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* HintSystem: Loading screens include helpful tips such as a commander needing to be close to an observer to call in fire support, always play the objective, and [[TheLastOfTheseIsNotLikeTheOthers eat chips with chopsticks to avoid getting your fingers greasy]].

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* HintSystem: Loading screens include helpful tips such as a commander needing to be close to an observer to call in fire support, always play the objective, and [[TheLastOfTheseIsNotLikeTheOthers eat chips with chopsticks to avoid getting your fingers greasy]].greasy.

Added: 1209

Changed: 1375

Removed: 121

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** When a closed-bolt firearm doesn't have a magazine but still has a round in the chamber, players can [[OneBulletLeft use that round to save their skin if interrupted during a tactical reload]], which is true to real life[[note]]provided the weapon doesn't have a safety lock that prevents it from firing without a magazine[[/note]]. This feature was shown off in the pre-release of the game, using a pistol with no magazine. However, fans with a keen eye were quick to point out one flaw: when the bullet was fired, the pistol's slide locked back. This would be impossible because the magazine contains the bolt-hold open device which allows the firearm to lock back its bolt or slide when empty. Without a magazine in the weapon, the bolt should come forward, and the next time the player wants to reload, they'll need to manually charge the weapon. NWI was quick to fix this issue for pistols, now requiring the player to fully rack the slide to chamber a new round. Unfortunately, other weapons such as the [=M16=] and [=Mk 17=] still erroneously have their bolts lock back with no magazine loaded, since they weren't pointed out by the community at the time.

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** The VHS-2's bullets have noticeably less velocity than the [=M4A1=], despite the former having a longer barrel that should give it ''better'' velocity, seemingly purely as a balancing measure against the fact that the VHS-2 also fires faster.
** When a closed-bolt firearm doesn't have a magazine but still has a round in the chamber, players can [[OneBulletLeft use that round to save their skin if interrupted during a tactical reload]], which is true to real life[[note]]provided the weapon doesn't have a safety lock that prevents it from firing without a magazine[[/note]]. This feature was shown off in the pre-release of the game, using a pistol with no magazine. However, fans with a keen eye were quick to point out one flaw: when the bullet was fired, the pistol's slide locked back. This would be impossible because the magazine magazine's follower contains the bolt-hold open device which allows tab that a weapon's bolt hold-open lever interfaces with to allow the firearm to lock back its bolt or slide when empty. Without a magazine in the weapon, the bolt should come forward, cycle normally, and the next time the player wants to reload, they'll need to manually charge the weapon. NWI was quick to fix this issue for pistols, now requiring the player to fully rack the slide to chamber a new round. Unfortunately, other weapons such as the [=M16=] and [=Mk 17=] still erroneously have their bolts lock back with no magazine loaded, since they weren't pointed out by the community at the time.



* TakingYouWithMe: A limited time co-op gamemode for Summer 2022 involved AI enemies dropping live grenades when killed, similar to ''VideoGame/ModernWarfare'''s martyrdom perk. The only way to prevent this was to kill the enemy with a headshot. Even then, it would be really difficult to tell whether or not an enemy dropped a grenade; unlike most FPS games, there's no HUD to tell you where grenades are dropped, and the grenades could often be hidden under the enemy's ragdoll body. Considering many of the objectives require close quarters combat, one can imagine how challenging this gamemode was.

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* TakingYouWithMe: A limited time co-op gamemode for Summer 2022 involved AI enemies dropping live grenades when killed, similar to ''VideoGame/ModernWarfare'''s martyrdom "Martyrdom" perk. The only way to prevent this was to kill the enemy with a headshot. Even then, it would be really difficult to tell whether or not an enemy dropped a grenade; unlike most FPS games, there's no HUD to tell you where grenades are dropped, and the grenades could often be hidden under the enemy's ragdoll body. Considering many of the objectives require close quarters combat, one can imagine how challenging this gamemode was.



* YouHaveResearchedBreathing: The [=QTS-11=] assault rifle added in the 2021 Chinese New Year update features an integrated grenade launcher, which isn't usable unless supply points are used to equip grenades. Even then, the options are called the "explosive launcher" or "smoke launcher".
** Similarly, it costs one supply point to flip up the [=MP7=]'s already-included iron sights for a better sight picture.

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* YouHaveResearchedBreathing: The [=QTS-11=] assault rifle added in the 2021 Chinese New Year update features an integrated grenade launcher, which isn't usable unless supply points are used to equip grenades. Even then, the options are called the "explosive launcher" or "smoke launcher".
**
launcher". Similarly, it costs one supply point to flip up the [=MP7=]'s already-included iron sights for a better sight picture.
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** The most noticeable is that the cutoff date for "old enough to have been abandoned by the West" has been pushed up to TheNineties; the Insurgents now have exclusive access to several Western weapons like the Beretta 92 and FN P90, much more modern post-Soviet Russian weapons like the AS Val and a heavily-modified AK-104, and several direct counterparts to other weapons Security has held onto, like the [=M16A2=] and [=MP5A2=].
** There are also several other guns split between the sides based more on media reputation than actual usage, e.g. Security getting an MR 73 {{revolver|sAreJustBetter}} while Insurgents get a Desert Eagle, though some also zig-zag this, like Security giving up the FAL (once the poster-boy for Western weapons) but replacing it with the G3 (which has generally been a bad-guy gun).
** The game includes a different set of WWII weapons, which play around with this in their own way - Insurgents get more of them (the Welrod and M1 Garand, versus Security just getting the M3 Grease Gun), but they also get more options for more modern attachments.
** Of course, several of the other new guns play the original idea straight - among the other new Insurgent weapons are old Uzis and [=PKMs=], while several of Security's removed weapons were replaced with much more modern ones, like the [=MP7=], Vector, VHS-2 and MDR.

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** The most noticeable is that the cutoff date for "old enough to have been abandoned by the West" has been pushed up to TheNineties; TheNineties: the Insurgents now have exclusive access to several Western weapons weapons, like the Beretta 92 92, FN P90 and FN P90, FAMAS; much more modern post-Soviet Russian and Chinese weapons like the AS Val and Val, a heavily-modified AK-104, and the QBZ-97 and -03; and several direct counterparts to other weapons Security has held onto, like the [=M16A2=] and [=MP5A2=].
[=MP5A2=]. There are also a few cases where the Insurgents have access to a more modern weapon than Security's equivalent, like the aforementioned Beretta 92 (Security instead gets an Iraqi copy of the older M1951) and the Galil ACE (Security still uses the older SAR).
** There are also several other guns split between the sides based more on media reputation than actual usage, e.g. Security getting an MR 73 {{revolver|sAreJustBetter}} while Insurgents get a Desert Eagle, though some also zig-zag this, like Security giving up the FAL (once the poster-boy for Western weapons) weapons, though by now only in use by irregulars who can't get their hands on anything newer) but replacing it with the G3 (which has generally always been used as a bad-guy gun).
** The game includes a different set of WWII weapons, which play around with this in their own way - Insurgents get more of them (the Hi-Power, Welrod and M1 Garand, versus Security just getting the M3 Grease Gun), but they also generally get more options for more modern attachments.
attachments (the Grease Gun can only get foregrips specifically when using its "Advanced Suppressor" to add an underbarrel rail, the Welrod and Garand get options of sights, bipods and the like).
** Of course, several of the other new guns play the original idea straight - among the other new Insurgent weapons are old Uzis Uzis, [=PKMs=] and [=PKMs=], [=MG3s=], while several of Security's removed weapons were replaced with much more modern ones, like the [=MP7=], Vector, VHS-2 and MDR.



** When a closed-bolt firearm doesn't have a magazine but still has a round in the chamber, players can [[OneBulletLeft use that round to save their skin if interrupted during a tactical reload]], which is true to real life[[note]]provided the weapon doesn't have a safety lock that prevents it from firing without a magazine[[/note]]. This feature was shown off in the pre-release of the game, using a pistol with no magazine. However, fans with a keen eye were quick to point out one flaw: when the bullet was fired, the pistol's slide locked back. This would be impossible because the magazine contains the bolt-hold open device which allows the firearm to lock back its bolt or slide when empty. Without a magazine in the weapon, the bolt should come forward, and the next time the player wants to reload, they'll need to manually charge the weapon. NWI was quick to fix this issue for pistols, now requiring the player to fully rack the slide to chamber a new round. Unfortunately, other weapons such as the [=M16=] and [=Mk 17=] still erroneously have their bolts lock back with no magazine loaded, since the weren't pointed out by the community at the time.

to:

** When a closed-bolt firearm doesn't have a magazine but still has a round in the chamber, players can [[OneBulletLeft use that round to save their skin if interrupted during a tactical reload]], which is true to real life[[note]]provided the weapon doesn't have a safety lock that prevents it from firing without a magazine[[/note]]. This feature was shown off in the pre-release of the game, using a pistol with no magazine. However, fans with a keen eye were quick to point out one flaw: when the bullet was fired, the pistol's slide locked back. This would be impossible because the magazine contains the bolt-hold open device which allows the firearm to lock back its bolt or slide when empty. Without a magazine in the weapon, the bolt should come forward, and the next time the player wants to reload, they'll need to manually charge the weapon. NWI was quick to fix this issue for pistols, now requiring the player to fully rack the slide to chamber a new round. Unfortunately, other weapons such as the [=M16=] and [=Mk 17=] still erroneously have their bolts lock back with no magazine loaded, since the they weren't pointed out by the community at the time.



* JokeItem: The Welrod, a bolt-action pistol from WWII. You aren't going to kill anyone quickly except with a close-range headshot and yet it has the most attachment options of any sidearm, able to attach a multitude of sights, foregrips, and even ammunition.

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* JokeItem: The Welrod, a bolt-action pistol from WWII. You aren't going to kill anyone quickly except with a close-range headshot headshot, and yet it has the most attachment options of any sidearm, able to attach a multitude of sights, foregrips, and even ammunition.

Added: 1564

Changed: 25

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* GoodGunsBadGuns: Like the previous game, the arsenals are split between fancier modern Western weapons for Security and older, generally Soviet castoffs for the Insurgents, though with far more outliers than before.
** The most noticeable is that the cutoff date for "old enough to have been abandoned by the West" has been pushed up to TheNineties; the Insurgents now have exclusive access to several Western weapons like the Beretta 92 and FN P90, much more modern post-Soviet Russian weapons like the AS Val and a heavily-modified AK-104, and several direct counterparts to other weapons Security has held onto, like the [=M16A2=] and [=MP5A2=].
** There are also several other guns split between the sides based more on media reputation than actual usage, e.g. Security getting an MR 73 {{revolver|sAreJustBetter}} while Insurgents get a Desert Eagle, though some also zig-zag this, like Security giving up the FAL (once the poster-boy for Western weapons) but replacing it with the G3 (which has generally been a bad-guy gun).
** The game includes a different set of WWII weapons, which play around with this in their own way - Insurgents get more of them (the Welrod and M1 Garand, versus Security just getting the M3 Grease Gun), but they also get more options for more modern attachments.
** Of course, several of the other new guns play the original idea straight - among the other new Insurgent weapons are old Uzis and [=PKMs=], while several of Security's removed weapons were replaced with much more modern ones, like the [=MP7=], Vector, VHS-2 and MDR.



** The Welrod in the game is based on the Mk II model, which is chambered in .32 ACP, despite the game saying it is chambered for 9x19mm.

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** The Welrod in the game is based on the Mk II model, which is chambered in .32 ACP, despite the game saying it is chambered for 9x19mm.9x19mm, which would be the Mk I.
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* AntiFrustrationFeature: Smoke and chemical mortars used to kill any player unlucky enough to have a shell land on them directly, as would be the case if you were to be hit in the head by a cylinder of metal 81 millimeters wide. This feature seems to have been removed, though, and commanders can safely shell positions that have lots of friendlies in them.

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* AntiFrustrationFeature: Smoke and chemical mortars used to kill any player unlucky enough to have a shell land on them directly, as would be the case if you were to be hit in the head by a cylinder of metal 81 millimeters wide. This feature seems to have been removed, though, and commanders can safely shell positions that have lots of friendlies in them.them (this is still an ill advised tactic, however, since it will just obscure their vision while the opposition can wait outside and pick them off as they stumble their way out of the smoke cloud).

Changed: 64

Removed: 228

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** The newly added [=M60E4=] is actually based on the E6 variant. Similarly, the [=RPK-203=] just uses a generic RPK receiver with an older dovetail mount design, and while it sports the 203's black furniture, the stock is depicted as fixed rather than folding.
* MissingBackblast: [[AvertedTrope Averted.]] Whereas in the previous game rocket backblast did nothing more than suppress teammates, backblast here can and ''will'' kill anyone unfortunate enough to be caught behind one firing.

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** The newly added [=M60E4=] is actually based on the E6 variant. Similarly, the [=RPK-203=] just uses a generic RPK receiver with an older dovetail mount design, and while it sports the 203's black furniture, the stock is depicted as fixed rather than folding.
* MissingBackblast: [[AvertedTrope Averted.]] Whereas in the previous game rocket backblast did nothing more than suppress teammates, backblast here can
folding. The names have since been simplified to "[=M60=]" and ''will'' kill anyone unfortunate enough to be caught behind one firing."[=RPK=]"

Added: 118

Removed: 118

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** Justified with the Welrod. Its integrated suppressor, bolt-action operation, and subsonic ammo makes it very quiet.



** Justified with the Welrod. Its integrated suppressor, bolt-action operation, and subsonic ammo makes it very quiet.
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* AluminumChristmasTrees: Some of the crazier DLC cosmetics, especially the masks available to the insurgents, actually exist. The Rogue SOF's skull mask, for example, was worn in some photos by Iraqi special forces.
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Added DiffLines:

* AcceptableBreaksFromReality: Anti-vehicle mines will not explode if a friendly vehicle drives over them.
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* BombDisposal: The Livewire update adds a Defusal mode to multiplayer. Security Forces must defend two objectives from Insurgents who attempt to plant bombs on them. Once the bombs are armed, Security must defuse the bomb before they explode. Unlike other defusal gamemodes in video games like ''VideoGame/CounterStrike'' or ''VideoGame/RainbowSixSiege'', defusing the bomb does not guarantee a win for the Security Forces; instead, Insurgents and Security can plant and defuse as many times as they want for the 5-minute duration of the game, and anybody on the Insurgent's side can plant the bomb. The game timer resets back to 5 minutes when an objective is destroyed. Insurgents win if they destroy both objectives and Security wins if both objectives are kept intact. If only one objective is destroyed by the time the game ends, it results in a draw.

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* BombDisposal: The Livewire update adds a Defusal mode to multiplayer. Security Forces must defend two objectives from Insurgents who attempt to plant bombs on them. Once the bombs are armed, Security must defuse the bomb before they explode. Unlike other defusal gamemodes in video games like ''VideoGame/CounterStrike'' or ''VideoGame/RainbowSixSiege'', defusing the bomb does not guarantee a win for the Security Forces; instead, Insurgents and Security can plant and defuse as many times as they want for the 5-minute duration of the game, and anybody on the Insurgent's side can plant the bomb. The game timer resets back to 5 minutes when an objective is destroyed. Insurgents win if they destroy both Whichever team destroyed the most objectives gets the victory, and Security wins if both objectives are kept intact. If only one objective it is destroyed by possible for the time the entire game ends, it results to result in a draw.
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* BombDefusal: The Livewire update adds a Defusal mode to multiplayer. Security Forces must defend two objectives from Insurgents who attempt to plant bombs on them. Once the bombs are armed, Security must defuse the bomb before they explode. Unlike other defusal gamemodes in video games like ''VideoGame/CounterStrike'' or ''VideoGame/RainbowSixSiege'', defusing the bomb does not guarantee a win for the Security Forces; instead, Insurgents and Security can plant and defuse as many times as they want for the 5-minute duration of the game, and anybody on the Insurgent's side can plant the bomb. The game timer resets back to 5 minutes when an objective is destroyed. Insurgents win if they destroy both objectives and Security wins if both objectives are kept intact. If only one objective is destroyed by the time the game ends, it results in a draw.

to:

* BombDefusal: BombDisposal: The Livewire update adds a Defusal mode to multiplayer. Security Forces must defend two objectives from Insurgents who attempt to plant bombs on them. Once the bombs are armed, Security must defuse the bomb before they explode. Unlike other defusal gamemodes in video games like ''VideoGame/CounterStrike'' or ''VideoGame/RainbowSixSiege'', defusing the bomb does not guarantee a win for the Security Forces; instead, Insurgents and Security can plant and defuse as many times as they want for the 5-minute duration of the game, and anybody on the Insurgent's side can plant the bomb. The game timer resets back to 5 minutes when an objective is destroyed. Insurgents win if they destroy both objectives and Security wins if both objectives are kept intact. If only one objective is destroyed by the time the game ends, it results in a draw.

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