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Joyce / Chronic

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Joyce / Chronic last won the day on May 1

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About Joyce / Chronic

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  • Birthday April 21

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  1. Joyce / Chronic

    Need extra help applying? No worries, I've got you covered.

    Instructions unclear. Dick got caught in toaster. Send help!
  2. Joyce / Chronic

    No Firearm Appreciation Thread? Firearm Appreciation Thread!

    It is literally the highest quality repro in the game for any gun out of WWII in terms of reliability. Not sure where you heard else wise, but I wouldn't trust them to talk from a position of knowledge with guns anymore lmao. Also, I've shot many a gun in my life. It strangely wants to fire faster than you can pull the trigger. I don't know how to explain it, but everyone who has shot it has said the same thing. It wants to shoot fast. It begs you to shoot it fast. That said, I am planning on buying a real one eventually. I'm spending my next bonus on a G41 I've had my eye on for two years, those bitches are going for about $6-8k these days in good condition. But that's 4 months down the line for my next quarterly bonus to come in.
  3. Joyce / Chronic

    No Firearm Appreciation Thread? Firearm Appreciation Thread!

    Bahahaha Those happen to be my fish tank supplies. Those beans are 10lbs pound bags of gravel substrate. Also, anything that eats meat. I cannot tolerate vegans.
  4. Joyce / Chronic

    No Firearm Appreciation Thread? Firearm Appreciation Thread!

    I've never posted my gun collection. I have... a few. From top left to bottom right (roughly) Mosin Nagant, MN 91/30 (1942) Mk. 2 Lee Enfield Glock 19 Ruger SP 101, .357 Magnum Ruger 10/22 Take-Down with a 2-7x Scope Heritage Rough Rider, .22lr FN M4 Collectors w/ Vert. Foregrip, Flashilight, Trijicon ACOG 4x32 / RMR Combo GSG MP40, 9mm P08 Luger (1918, double stamped after Allied capture, 1920) Saiga (Kalashnikov Concern) AK47 w/ foregrip, magpul furniture, Romeo 4 Red Dot, 75rnd Drum mag not pictured Mosberg 590a1 with ghost ring sights and angled foregrip Smith & Wesson M&P Shield, 9mm Springfield 1911 Ruger LCPII Inland M1 Carbine (1943), 30rnd Mag not pictured Some shitty shoes EDIT: That's 15. I read somewhere that at 17 you become a "super gun owner". I'm pretty sure my 16th will be a CZ Scorpion EVO Carbine, but the 17th has to be something special. Either a German K98k or a M1 Garand, I'm having troulbe deciding exactly what will be #17.
  5. Joyce / Chronic

    World of Warcraft?

    I have max level toons all over. But I'm not really playing, I always take a break after x-pac announcements until a few months before the launch. I usually play Horde, all the toons I regularly play are there. I have a few alts I mostly ignore on Alliance.
  6. Joyce / Chronic

    2.FJG SQUAD Banner

    I don't appreciate your comment. I didn't insult, offend, or attack you. If you created 100% of what's in there, good for you kiddo.
  7. Joyce / Chronic

    2.FJG SQUAD Banner

    We're a legal entity. Be careful using images or graphics you didn't create if you want us to be able to use it officially. If you didn't lift any of that, well done.
  8. Joyce / Chronic

    CCCP Situation

    Your kick was accidental, and I do want to apologize about that. We were aiming to kick someone trolling you and there was an issue with our admin tool. The offender was kicked too, but we were unable to let you know yours was a mistake. If you have any complaints about specific admins or players, please feel free to message me directly, I am our head admin. I am available here, our discord, or on Steam (http://steamcommunity.com/id/sjoyce). I do hope you reach out to me directly.
  9. Joyce / Chronic

    [OLD] 2.FJg Server Rules

    The Second Falschirmjaeger has always prided itself in running mature servers where the focus is always on the game. As such we actively moderate our servers and have a few rules in order to keep the focus off of anything but the game at hand. It's a game, you're here to play, and we want to keep it as awesome an experience as we can possibly provide. To that end, we ask that you follow the following rules on our Squad server: 1. Do not intentionally TK anyone, ever. Try to avoid friendly fire as much as possible, check your map. 2. Avoid offensive language. It's a war game, we get it, but don't swear at people, insult people, or troll people. 3. Racism will earn you an instant and permanent ban. 4. Don't exploit glitches, don't cheat, and don't hack. Play the game the way it was meant to be played: fairly. This includes ghosting. 5. Listen to all instructions from [2.FJg] members at all times. Do not argue with them, do not disrespect them. 6. Squad leaders must have and use microphones. 7. Microphones are important, do not abuse them. Do not abuse text chat either, it is there to aid in tactical game play. 8. We have a zero tolerance policy for recruiting or soliciting recruitment for any group other than [2.FJg]. Absolutely no advertising for any organization, website, business, activity, or event that is not endorsed by [2.FJg]. 9. Posing as a [2.FJg] member will lead to a permanent ban. If you are not a member or a recruit please do not wear our tags. 10. Our servers are English only. Specific language squads (i.e. "French") are allowed, however the SL must still have a mic and be able to communicate in English. All text chat outside of the Squad must also be in English. 11. Admins may need to take special action against actions not listed, they will give you instructions if possible before any action is taken. Listen to all member instructions.
  10. Joyce / Chronic

    Not really a complaint(recomendation/grievance?)

    Our admins are supposed to be issuing TK warnings to specific people, not to the server at large, it is part of our policy. I'll do what I can to make sure they do follow that policy in the future to the best of my ability. They will still broadcast, but they should be naming someone as per our own rules.
  11. Joyce / Chronic

    Best of Call of Duty Series

    Your post is wrong. Just plain wrong. All of you are wrong. Call of Duty was not included on that list. By default that makes you wrong because it was the best Call of Duty. It's a fact that cannot be debated.
  12. Joyce / Chronic

    Squad Update v9.6

    Hi Squaddies, The time has come to hit the streets of Narva! Alpha 9.6 is upon us, and a new map isn't the only thing in store for you! Are you locked and loaded? Aww, yeah, that's right: squad locking makes its debut in this patch. Not only can you fortify your squad, Riflemen are now capable of deploying sandbags. Everyone else is capable of destroying them... and maybe a few other deployables too. Dig in! Version 9.6 is now available via Steam. Please always reset your appdata in the game settings on every new build! Full Changelog Gameplay Vehicle claiming can now be done with only 1 person around the vehicle, as long as there are enough people in the squad. This is especially relevant for remote claiming, as players no longer need to send back two people to grab that empty logistics truck that saves your team. Squad now get a vehicle claim unlock at 2/4/6/8 squad members. This combined with the above allows players to make more dedicated vehicle squads. Please make sure you remember to transport the rest of the team with all those APCs! Changed round start-up timers to 3 minutes of preparation time (previously 2 minutes) to help squads get formed and Squad Leaders coordinate before round start. Resupplying or requesting kits from an ammo crate now expends ammo resources from the FOB depending on the kit requested/resupplied. All kits cost 25 ammo points to request or resupply (regardless of missing equipment -- do not spam it unless you need it). Exceptions are as follows: UGL, Raider, and Scout cost 50 to resupply. Light Anti-Tank costs 75 to resupply, and Heavy Anti-Tank costs 100 to resupply. Deployables are now able to be damaged by weapons and thus destroyable. Boom! Sandbags are able to be damaged by all explosives as well as 14.5mm and above. HESCO based deployables are only currently destroyable by the IED. This includes US and RUS MG bunkers made out of HESCO. Ammo boxes are quite fragile and vulnerable to most things besides small arms. HABs from all factions are only currently damageable by IEDs as well as mortars, but only through heavy bombardment of mortars. Useful for disabling spawns from afar. Radios are now damageable by a few select ranged weapons. No ranged weapon is able to quickly destroy the radio avatar of the FOB, but they can hurt it through prolonged fire, thus making it vulnerable if exposed. It is currently vulnerable to the weapons you would use against armored vehicles, HEAT rounds, HMGs, cannons, big explosions, and mortars. Taking down a FOB is still a team effort! Furthermore, Radios now have damage stages so you can keep track of destruction from ranged weapons. You can use your shovels to heal it back up again. Emplaced weapons can also be damaged now. Similar to radios, this will require the type of weapons you normally employ against vehicles. Vehicle repair stations are similarly vulnerable to anti-vehicle weaponry. Razorwire is only destroyable by explosive weapons. Riflemen finally get something the other classes do not! The ability to deploy a single line of sandbags to lightly fortify temporary positions. Each Rifleman can only ever deploy one set of sandbags. (The old one will disappear, similar to IEDs.) Sandbags are still buildable in unlimited numbers by your SL at a FOB. This applies for all Riflemen classes with iron sights and red dot sights. FOBs no longer passively generate ammo or construction points. Please keep your logistics trucks safe and be sure to give lots of love to the brave drivers! A freshly deployed FOB still starts with 100 ammo points and 200 construction points. All armored vehicles no longer take splash damage from Heat-Lance type weapons (RPG-7 HEAT, RPG-7 Tandem HEAT, SPG-9 HEAT, RKG-3, M72 LAW, 40mm HEDP). This means that you need to hit a direct hit on the vehicle to damage it. Up until now, hitting the ground next to a vehicle did a significant amount of damage to it - time to make those rockets count! Unarmored vehicles such as trucks and technicals still take splash shrapnel damage from these weapons, but significantly less than from a direct hit. Ammo crates now cost 200 construction points (was 300). TIP: This allows quick rearms in the field for a few soldiers in critical need of bandages or ammo. Left unsupplied, this FOB will not generate any new points, so think about taking the FOB again afterwards to blocking the team or giving away the FOB and associated tickets. The bare M2A1 Browning and NSV Tripods are now 250 construction points (was 350). Their bunker counterparts are now 450 points (was 500). The Dshk emplacement is now 200 points (was 350). TIP: This will enable you to deploy it off of a fresh FOB, but please be cognizant that left unsupplied ,it will only have a limited amount of ammo as well as attract enemies to its location. Remember to take down the FOB when you do these hit and run tactics. Unarmed HESCO bunker has been reduced by 50 construction points. Militia sandbag bunker reduced to 150 construction points (was 350). Ladders reduced to 100 construction points (was 200). Vehicle Repair Stations have been reduced to 1 per FOB. SPG-9 is now limited to 3 per FOB (was previously limited to 2). Added a HESCO equivalent fortification for Insurgents and Militia in the form of a line of empty oil barrels filled with dirt and gravel. Costs 200 construction points and limited to 6 per FOB. Added another magazine to the M110, also brought up the SVD to have the same number of total rounds as the M110. Slightly lowered the G3A3/G3A4's felt recoil. Lowered sway motion on all binocs. Added "mercy bleed" to last flags on AAS. Capturing the enemy team's last flag will incur an accelerated bleed to the enemy team: 50 tickets per minute. Note: Due to time restrictions this will be updated with a different timer in a future update to better suit the intent. Added additional logistic trucks on medium to large maps that only had one logistics truck. Additional motorbikes have been added to the expanded Al Basrah map. Additionally, some motorbikes are now permanent recurring spawns. Effects When throwing a smoke grenade there is a tiny delay before it starts emitting smoke. This means that it no longer marks your exact location as a target when it should be obscuring it. UI The wait is over! It is now possible to lock squads. We urge veteran players to not lock themselves away from the community at large, especially during times of influx. You can no longer join a locked squad, and trying to join a full or locked squad will now return you to the role select screen. New Spawn selection list next to the map, which lists all the possible spawns and allows players to easily identify where to spawn. New Player Stance and Vehicle Engine indicator icons, that show what stance your character is adopting (standing, crouching or prone, as well as which way you are leaning), and if you are in a vehicle the indicator would also show whether or not your engine is on. Mapping Narva! AAS v1, Invasion v1, and PAAS v1 have been added. Experimental: Invasion v1 has been updated. Defenders can no longer capture flags taken by BLUFOR. Experimental: Due to "mercy bleed" on last flags, additional "end match" flags have been added to the ends of the PAAS lattice. Al Basrah Update All gameplay layers have been changed to new layouts. Experimental: Invasion v1 has been updated. Defenders can no longer capture flags taken by BLUFOR. Additional motorbikes have been added to the expanded Al Basrah map. Additionally, some motorbikes are now permanent recurring spawns. Added "mercy bleed" to last flags on AAS. Added additional logistic trucks on medium to large maps that only had one logistics truck. Removed cardinal directions from Yehorivka flag names. Attack and Defend markers have been removed on Invasion layers to reduce confusion on the Experimental Invasion layers for Al Basrah and Narva. If we decide to move forward with the new Invasion mechanic, additional work will need to be done to code in new attack/defend functionality specifically for Invasion layers. Bug Fixes & Optimizations Fixed an issue where the shield on the Dshk machine guns didnt stop bullets. They now stop small arms again, and offer limited protection against heavy calibers. Fixed an issue where all unarmored vehicles were not behaving as intended. They now offer limited protection against small arms for the driver and any other occupants fully enclosed inside the vehicle. You can still shoot out the infantry in there but they will be a bit more resistant to small arms fire. Fixed an issue where the M939 truck was almost bullet proof to small arms fire. Fixed several lean issues on Gorodok Invasion v1. Fixed a lean issue on flag Papanov in Fools Road AAS v3. Fixed RCON bug with Listplayers command Have fun storming the castle! Offworld Out. Source: http://joinsquad.com/readArticle?articleId=180
  13. Joyce / Chronic

    Do you hate Overwolf Icons?

    I do too. Unfortunately, there is nothing we can do about removing them server side... but they can be removed client side! Easily too! All you have to do is 4 mouse clicks in TeamSpeak. "Tools" on the top toolbar, then click "Options" you'll get a new pop up window, select "Design" and then deselect "Display Overwolf icons on clients". Done deal. TL;DR: 1. Tools 2. Options 3. Design 4. Uncheck "Display Overwolf icons on clients"
  14. Joyce / Chronic

    PC Gamer: Rising Storm 2: Vietnam; 85%

    "A lot of games try to emulate suppression, to approximate what it’s like to be fired upon, but Rising Storm 2: Vietnam does it more effectively than any of them. It's not through fidelity—the particle effects are unimpressive—or even the heavily applied post-processing that blurs your vision. The panic is kicked up by the contradiction of being utterly fragile and needing to throw your body at the enemy anyway. Stay still and lose, move and die. Rising Storm 2 forces us into chaos with enough authenticity to let us be consumed by it more often than not. The latest from Tripwire and Antimatter Games is a lateral move: the same 64-player, tactics heavy battles of the World War II-based Red Orchestra series, now in Vietnam, with assault rifles and helicopters and tunnels. Where the Battlefield games provide military playgrounds with activities for everyone, Rising Storm 2 generates military anarchy that must be coaxed toward victory by able commanders and squad leaders. On an individual level, it’s about performing unlikely feats of marksmanship despite a hundred sounds and two million jungle pixels distracting you from the little clump of color that counts: a helmet in the distance, just peeking over a rock. Rising Storm 2’s maps are more naturalistic than Battlefield maps. Cover is scattered about in the form of concrete half-walls, crumbling buildings, crawl spaces, jungle foliage and the crispy remains of tanks. The angles are more erratic, and the frontline less fixed. I love the moments where I've gotten turned around, and accidentally found myself behind the enemy's advance. It’s a hunt for clarity amid chaos—knowing where to aim is the first step in aiming. As a result, Rising Storm 2 isn’t as routine as Battlefield 1, where I know that on Fao Fortress, for instance, capturing the Ottoman stronghold is a useless grind for prime sniping spots, and it’s nearly always better to hold Delta and use it to stage attacks on the lowground. Rising Storm 2’s new Supremacy mode, which is similar to Battlefield’s Conquest mode in that each team can capture any point on the map at any time, isn’t so obvious. Without a communicative commander (one player on each team who monitors the map, calls in spotting planes, and initiates artillery and napalm strikes and other wide area attacks), a loss is almost guaranteed, because if everyone is doing their own thing they’re likely to accomplish nothing. Positioning is everything Replacing the bolt-action rifles of the series’ World War 2 games is the far deadlier technology of the '60s: the AK-47, the M16A1, the M14. Having 64 automatic or semi-automatic weapons on the field makes any dash out of cover near futile without covering fire, and means one well-positioned soldier can pin an entire squad in place. No longer can players dance around each other, swinging the long barrels of Springfields and Karabiner 98ks, firing, missing, and firing again as if playing Unreal Tournament instagib. Close-quarters meetings are resolved near-instantly as both players spray each other down with bullets. I miss that test of reflexive, single-shot marksmanship, though in its place Rising Storm 2 increases the importance of positioning, smoke grenades, awareness, and speed, demanding that you spot enemies rapidly and decide to shoot with no hesitation. Playing a round of Territories, the series’ core mode in which one team defends a series of strongholds while the other attempts to capture each of them in sequence, is reminiscent of the 2014 Tom Cruise flick Edge of Tomorrow. On my first life I was shot by a sniper I never saw, and won’t see for three more lives. Next my whole squad was hit by a grenadier. A few more lives later, I’ve killed the sniper, dodged the grenadier, and have now run head first into the long, flicking tongue of a flamethrower. The most exciting moments of Rising Storm 2 are when you wiggle your way into a blind spot, and I prefer playing defense for this reason. Individual power is muted on the attack, where simply getting your body on the point is the most important task, but as a defender there’s more time to seek out a dominant position. When I load into the game fast enough to claim one of the limited specialty classes, I prefer machinegunner. The most fun I have is when battlefield intelligence and my own intuition align to give me clear view of an enemy lane, where I can singlehandedly suppress an assault with bursts of fire and save a flank while I reroute my team to come help. I love those brief acts of individual heroism, though they are a small part of the team-focused roleplay. The bulk of any match is going to be spent laying down suppressive fire, calling out enemy locations, and edging into good positions. Communication is vital. Recently, I enjoyed having a little chat with a friendly sniper who was concerned my machinegun fire would draw attention to him, and of course, I relocated as a result. What Red Orchestra and Rising Storm remain great at is getting players to approach battles in physical terms. Excepting the cries of “get on the point,” we don’t talk much about gun balance or game systems, but of hillsides and LZs and flanks. Aim and fire Tripwire’s Killing Floor 2 is all about close-range marksmanship: dual wielding Desert Eagles, each pointed inward, and intuiting the path from each barrel to the heads of mutants. As in the Rising Storm series, there's no reticle—just your sights. In Battlefield, meanwhile, guns lob glowing paintballs, and a headshot from any distance is like hitting a three-pointer, using your mental TI graphing calculator to draw a parabola that intersects with your target. In contrast to these games, Rising Storm 2 ups the bullet velocity and obscures your vision with bulky sights, muzzle flashes and smoke. I’m less focused on the physics of my projectiles—point at head, hit head—and more concerned with how quickly and accurately I can slide my mouse into position and keep it on a moving target, even when I can't see the target and have to guess their velocity. The guns are plain and unembellished, though each is distinct in its firing behavior. The M16A1 can be tapped for a single shot with little recoil, while holding down the trigger traces a vertical line that sometimes zig-zags or tends toward the right or left. The SKS-45 Carbine fires single shots with a big kick, the barrel making a roughly circular motion as it tilts upwards on multiple shots. The M3A1 Grease Gun is a bulky metal tube that is pinpoint accurate on close-range single shots, but nearly rams into your nose with each discharge, obscuring your peripheral vision and giving you a wider view through the rear sight. My favored LMGs are best tapped gently, unless you want to shoot at birds. There isn’t a gun that I don’t like using, and I’m never disappointed to be stuck as a grunt if I don't snag a special class fast enough. AK-47s are powerful, unwieldy bastards that require me to flick my mouse downward harder than I usually expect to keep them on target—not my favorite weapon, but a fun challenge anyhow. Details beyond the firing animations themselves also bring character to each encounter: the sway when I’m catching my breath from a long run; the way strafing left causes my arms to briefly shift right when I’m out of sights, pointing the barrel off center; the big puffs of dirt that indicate the effect of my suppressive fire. I love lighting up a rock I think someone might be behind, throwing debris everywhere, and then waiting a beat, as if I’m reloading, for a head to pop out of one of the sides. AK vs M16 As in previous Red Orchestra series games, the teams are asymmetrical, pitting armies with different equipment and different tactics against each other. The rivalry between the AK-47 and M16 is probably the most famous in history, and they absolutely fire differently in Rising Storm 2. The M16’s design and smaller caliber gives it less recoil, for instance, while the AK is more lethal. But this distinction means less than the distinction between bolt-action and semi-auto rifles we saw in Rising Storm 2. To play up the asymmetry further, Rising Storm 2 somewhat unsuccessfully applies it to how players spawn. American forces can spawn on their squad leaders, and in Supremacy mode—the one I mentioned is like Battlefield—can also spawn in helicopters which must be landed safely by player pilots to ferry troops around the map. The Vietnamese forces are more limited: they can’t spawn on their squad leaders, but on ‘squad tunnels’ dug by their leaders, which can be spotted and destroyed by Americans. It is more fun to spawn on my squad leader than it is to pop out of a tunnel at some secluded corner of the map, and it adds the subgoal of protecting my leader at all costs. Americans also get another goal: find and destroy squad tunnels, or find them and take up a defensive position near them to suppress them. While in theory tunnels allow the People's Army to appear anywhere on the map in numbers, they often become obsolete. If my leader dropped a tunnel near Alpha and I need to be attacking Delta, it’s no good to me. I want the sides to play differently, but in this case, one is simply more enjoyable than the other. There are also tunnels built into the maps—not squad tunnels, but actual underground tunnels players can move through—which feature Rising Storm 2’s oddest attempt at asymmetry. Americans can’t use their primary weapons in certain tunnels. They’re marked with a warning, and entering automatically switches you to your sidearm. It doesn’t make sense, especially for pointmen who carry SMGs for the purpose of being agile, and applies a hard rule rather than letting asymmetry manifest through the available weapons and tools, such as the People’s Army’s traps versus American flamethrowers. And even with all the ways to enter the battle, and all the tunnels to crouch-walk through, Supremacy can be a slog for either side. A minute of running might end with a sniper shot, and it’s back to waiting at the spawn screen. Or I might participate in the capture of a point, set up my tripod to defend, and a minute later find that no one is coming to take it from me. Supremacy is won by earning points from held bases, which must be connected to your home base by other occupied territories. That’s a clever twist on the Battlefield formula and changes the purpose of backcapping (you can’t gain points from an isolated capture, but you can deny them), but the consequence hasn’t been excitement and tension. Rather than pushing up a football field and scoring the winning touchdown with seconds to go, as in Territories, I often find myself capturing mostly-empty points, or chasing off single intruders, or making futile attempt after futile attempt to rush up a contested hill with my squad. A proper PC game I've had fun rounds of Supremacy, but I avoid it in favor of Territories. Fortunately, Tripwire and Antimatter are among the few left making proper PC multiplayer games. You join matches through a server browser, not a matchmaking system. Servers have their own cultures, sometimes with custom game rules and Discord invites in their welcome text. There are already player-made maps circulating in a few servers, and they auto-download when you join. If you want a Territories-only server, you can find it. I’ve never had trouble finding a full or near-full server running the mode I want. The trick is finding a pleasant community which follows through on bans. I’ve never been griefed by a teammate, but one or two assholes on voice chat can put me off communicating with my team entirely—which is the most important thing to do in Rising Storm 2... ...Though it won’t come as a surprise for players of the previous games, it’s worth running down the somewhat lackluster technical properties of Rising Storm 2. The whole of it is impressive—64 players dodging artillery shells and scattering giant maps with bullets—but movement can be finicky, whether I’m jamming space to vault over a barrier I know I can vault over, or struggling to position my tripod while prone without having my character leap into a crouch. The thickness of the foliage is impressive, and RS2 runs well for me, but the lighting and textures create a flatness that doesn’t say, ‘it’s hot, it’s humid, the air is heavy and dusty and soaked with fuel.’ There are no standout details, and no lighting effects that put much tactical importance on shadow and sunlight. The tech shows its age especially in the ugly dirt textures, the tiling of which is easily noticeable as patterns repeat into the distance. While Antimatter Games doesn’t take sides in the war, portraying the armies with a fascination for the equipment more than the people, the period music and generic chatter about Charlies suggests war movie rather than reenactment, and the small towers and stilt houses feel like props rather than abandoned homes. It is authentic only to a point. But between the weapon design and the laborious helicopter flying, Rising Storm 2 represents the most thoroughly constructed multiplayer rendition of the war I’ve played. And like its predecessors, RS2 is still one of the rare shooters that emphasizes fragility over power. It puts more destructive capability in each player’s hands than the series ever has—good communication and good reflexes can make a single AK-47 an absolute monster—but it can also smack your screen to blackness the second you step out of cover. It portrays how fragile individuals can be directed at large scales to produce different outcomes, winning or losing through the accumulation of small victories among countless losses." RISING STORM 2: VIETNAM A fiery test of awareness, speed and accuracy which upholds the series' devotion to teamwork and authenticity, but doesn't nail the asymmetry of modern era combat. 85% Source: http://www.pcgamer.com/rising-storm-2-vietnam-review/?utm_content=buffer249df&utm_medium=social&utm_source=facebook&utm_campaign=buffer_pcgamerfb
  15. Joyce / Chronic

    Levels - only 4 or so?

    You didn't miss anything. They let us down with maps. They say more should be coming, but with Tripwire more might only mean 3 over 3 years.