Battlefield 2: Modern Combat/In and Out: Difference between revisions

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PP-19 - 15 more shots per clip than its counter parts  
PP-19 - 15 more shots per clip than its counter parts  
Type-85 - No single shot ability
Type-85 - No single shot ability
The Submachine guns are in most cases the last resort and should only be used at close quarters and as a defensive weapon. They lack accuracy and stopping power. Only to be used in a pinch. The DAO-12 shot gun on the other hand is arguable the best close quarters weapon in the game. It can take down just about any player within 10ft but after that its range limits its killing ability and its best to switch to your pistol or for longer distances your AT rocket. It has a 12 round clip, which takes up to 7 and half seconds to reload. You wont bring down an opponent in one shot even at close range unlike the pump action shot guns but with the good fire rate of this weapon you can bring them down quickly with two shots. This may be one of the best unlocks to get early on to help round out the kit. The Anti-tank weapon is your bread and butter when using the anti-tank class: It comes in three flavors:  
The Submachine guns are in most cases the last resort and should only be used at close quarters and as a defensive weapon. They lack accuracy and stopping power. Only to be used in a pinch. The DAO-12 shot gun on the other hand is arguable the best close quarters weapon in the game. It can take down just about any player within 10ft but after that its range limits its killing ability and its best to switch to your pistol or for longer distances your AT rocket. It has a 12 round clip, which takes up to 7 and half seconds to reload. You won’t bring down an opponent in one shot even at close range unlike the pump action shot guns but with the good fire rate of this weapon you can bring them down quickly with two shots. This may be one of the best unlocks to get early on to help round out the kit. The Anti-tank weapon is your bread and butter when using the anti-tank class: It comes in three flavors:  
* SRAW  
* SRAW  
* ERYX  
* ERYX  
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Take cover: Since in most cases it will require more than one hit you will need to stay alive to get that second hit off! First try and hit your enemy when they are looking away from your position. Use the cover around you to hide. Remember to keep an eye on the gunner of the MBT. A smart gunner will keep his eye on the rear of the tank and take you out. Once you get your first shot off take cover again. Remember the tank is powerful and its main shell has splash damage so if it hits a wall directly behind you it can still kill you. Also the .50 cal the gunner is using can slice through tin fences. Even if MBT driver and the gunner miss where the first shot came from they will have a approximate idea of your location. To be safe its best not to take your second shot from the exact position you took your first. Hit and move if possible. Repair: A good commander will drop from time to time supply crates near friendly tanks to repair them. Make sure if you see this to take that out first or anyone repairing the tank before engaging the tank itself. In many cases tanks will buddy up with other armor. In this case a lone AT unit will have a nearly impossible task of destroying them. In this case either call for help and keep them off balance by hitting them randomly in weak spots. Try hitting one unit a couple times if no smoke hit the other sometimes you will find that only one has an engineer present and the other does not. An engineer cannot repair his own tank from the inside.  
Take cover: Since in most cases it will require more than one hit you will need to stay alive to get that second hit off! First try and hit your enemy when they are looking away from your position. Use the cover around you to hide. Remember to keep an eye on the gunner of the MBT. A smart gunner will keep his eye on the rear of the tank and take you out. Once you get your first shot off take cover again. Remember the tank is powerful and its main shell has splash damage so if it hits a wall directly behind you it can still kill you. Also the .50 cal the gunner is using can slice through tin fences. Even if MBT driver and the gunner miss where the first shot came from they will have a approximate idea of your location. To be safe its best not to take your second shot from the exact position you took your first. Hit and move if possible. Repair: A good commander will drop from time to time supply crates near friendly tanks to repair them. Make sure if you see this to take that out first or anyone repairing the tank before engaging the tank itself. In many cases tanks will buddy up with other armor. In this case a lone AT unit will have a nearly impossible task of destroying them. In this case either call for help and keep them off balance by hitting them randomly in weak spots. Try hitting one unit a couple times if no smoke hit the other sometimes you will find that only one has an engineer present and the other does not. An engineer cannot repair his own tank from the inside.  


Where to hit: The main battle tanks weakest spot is the front tracks. Two hits its down instantly. This takes skill to hit (even more with a RPG) through and in many cases you cannot get a clear shot on it. If this is the case your second choice is the rear. It does slightly less damage but can get the job done. Hits to the rest of the tank will result in the need for 3 AT rockets to take the tank down.  
Where to hit: The main battle tanks weakest spot is the front tracks. With two hits it’s down instantly. This takes skill to hit (even more with a RPG) through and in many cases you cannot get a clear shot on it. If this is the case your second choice is the rear. It does slightly less damage but can get the job done. Hits to the rest of the tank will result in the need for 3 AT rockets to take the tank down.  


Give chase: If a tank driver does not have a way to repair he will retreat quickly if the tank is taking heavy damage. The AT rocket has a long range get good using it and you can get him before he makes it out of the area. If he pulls around a corner give chase and try and predict where he is going so you can get a kill shot before he gets to safety. In many cases he will pull back to a spot where he can make repairs if this is the case try and steal the tank while he is out of it or kill him before he has a chance to enter the tank again. If you see a supply drop going to his position take it out! Now the tank driver is really up the creek. If he deploys smoke on his retreat you will need to learn how to estimate his position and take a blind shot. You may just get lucky.  
Give chase: If a tank driver does not have a way to repair he will retreat quickly if the tank is taking heavy damage. The AT rocket has a long range get good using it and you can get him before he makes it out of the area. If he pulls around a corner give chase and try and predict where he is going so you can get a kill shot before he gets to safety. In many cases he will pull back to a spot where he can make repairs if this is the case try and steal the tank while he is out of it or kill him before he has a chance to enter the tank again. If you see a supply drop going to his position take it out! Now the tank driver is really up the creek. If he deploys smoke on his retreat you will need to learn how to estimate his position and take a blind shot. You may just get lucky.  
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# Flames: Tank's about to explode
# Flames: Tank's about to explode


Dealing with APCs : The problem with APCs is the fact they have a high rate of fire and the splash damage of the main cannon is very high. They only need two hits anywhere to be set on fire (direct hits). The problem is they are extremely fast and the high rate of fire in most cases doesn't allow for a second hit. If a tank and APC are buddied up aim for the APC it will take at least three quick hits to take down an APC being repaired. Your best bet is to have at least two AT units on one APC. Even one AT hit can spook a APC driver to flee, and two hits will cause the APC driver in many cases to just bail. (even if they aren't direct).  
Dealing with APCs: The problem with APCs is the fact they have a high rate of fire and the splash damage of the main cannon is very high. They only need two hits anywhere to be set on fire (direct hits). The problem is they are extremely fast and the high rate of fire in most cases doesn't allow for a second hit. If a tank and APC are buddied up aim for the APC it will take at least three quick hits to take down an APC being repaired. Your best bet is to have at least two AT units on one APC. Even one AT hit can spook an APC driver to flee, and two hits will cause the APC driver in many cases to just bail. (even if they aren't direct).  


Attack choppers:: It takes two hits to seriously hurt a attack chopper (and more for the HIND) with a AT rocket but its rare to get one hit let alone two on even a rookie pilot. Your best bet is to take a shot from the rear on an attack chopper, which is very close. At any distance the attack choppers are just to quick to hit. The best use of the AT rocket against choppers is just to scare them out of the area. (this may be a different story in the next patch which will reduce the hit points of all choppers).  
Attack choppers:: It takes two hits to seriously hurt a attack chopper (and more for the HIND) with a AT rocket but its rare to get one hit let alone two on even a rookie pilot. Your best bet is to take a shot from the rear on an attack chopper, which is very close. At any distance the attack choppers are just to quick to hit. The best use of the AT rocket against choppers is just to scare them out of the area. (this may be a different story in the next patch which will reduce the hit points of all choppers).  
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==Assault soldier==
==Assault soldier==
Gunners: Always stay on the lookout for potential threats to the helicopter and spot them out accordingly. Pick your shots wisely as well. infantry climbing into the AA and anti-tank class infantry are your #1 priority. At the same time, spotting tanks and APC's is very important. If in a heated situation you see a tank, spot him and then tell your pilot to "Go, go, go!" "Move it!" or "Hit it!". That way he will know that the spot came from you and that it is an immediate threat.  
Gunners: Always stay on the lookout for potential threats to the helicopter and spot them out accordingly. Pick your shots wisely as well. Infantry climbing into the AA and anti-tank class infantry are your #1 priority. At the same time, spotting tanks and APC's is very important. If in a heated situation you see a tank, spot him and then tell your pilot to "Go, go, go!" "Move it!" or "Hit it!". That way he will know that the spot came from you and that it is an immediate threat.  


Pilots: Give your gunners an even wider view by rotating to the left and right. Throw in some full spins to check for incoming threats. I don't recommend hovering in the same spot for long as it will get you in trouble fast. However, in order to make your gunners life easier try not to make jerky movements while he is engaging an enemy infantry unit.
Pilots: Give your gunners an even wider view by rotating to the left and right. Throw in some full spins to check for incoming threats. I don't recommend hovering in the same spot for long as it will get you in trouble fast. However, in order to make your gunners life easier try not to make jerky movements while he is engaging an enemy infantry unit.
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====Movement around structures and objects (avoidance, speed, trajectory)====
====Movement around structures and objects (avoidance, speed, trajectory)====
The use of structures and objects for concealment and movement is one of the skills you should possess as a helicopter pilot in Battlefield 2. Essentially, this means having the ability to estimate your distances and projected trajectory on your way around the objects, all of this depending on the intended purpose of this series of moves. Practice flying close to the ground, avoiding and using the scenery as you make your way from one flag to any location of your choosing, but do so with a specific goal in mind: you may want to become comfortable with fast drops in altitude, followed by a fast course around structures, only to resurface in a more advantageous position. Perhaps your desire is to learn how to rotate around a particularly dangerous flag area for a capture assist to help a needy team-mate ? These are all things you can decide to implement in your routines at your discretion. Ultimately, your skill at every one of them will determine how far you can take your chopper and how useful you will be to your team. Remember: a rounded pilot can do it all, so it would be important for you to learn how different helos move and what their limitations are in every situation.  
The use of structures and objects for concealment and movement is one of the skills you should possess as a helicopter pilot in Battlefield 2. Essentially, this means having the ability to estimate your distances and projected trajectory on your way around the objects, all of this depending on the intended purpose of this series of moves. Practice flying close to the ground, avoiding and using the scenery as you make your way from one flag to any location of your choosing, but do so with a specific goal in mind: you may want to become comfortable with fast drops in altitude, followed by a fast course around structures, only to resurface in a more advantageous position. Perhaps your desire is to learn how to rotate around a particularly dangerous flag area for a capture assist to help a needy team-mate? These are all things you can decide to implement in your routines at your discretion. Ultimately, your skill at every one of them will determine how far you can take your chopper and how useful you will be to your team. Remember: a rounded pilot can do it all, so it would be important for you to learn how different helos move and what their limitations are in every situation.  


====Evasive maneuvers for land and air vehicles====
====Evasive maneuvers for land and air vehicles====
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Basic techniques: at this point, you should be comfortable with all types of movement. It should be easy for you to guide the chopper backwards, stop on a dime, do angled rotations and use the terrain to your advantage. What you will now have to learn is the shooting of dumb missiles at different speeds, angles and heights: this is very difficult to explain in writing, so I'm afraid you will have to experiment, although at this stage in the game, you should already have a good idea of how to proceed. Keep practicing these shots at all angles and heights until you can do them without having to make any conscious calculations.  
Basic techniques: at this point, you should be comfortable with all types of movement. It should be easy for you to guide the chopper backwards, stop on a dime, do angled rotations and use the terrain to your advantage. What you will now have to learn is the shooting of dumb missiles at different speeds, angles and heights: this is very difficult to explain in writing, so I'm afraid you will have to experiment, although at this stage in the game, you should already have a good idea of how to proceed. Keep practicing these shots at all angles and heights until you can do them without having to make any conscious calculations.  


At this point, you are ready to engage ground and air targets. Let's see if we can find a few techniques to help you on your way, shall we ?  
At this point, you are ready to engage ground and air targets. Let's see if we can find a few techniques to help you on your way, shall we?  


Structures and Land objects: these shouldn't pose too much of a threat if you are careful and approach them wisely. Take the Essex, for example: if you *must* approach the carrier for any reason, your gunner should take it out several hundred feet prior to your arrival, but if he couldn't, it will be your job to take it out with a few dumb missiles. Try not flying in any straight manner, as this will make it easier to target you and will help the AT and Assault kits take you out depending on your height. AA emplacements are the same, though they're not as dangerous: if you're close enough and have already flared/avoided the AA payload, give your gunner a machine gun or TV shot on it, being mindful to flare up if you're unsuccessful somehow. In this situation, it helps to have an escape route planned.  
Structures and Land objects: these shouldn't pose too much of a threat if you are careful and approach them wisely. Take the Essex, for example: if you *must* approach the carrier for any reason, your gunner should take it out several hundred feet prior to your arrival, but if he couldn't, it will be your job to take it out with a few dumb missiles. Try not flying in any straight manner, as this will make it easier to target you and will help the AT and Assault kits take you out depending on your height. AA emplacements are the same, though they're not as dangerous: if you're close enough and have already flared/avoided the AA payload, give your gunner a machine gun or TV shot on it, being mindful to flare up if you're unsuccessful somehow. In this situation, it helps to have an escape route planned.  
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Although this should come to the pilot and gunner naturally, the development of this skill (especially in the pilot) can be of tremendous benefit to you and your team.  
Although this should come to the pilot and gunner naturally, the development of this skill (especially in the pilot) can be of tremendous benefit to you and your team.  


What do I mean by the above ? Having a very good understanding of the current situation your team is in, such as available vehicles (the whereabouts are also important), time/ tickets left (along with the most beneficial flags to capture based on numbering forces in the surrounding areas), who is in what and how skilled they are (so that you can approach a confrontation with them in as favorable a way as possible): in other words, you need to have a view of the battlefield in the same way a chess player sees a chessboard.  
What do I mean by the above? Having a very good understanding of the current situation your team is in, such as available vehicles (the whereabouts are also important), time/ tickets left (along with the most beneficial flags to capture based on numbering forces in the surrounding areas), who is in what and how skilled they are (so that you can approach a confrontation with them in as favorable a way as possible): in other words, you need to have a view of the battlefield in the same way a chess player sees a chessboard.  


Ultimately, your understanding of the multiple factors involved in the current battlefield will enable you to make the most advantageous decision. The previously mentioned, in combination with a proficient gunner, will make you a very powerful ally.  
Ultimately, your understanding of the multiple factors involved in the current battlefield will enable you to make the most advantageous decision. The previously mentioned, in combination with a proficient gunner, will make you a very powerful ally.  
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Now another important thing is to hit and run! You kill a guy once he's going to be pissed and looking for you. Most likely will respawn as a sniper. He even may have seen you right before you put one in him so it's best to hit and move. Pick an area and figure out a rotation of spots to shoot from. Hit move to your second spot hit move to third. Now also if you do find a good spot and you don't want to move for whatever reason remember if you kill someone you have 15 seconds (on ranked servers) once that 15 seconds is up hide. That way when the guy makes his respawn he will be looking for you if you're down and hidden he will A. Think your not in that spot, B. think oh you've moved on, or C. Come stab you. After a few moments you can pop back up and hopefully he has moved on. Remember even if you have the best spot in dice brilliance they decided to add a game feature called UAV, which has the ability to see through even the best hidden spot. So keep on the move or at the very least you'll have artillery falling on your head after a short while.  
Now another important thing is to hit and run! You kill a guy once he's going to be pissed and looking for you. Most likely will respawn as a sniper. He even may have seen you right before you put one in him so it's best to hit and move. Pick an area and figure out a rotation of spots to shoot from. Hit move to your second spot hit move to third. Now also if you do find a good spot and you don't want to move for whatever reason remember if you kill someone you have 15 seconds (on ranked servers) once that 15 seconds is up hide. That way when the guy makes his respawn he will be looking for you if you're down and hidden he will A. Think your not in that spot, B. think oh you've moved on, or C. Come stab you. After a few moments you can pop back up and hopefully he has moved on. Remember even if you have the best spot in dice brilliance they decided to add a game feature called UAV, which has the ability to see through even the best hidden spot. So keep on the move or at the very least you'll have artillery falling on your head after a short while.  


Weapon of choice As the sniper kit you get your rifle of course which is great for long distance but up close your going to get whipped. So you also have the pistol, which is great for medium distance shots while you make your retreat. If you find yourself up close and personal the pistol doesn't have great stopping power so you may want to switch to the knife one stab one kill. If you're good with it even a shotgun user can be dropped before they know what hit them. You also have grenades, which are great for lobbing at flags to clear out attacking troops and various other uses. The most interesting weapons of all though is the claymore. For more information on the use and spec's of the claymoreOver focused Keep and eye on your minimap. One reason snipers are hated is because they get over focused on their cross hairs and they don't watch the minimap. I've sat so many times with no spawn point and one sniper sitting off in his super duper secret sniper spot with no idea that we have no flags. I doubt any veteran hasn't experienced this. So keep an eye out if your team is in trouble join the fight and get a flag back! Also if you're not paying attention to what's going on around you , you may find that the flag right under your perch has just changed to the enemy side and you're surrounded with 5 guys with knives. Keep your ears and eyes open. Watch your minimap and make sure your sound is way up!  
Weapon of choice As the sniper kit you get your rifle of course which is great for long distance but up close your going to get whipped. So you also have the pistol, which is great for medium distance shots while you make your retreat. If you find yourself up close and personal the pistol doesn't have great stopping power so you may want to switch to the knife one stab one kill. If you're good with it even a shotgun user can be dropped before they know what hit them. You also have grenades, which are great for lobbing at flags to clear out attacking troops and various other uses. The most interesting weapons of all though is the claymore. For more information on the use and spec's of the claymoreOver focused Keep and eye on your minimap. One reason snipers are hated is because they get over focused on their cross hairs and they don't watch the minimap. I've sat so many times with no spawn point and one sniper sitting off in his super duper secret sniper spot with no idea that we have no flags. I doubt any veteran hasn't experienced this. So keep an eye out if your team is in trouble join the fight and get a flag back! Also if you're not paying attention to what's going on around you, you may find that the flag right under your perch has just changed to the enemy side and you're surrounded with 5 guys with knives. Keep your ears and eyes open. Watch your minimap and make sure your sound is way up!  


Sniping is a subject someone could write a novel about but this is just a simple guide you can find more in-depth guides with everything to bullet drop stuff to leading your target. GOOD LUCK!
Sniping is a subject someone could write a novel about but this is just a simple guide you can find more in-depth guides with everything to bullet drop stuff to leading your target. GOOD LUCK!
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"Sniff sniff make it better"  
"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.  
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.  
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.  
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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.  
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:  
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.  
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.  
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[[SUPPORT]]
[[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 enemies 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.  
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 nade . Your team-mates will thank you.
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 nade. 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 our your team hence the name Support. It might not be glorious but somebody needs to do it.
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.
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 wallsOWNERSHIP- 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.
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 wallsOWNERSHIP- 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.
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- Its 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.
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]]
[[HELICOPTOR PILOTING GUIDE]]
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Evasive maneuvers for land and air vehicles:
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 personel 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.
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.
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.
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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.
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, its 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)  
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.
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.
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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.
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.


Gunners: Always stay on the lookout for potential threats to the helicopter and spot them out accordingly. Pick your shots wisely as well. infantry climbing into the AA and anti-tank class infantry are your #1 priority. At the same time, spotting tanks and APC's is very important. If in a heated situation you see a tank, spot him and then tell your pilot to "Go, go, go!" "Move it!" or "Hit it!". That way he will know that the spot came from you and that it is an immediate threat.  
Gunners: Always stay on the lookout for potential threats to the helicopter and spot them out accordingly. Pick your shots wisely as well. Infantry climbing into the AA and anti-tank class infantry are your #1 priority. At the same time, spotting tanks and APC's is very important. If in a heated situation you see a tank, spot him and then tell your pilot to "Go, go, go!" "Move it!" or "Hit it!". That way he will know that the spot came from you and that it is an immediate threat.  


Pilots: Give your gunners an even wider view by rotating to the left and right. Throw in some full spins to check for incoming threats. I don't recommend hovering in the same spot for long as it will get you in trouble fast. However, in order to make your gunners life easier try not to make jerky movements while he is engaging an enemy infantry unit.
Pilots: Give your gunners an even wider view by rotating to the left and right. Throw in some full spins to check for incoming threats. I don't recommend hovering in the same spot for long as it will get you in trouble fast. However, in order to make your gunners life easier try not to make jerky movements while he is engaging an enemy infantry unit.
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Attack helicopters: see the combat section.  
Attack helicopters: see the combat section.  


Boats: Their gun range is limited and the damage delt is respectable provided you are near and at an appreciable angle. As such, they aren't to be feared. If you have a gunner, his primary fire should dispose of these annoyances quickly enough, otherwise, two of your dumb missiles will suffice. Okay, so I mentioned boats. No, they aren't land or air vehicles... so sue me. :)
Boats: Their gun range is limited and the damage dealt is respectable provided you are near and at an appreciable angle. As such, they aren't to be feared. If you have a gunner, his primary fire should dispose of these annoyances quickly enough, otherwise, two of your dumb missiles will suffice. Okay, so I mentioned boats. No, they aren't land or air vehicles... so sue me.


Combat concepts (pre-patch 1.2)  
Combat concepts (pre-patch 1.2)  
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Basic techniques: at this point, you should be comfortable with all types of movement. It should be easy for you to guide the chopper backwards, stop on a dime, do angled rotations and use the terrain to your advantage. What you will now have to learn is the shooting of dumb missiles at different speeds, angles and heights: this is very difficult to explain in writing, so I'm afraid you will have to experiment, although at this stage in the game, you should already have a good idea of how to proceed. Keep practicing these shots at all angles and heights until you can do them without having to make any conscious calculations.  
Basic techniques: at this point, you should be comfortable with all types of movement. It should be easy for you to guide the chopper backwards, stop on a dime, do angled rotations and use the terrain to your advantage. What you will now have to learn is the shooting of dumb missiles at different speeds, angles and heights: this is very difficult to explain in writing, so I'm afraid you will have to experiment, although at this stage in the game, you should already have a good idea of how to proceed. Keep practicing these shots at all angles and heights until you can do them without having to make any conscious calculations.  


At this point, you are ready to engage ground and air targets. Let's see if we can find a few techniques to help you on your way, shall we ?  
At this point, you are ready to engage ground and air targets. Let's see if we can find a few techniques to help you on your way, shall we?  


Structures and Land objects: these shouldn't pose too much of a threat if you are careful and approach them wisely. Take the Essex, for example: if you *must* approach the carrier for any reason, your gunner should take it out several hundred feet prior to your arrival, but if he couldn't, it will be your job to take it out with a few dumb missiles. Try not flying in any straight manner, as this will make it easier to target you and will help the AT and Assault kits take you out depending on your height. AA emplacements are the same, though they're not as dangerous: if you're close enough and have already flared/avoided the AA payload, give your gunner a machine gun or TV shot on it, being mindful to flare up if you're unsuccessful somehow. In this situation, it helps to have an escape route planned.  
Structures and Land objects: these shouldn't pose too much of a threat if you are careful and approach them wisely. Take the Essex, for example: if you *must* approach the carrier for any reason, your gunner should take it out several hundred feet prior to your arrival, but if he couldn't, it will be your job to take it out with a few dumb missiles. Try not flying in any straight manner, as this will make it easier to target you and will help the AT and Assault kits take you out depending on your height. AA emplacements are the same, though they're not as dangerous: if you're close enough and have already flared/avoided the AA payload, give your gunner a machine gun or TV shot on it, being mindful to flare up if you're unsuccessful somehow. In this situation, it helps to have an escape route planned.  
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Although this should come to the pilot and gunner naturally, the development of this skill (especially in the pilot) can be of tremendous benefit to you and your team.  
Although this should come to the pilot and gunner naturally, the development of this skill (especially in the pilot) can be of tremendous benefit to you and your team.  


What do I mean by the above ? Having a very good understanding of the current situation your team is in, such as available vehicles (the whereabouts are also important), time/ tickets left (along with the most beneficial flags to capture based on numbering forces in the surrounding areas), who is in what and how skilled they are (so that you can approach a confrontation with them in as favorable a way as possible): in other words, you need to have a view of the battlefield in the same way a chess player sees a chessboard.  
What do I mean by the above? Having a very good understanding of the current situation your team is in, such as available vehicles (the whereabouts are also important), time/ tickets left (along with the most beneficial flags to capture based on numbering forces in the surrounding areas), who is in what and how skilled they are (so that you can approach a confrontation with them in as favorable a way as possible): in other words, you need to have a view of the battlefield in the same way a chess player sees a chessboard.  


Ultimately, your understanding of the multiple factors involved in the current battlefield will enable you to make the most advantageous decision. The previously mentioned, in combination with a proficient gunner, will make you a very powerful ally.  
Ultimately, your understanding of the multiple factors involved in the current battlefield will enable you to make the most advantageous decision. The previously mentioned, in combination with a proficient gunner, will make you a very powerful ally.  
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Global Score:
Global Score:
N/A  
N/A  
This rank is only held by one player at a time. The player chosen for this award is the best preforming Sergeant Major. (this is how we think it works still)  
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  
2nd Lieutenant  
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Global Score:
Global Score:
200,000  
200,000  
Lieutenant General: you can obtain this rank by reaching a global score of 200k (damn thats a lot of bf2).  
Lieutenant General: you can obtain this rank by reaching a global score of 200k (damn that is a lot of bf2).  


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

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