepping on it, but anywhere around it. When it is triggered, whoever is dumb enough to stick around (it takes a second to fire, so if you spot one nearby, run!) will die as the Betty leaps into the air and shoots shrapnel all around it. It is very, very effective at killing groups of infantry, so drop some where you know infantry will be headed - main paths to flags, doors to first aid kits, and vehicle spawn areas. 3. 4 Time Bombs The reason the bomb has a timer on it is so that you can get away before it explodes. For quick vehicular sabotage this is the only way to go for a Sniper, who really has no other defense against enemy armor. Clicking your fire button throws out a Time Bomb with a 10 second fuse. But that's not why I like the Time Bombs. Both realistically and in game, the Sniper that's spotted and confronted is a dead Sniper. The Time Bomb gives the N.V.A. sniper one last defense. Clicking alternate fire has the soldier drop a bomb at his feet that explodes instantly. I like this. If I'm found, there is no way in the world I'm going to let you get a kill on me, I'd rather blow myself five ways to Sunday and back and take you down with me. That way, I don't even get a negative point, because I killed you too! Ha! And Josh (who you'll find in the credits section) sent me an email with more right-clicking tips: "It is worth noting though, that your actually supposed to HOLD DOWN the right click to adjust how long the timer on the time bomb is, making the timebomb go off in a certain amount of time if you see a vehicle coming down the road and you need the bomb to blow up at just the right time." ###################################################################### Phew! That's all the weapons and equipment you'll find in this game and the classes that use them. Go out and amaze your friends by your mastery of the shovel! and tell em Lappy sent you. ###################################################################### DIFFERENT FORCES AND THE WEAPON PACKAGES THEY CAN CHOOSE FROM **v1.1 Update** Hokay, Now that you know all about all the different weapons and equipment that the different classes in the game can use, you probably have picked a few that you like best - but keep noticing that they aren't always offered. That's because each side has different forces that fight for it, so you don't always get the same weapon selection every time. In this section, I'll break down which weapon packages are offered for all of the forces that fight for either side, starting with the United States and South Vietnamese. Keep in mind that all of the weapon packages come with Binoculars, a Pistol, and a Melee Knife **except** for the Viet Cong Sniper SKS 56 Package, which does not get binoculars. I do not know why. UNITED STATES AND SOUTH VIETNAMESE FORCES U.S. ARMY Gunner Packages: 1.M16 Assault Rifle, 4 Fragmentation Grenades 2.Mossberg Shotgun, 4 Fragmentation Grenades Engineer Packages: 1.M14 Rifle, Welding Torch, 5 Claymores, Wrench 2.M14 Rifle, 5 Land Mines, Portable Mortar Launcher, Wrench Heavy Assault Soldier Packages: 1.M60 Light Machine Gun, M79 Grenade Launcher 2.M14 Rifle, L.A.W. Rocket Launcher Sniper Packages: 1.M21 Sniper Rifle, 3 Smoke Grenades 2.M16 Sniper Rifle, 3 Smoke Grenades U.S. MARINES Gunner Packages: 1.M16 Assault Rifle, 4 Fragmentation Grenades 2.Mossberg Shotgun, 4 Fragmentation Grenades Engineer Packages: 1.M14 Rifle, Welding Torch, 5 Claymores, Wrench 2.M14 Rifle, 5 Land Mines, Portable Mortar Launcher, Wrench Heavy Assault Soldier Packages: 1.M60 Light Machine Gun, M79 Grenade Launcher 2.M14 Rifle, L.A.W. Rocket Launcher Sniper Packages: 1.M40 Sniper Rifle, 3 Smoke Grenades 2.M16 Sniper Rifle, 3 Smoke Grenades U.S. SPECIAL FORCES Gunner Packages: 1.CAR 15 Assault Rifle, 4 Fragmentation Grenades, Medkit 2.CAR 15 with XM148 Grenade Launcher, Medkit Engineer Packages: 1.M14 Rifle, 5 Land Mines, Portable Mortar Launcher, Wrench 2.M14 Rifle, 5 C4 Explosives, Welding Torch , Wrench Heavy Assault Soldier Packages: 1.M60 Light Machine Gun, M79 Grenade Launcher 2.M14 Rifle, L.A.W. Rocket Launcher Sniper Packages: 1.M40 Sniper Rifle, 3 Smoke Grenades 2.M16 Sniper Rifle, 3 Smoke Grenades A.R.V.N. (Army of the Republic of Vietnam) Gunner Packages: 1.CAR 15 Assault Rifle, 4 Fragmentation Grenades 2.M16 Assault Rifle, 4 Fragmentation Grenades Engineer Packages: 1.M14 Rifle, 5 Land Mines, Portable Mortar Launcher, Wrench 2.M14 Rifle, 5 C4 Explosives, Welding Torch , Wrench Heavy Assault Soldier Packages: 1.M60 Light Machine Gun, M79 Grenade Launcher 2.M14 Rifle, L.A.W. Rocket Launcher Sniper Packages: 1.M21 Sniper Rifle, 3 Smoke Grenades 2.M16 Sniper Rifle, 3 Smoke Grenades NORTH VIETNAMESE FORCES N.V.A. (North Vietnamese Army) Gunner Packages: 1.AK 47, 4 Stick Grenades 2.RPD Light Machine Gun, 4 Stick Grenades Engineer Packages: 1.MAT 49 Sub-Machine Gun, Booby Trap Pliers, Portable Mortar Launcher, Wrench 2.MAT 49 Sub-Machine Gun, Shovel, 5 Land Mines, Wrench Heavy Assault Soldier Packages: 1.SKS 56 Rifle, RPG7V Rocket Launcher, 4 Stick Grenades 2.SA7 Missile Launcher, Explosives Packs Sniper Packages: 1.SVD Sniper Rifle, 5 Caltrops 2.SKS 56 Rifle, 4 Bouncing Bettys, 4 Time Bombs VIET CONG Gunner Packages: 1.AKMS Assault Rifle, 4 Stick Grenades 2.Type 53 Machine Gun, 4 Stick Grenades Engineer Packages: 1.MAT 49 sub-machine gun, 5 Pungi Sticks, Portable Mortar Launcher, Wrench 2.MAT 49 sub-machine gun, Shovel, 5 Land Mines, Wrench Heavy Assault Soldier Packages: 1.SKS 56 Rifle, RPG-2 Rocket Launcher 2.SA7 Missile Launcher, Explosives Packs Sniper Packages: 1.M91/30 Sniper Rifle, 5 Caltrops **No Binoculars!** 2.SKS 56 Rifle, 4 Bouncing Bettys, 4 Time Bombs ###################################################################### CREDITS & CONTACT INFO -I'd like to credit the official Battlefield: Vietnam site for a few weapon descriptions I used, overall a very interesting site. -I'd like to credit a PBS website also titled "Battlefield: Vietnam" that I accidentally went to when looking for information on the game. It turns out that this website has lots of information about the war and I used some of it in this guide. I think anyone who plays this game without at least a basic understanding of the reality behind it should give this site a look through. -I'd like to credit the fine folks over at Nuclear Powered Battlefield Vietnam for helping me figure out that blasted shovel. -I'd like to credit Josh Powers for his email that pointed out that the alternate fire for Grenades and the Time Bomb not only drops them at your feet, but can be held to control the throwing distance and timer length. Thanks Josh. -I'd like to credit Donny Chan for reminding me about extra information regarding Medkits, picking up other weapons, spelling errors and weapon info. Thanks Donny. -I'd like to credit Didier Vanoverbeke for pointing out that some of the terms I was using to describe the different forces in the game were used in the wrong context and misleading. Thanks Didier. -I'd like to credit Mr. Magee for reminding me that you can in fact pick up the Mortar after you set it down. Thanks Magee. -I'd like to credit Joshua Schmale for offering an additional, creative way to blow up your enemies with C4. Thanks, Joshua. **my email address ** Due to my scholarly studies and work schedule, this is the final edition of this FAQ. I think I've got all the bases covered, and if you think I don't, hey! Write an FAQ yourself. It's a fun experience and a good way to contribute to a great community. If you email me with stuff regarding BF:V, I might read it, but I won't update the guide with any more hints,tips, and such, unless it's a terrible, glaring error. Especially don't email me with the official class names, the names I made up - Gunner, Engineer, Heavy Assault Soldier, and Sniper - all describe the job the class does and I even tell you how to pick it by the picture icon that you click on to select it. That, and maybe all those weapons I described would tip you off :) ###################################################################### DEDICATION I would like to dedicate this guide to my Uncle Jeff, who died two days before I submitted this. THANKS I would like to thank all the people in my life, even Corey, my roommate and Battlefield buddy. We own you on the beaches in Operation:Flaming Dart. And of course - the GameFAQs community for being what it is. I Hope this guide helps. ~Lappy ###################################################################### ###################################################################### By the way, I own all the rights to this guide, so if you want to use anything I wrote in here on your site, you have to ask me first. Copyright 2004 Jason Minich