Battlefield 2: Modern Combat/In and Out

MEDIC

The Medic Class is no doubt one of the most played kits in Battlefield 2. The #1 player in the world has over 800 of his 1200 hours played as medic. His point per minute is approaching 4, which is about twice as much as most people. This is because the medic gets the most rewards for services rendered to the team.

Medic Class Specifications: Unlocks: L85-A1 (great for medium range sniper work, but bad recoil makes it hard to aim on auto. Not much stopping power. ) G36E (xpack only. Great gun) Pistol 4 Grenades - Grenades are a very useful tool, see the grenade page. Health packs Shock Paddles Visit our sponsor!

Point Breakdown Heal Points - 1 point per heal - This is achieved through a number of actions. 1) Someone picking up one of the medication bags you have thrown on the ground

2) Holding your medication bag near a wounded soldier. Note: Holding your bag or picking up one of your own health packs does not give you points.

3) Entering a vehicle will allow people that either enter the vehicle or get close to it to be healed.

Revive Points - 2 points per revive 1) Equip your shock paddles (aka defibrillators) and use them on a critically wounded team-mate. The Basics

Important changes from patch 1.2

Paddles DO reload while not in use, however their charge characteristics have been changed as follows. - Medic Packs and Defibrillators now share a "charge" - You carry 3 medic packs and have 4 shocks (if you shock one after the other) - If you shock once and switch to the medic pack, you will have 2 medic packs left. They will still slowly regenerate, but what this means is. - You can't spam Medic Packs and then expect your defibrillators to be charged. - After 4 shocks with your paddles there will be about a 2 second wait before the paddles begin to charge back up.

While playing as a medic you must always be aware of what is going on throughout the battle. Stay close, but not too close to the larger groups of your fellow troops as they will often need to be healed or even revived. Always listen for troops calling for a medic and check your minimap for a flashing icon. Your minimap will also display where critically wounded troops are.

Wounded symbol on minimap Critically wounded Make sure to also watch the health indicator above friendly troops this will let you know if you need to throw them a medic pack. "Sniff sniff make it better" Using the Shock paddles for good. This is best done from the prone position. Aim the HUD crosshairs at the soldier's body and click the fire button.

If it doesn't work try again until it is successful. When reviving, you have to think about where the person you are reviving got shot from. If you heard shots from the right and then a call for medic, check the area first and then revive. Many times, you will notice that people will actually throw a grenade at the soldier they have just killed in hopes to kill you as you revive him. Try and follow these steps so you and your just revived team mate aren't instantly killed:

1. Survive 2. Secure Area 3. Revive 4. Check to see if you and your team mates need healing

Another thing to remember is that just because the bar above a soldier's body has disappeared, it does not mean he can't be revived. It does however mean you have very little time to reach him. If you fail to make it in time (15 seconds on ranked server) you will just be trying to revive thin air.

Reviving soldiers in water can be difficult, but it is possible if any part of their body is out of the water. Often the critically wounded soldier will float and a small area of his chest will be exposed. If he is close enough to shore, you can revive him by aiming your crosshairs at the exposed area. Using the Shock paddles for evil. Most people know that the shock paddles are deadly to enemy soldiers. They can disrupt the heartbeat of a living person and thus kill them. Personally, I don't do this often because I prefer using the knife. The knife is quicker and has virtually no reload time so it seems to be a better choice. However, there are certain situations that may favor the use of the shock paddles. For example, if you have just revived or are headed to revive a soldier and run into an enemy at least one try with the shock paddles is definitely a good defense mechanism. If I don't get him on the first charge I then switch to my primary weapon. Plus it makes people go ooooh shock paddle kill. Misc: When Squad leader try and be medic especially if you are behind enemy lines and a spawn point is not near by. This will allow you to revive your crew but just as importantly be revived. If team mates are near by and you are taken down, have them pick up your kit with the "G" key and this will allow them to revive you and keep the squad rolling.

Medic packs: These can be used as lures. Throw one down and wait, many times an enemy will roll in and try and heal himself and you'll be lined up for a perfect kill. On the other side don't just throw down packs in enemy territory this will just allow them to use your own medic packs against you.

Medic packs being held are much slower to heal than ones on the ground. You can instantly be healed by medic packs on the ground. The disadvantage to this is if you throw the medic pack down the enemy can see right where you are since medic packs can be seen by the enemy when they are released. So they see one show up then shortly after disappear they know your there.

SUPPORT

The Support class when utilized properly can be a valued member to any team. Now with the changes made by the 1.2 patch the support class weapons are able to dish it out as well if not better than the assault class weapons. Going prone is still recommended but you at least have a chance now while standing. You can be a spec-ops best friend going behind enemy lines and giving him the ammo he needs to take out all of the enemy’s assets. Or a commanders new buddy buy holding a flag with your relentless machine gun fire. To be effective in this class look no further than its name SUPPORT.

SUPPRESS- Suppression is what these guns were designed to do. Keep the enemy's heads down and you and your team has a better chance at keeping your own. Suppression fire is best in burst. Make them afraid to take a peek or throw a grenade. Your team-mates will thank you.

UNDERSTAND- Understand the role you play on a team. Most of us when we think of machine guns have visions of Rambo mowing down hordes of bad guys standing in two feet of brass all in a blaze of glory. The truth is you are there to help out your team hence the name Support. It might not be glorious but somebody needs to do it.

PRONE- Going prone is the key if you want to kill someone with the machine gun. Going prone increases accuracy with any gun but it is essential with a machine gun. To prone is to pwn.

PKM- This is the biggest loudest gun you can get. With the release of the 1.2 patch this gun is even more deadly. It has a distinctive sound and draws a lot of attention. This gun has massive stopping power and can give squads a real bad time. One unique feature this gun offers is its ability to shoot through some soft cover such as the tin fences or wooden walls

OWNERSHIP- Take ownership of the class. Fulfill your role to the best of your ability be it suppression or supply do what it takes to help your team win.

RESUPPLY- "Ammo here!" Toss those bags around like they are going out of style. See a team-mate fire an anti-tank rocket? Toss him a bag. Don't forget you can resupply vehicles too. Hop in a Hummer and go escort a tank. Remember a well supplied force is an effective one. With less down time waiting on supply crates your team will be more efficient.

TEAMWORK- It’s all about the team. Support your guys everyway you can, be a vital member of the team. If you like being a part of the whole the Support class may be for you.

HELICOPTOR PILOTING GUIDE

HELICOPTER PILOTING: (USMC) AH-1Z Cobra / (MEC) Mi-28 Havoc / (PLA) WZ-10

Helicopter Specifications: (USMC) AH-1Z Cobra Pilot controls: 4 Canisters of 8 - hellfire missiles Gunner controls: 20mm nose mounted cannon 8 - Optically guided anti-tank missile

(PLA) WZ-10 Pilot controls: 4 Canisters of 8 - 57mm barrel rockets Gunner controls: 23mm nose mounted machinegun 8 - HJ-73 "Red Arrow" anti-tank missile

(MEC) Mi-28 Havoc Pilot controls: 4 Canisters of 8 - 80mm unguided rockets Gunner controls: 30mm nose mounted cannon 8 - Optically guided anti-tank missile

1.2 Attack Chopper Tutorial Addendum Movement around structures and objects:

Before 1.2 came along, it was favorable for any helicopter pilot to use the terrain intelligently to avoid detection and acquire targets stealthily: it is no longer an option. Sadly, alterations to the helicopter have made it nearly impossible to stay airborne for extended periods without the use of cover at all times. Plan your route carefully and be ever more mindful of your surroundings.

Evasive maneuvers for land and air vehicles:

As a result of your decreased hitpoints, you are now highly susceptible to machine gun fire coming from jeeps and transport cars: it would be a terrible mistake for you to ignore them at this point. Armored personnel carriers are relatively benign and pose little threat to the experienced and intelligent pilot: stay out of their line of fire and you will be fine. Tanks, on the other hand, are now to be respected and dealt with from their blind spots: do not engage them from any direction that could result in a turret hit.

AA emplacements and vehicles are now your main priority. Before freely entering an area to support the advance of your ground troops, you must first clear it of IGLA and Stinger weapons: this patch has given the 'newbies' a dangerously effective way to deal with air support, so make sure you know their emplacements and occupancy. You should also endeavor to destroy any mobile AA vehicles in any given area, even if unmanned. Prioritize the anti-air weaponry and your flight won't be as stressful.

Jets manned by competent pilots are no longer something you can defend against: the only real evasive trick is constant relocation to avoid their sights, but even this may not prove sufficient to fend them off. Ultimately, you will need the help of AA and friendly jets to be free from their attacks. Attempt to nip away at the airplanes using your turret. If a plane is smoking your gunner may be able to take him out quite easily. Check the media section for the video showing this technique.

Combat concepts:

Stay away from the carriers. That said, it would be preferable for you to let your gunner attack IGLA and mobile AA vehicles with his TV missile: this will make them more important now than they've ever been before. Using the TVGM is now a required skill... well, unless you enjoy re-spawn time conversations.

Land vehicles (including APCs and tanks) should be dealt with from afar, as close encounters can leave you seriously injured. Endeavor to give your gunner the shots. Since machine gun fire is more effective, you can combine this weapon with missiles to destroy non-combative and combative helicopters alike, but remember that for the latter, it works both ways: air battles are now (if AA doesn't interfere) shorter and highly dependent on the element of surprise (read: who sees the other first). Stay away from jets.

Since your chopper now has less health and is more susceptible to anti-air missiles, strive to plan your attacks carefully.

Situational Awareness:

I am tempted to say that this skill is no longer optional, but as is the case with many talents and abilities, it may be innate. Still, it can and should be developed as it is now more important than ever to be aware of what's happening on the field.

Conclusion:

Helicopter flight and combat was challenging before the 1.2 patch came along, so the changes you have seen may seem discouraging: just remember that you overcame your difficulties learning to fly and gun, so you can adapt and dominate again if effort is made to do so. Good luck... Advanced Piloting Lesson 1 - Survival

Visualize Before you get your chopper airborne, try to visualize all of the AA placements on the current map. With patch 1.2 and the increased effectiveness of AA this is VERY important. Take into consideration what flags the enemy has captured around you and what your team's current status may require you to do. Then map your plan of attack around the parameters you have set for yourself. If you do this correctly, every time the missile lock indicator goes off or you take damage you should have a good idea of where the threat is coming from and will be able to make evasive maneuvers that will ultimately allow you to eradicate the threat. Keep your head on a swivel. One of the most important things to do while piloting one of the attack choppers in BF2 is to always be aware of your surroundings. This includes the location of trees, cranes, and buildings. However, the most important aspect of survival as an attack chopper pilot is constant awareness. I like to think of it in terms of four L's.

Tip #1 "The 4 L's"

Listen - Listen for enemy spotting calls from team-mates, especially your gunner. Look - Look on your mini-map to determine the location of the threat. Re-Locate - Locate yourself in a position that is appropriate for the spotted threat. Let loose - When you have relocated yourself appropriately, engage the enemy threat and take it out.

Repair, Repair, Repair Just as the title indicates, always repair your attack chopper. Taking a hit from one SRAW may not get your armor in the red, but combined with heavy fire from a turret .50cal or another SRAW you will find yourself in a hurt locker. Plus, we all know that if you go down, there tends to be four billion people waiting for your chopper.

Lesson 2 - Pilot/Gunner Relationship

The "TV MISSILE" The TV missile (as it is commonly called) is one of the most powerful weapons in BF2. If utilized correctly it can make tankers hide, APC's flee, and enemy choppers steer clear. The first thing to know as a pilot is where your gunner is looking in his TV view. These screenshots, taken simultaneously, show the relationship of the views between pilot and gunner while using the TV missile.

For those who fly with the same person on a regular basis: First of all, communication is the most important issue here. If I am playing with friends we use Team speak, if I am playing by myself I always invite my gunner to my squad. Both are effective forms of communication and I highly recommend using one of them. The point is obviously to be able to spot a tank or other hostile vehicle and let your gunner know, and vise versa. Next on the list is the ability to call shots. I have just started doing this more and more and it has proven very useful. If a vehicle poses no apparent threat and is giving itself to the pilot, let the pilot take it. If for example, it’s an AA vehicle, you should let your gunner take it from long range. The choices are up to you depending on the circumstances. The main thing that this allows you to do is conserve TV missiles and rockets. If done correctly, you should both be spent on the way back for supplies. (Note: I usually like to have a few rockets on me for the fly back just in case)

Pilots: Setting up your gunner for shots on Tanks/APC's/Helicopters/etc. is the most crucial part of piloting an attack chopper in BF2. Determining the skill of your gunner is also a very important part of piloting. Regardless of your gunner's skill, you still need to know how to set him up as best as possible. Gunners: One of the most common issues I see with the use of the TV missile is that most people don't know that it is possible to continuously guide it. Using the correct technique on guiding your missile is very important. Clicking frantically will sometimes get you a kill, however, you also run the risk of misguiding it right at the location of the opponent. I prefer to use only as many clicks as I need to. For example, an object traveling left to right in your guiding view needs to be "led". Start the missile where you think the target will be when the missile reaches it. After practice you will seldom have to re-guide your missile. On the other hand, this is pretty hard to do with enemy choppers because they are always changing their movement patterns. Just remember to readjust only when necessary.

Nose Mounted Cannon This is the POV relationship from pilot to gunner. As you can see, the pilot's view is very limited. On the other hand, the gunner has quite a wide ranging view.

RANKING

Private

Global Score: 0 	Private is the first rank it does not require any points

Private 1st Class

Global Score: 150 	Private 1st Class is your first promotion.

Lance Corporal

Global Score: 500 Unlock Available Lance Corporal is your first promotion, which will include your fire unlocked weapon. Consider choosing the unlocked weapon to which kit you tend to use more. Also if you own special forces you will receive two unlocks for every one normal unlock you get.

Corporal

Global Score: 800 Unlock Available Corporal also is a promotion which includes an unlock.

Sergeant

Global Score: 2500 Unlock Available Sergeant is the third rank in which you will receive an unlocked weapon.

Staff Sergeant

Global Score: 5000 Unlock Available Staff Sergeant This is the first rank in which many people "work" for enjoy the promotion it gets much harder from here on out. You also receive an unlock for this rank.

Gunnery Sergeant

Global Score: 8000 Unlock Available Gunnery Sergeant can take a bit for the causal player to reach. Its best by this point to start gathering badges you will need them down the road. Also once again you will receive an unlock for this rank.

Your next rank is determined on score and if you have the required amount of badges. Once you meet 20 thousand points you will move on to your next rank, but if you have the badges needed you will also bump up to the next level as well. If you do not acquire all the badges by the time you reach 20 thousand you will not be able to attain First Sergeant and you will move on to Master Sergeant. You CANNOT once reaching Master Sergeant reach First Sergeant. Master Sergeant

Global Score: 20,000 Unlock Available If you have this rank you did not meet the minimum badge requirements for first sergeant. Your next rank will either be Master Gunnery Sergeant or Sergeant Major depending on what badges you acquire.

First Sergeant

Global Score: 20,000 Unlock Available This rank requires most of the basic badges: Basic knife Combat Badge, Basic Pistol Combat Badge, Basic Assault Combat Badge, Basic Anti-tank Combat Badge, Basic Sniper Combat Badge, Basic Spec Ops Combat Badge, Basic Support Combat Badge, Basic Engineer Combat Badge, and Basic Medic Combat Badge

Your next rank will either be Master Gunnery Sergeant or Sergeant Major depending on what badges you acquire.

As before the next two ranks are dependent on points and what badges you have. If you do not meet the badge requirement for the higher rank you by the time you reach 50,000 points you will be unable to obtain it. Even if you obtain the badges required further down the road. Master Gunnery Sergeant

Global Score: 50,000 Unlock Available If you have this rank you did not meet the minimum badge requirements for Sergeant Major. You will not be able to obtain Sergeant Major even if you receive the missing badges required for Sergeant Major.

Sergeant Major

Global Score: 50,000 Unlock Available This rank requires most of the basic badges: Basic knife Combat Badge, Basic Pistol Combat Badge, Basic Assault Combat Badge, Basic Anti-tank Combat Badge, Basic Sniper Combat Badge, Basic Spec Ops Combat Badge, Basic Support Combat Badge, Basic Engineer Combat Badge, and Basic Medic Combat Badge, Basic Armor Badge, Basic Transport Badge, Basic Helicopter Badge, Basic Aviator Badge, Basic Air Defense Badge, and Basic Ground Defense Badge

Sergeant Major of the Corps

Global Score: N/A This rank is only held by one player at a time. The player chosen for this award is the best performing Sergeant Major (this is how we think it works still).

2nd Lieutenant

Global Score: 60,000 	This rank can be obtained by reaching 60k points.

1st Lieutenant

Global Score: 75,000 	1st Lieutenant can be obtained by reaching 75k points.

Captain

Global Score: 90,000 	This rank can be obtained by reaching 90k and being a total point whore.

Major

Global Score: 115,000 	Major can be obtained by reaching 115k points.

Lieutenant Colonel

Global Score: 125,000 	Lieutenant Colonel can be obtained by reaching 125k points.

Colonel

Global Score: 150,000 	Colonel can be obtained by reaching 150k points.

Brigadier General

Global Score: 180,000 	Brigadier General can be obtained by reaching 180k points and have the fallowing awards Awards: Expert Armor Badge, Expert Transport Badge, Expert Helicopter Badge, Expert Aviator Badge, Expert Air Defense Badge, Expert Ground Defense Badge (can you say impossible or at least damn hard)

Major General

Global Score: 180,000 	Brigadier General can be obtained by reaching 180k points and have the fallow awards: Expert Knife Combat Badge, Expert Pistol Combat Badge, Expert Assault Combat Badge, Expert Anti-tank Combat Badge, Expert Sniper Combat Badge, Expert Spec Ops Combat Badge, Expert Support Combat Badge, Expert Engineer Combat Badge, Expert Medic Combat Badge

Lieutenant General

Global Score: 200,000 	Lieutenant General: you can obtain this rank by reaching a global score of 200k (damn that is a lot of bf2).

General

Global Score: 200,000 	General: This is given to the highest ranking player of the month (yes people have more than 200k!)