2 has the most, and best, designed encounters. Each fight in that game feels distinct in some way where it's evident thought was put into the layout and placement of enemies. You get shootouts while holding onto signs high above a street, multi-sniper dual w/RPGs mixed in, shootouts while in the back of moving trucks, shootouts in an overturned and overrun train car, shootout while climbing a tower, shootouts while descending a tower, etc. And that's all in normal gameplay.
4's open arenas are generally well designed, and the various improvements to combat overall kind of mean it doesn't need those really linear, hand-crafted encounters considering how every outcome is fun. Sneaking through is engaging enough to be fun/challenging, combat is good, being able to actually lose enemies is great, and so forth. It just needed far more of these. People flipped their lids about Eurogamer's "walking simulator," article, and while that term for those types of games might be derogatory, 4 really does feel like Firewatch at times. Firewatch is dope, but it doesn't present some really fun combat, then goes back to wandering through the forest for a few chapters straight.
holy shit, I never knew