BF2142 Unlocks
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BF2142 Unlocks
In 2142 you gain ranks and unlocks a lot faster, but with 45 unlocks and four pre-unlocks before you get a weapon you need to plan a little. So report your findings on the unlocks here and I'll edit this post with our opinions of them.
General:
Frag Grenades - A fairly useful bit of kit for any class. Most classes don't get these any other way and they're nice for winkling out a dug-in enemy. DP
Enhanced Endurance - This is a very useful unlock as it allows you to sprint further and recover faster. Sprinting's been nerfed to the chagrin of a good many people, but this evens it out again. DP
Recovery System - Very much a "Where have you been all my life?" unlock. once you have it you'll wonder how you managed without it. Significantly increases the rate that you regenerate stamina to allow you to sprint again. making covering long distances on foot a lot quicker. Ideal for snipers that need to move to locations without drawing too much attention i.e Driving a big fuck off tank. Mikkyo
Maxclip - Dont use my side arm much, give you an extra bullet or two depending on side not really worth it if you ask me. Mikkyo
Extra Grenade - If theres one thing I like more than explosives its extra explosives. if you have two spare unlocks it is worth jumping from recovery to this just for a little extra grenade power, and EMP if you are support class so twice the fun. Mikkyo
Squad
Squad Spawn Beacon - You must have at least one other member in your squad to use this and be the squad leader. Used to Airdrop into a location after it has been placed on the ground (Like an Anti-personel mine) not stealthy but it is big and clever. The enemy can destroy these with small arms fire so placement is important. They should be hidden and at a location that you are not going to fall from (i.e. when annoying buggers put them on the edge of the enemy titan hull and you can do nothing but fall off the edge) . Very useful to regain quick access to a location that has been captured or requires transport to reach. Mikkyo
RD-4 Otus Recon Drone -
SD-8 Accipiter Sentry Drone -
Recon:
APM - Great for racking up the points, just plant them and go. I think they only stay put for about 5-10 minutes though. Sandwich
These are in my opinion essential for sniping if you don't want anyone sneeking up on you and stealing your dog tags. Just place them at your back and around any corners infront of you. when you are ready to move, as long as they haven't blown someone away, you can pick them back up with the 'g' button. MIkkyo
DysTek Hi-Scope - Great for getting nice clean headshots on anyone that stops for more than half a second. Sandwich
Gruber 5 Stabliser - Must have for sniping, by pressing shift this stablises the sniper rifle for a few seconds, allowing clean head shots. MIkkyo
Zeller-H Advanced Sniper Rifle - Not anything special in my honest opinion, all the unlocks you have to get first before unlocking this weapon are the things that make it great. All you need to know is; Head shot kills, Chest shot almost kills. So if they are full health and hiding aim for the head, if they are low on health or running and you can two shot aim for the chest. MIkkyo
RDX Demo Pack - Essential kit for anyone playing a Specops role. The demo pack is the 2142 equivalent to C4 and is the only item in the game that can take out strategic targets. DP
NetBat Fade Delay - Basically, the enemy indicators show up for longer which is actually very useful in firefights because essentially, they cant hide from you. Really helpful, especially as a sniper because you know where there enemy is for about 5 seconds after they've moved out of view. Oh and it's good if your a tank gunner trying to figure out where the at soldier will pop up next as you can see which way hes going. Sandwich
IT-33 Active Camo - My least used upgrade, although it is useful for things like getting behind enemy lines and approaching tanks. Sandwich
Lambert Carbine - Oh how i love this gun. It can beat any other gun in a close range fight because it has an extremely fast fire rate. It also fires in a straight line on full auto, although it seems a bit pants at ranges of more than 25m. Sandwich
Assault:
Herzog AR-Shotgun - I got this to work towards an under-barrel mini-rocket launcher, 'cos I'm a AT whore. The shotgun is pants though because you need to select it and for a close range shot at short notice you might as well use the assault rifle. If it was an alt-fire it would have been useful but as it is it's not of much use. DP
Just unlocked this after getting all the medic stuff and wasn't sure what else to get. as I've said before I can't be arsed with anymore Squad leader stuff. But anyway I have to disagree with DP and say I find this to be an amazing wee unlock. Using this in confined spaces or close to your target, you can fire off two shots and they are dead. shit bust. Douple tap on the mouse and they are dead before you know it. Mikkyo
NetBat Infantry ID - Shows up enemy infantry longer and might show the class too, I'm not sure. As with any class, being able to see that little red diamond behind a wall is quite useful. DP
AR-Rocket - This is like the noob tube in BEEF. Fires a rocket propelled anti-infantry grenade with a small blast radius. Good at long range, and can be fired in quick volleys of three. DP
Baur H-AR - Quite powerful, but I'm finding it a little inaccurate. Think of it as a beefed up version of the standard AR. DP
Defibrilator - As with BEEF, a very useful thing to have and a useful addition to any squad. Defib kills should always be done while shouting THE CLAW! DP
Advanced Medical Hub - Heals people faster (and apparently also heals people in and around your vehicle). Since it's faster it might help out getting those healing badges. Gunslinger
Smoke Grenades - Creates a nice cloud of smoke to hide in. Can be useful if you know someone's hiding around a corner and you want to get past them without them knowing. Gunslinger
Voss L-AR - I've found this to be very accurate, though not that powerful. It's a nice little gun for any medic. Gunslinger
Engineer:
AE Defuser - This is actually quite handy. Ball mines are a great way of racking up kills and so they're pretty common. Use your defuser to steal enemy mines and re-plant them as your own, as in BEEF, for a few more sneaky kills. DP
NetBat Vehicle ID - Not sure what this does, as I've not noticed any difference. I think it puts vehicles on your squadmates' HUDs. DP
PDS-1 - A little box that sits on the wall or floor and flashes very overtly. It acts like a mini-UAV, but only picks up vehicles. I can't say I've found enough use for it to warrant it making my standard loadout.
Pilum H-AVR - It takes some getting used to, you can't guide it but fire-and-forget does have it's advantages. It's mostly devastating to cars and the sweet spots on other vehicles, like the rear of tanks. Spoodie
IL-14 EMP Mine - They don't damage vehicles, just stop them for a while. Only worth getting for the further unlocks. DP
DysTek Repair v2.0 - When in a vehicle the v2 repairer will repair other vehicles around you. I'm not that impressed by it personally, but probably more useful for a vehicle whore. DP
IL-29 Motion Mine - Little explosive homing mines that look like the remote from Star Wars. You can carry five at a time, so while one won't kill a tank all five will. Drop them in a cluster near a frontline flag and wait for the inevitable kills. Brilliant.
Also recently noticed that they only activate for moving targets (hence the name I suppose).DP
SAAW 86 Anti-Air - This is why I went to the end of this unlock chain, but in hindsight I should have stopped at the ball mines. Aircraft aren't very prolific (although as Fear says they might get more dangerous as people learn to fly them), and the standard AT rockets are pretty agile. You can only have AA or AT, and you're so much more likely to use the AT that I doubt I'll equip the AA very often. DP
Support:
V5 EMP Grenade - I like them. They're a godsend if you're on foot and happen to run into a walker or tank. You don't have a hope in hell of beating a walker/tank unless you're lucky enough to have two or three guys with anti tank rockets around, but as a means of escape they're great. Chuck one and then run for your life. The extra couple of seconds is often enough to be able to get behind cover or far enough away from them that they'll not bother with you and shoot at something more interesting. They're also great for screwing up enemy infantry's view and crosshairs, which could potentially mean they miss you just a little more often. Gunslinger
Netbat Active Camo ID - Absolutely pointless. Very few people actually use the Active Camo and when they do you can see them pretty easily anyway. Gunslinger
A12 Enforcer Sentry Gun - Depending on the situation and where you put it, this can be pretty crappy or bloody great. If you just drop it out in the open somewhere the chances are the enemy will see it and sneak around behind it or get behind cover and grenade it to death. If you put it in narrow alleyways or corridoors without much cover they're great. It works especially well if you're defending your titan. Drop one in the corridoor leading to a console and wait.
Generally what I do is drop one in the corridoor then drop an ammo pack behind it (this doesn't resupply the turret as it doesn't need to be) because from what I've seen people love to just stand behind it and throw grenades at the door, so this way you get the odd kill and a crap load of resupply points. Gunslinger
Ganz HMG - The PKM of the future. Slower in rate of fire to the default guns but much more powerful. I think it might be a little less accurate than the default gun, but it hasn't stopped me racking up the kills with it. Gunslinger
IPS Shield - I've only used this a few times as it tends to just draw attention to your position. It might have been useful if you could shoot through it. Only really needed if you are out in the open. DoT
Advanced Ammo Hub -
DysTek Pulse Meter -
Clark 15B Shotgun -[/i]
General:
Frag Grenades - A fairly useful bit of kit for any class. Most classes don't get these any other way and they're nice for winkling out a dug-in enemy. DP
Enhanced Endurance - This is a very useful unlock as it allows you to sprint further and recover faster. Sprinting's been nerfed to the chagrin of a good many people, but this evens it out again. DP
Recovery System - Very much a "Where have you been all my life?" unlock. once you have it you'll wonder how you managed without it. Significantly increases the rate that you regenerate stamina to allow you to sprint again. making covering long distances on foot a lot quicker. Ideal for snipers that need to move to locations without drawing too much attention i.e Driving a big fuck off tank. Mikkyo
Maxclip - Dont use my side arm much, give you an extra bullet or two depending on side not really worth it if you ask me. Mikkyo
Extra Grenade - If theres one thing I like more than explosives its extra explosives. if you have two spare unlocks it is worth jumping from recovery to this just for a little extra grenade power, and EMP if you are support class so twice the fun. Mikkyo
Squad
Squad Spawn Beacon - You must have at least one other member in your squad to use this and be the squad leader. Used to Airdrop into a location after it has been placed on the ground (Like an Anti-personel mine) not stealthy but it is big and clever. The enemy can destroy these with small arms fire so placement is important. They should be hidden and at a location that you are not going to fall from (i.e. when annoying buggers put them on the edge of the enemy titan hull and you can do nothing but fall off the edge) . Very useful to regain quick access to a location that has been captured or requires transport to reach. Mikkyo
RD-4 Otus Recon Drone -
SD-8 Accipiter Sentry Drone -
Recon:
APM - Great for racking up the points, just plant them and go. I think they only stay put for about 5-10 minutes though. Sandwich
These are in my opinion essential for sniping if you don't want anyone sneeking up on you and stealing your dog tags. Just place them at your back and around any corners infront of you. when you are ready to move, as long as they haven't blown someone away, you can pick them back up with the 'g' button. MIkkyo
DysTek Hi-Scope - Great for getting nice clean headshots on anyone that stops for more than half a second. Sandwich
Gruber 5 Stabliser - Must have for sniping, by pressing shift this stablises the sniper rifle for a few seconds, allowing clean head shots. MIkkyo
Zeller-H Advanced Sniper Rifle - Not anything special in my honest opinion, all the unlocks you have to get first before unlocking this weapon are the things that make it great. All you need to know is; Head shot kills, Chest shot almost kills. So if they are full health and hiding aim for the head, if they are low on health or running and you can two shot aim for the chest. MIkkyo
RDX Demo Pack - Essential kit for anyone playing a Specops role. The demo pack is the 2142 equivalent to C4 and is the only item in the game that can take out strategic targets. DP
NetBat Fade Delay - Basically, the enemy indicators show up for longer which is actually very useful in firefights because essentially, they cant hide from you. Really helpful, especially as a sniper because you know where there enemy is for about 5 seconds after they've moved out of view. Oh and it's good if your a tank gunner trying to figure out where the at soldier will pop up next as you can see which way hes going. Sandwich
IT-33 Active Camo - My least used upgrade, although it is useful for things like getting behind enemy lines and approaching tanks. Sandwich
Lambert Carbine - Oh how i love this gun. It can beat any other gun in a close range fight because it has an extremely fast fire rate. It also fires in a straight line on full auto, although it seems a bit pants at ranges of more than 25m. Sandwich
Assault:
Herzog AR-Shotgun - I got this to work towards an under-barrel mini-rocket launcher, 'cos I'm a AT whore. The shotgun is pants though because you need to select it and for a close range shot at short notice you might as well use the assault rifle. If it was an alt-fire it would have been useful but as it is it's not of much use. DP
Just unlocked this after getting all the medic stuff and wasn't sure what else to get. as I've said before I can't be arsed with anymore Squad leader stuff. But anyway I have to disagree with DP and say I find this to be an amazing wee unlock. Using this in confined spaces or close to your target, you can fire off two shots and they are dead. shit bust. Douple tap on the mouse and they are dead before you know it. Mikkyo
NetBat Infantry ID - Shows up enemy infantry longer and might show the class too, I'm not sure. As with any class, being able to see that little red diamond behind a wall is quite useful. DP
AR-Rocket - This is like the noob tube in BEEF. Fires a rocket propelled anti-infantry grenade with a small blast radius. Good at long range, and can be fired in quick volleys of three. DP
Baur H-AR - Quite powerful, but I'm finding it a little inaccurate. Think of it as a beefed up version of the standard AR. DP
Defibrilator - As with BEEF, a very useful thing to have and a useful addition to any squad. Defib kills should always be done while shouting THE CLAW! DP
Advanced Medical Hub - Heals people faster (and apparently also heals people in and around your vehicle). Since it's faster it might help out getting those healing badges. Gunslinger
Smoke Grenades - Creates a nice cloud of smoke to hide in. Can be useful if you know someone's hiding around a corner and you want to get past them without them knowing. Gunslinger
Voss L-AR - I've found this to be very accurate, though not that powerful. It's a nice little gun for any medic. Gunslinger
Engineer:
AE Defuser - This is actually quite handy. Ball mines are a great way of racking up kills and so they're pretty common. Use your defuser to steal enemy mines and re-plant them as your own, as in BEEF, for a few more sneaky kills. DP
NetBat Vehicle ID - Not sure what this does, as I've not noticed any difference. I think it puts vehicles on your squadmates' HUDs. DP
PDS-1 - A little box that sits on the wall or floor and flashes very overtly. It acts like a mini-UAV, but only picks up vehicles. I can't say I've found enough use for it to warrant it making my standard loadout.
Pilum H-AVR - It takes some getting used to, you can't guide it but fire-and-forget does have it's advantages. It's mostly devastating to cars and the sweet spots on other vehicles, like the rear of tanks. Spoodie
IL-14 EMP Mine - They don't damage vehicles, just stop them for a while. Only worth getting for the further unlocks. DP
DysTek Repair v2.0 - When in a vehicle the v2 repairer will repair other vehicles around you. I'm not that impressed by it personally, but probably more useful for a vehicle whore. DP
IL-29 Motion Mine - Little explosive homing mines that look like the remote from Star Wars. You can carry five at a time, so while one won't kill a tank all five will. Drop them in a cluster near a frontline flag and wait for the inevitable kills. Brilliant.
Also recently noticed that they only activate for moving targets (hence the name I suppose).DP
SAAW 86 Anti-Air - This is why I went to the end of this unlock chain, but in hindsight I should have stopped at the ball mines. Aircraft aren't very prolific (although as Fear says they might get more dangerous as people learn to fly them), and the standard AT rockets are pretty agile. You can only have AA or AT, and you're so much more likely to use the AT that I doubt I'll equip the AA very often. DP
Support:
V5 EMP Grenade - I like them. They're a godsend if you're on foot and happen to run into a walker or tank. You don't have a hope in hell of beating a walker/tank unless you're lucky enough to have two or three guys with anti tank rockets around, but as a means of escape they're great. Chuck one and then run for your life. The extra couple of seconds is often enough to be able to get behind cover or far enough away from them that they'll not bother with you and shoot at something more interesting. They're also great for screwing up enemy infantry's view and crosshairs, which could potentially mean they miss you just a little more often. Gunslinger
Netbat Active Camo ID - Absolutely pointless. Very few people actually use the Active Camo and when they do you can see them pretty easily anyway. Gunslinger
A12 Enforcer Sentry Gun - Depending on the situation and where you put it, this can be pretty crappy or bloody great. If you just drop it out in the open somewhere the chances are the enemy will see it and sneak around behind it or get behind cover and grenade it to death. If you put it in narrow alleyways or corridoors without much cover they're great. It works especially well if you're defending your titan. Drop one in the corridoor leading to a console and wait.
Generally what I do is drop one in the corridoor then drop an ammo pack behind it (this doesn't resupply the turret as it doesn't need to be) because from what I've seen people love to just stand behind it and throw grenades at the door, so this way you get the odd kill and a crap load of resupply points. Gunslinger
Ganz HMG - The PKM of the future. Slower in rate of fire to the default guns but much more powerful. I think it might be a little less accurate than the default gun, but it hasn't stopped me racking up the kills with it. Gunslinger
IPS Shield - I've only used this a few times as it tends to just draw attention to your position. It might have been useful if you could shoot through it. Only really needed if you are out in the open. DoT
Advanced Ammo Hub -
DysTek Pulse Meter -
Clark 15B Shotgun -[/i]
Last edited by Dog Pants on January 14th, 2007, 11:31, edited 27 times in total.
From the start I'd say that everyone should unlock the first sprint and the frag grenade as a minimum.
Beyond that it's down to preference. I'm concentrating on Engineer like Dog Pants but not gone for AA as I had a play with it as a field unlock and didn't use it much. I'm now working on the unlock tree to the anti-tank rifle and I'll let you know what it's like when I get there.
The ball mines are well worth the unlock though, they can be used as a defensive and offensive weapon. I've taken down a couple of hover tanks by running around them dropping these things, better than rockets in those instances as they home-in like this things on Half-life 2
Beyond that it's down to preference. I'm concentrating on Engineer like Dog Pants but not gone for AA as I had a play with it as a field unlock and didn't use it much. I'm now working on the unlock tree to the anti-tank rifle and I'll let you know what it's like when I get there.
The ball mines are well worth the unlock though, they can be used as a defensive and offensive weapon. I've taken down a couple of hover tanks by running around them dropping these things, better than rockets in those instances as they home-in like this things on Half-life 2
I accidentally didn't plan ahead so i went the wrong route for what i wanted although im pleased with what i've got (in order of purchase).
Recon
RDX Demo Pack: Essentially C4, except 3 of these (possibly less) can take out a tank and you get 5 of them to play with.
NetBat Fade Display: Basically, the enemy indicators show up for longer which is actually very useful in firefights because essentially, they cant hide from you.
IT-33 Optical Camouflage: My least used upgrade, although it is useful for things like getting behind enemy lines and approaching tanks.
Lambert Carbine: Oh how i love this gun. It can beat any other gun in a close range fight because it has an extremely fast fire rate. It also fires in a straight line on full auto, although it seems a bit pants at ranges of more than 25m.
Anti-Personnel mine: great for racking up the points, just plant them and go. I think they only stay put for about 5-10 minutes though.
DysTek Hi-Scope x4: great for getting nice clean headshots on anyone that stops for more than half a second.
Misc
Frag Grenades: i've never been very good with these, but they are needed in some situations.
We really need a medic in the 5punk squad, anyone want to try it?
Recon
RDX Demo Pack: Essentially C4, except 3 of these (possibly less) can take out a tank and you get 5 of them to play with.
NetBat Fade Display: Basically, the enemy indicators show up for longer which is actually very useful in firefights because essentially, they cant hide from you.
IT-33 Optical Camouflage: My least used upgrade, although it is useful for things like getting behind enemy lines and approaching tanks.
Lambert Carbine: Oh how i love this gun. It can beat any other gun in a close range fight because it has an extremely fast fire rate. It also fires in a straight line on full auto, although it seems a bit pants at ranges of more than 25m.
Anti-Personnel mine: great for racking up the points, just plant them and go. I think they only stay put for about 5-10 minutes though.
DysTek Hi-Scope x4: great for getting nice clean headshots on anyone that stops for more than half a second.
Misc
Frag Grenades: i've never been very good with these, but they are needed in some situations.
We really need a medic in the 5punk squad, anyone want to try it?
The optical camouflage seems a bit limited from what I've seen. I imagine it's okay if combined with some sneakiness but the soldier is fairly easy to see in one on one fights.
I've unlocked the defibrillator in the Assault class, was my first unlock, but I'm mainly concentrating on the Engineer now. I can be the medic when we're all playing together and we already have an engineer.
I've unlocked the defibrillator in the Assault class, was my first unlock, but I'm mainly concentrating on the Engineer now. I can be the medic when we're all playing together and we already have an engineer.
Lambert is great, i usually only use it on maps where its risky to snipe and i win every close fire fight, it shoots in a straight line on full auto and it's fire rate is unmatched.
The spec ops helmet is also really helpful, especially as a sniper because you know where there enemy is for about 5 seconds after they've moved out of view. Oh and it's good if your a tank gunner trying to figure out where the at soldier will pop up next as you can see which way hes going.
Remember, if a round is going badly, active camo, RDX, light armour, sprint to their base, uncap it, destroy UAV, go to next base, uncap it, repeat.
The spec ops helmet is also really helpful, especially as a sniper because you know where there enemy is for about 5 seconds after they've moved out of view. Oh and it's good if your a tank gunner trying to figure out where the at soldier will pop up next as you can see which way hes going.
Remember, if a round is going badly, active camo, RDX, light armour, sprint to their base, uncap it, destroy UAV, go to next base, uncap it, repeat.
APM - These are in my opinion essential for sniping if you don't want anyone sneeking up on you and stealing your dog tags. Just place them at your back and around any corners infront of you. when you are ready to move, as long as they haven't blown someone away, you can pick them back up with the 'g' button.
DysTek hi-Scope - Can be used on any sniper rifle after it is unlocked, you don't need to select it on the customize screen its always on. Basically used to zoom in using the mouse wheel. As Sniper it lets you get right close in and target someone between the eyes. Or when running about to a new location, it can be used to look out a location and see what is there from a distance.
Gruber 5 Stabliser - Must have for sniping, by pressing shift this stabalises the sniper rifle for a few seconds, allowing clean head shots.
Zeller-H Advanced Sniper Rifle - Not anything special in my honest opinion, all the unlocks you have to get first before unlocking this weapon are the things that make it great. All you need to know is; Head shot kills, Chest shot almost kills. So if they are full health and hiding aim for the head, if they are low on health or running and you can two shot aim for the cheast.
Edit'd for correctness
DysTek hi-Scope - Can be used on any sniper rifle after it is unlocked, you don't need to select it on the customize screen its always on. Basically used to zoom in using the mouse wheel. As Sniper it lets you get right close in and target someone between the eyes. Or when running about to a new location, it can be used to look out a location and see what is there from a distance.
Gruber 5 Stabliser - Must have for sniping, by pressing shift this stabalises the sniper rifle for a few seconds, allowing clean head shots.
Zeller-H Advanced Sniper Rifle - Not anything special in my honest opinion, all the unlocks you have to get first before unlocking this weapon are the things that make it great. All you need to know is; Head shot kills, Chest shot almost kills. So if they are full health and hiding aim for the head, if they are low on health or running and you can two shot aim for the cheast.
Edit'd for correctness
Last edited by MIkkyo on November 26th, 2006, 17:43, edited 1 time in total.
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The Incredible...
- Sir Didymus

- Posts: 354
- Joined: December 9th, 2006, 1:12
I have most of the medic kit. Get the Voss LAR nest rank, which is about 40 points so should unlock tonight. ]Sandwich wrote:
We really need a medic in the 5punk squad, anyone want to try it?
I'm not all that great but i could play medic when i lay woit spunkers
edit: i also have the recon kit up to the lambert, which roxxors
i might go for the other sniper gear next, but i'm pretty bad at sniping, but i guess practice makes perfect
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Gunslinger42
- Ninja

- Posts: 1448
- Joined: February 12th, 2005, 17:53
So I decided to start unlocking support stuff a few days ago, I'll go through what I have.
V5 EMP Grenade
I like them. They're a godsend if you're on foot and happen to run into a walker or tank. You don't have a hope in hell of beating a walker/tank unless you're lucky enough to have two or three guys with anti tank rockets around, but as a means of escape they're great. Chuck one and then run for your life. The extra couple of seconds is often enough to be able to get behind cover or far enough away from them that they'll not bother with you and shoot at something more interesting.
Netbat Active Camo ID
Absolutely pointless. Very few people actually use the Active Camo and when they do you can see them pretty easily anyway.
A12 Enforcer Sentry Gun
Depending on the situation and where you put it, this can be pretty crappy or bloody great. If you just drop it out in the open somewhere the chances are the enemy will see it and sneak around behind it or get behind cover and grenade it to death. If you put it in narrow alleyways or corridoors without much cover they're great. It works especially well if you're defending your titan. Drop one in the corridor leading to a console and wait.
Generally what I do is drop one in the corridoor then drop an ammo pack behind it (this doesn't resupply the turret as it doesn't need to be) because from what I've seen people love to just stand behind it and throw grenades at the door, so this way you get the odd kill and a crap load of resupply points.
Ganz HMG
The PKM of the future. Slower in rate of fire to the default guns but much more powerful. I think it might be a little less accurate than the default gun, but it hasn't stopped me racking up the kills with it.
V5 EMP Grenade
I like them. They're a godsend if you're on foot and happen to run into a walker or tank. You don't have a hope in hell of beating a walker/tank unless you're lucky enough to have two or three guys with anti tank rockets around, but as a means of escape they're great. Chuck one and then run for your life. The extra couple of seconds is often enough to be able to get behind cover or far enough away from them that they'll not bother with you and shoot at something more interesting.
Netbat Active Camo ID
Absolutely pointless. Very few people actually use the Active Camo and when they do you can see them pretty easily anyway.
A12 Enforcer Sentry Gun
Depending on the situation and where you put it, this can be pretty crappy or bloody great. If you just drop it out in the open somewhere the chances are the enemy will see it and sneak around behind it or get behind cover and grenade it to death. If you put it in narrow alleyways or corridoors without much cover they're great. It works especially well if you're defending your titan. Drop one in the corridor leading to a console and wait.
Generally what I do is drop one in the corridoor then drop an ammo pack behind it (this doesn't resupply the turret as it doesn't need to be) because from what I've seen people love to just stand behind it and throw grenades at the door, so this way you get the odd kill and a crap load of resupply points.
Ganz HMG
The PKM of the future. Slower in rate of fire to the default guns but much more powerful. I think it might be a little less accurate than the default gun, but it hasn't stopped me racking up the kills with it.
Last edited by Gunslinger42 on January 10th, 2007, 13:28, edited 1 time in total.
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FatherJack
- Site Owner

- Posts: 9597
- Joined: May 16th, 2005, 15:31
- Location: Coventry, UK
- Contact:
I have exactly the same set
V5 EMP Grenade
I like these, too - I hate encountering people in vehicles and having to rely on AT-wielders to take care of them. I especially like how people often jump out when you 'nade them.
Netbat Active Camo ID
Haven't noticed what it does really, although I've always had difficulty tracking cloaked players in games, so it sounded a good option.
A12 Enforcer Sentry Gun
I don't know if it's just my game being spacky, but they just seem to sit there and sometimes make a noise - it's rather difficult to see whether they are firing or not.
Ganz HMG
I don't like the sight as much as the default, but while I like the Shuko, I've had a lot less success with the Bianchi, so it's a good replacement for that.
I have tried the shield as a field unlock, and found it to be virtually useless. You have to be prone behind it, and since everyone seems to have grenades, it just announces a good place for them to throw one. I did drop one on the stairs once when someone was chasing me, and it seemed to totally confuse them long enough for my gun to cool down.
V5 EMP Grenade
I like these, too - I hate encountering people in vehicles and having to rely on AT-wielders to take care of them. I especially like how people often jump out when you 'nade them.
Netbat Active Camo ID
Haven't noticed what it does really, although I've always had difficulty tracking cloaked players in games, so it sounded a good option.
A12 Enforcer Sentry Gun
I don't know if it's just my game being spacky, but they just seem to sit there and sometimes make a noise - it's rather difficult to see whether they are firing or not.
Ganz HMG
I don't like the sight as much as the default, but while I like the Shuko, I've had a lot less success with the Bianchi, so it's a good replacement for that.
I have tried the shield as a field unlock, and found it to be virtually useless. You have to be prone behind it, and since everyone seems to have grenades, it just announces a good place for them to throw one. I did drop one on the stairs once when someone was chasing me, and it seemed to totally confuse them long enough for my gun to cool down.
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Gunslinger42
- Ninja

- Posts: 1448
- Joined: February 12th, 2005, 17:53
The sentry guns do seem to be very spacky. I've noticed that they'll happily fire through the walls of titans, they won't kill you through the walls (or even hurt you) but it always scares the hell out of me when all of a sudden I hear them firing at me through solid metal and see sparks as their phantom bullets hit walls they shouldn't be able to reach.




