Grenades & Explosives

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Explosives and explosions cause damage within a blast radius. If a player is too close to the source of the blast, the player will be killed; as the player moves further and further away from the blast, the damage lowers linearly. All explosives cause suppression as well and can sometimes kill through various types of cover, depending on the type of explosive and the proximity of the player to the explosive.

Infantry Explosives

Hand Grenades

Hand grenades are the most common type of explosive in Rising Storm 2. All riflemen, regardless of faction, spawn with two hand grenades. Other classes may have access to hand grenades in varying amounts, up to four hand grenades. Grenades can be quickly thrown by pressing 'G' by default, or manually selected from the player's inventory and then thrown as desired. Hand grenades can be thrown both overhand and underhand. Players can jump onto grenades to block the blast and save nearby teammates.

Northern hand grenades have a fuze of about 4 seconds and begin to 'cook' as soon as the arming cord is pulled and it is advisable not to hold on to them for too long.

Southern hand grenades have a fuze of about 5 seconds but do not begin to cook until the arming lever is released. When throwing southern grenades, the player first pulls the pin, after which the lever is either released upon throwing the grenade or manually released to begin 'cooking' the grenade before it is thrown.

M34 White Phosphorus

Southern factions gain access to M34 'Willy Pete' grenades. These are similar to normal southern grenades in that the fuzes do not start until the arming lever is pulled. M34 grenades are heavier and cannot be thrown as far as normal grenades. Upon detonation, M34s produce a large, visible blast of white smoke. Being caught in the initial blast results in instant death by combustion. The blast will leave behind a smoke cloud that gradually fades over a period of several seconds. Any player who enters the cloud will receive significant damage, dying in seconds if they remain in the cloud.

C4

Southern factions also have exclusive access to C4, available to Combat Engineers. C4, much like M18 Claymores, are manually detonated only and cannot be set off by other explosives or gunfire. Much like M34 WP, C4 cannot be thrown particularly far and also has a large blast radius. Upon being thrown, the player will pull out a detonator and can detonate the C4 whenever they wish as long as they are within the detonation range.

RPG

The RPG is exclusive to the Northern Factions and is only available to the RPG class. The RPG is a unique weapon in that it can both penetrate cover, it is direct fire, and produces a lethal backblast that will kill any player immediately behind the user upon firing. The explosive RPG projectile produces a large blast radius and will penetrate cover that might normally be considered safe or immune to other explosives, allowing players to easily clear bunkers and buildings. The projectile flies quickly and has a slight arc, requiring compensation at long ranges. It is inadvisable to use the RPG at long distances as the projectile will randomly swerve and curve as it flies. The user must also be careful when using the RPG near teammates, as it has no arming distance and the backblast will kill anyone behind them.

M79 'Thumper' Grenade Launcher

The M79 is exclusive to Southern Factions and is only available to the Grenadier class. The M79 is a grenade launcher that can fire three different projectiles with a large arc, allowing the player to lob grenades over cover or through windows. The M79 can fire High explosive shells that produce a large blast and suppression; Buckshot that produces a large spread of projectiles for use in close quarters; and a Smoke shell that acts similarly to smoke grenades. The low muzzle velocity requires significant compensation for projectile drop at ranges beyond 50m, especially when using the smoke grenade projectile.