Kit Guides
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Kit Guides
Okay, I'm sure there are probably loads out there but there's nothing quite like getting one from a 5punker. I haven't a clue about most kits and how best to be effective/score points, so I'll be watching with interest. I can, I think, cover AT but feel free to correct me/shout me down if I'm wrong...
Anti-Tank
The AT kit can seem like a good all-rounder due to it's anti-tank weaponry - there's nothing you can't kill on the battlefield. However with the AT kit everything is possible to kill, but difficult. Armour will take more than one hit and generally infantry will be too far away. The trick it seems is positioning.
Vs Infantry
When playing AT, infantry is not your friend. Any other infantry class will outgun you at range, so if you must fight you're better off up close. With the DAO-12 unlock you can make short work of 1-3 enemy troops at point blank, but further than about 10m and you're screwed, so choosing your battle is essential. Also, the DAO-12 has a reload time of close to an ice-age so make sure you kill everyone 'cos you won't get a second chance. If you must attack at longer range use the pistol, but know that you'll most likely lose. Without the DAO-12 unlock best to use knife for short range - the instant kill hit can often surprise an enemy. As it says above, positioning is essential. Get behind some enemy troops and sneak up close and you can decimate them before they know what hit them, but be ready to retreat as you reload.
The other option is to rocket-snipe your enemy with your AT weapon. They're surprisingly accurate when guided (keep holding your left button after firing) and can out-snipe snipers. They're easy to avoid though if your opponent spots you and the trail of smoke will give your position away for return fire from other enemy troops nearby. You also lose a rocket that could be used on a tank.
Vs Vehicles
The ERYX and S-RAW can cause a lot of damage to a vehicle and often cause the occupants to bail out. They're slow though, and when tracking a traversing vehicle it's better to aim ahead and draw the rocket into them. A decent driver would probably be able to turn faster and jink away at long range, but then how many decent drivers do you find?
Vs APCs
APCs are tough. They're armoured enough to take a few shots, but don't have a weakspot like tanks. They're armed with anti-infantry weapons, and that means anti-you. The best tactic is to find a place to get a shot where you can escape for another shot from a different angle after you've relocated. APCs are generally slow enough to get a hit in from long range if you have the chance - the rockets are very accurate over range and will fly for miles when guided.
Vs Armour
There's nothing more satisfying than plugging a tank as an AT. Unfortunately it will take at least two hits to kill one and more than likely they'll get a return shot in if you sit still and reload. The trick is then to fire and then relocate so they can't get a location on you. Tanks have a weak spot in the front of the tracks so hit it there if you can. It'll take all but a couple of bars of health off and leave the driver unable to control his bowels. If he's stupid enough to stay inside you've got a clean shot from another angle that will kill him. Again, find a position where you can fire and escape and you can get another shot in. If you've made your first shot count then you'll get your kill. As with APCs, tanks are slow enough to hit from a long way away, decreasing your chance of being spotted and so increasing your chance of a second shot. If one of these shots hits the sweet spot you've got a dead tank.
Vs Aircraft
Don't waste your ammo on jets. That's all there is to say about them. Helicopters can be taken down though. When in flight they move fast enough to avoid you, but helicopters will hover when they find a nice juicy target and that gives you chance to put a rocket up their arse. One won't kill it, but choppers are often damaged anyway and even if it doesn't die it'll certainly piss off if it takes a hit. Generally you won't hit them, but the satisfaction when you do makes it all worth it.
Playing for score:
AT isn't going to get you a massive score. Infantry are difficult to kill and tanks are hard to come by and also hard to kill. Try to act as a sniper would by hiding and relocating often, performing hit-and-runs. Keeping close to the enemy will give you an advantage with the DAO-12 and can make you difficult for armour to track, while long ranges will make it more difficult for you to be spotted but will leave you vulnerable to infantry and make it harder to hit that track.
Playing for effect:
AT work best in pairs. It will take two rockets at least to kill anything worth killing, so if one player can hit a tank's soft spot then the other can finish it off quickly before it can return fire. On APCs, or for general hits on tanks, two hits will make them think twice and maybe panic them, giving you both time to reload and increasing the chances of one of you getting a second shot. Even if the driver reacts quickly and kills the first man, it's unlikely that he'll spot the second man. It goes without saying that infantry are to be avoided when playing tactically as AT, or even better have an assault around to cover you.
Anti-Tank
The AT kit can seem like a good all-rounder due to it's anti-tank weaponry - there's nothing you can't kill on the battlefield. However with the AT kit everything is possible to kill, but difficult. Armour will take more than one hit and generally infantry will be too far away. The trick it seems is positioning.
Vs Infantry
When playing AT, infantry is not your friend. Any other infantry class will outgun you at range, so if you must fight you're better off up close. With the DAO-12 unlock you can make short work of 1-3 enemy troops at point blank, but further than about 10m and you're screwed, so choosing your battle is essential. Also, the DAO-12 has a reload time of close to an ice-age so make sure you kill everyone 'cos you won't get a second chance. If you must attack at longer range use the pistol, but know that you'll most likely lose. Without the DAO-12 unlock best to use knife for short range - the instant kill hit can often surprise an enemy. As it says above, positioning is essential. Get behind some enemy troops and sneak up close and you can decimate them before they know what hit them, but be ready to retreat as you reload.
The other option is to rocket-snipe your enemy with your AT weapon. They're surprisingly accurate when guided (keep holding your left button after firing) and can out-snipe snipers. They're easy to avoid though if your opponent spots you and the trail of smoke will give your position away for return fire from other enemy troops nearby. You also lose a rocket that could be used on a tank.
Vs Vehicles
The ERYX and S-RAW can cause a lot of damage to a vehicle and often cause the occupants to bail out. They're slow though, and when tracking a traversing vehicle it's better to aim ahead and draw the rocket into them. A decent driver would probably be able to turn faster and jink away at long range, but then how many decent drivers do you find?
Vs APCs
APCs are tough. They're armoured enough to take a few shots, but don't have a weakspot like tanks. They're armed with anti-infantry weapons, and that means anti-you. The best tactic is to find a place to get a shot where you can escape for another shot from a different angle after you've relocated. APCs are generally slow enough to get a hit in from long range if you have the chance - the rockets are very accurate over range and will fly for miles when guided.
Vs Armour
There's nothing more satisfying than plugging a tank as an AT. Unfortunately it will take at least two hits to kill one and more than likely they'll get a return shot in if you sit still and reload. The trick is then to fire and then relocate so they can't get a location on you. Tanks have a weak spot in the front of the tracks so hit it there if you can. It'll take all but a couple of bars of health off and leave the driver unable to control his bowels. If he's stupid enough to stay inside you've got a clean shot from another angle that will kill him. Again, find a position where you can fire and escape and you can get another shot in. If you've made your first shot count then you'll get your kill. As with APCs, tanks are slow enough to hit from a long way away, decreasing your chance of being spotted and so increasing your chance of a second shot. If one of these shots hits the sweet spot you've got a dead tank.
Vs Aircraft
Don't waste your ammo on jets. That's all there is to say about them. Helicopters can be taken down though. When in flight they move fast enough to avoid you, but helicopters will hover when they find a nice juicy target and that gives you chance to put a rocket up their arse. One won't kill it, but choppers are often damaged anyway and even if it doesn't die it'll certainly piss off if it takes a hit. Generally you won't hit them, but the satisfaction when you do makes it all worth it.
Playing for score:
AT isn't going to get you a massive score. Infantry are difficult to kill and tanks are hard to come by and also hard to kill. Try to act as a sniper would by hiding and relocating often, performing hit-and-runs. Keeping close to the enemy will give you an advantage with the DAO-12 and can make you difficult for armour to track, while long ranges will make it more difficult for you to be spotted but will leave you vulnerable to infantry and make it harder to hit that track.
Playing for effect:
AT work best in pairs. It will take two rockets at least to kill anything worth killing, so if one player can hit a tank's soft spot then the other can finish it off quickly before it can return fire. On APCs, or for general hits on tanks, two hits will make them think twice and maybe panic them, giving you both time to reload and increasing the chances of one of you getting a second shot. Even if the driver reacts quickly and kills the first man, it's unlikely that he'll spot the second man. It goes without saying that infantry are to be avoided when playing tactically as AT, or even better have an assault around to cover you.
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Dr. kitteny berk
- Morbo

- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
Sniper
For a start, there's stuff you need to know about the sniper rifles
This is what sniping is about, picking of unsuspecting grunts from half a mile away, or supporting your team in mid range battles by taking out support troops.
Combat sniping - Working as part of a squad, taking out the mid-long range hostiles asap, and relying on your team to keep your ass alive in CQB situations (pull the pistol)
"Classic" Sniping - Working alone or with another person acting as spotters for each other, Picking off people who stand still for too long - I tend to do this along with defensive sniping (see: effect section) That way you can defend a position, and support your team by giving them wounded prey.
Vs Vehicles
While sniping isn't directly effective against vehicles, you can often easily people off once they switch to the gunner position.
It is possible to shoot through windows with the M95, but i'm not a fan of that method (requires you to get flight time and drop spot on)
also, it's possible to shoot the driver out of the humvee using any sniper rifle from behind, though it's not easy.
Vs APCs
APCs are the only true enemy of the sniper, their main cannon will shoot through whatever your hiding behind, they don't have an exposed gunner, and no glass to shoot through.
In short, Kryptonite
Vs Armour
Tanks, i like tanks as a sniper, they roll into an area with someone in the MG position, you take the MG guy out, he either respawns, or another jumps in.
You cannot harm a tank with a sniper rifle, however you are pretty safe if you have cover (nothing a tank fires will penetrate, however you have to look out for shells hitting behind you and the explosion harming you.
Vs Aircraft
Aircraft are bad, it is quite possible to shoot the pilot out of a chopper, or a taxiing jet using an M95, however it really should be used as defence rather than offence, do it once and you'll have a tv missle in your face every time they see you.
Best bet in this case is to not get spotted and not fight the aircraft.
Vs mounted weapons (AA/AT/MG)
Another of the great bonuses of sniping, is being able to easily pick off people using static weapon points, they don't move, at least some head/body is available, and they can't react fast enough to spot you, let alone return fire.
Playing for score:
See the section on infantry - combat sniping
Playing for effect:
you have 2 choices for effect, either Defensive sniping - covering a flag from a safe spot (usually with carefully placed claymores incase you miss)
Or, you can countersnipe and help your team by keeping them alive and hostile snipers suppressed.
Unfortunately, both of these methods *really* piss the enemy commander off - expect arty and carty a lot.
At some point i'll add a how to snipe section, covering positions, tactics, and shooting right.
edit: added mounted weapons, and replied with how to snipe guide
For a start, there's stuff you need to know about the sniper rifles
- M24 - Basic US - Bolt action - Very powerful, reasonably accurate, green.
SVD/type 88 - Basic Mec/PLA - Semi Auto - Low power, nasty fat sight, not massively accurate.
M95 - Tier 1 unlock - Bolt action - Most powerful rifle in the game, the trade-off for this is a fat sight and lower accuracy - making it less useful in a classic sniper role.
L96 - Tier 2 unlock - Bolt action - This is the dog's bollocks, as powerful and accuarate as the m24, with a loading time equal to the m95 - This makes it the ideal choice for classic sniping
This is what sniping is about, picking of unsuspecting grunts from half a mile away, or supporting your team in mid range battles by taking out support troops.
Combat sniping - Working as part of a squad, taking out the mid-long range hostiles asap, and relying on your team to keep your ass alive in CQB situations (pull the pistol)
"Classic" Sniping - Working alone or with another person acting as spotters for each other, Picking off people who stand still for too long - I tend to do this along with defensive sniping (see: effect section) That way you can defend a position, and support your team by giving them wounded prey.
Vs Vehicles
While sniping isn't directly effective against vehicles, you can often easily people off once they switch to the gunner position.
It is possible to shoot through windows with the M95, but i'm not a fan of that method (requires you to get flight time and drop spot on)
also, it's possible to shoot the driver out of the humvee using any sniper rifle from behind, though it's not easy.
Vs APCs
APCs are the only true enemy of the sniper, their main cannon will shoot through whatever your hiding behind, they don't have an exposed gunner, and no glass to shoot through.
In short, Kryptonite
Vs Armour
Tanks, i like tanks as a sniper, they roll into an area with someone in the MG position, you take the MG guy out, he either respawns, or another jumps in.
You cannot harm a tank with a sniper rifle, however you are pretty safe if you have cover (nothing a tank fires will penetrate, however you have to look out for shells hitting behind you and the explosion harming you.
Vs Aircraft
Aircraft are bad, it is quite possible to shoot the pilot out of a chopper, or a taxiing jet using an M95, however it really should be used as defence rather than offence, do it once and you'll have a tv missle in your face every time they see you.
Best bet in this case is to not get spotted and not fight the aircraft.
Vs mounted weapons (AA/AT/MG)
Another of the great bonuses of sniping, is being able to easily pick off people using static weapon points, they don't move, at least some head/body is available, and they can't react fast enough to spot you, let alone return fire.
Playing for score:
See the section on infantry - combat sniping
Playing for effect:
you have 2 choices for effect, either Defensive sniping - covering a flag from a safe spot (usually with carefully placed claymores incase you miss)
Or, you can countersnipe and help your team by keeping them alive and hostile snipers suppressed.
Unfortunately, both of these methods *really* piss the enemy commander off - expect arty and carty a lot.
At some point i'll add a how to snipe section, covering positions, tactics, and shooting right.
edit: added mounted weapons, and replied with how to snipe guide
Last edited by Dr. kitteny berk on July 29th, 2006, 0:21, edited 3 times in total.
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Gunslinger42
- Ninja

- Posts: 1448
- Joined: February 12th, 2005, 17:53
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Dr. kitteny berk
- Morbo

- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
someone else can format and fettle this.
Sniping, a how-to guide.
Right, this is just here as a primer for basic sniping stuff.
All of this is in my experience - 74 hours as a sniper, 2,079 Kills 1,216 Deaths 44.26% accuracy. (rifle work only)
Shooting.
This is where a lot of people will go wrong.
When firing a bolt action rifle, gently squeeze the trigger as you fire, and hold the button down - this allows you to continue looking down the scope and see what the target does.
once you know where the target is heading, let go of the button, and let the rifle cock (hehe, cock)
then rescope and take aim again, then kill him.
Stuff to remember
Prone is more accurate, crouching is faster, standing is suicide.
Bullet drop - Beef *does* model bullet drop, as such at longer ranges, you'll need to aim a little above your target.
With the L96 on sharqi, from construction site to roof of the tv station, you need to aim approx. 1.5 heads above your target - this should give a headshot or close (you'll have to learn the ranges for yourself for your positions)
who and when to shoot.
Right, this is easy, if possible, shoot squad leaders and medics first.
if you take a leader down, a medic will try to rev them, giving you another kill or 2
if you take a medic down, likely a squad-mate will try to grab the kit and revive them - another easy kill.
Other than that, prioritize your targets - people shooting at you first, then those attacking friendlies, then anyone else.
When to shoot is more difficult, if you have a guy running across your screen, it's likely (if you're in a good position) he's trying to get to cover... let him, once he stops and relaxes, you'll have an easier job killing him.
If you have a guy running to/away from you, remember to take a small amount of lead into account (to allow for lag etc), then just kill him as he runs.
Positioning yourself.
As a sniper, you'll usually be alone on top of a building, as such, you need to protect yourself - the best way to do this is stick a claymore at the top of the ladder, ideally about 18" back from the edge this makes it more difficult to see.
now you have your entry point covered, think about where people are coming from, going to, and able to attack you from - more cover from the enemy gives you more choice when you engage and destroy them.
Also, if you're on the top of a hill, you may *feel* well hidden, but it's quite likely you look like a floating turd up there, this will get you noticed.
How to spot a sniper and countersnipe him
For a start, think Where would you be?
Also try to work out where the sniper is from where his victims are, and where the noise is coming from - then look for things that look out of place, if he's good enough, all you'll see is a little mole-hill.
Remember, as tempting as it is to sneak up and knife him, he's likely got claymores down, so we'll have to snipe him, depending where he is, he'll have line of sight on any ladders you want to climb.
Once you know where your target is, work on flanking him, move behind walls and buildings so he can't see you, then once you're looking at him from the side (try to avoid firing from the ~150 degrees he can easily view ahead of him) go prone, and make your bullets count - most likely he'll have no idea where you are, so don't worry too much if you miss.
Well, that's the end of this mind-dump, if you have any questions, just ask.
Sniping, a how-to guide.
Right, this is just here as a primer for basic sniping stuff.
All of this is in my experience - 74 hours as a sniper, 2,079 Kills 1,216 Deaths 44.26% accuracy. (rifle work only)
Shooting.
This is where a lot of people will go wrong.
When firing a bolt action rifle, gently squeeze the trigger as you fire, and hold the button down - this allows you to continue looking down the scope and see what the target does.
once you know where the target is heading, let go of the button, and let the rifle cock (hehe, cock)
then rescope and take aim again, then kill him.
Stuff to remember
Prone is more accurate, crouching is faster, standing is suicide.
Bullet drop - Beef *does* model bullet drop, as such at longer ranges, you'll need to aim a little above your target.
With the L96 on sharqi, from construction site to roof of the tv station, you need to aim approx. 1.5 heads above your target - this should give a headshot or close (you'll have to learn the ranges for yourself for your positions)
who and when to shoot.
Right, this is easy, if possible, shoot squad leaders and medics first.
if you take a leader down, a medic will try to rev them, giving you another kill or 2
if you take a medic down, likely a squad-mate will try to grab the kit and revive them - another easy kill.
Other than that, prioritize your targets - people shooting at you first, then those attacking friendlies, then anyone else.
When to shoot is more difficult, if you have a guy running across your screen, it's likely (if you're in a good position) he's trying to get to cover... let him, once he stops and relaxes, you'll have an easier job killing him.
If you have a guy running to/away from you, remember to take a small amount of lead into account (to allow for lag etc), then just kill him as he runs.
Positioning yourself.
As a sniper, you'll usually be alone on top of a building, as such, you need to protect yourself - the best way to do this is stick a claymore at the top of the ladder, ideally about 18" back from the edge this makes it more difficult to see.
now you have your entry point covered, think about where people are coming from, going to, and able to attack you from - more cover from the enemy gives you more choice when you engage and destroy them.
Also, if you're on the top of a hill, you may *feel* well hidden, but it's quite likely you look like a floating turd up there, this will get you noticed.
How to spot a sniper and countersnipe him
For a start, think Where would you be?
Also try to work out where the sniper is from where his victims are, and where the noise is coming from - then look for things that look out of place, if he's good enough, all you'll see is a little mole-hill.
Remember, as tempting as it is to sneak up and knife him, he's likely got claymores down, so we'll have to snipe him, depending where he is, he'll have line of sight on any ladders you want to climb.
Once you know where your target is, work on flanking him, move behind walls and buildings so he can't see you, then once you're looking at him from the side (try to avoid firing from the ~150 degrees he can easily view ahead of him) go prone, and make your bullets count - most likely he'll have no idea where you are, so don't worry too much if you miss.
Well, that's the end of this mind-dump, if you have any questions, just ask.
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deject
- Berk

- Posts: 10353
- Joined: December 7th, 2004, 17:02
- Location: Oklahoma City, OK, USA
- Contact:
Engineer
First off, the weapons:
M11-87 (USMC, pump-action shotgun)
NOR982 (PLA, pump-action shotgun)
S12K (MEC, semi-automatic shotgun)
Mk3A1 (unlock 1, full-auto shotgun)
MP-7 (unlock 2, SMG)
The pump-actions do tremendous damage, with 8 pellets that can each do 30 damage each, which is the same as the M16 and MG36 with one bullet. If you can land most of the pellets on the target then, you are guaranteed a one hit kill, even against an armored opponent as long as you are close to the target. However, the time between shots can by very hazardous to you and can often get you killed in a situation where a faster follow up shot can save your life.
The S12K and Mk3A1 (Jackhammer) both perform somewhat similarly, although the S12K has more in common with the DAO-12 than the Jackhammer. Both carry clips of 7 rounds and have almost identical accuracy. The differences though, are quite big. The Mk3A1 has a damage per pellet of 15 while the S12K only does 12. Also, the Jackhammer also takes a whole second longer to reload. Recoil with the Jackhammer makes using it on full auto completely useless, unless your target is directly in front of you. Because of this, It is better to use the Mk3A1 like a semi-auto gun like the S12K and DAO-12.
Last is the MP-7 which is much different from the shotguns. It is an SMG, similar to the default Anti-Tank guns, but it has a much improved accuracy and a larger clip size. The main downside with the MP-7 however, is the lack of ammunition. In short to medium range firefights, unless you have supurb control, you can easily use up half of your clip to kill one enemy. However, you only have 2 extra clips, so you can easily find yourself out of ammo. However, it does give you a longer range than any of the shotguns which can be very useful at times.
vs. Infantry
Because your main gun will most likely be a shotgun (unless you have the MP-7 and are in a situation to use it), your goal against infantry should be to get as close as possible. The pump-actions can devistate any infantry up close. At the same time, an AK-47 can put a burst of 3 or 4 shots in your chest and kill you just as fast. This makes surprising the enemy every bit as important. You need to learn ambush points and when to anticipate. You must surpress the enemy with your pistol and grenades whenever you run out of shells because reloading your shotgun can take a very long time. If you must engauge the enemy at medium range, switch to your pistol and zoom in. With the pistol you will have much better on target percentage, and the damage will be decent. Your best bet is to stay out of sight and ambush the enemy as much as possible to minimize your exposure.
vs. Vehicles
I'm lumping Tanks, APC's, and cars all together in the same group because your weapon affects them all the same. Your AT Mines are an instant kill if any vehicle runs over it. The problem is smart drivers will see the mines and do anything possible to avoid them. This works two ways. Mines can be used to prevent vehicles from going in a certain path, but it can also reduce the chance that someone will run over them. If your team is well organized, funneling tanks into a makeshift killzone can make dealing with armor a breeze. The other alternative is to be sneaky. Your best bet for killing vehicles is to place them where the mine can't be seen or can't be seen in time to be avoided. This means avoid placing mines on roads out in the open. On the crest of a hill is a perfect place for a mine, because it is very difficult to see it before running over it. Also, placing mines at the bottom of hills can be good because most people will drive at full speed, and not be able to stop before hitting the mine. Also, placing mines in tall grass and in bushes can conceal their location, although most of the time they will not be close enough to common paths to reward you with kills.
If you are faced with a tank or APC in close quarters, try to stay out of its vision and approach from a blind spot. If you can get close to the armor, you can place a mine directly beneath the tank, which will eventually explode, even if it does not move.also, you can place a mine in its path if it is likely that it wil start moving 9for example if the tank is capturing a flag but is trying not to get hit with C4). Using this method you can conserve your mines, but it also means you have to get up next to the tank, which is very hazardous.
vs. Aircraft
Your are completely impotent against any form of air vehicle, unless a helicopter pilot is so retarded, that they would fly along the ground and into one of your mines. It is possible to mine the runway but, that isn't very feasable. Your best bet is to run away and rely on AA, like everyone else.
Why Engineers rock hard:
The wrench is your life blood. In fact, it's the only reason to have an engineer class. With it, you can repair anything, Tanks, APCs, cars, boats, helicopters, you can even patch up a flying jet if you're in a car and the pilot wants to fly that low. As an engineer in a vehicle, you automatically repair other vehicles around you. This means an armor convoy with engineers can be almost invincible. Two or three tanks all repairing each other can absorb almost any damage, with the exeption of AT mines and 2 direct bomb hits. Infantry pretty much doesn't stand a chance, unless a Spec-Ops guy manages to sneak up and C4 someone.
Also, you can get quite a few points by repairing blown up Commander assets if the enemy's spec-ops people are getting frisky.
When you're an engineer however, You should try to stay in an armored vehicle as much as possible. You will be out of harm's way, you can kill infantry much easier, and you can keep your vehicle alive much longer by repairing it.
Playing for score
Get in a tank or APC and lay waste to everything in your path. You can keep your tank alive for much longer than usual, so use this to oyur advantage. Try to avoid getting in firefights on foot, but if you are in one, use everything you have, especailly grenades, to win the fight as fast as possible.
Playing for effect
Use your mines in the best tactical way possible. If you know the enemy will attack a flag with armor, use your mines to keep the tanks out as best as possible. This means blocking ramps, bridges, and entrances. If your team has good Anti-Tank players, help them out by forcing armor into traps. Also, REPAIR EVERYTHING. If you can keep that tank alive for another minute, that can be the difference between capturing the flag and failing miserably. Keeping the UAV and Artillery working can also be a huge advantage to your team. As such, Commanders should always be either Engineers or Medics. And in the right hands, an Engineer with a pump-action shotgun can easily wade through infantry like nobody's businees.
First off, the weapons:
M11-87 (USMC, pump-action shotgun)
NOR982 (PLA, pump-action shotgun)
S12K (MEC, semi-automatic shotgun)
Mk3A1 (unlock 1, full-auto shotgun)
MP-7 (unlock 2, SMG)
The pump-actions do tremendous damage, with 8 pellets that can each do 30 damage each, which is the same as the M16 and MG36 with one bullet. If you can land most of the pellets on the target then, you are guaranteed a one hit kill, even against an armored opponent as long as you are close to the target. However, the time between shots can by very hazardous to you and can often get you killed in a situation where a faster follow up shot can save your life.
The S12K and Mk3A1 (Jackhammer) both perform somewhat similarly, although the S12K has more in common with the DAO-12 than the Jackhammer. Both carry clips of 7 rounds and have almost identical accuracy. The differences though, are quite big. The Mk3A1 has a damage per pellet of 15 while the S12K only does 12. Also, the Jackhammer also takes a whole second longer to reload. Recoil with the Jackhammer makes using it on full auto completely useless, unless your target is directly in front of you. Because of this, It is better to use the Mk3A1 like a semi-auto gun like the S12K and DAO-12.
Last is the MP-7 which is much different from the shotguns. It is an SMG, similar to the default Anti-Tank guns, but it has a much improved accuracy and a larger clip size. The main downside with the MP-7 however, is the lack of ammunition. In short to medium range firefights, unless you have supurb control, you can easily use up half of your clip to kill one enemy. However, you only have 2 extra clips, so you can easily find yourself out of ammo. However, it does give you a longer range than any of the shotguns which can be very useful at times.
vs. Infantry
Because your main gun will most likely be a shotgun (unless you have the MP-7 and are in a situation to use it), your goal against infantry should be to get as close as possible. The pump-actions can devistate any infantry up close. At the same time, an AK-47 can put a burst of 3 or 4 shots in your chest and kill you just as fast. This makes surprising the enemy every bit as important. You need to learn ambush points and when to anticipate. You must surpress the enemy with your pistol and grenades whenever you run out of shells because reloading your shotgun can take a very long time. If you must engauge the enemy at medium range, switch to your pistol and zoom in. With the pistol you will have much better on target percentage, and the damage will be decent. Your best bet is to stay out of sight and ambush the enemy as much as possible to minimize your exposure.
vs. Vehicles
I'm lumping Tanks, APC's, and cars all together in the same group because your weapon affects them all the same. Your AT Mines are an instant kill if any vehicle runs over it. The problem is smart drivers will see the mines and do anything possible to avoid them. This works two ways. Mines can be used to prevent vehicles from going in a certain path, but it can also reduce the chance that someone will run over them. If your team is well organized, funneling tanks into a makeshift killzone can make dealing with armor a breeze. The other alternative is to be sneaky. Your best bet for killing vehicles is to place them where the mine can't be seen or can't be seen in time to be avoided. This means avoid placing mines on roads out in the open. On the crest of a hill is a perfect place for a mine, because it is very difficult to see it before running over it. Also, placing mines at the bottom of hills can be good because most people will drive at full speed, and not be able to stop before hitting the mine. Also, placing mines in tall grass and in bushes can conceal their location, although most of the time they will not be close enough to common paths to reward you with kills.
If you are faced with a tank or APC in close quarters, try to stay out of its vision and approach from a blind spot. If you can get close to the armor, you can place a mine directly beneath the tank, which will eventually explode, even if it does not move.also, you can place a mine in its path if it is likely that it wil start moving 9for example if the tank is capturing a flag but is trying not to get hit with C4). Using this method you can conserve your mines, but it also means you have to get up next to the tank, which is very hazardous.
vs. Aircraft
Your are completely impotent against any form of air vehicle, unless a helicopter pilot is so retarded, that they would fly along the ground and into one of your mines. It is possible to mine the runway but, that isn't very feasable. Your best bet is to run away and rely on AA, like everyone else.
Why Engineers rock hard:
The wrench is your life blood. In fact, it's the only reason to have an engineer class. With it, you can repair anything, Tanks, APCs, cars, boats, helicopters, you can even patch up a flying jet if you're in a car and the pilot wants to fly that low. As an engineer in a vehicle, you automatically repair other vehicles around you. This means an armor convoy with engineers can be almost invincible. Two or three tanks all repairing each other can absorb almost any damage, with the exeption of AT mines and 2 direct bomb hits. Infantry pretty much doesn't stand a chance, unless a Spec-Ops guy manages to sneak up and C4 someone.
Also, you can get quite a few points by repairing blown up Commander assets if the enemy's spec-ops people are getting frisky.
When you're an engineer however, You should try to stay in an armored vehicle as much as possible. You will be out of harm's way, you can kill infantry much easier, and you can keep your vehicle alive much longer by repairing it.
Playing for score
Get in a tank or APC and lay waste to everything in your path. You can keep your tank alive for much longer than usual, so use this to oyur advantage. Try to avoid getting in firefights on foot, but if you are in one, use everything you have, especailly grenades, to win the fight as fast as possible.
Playing for effect
Use your mines in the best tactical way possible. If you know the enemy will attack a flag with armor, use your mines to keep the tanks out as best as possible. This means blocking ramps, bridges, and entrances. If your team has good Anti-Tank players, help them out by forcing armor into traps. Also, REPAIR EVERYTHING. If you can keep that tank alive for another minute, that can be the difference between capturing the flag and failing miserably. Keeping the UAV and Artillery working can also be a huge advantage to your team. As such, Commanders should always be either Engineers or Medics. And in the right hands, an Engineer with a pump-action shotgun can easily wade through infantry like nobody's businees.
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Gunslinger42
- Ninja

- Posts: 1448
- Joined: February 12th, 2005, 17:53
Support
The weapons
M249 SAW - Basic US - Not too powerfull, though rate of fire makes up for this somewhat, pretty much no accuracy unless prone, a nice big magazine of 200 rounds. Personally I quite liked the M249 before I got the PKM, it's high rate of fire plus proning usually meant I could do quite well.
Type 95 - Basic Chinese - I think it's a bit less powerfull than the M249, not sure. Once again accuracy sucks unless prone, magazine holds 100 rounds. I haven't really used this gun that much, and I don't really care for it.
RPK 74 - Basic MEC - As far as I can tell, same power as M249 SAW. Poor accuracy unless prone, magazine holds 130 rounds. Similar feelings for this as for the M249 SAW
PKM - Tier 1 unlock - God Cannon - Very powerfull and very accurate while prone, slower rate of fire than the basic weapons, but the sheer power of it more than makes up for it. Magazine of 100 rounds. Get this as soon as possible, it makes all your support worries go away.
MG36 - Tier 2 unlock - I always considered this the child of the PKM and M249 SAW. It's faster than the PKM, but slightly weaker. I found myself being able to switch from using the M249 SAW to the MG36 easier than going straight to the PKM since I wasn't used to the slow rate of fire.
Vs Infantry
The support weapons are great against infantry if you manage to get in a good prone position. You can just take aim and let 'er rip. I strongly advise against using any of the support weapons while standing or crouching unless you're at point blank range because you won't hit anything. Hell, even at point black range and crouching I've managed to miss with the M249 SAW and other basic support guns.
One of the things I love about support is the grenades. Since you can resupply yourself you basically have unlimited grenades. If there are a bunch of enemies around a corner or just over a wall, feel free to spam nades as much as you like (unless a teammate is within a 300 foot radius, otherwise they WILL find one of your grenades and WILL jump on it).
Vs Vehicles
I've used the PKM to take out unsuspecting gunners in Humvees and tanks, but apart from that the support guns aren't too great against vehicles (unless they're already very low on health).
Once again though, infinite grenades can be quite usefull. I've often thrown 8 or 9 grenades at a car or APC just to freak them out, sometimes you get lucky and destroy them, other times you'll scare them away, and a lot of times you'll kill teammates.
Vs APCs and Armour
The support guns, like pretty much all the other guns, do little damage to APCs or tanks, your best bet is to run and hide (and resupply any nearby AT guys). Maybe throw a grenade or ten if the APC/Tank is already looking bent out of shape.
Vs Aircraft
I've managed to do significant damage to helicopters and planes with the PKM, but it's not really worth trying, most of the time they'll spot you and ruin all your fun.
Resupplying Teammates.
This is the main point of the support class; to give your teammates ammo. You have a nifty little bag that contains every kind of bullet and explosive known to Beef, so if you see a teammate call out for ammo or if he has a red circle around his little blue dot on the HUD, chuck a bag at him.
If you really want to whore out the resupply bags, follow anti tank guys, snipers and Engineers around. Every time they fire a rocket, plant a claymore, mine or throw a grenade, throw a bag at them. I've also had a lot of succes from throwing bags down in areas I know will get a lot of traffic, for example, the little alley near the the Hotel MEC spawn in Karkand at the beginning of rounds. Everyone and their mother rush through that alley to plant claymores and throw grenades. Throwing two or three bags in there at the beginning of a round is a quick way to gain some points.
Playing for score:
See "Resupplying Teammates".
Playing for effect:
If you want to fit your role rather than just being an ammo bag point whorer, you can join a squad who are lacking a support and help them out with ammo and take out a few guys who look like they might just shoot your friends. If you're squad are more inclined to destroy enemy assets or take down armour, they'll love you.
The weapons
M249 SAW - Basic US - Not too powerfull, though rate of fire makes up for this somewhat, pretty much no accuracy unless prone, a nice big magazine of 200 rounds. Personally I quite liked the M249 before I got the PKM, it's high rate of fire plus proning usually meant I could do quite well.
Type 95 - Basic Chinese - I think it's a bit less powerfull than the M249, not sure. Once again accuracy sucks unless prone, magazine holds 100 rounds. I haven't really used this gun that much, and I don't really care for it.
RPK 74 - Basic MEC - As far as I can tell, same power as M249 SAW. Poor accuracy unless prone, magazine holds 130 rounds. Similar feelings for this as for the M249 SAW
PKM - Tier 1 unlock - God Cannon - Very powerfull and very accurate while prone, slower rate of fire than the basic weapons, but the sheer power of it more than makes up for it. Magazine of 100 rounds. Get this as soon as possible, it makes all your support worries go away.
MG36 - Tier 2 unlock - I always considered this the child of the PKM and M249 SAW. It's faster than the PKM, but slightly weaker. I found myself being able to switch from using the M249 SAW to the MG36 easier than going straight to the PKM since I wasn't used to the slow rate of fire.
Vs Infantry
The support weapons are great against infantry if you manage to get in a good prone position. You can just take aim and let 'er rip. I strongly advise against using any of the support weapons while standing or crouching unless you're at point blank range because you won't hit anything. Hell, even at point black range and crouching I've managed to miss with the M249 SAW and other basic support guns.
One of the things I love about support is the grenades. Since you can resupply yourself you basically have unlimited grenades. If there are a bunch of enemies around a corner or just over a wall, feel free to spam nades as much as you like (unless a teammate is within a 300 foot radius, otherwise they WILL find one of your grenades and WILL jump on it).
Vs Vehicles
I've used the PKM to take out unsuspecting gunners in Humvees and tanks, but apart from that the support guns aren't too great against vehicles (unless they're already very low on health).
Once again though, infinite grenades can be quite usefull. I've often thrown 8 or 9 grenades at a car or APC just to freak them out, sometimes you get lucky and destroy them, other times you'll scare them away, and a lot of times you'll kill teammates.
Vs APCs and Armour
The support guns, like pretty much all the other guns, do little damage to APCs or tanks, your best bet is to run and hide (and resupply any nearby AT guys). Maybe throw a grenade or ten if the APC/Tank is already looking bent out of shape.
Vs Aircraft
I've managed to do significant damage to helicopters and planes with the PKM, but it's not really worth trying, most of the time they'll spot you and ruin all your fun.
Resupplying Teammates.
This is the main point of the support class; to give your teammates ammo. You have a nifty little bag that contains every kind of bullet and explosive known to Beef, so if you see a teammate call out for ammo or if he has a red circle around his little blue dot on the HUD, chuck a bag at him.
If you really want to whore out the resupply bags, follow anti tank guys, snipers and Engineers around. Every time they fire a rocket, plant a claymore, mine or throw a grenade, throw a bag at them. I've also had a lot of succes from throwing bags down in areas I know will get a lot of traffic, for example, the little alley near the the Hotel MEC spawn in Karkand at the beginning of rounds. Everyone and their mother rush through that alley to plant claymores and throw grenades. Throwing two or three bags in there at the beginning of a round is a quick way to gain some points.
Playing for score:
See "Resupplying Teammates".
Playing for effect:
If you want to fit your role rather than just being an ammo bag point whorer, you can join a squad who are lacking a support and help them out with ammo and take out a few guys who look like they might just shoot your friends. If you're squad are more inclined to destroy enemy assets or take down armour, they'll love you.
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deject
- Berk

- Posts: 10353
- Joined: December 7th, 2004, 17:02
- Location: Oklahoma City, OK, USA
- Contact:
for future reference: http://wiki.bf2s.com/weapons/comparison
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Dr. kitteny berk
- Morbo

- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
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Dr. kitteny berk
- Morbo

- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
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Killavodka
- Cheese Lord

- Posts: 804
- Joined: June 13th, 2006, 22:09
- Contact:
Medic
This is the medic speciality, you get grenades for the ones who take cover, you have a very versatile gun and if you are quick enough you have infinite health.
Use of medpacks - If you are quick enough you can throw yourself a medpack and redraw your gun in a couple of seconds, this is great if you are near death with infantry close on your toes.
Use of speed - Another great feature of medics, you can sprint for ages which is great for running between cover to outmanoeuvre enemies.
Use of shock paddles - This is personally my favourite method of death dealing, I almost leave white stains in my pants everytime I see the Killavodka [Shock paddles] Player. Very useful when in plenty of cover such as the market in Karkhand. If you get close enough to touch the enemy they will die in one shot, and also great if combined with sprint. Its quite amazing how bad people's accuracy is if they see a guy sprinting at them.
Vs Vehicles
Not too much trouble with cars, a well aimed bullet will take care of gunners and if you can get close enough to the vehicle the occupants who jump out shouldn't last long against an automatic rifle such as the L85 or AK74.
Vs APCs
APC are probably the bane of most infantry classes including the medic. Very hard to dodge, hard to outmanoveur and their gun kills you in 1 direct hit.
Best advice: find cover and run away like a girl.
Vs Armour
You can't do any damage to armour other than wasting grenades. They are however pretty easy to get around if you know the layout of the battlefield. Sometimes amusing to sit on the top shock paddling the turret until another enemy pops you or an ally pops the tank and you get team killed for it.
Best advice: Outmanoeuvre and keep allies alive until an AT or C4 arrives.
Vs Aircraft
Best advice: Keep hidden and don't wave. Sometimes a couple of shots can panic novice pilots causing them to crash.
Vs mounted weapons (AA/AT/MG)
Best advice: If they see you run for cover then come round for the shock paddle goodness, if they don't see you a couple of shots on single fire to the face usually does the trick
Playing for score:
Medics are really good to play, A good medic will have a high teamwork score and high combat score. Revives and heals go a long way to that all important gold medal.
Last pieces of advice:
Keep your comrades alive, you may have an awesome gun but your main priority is keeping those around you alive. The more people alive on your team the less you need to shoot and the less shit you will get from your comrades for not healing ETC.
- Base Weapons
All are pretty similar to the assault variants, AK74 is possibly best gun in game and has both semi and automatic firing modes. The M16 is possibly the worst of the three as I have found the burst fire mode absolutely useless.
L85A1
Tier 1 Unlock - This is my preference, has accuracy that can take down enemy snipers, and has that all important automatic firing mode for those panic shooting instances.
G36E
Tier 2 Unlock - I have seen many people use this gun effectively, it has slightly more accuracy than the L85 and has similar damage potiental. My problem with it however is the lack of automatic firing mode, If an enemy gets close he will turn you into mince before you can get two bursts off.
This is the medic speciality, you get grenades for the ones who take cover, you have a very versatile gun and if you are quick enough you have infinite health.
Use of medpacks - If you are quick enough you can throw yourself a medpack and redraw your gun in a couple of seconds, this is great if you are near death with infantry close on your toes.
Use of speed - Another great feature of medics, you can sprint for ages which is great for running between cover to outmanoeuvre enemies.
Use of shock paddles - This is personally my favourite method of death dealing, I almost leave white stains in my pants everytime I see the Killavodka [Shock paddles] Player. Very useful when in plenty of cover such as the market in Karkhand. If you get close enough to touch the enemy they will die in one shot, and also great if combined with sprint. Its quite amazing how bad people's accuracy is if they see a guy sprinting at them.
Vs Vehicles
Not too much trouble with cars, a well aimed bullet will take care of gunners and if you can get close enough to the vehicle the occupants who jump out shouldn't last long against an automatic rifle such as the L85 or AK74.
Vs APCs
APC are probably the bane of most infantry classes including the medic. Very hard to dodge, hard to outmanoveur and their gun kills you in 1 direct hit.
Best advice: find cover and run away like a girl.
Vs Armour
You can't do any damage to armour other than wasting grenades. They are however pretty easy to get around if you know the layout of the battlefield. Sometimes amusing to sit on the top shock paddling the turret until another enemy pops you or an ally pops the tank and you get team killed for it.
Best advice: Outmanoeuvre and keep allies alive until an AT or C4 arrives.
Vs Aircraft
Best advice: Keep hidden and don't wave. Sometimes a couple of shots can panic novice pilots causing them to crash.
Vs mounted weapons (AA/AT/MG)
Best advice: If they see you run for cover then come round for the shock paddle goodness, if they don't see you a couple of shots on single fire to the face usually does the trick
Playing for score:
Medics are really good to play, A good medic will have a high teamwork score and high combat score. Revives and heals go a long way to that all important gold medal.
Last pieces of advice:
Keep your comrades alive, you may have an awesome gun but your main priority is keeping those around you alive. The more people alive on your team the less you need to shoot and the less shit you will get from your comrades for not healing ETC.
Last edited by Killavodka on October 11th, 2006, 13:30, edited 1 time in total.
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Killavodka
- Cheese Lord

- Posts: 804
- Joined: June 13th, 2006, 22:09
- Contact:
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deject
- Berk

- Posts: 10353
- Joined: December 7th, 2004, 17:02
- Location: Oklahoma City, OK, USA
- Contact:
Killavodka wrote:
- Base Weapons
All are pretty similar to the assault variants, AK74 is possibly best gun in game and has both semi and automatic firing modes. The M16 is possibly the worst of the three as I have found the burst fire mode absolutely useless.
L85A1
Tier 1 Unlock - This is my preference, has accuracy that can take down enemy snipers, and has that all important automatic firing mode for those panic shooting instances.
G36E
Tier 2 Unlock - I have seen many people use this gun effectively, it does slightly more damage than the L85 and has the same accuracy. My problem with it however is the lack of automatic firing mode, If an enemy gets close he will turn you into mince before you can get two bursts off.
Just FYI, The L85A1 does more damage than the G36E. L85A1 does 34 damage while the G36E does 32. It probably seems like it does more damage because you're more likely to get hits with the G36E, and the burst fire is great when you're not close up. The biggest problem with the L85A1 is the recoil. It has basically double the recoil of the G36E, so single fire mode is necesarry for any range at all.
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Gunslinger42
- Ninja

- Posts: 1448
- Joined: February 12th, 2005, 17:53
Hide somewhere "unusual". Standing where you spawn is possibly going to get you (c)artillery'd or killed by wandering spec ops, so I like to find little corners to hide in that are safe from (c)artillery (Under roofs, next to trees/big rocks, etc) and somewhere that wandering enemies aren't likely to see you.Dog Pants wrote:Commander guide anyone?
Artillery takes a while to fire, if you see a big group of enemies somewhere, don't bother sticking arty on them, they'll all have moved away by the time it lands, think of where they're going and aim there.
If players in tanks/apcs are really destroying the other team, try to be a kind god and drop magical tank repairing goodies on them from the heavens.
Go as an engineer so you can repair assets, because no one else will. Ever.
As for UAVs, just put them where ever the majority of your team currently are going. Same with vehicle drops to some degree, but it's rare anyone really wants a vehicle drop.


