BF2142 Unlocks
Posted: November 5th, 2006, 0:02
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]