============================ - 1) Introduction - ============================ The genre of first person shooters is often numerous and overwhelming. You can pick up a game called World War II combat, and expect the greatest experience of your life. Instead, it turns out to be a pile of crap. The Battlefield series has never resembled crap, or anything along that path of quality. Often considered one of the best first person shooting series out there, the Battlefield series almost brings a sense of elegance in terms of gaming quality. While the series has been known to have its bugs and problems, the fun factor is uncomparable to other first person shooters, and combine the face that it's online against human players - it only gets better.
Battlefield 2142 is the fourth official base title installment in the series (1942, then Vietnam, then 2, now 2142). The game takes place in the future where the planet Earth has been covered by a invigorating ice age. Only a few areas of land around the planet still have considerable warmth. It is not known what caused the ice age, although the ideas of a possible nuclear war or global warming are most likely to blame. The future now only has 2 coalitions, the PAC (Pan-Asian Coalition), and EU (European Union). Both bands are desperately struggling to fight each other for control of essential resources which will provide them with energy, food, warmth, and most of all - survival.
Battlefield 2142's game engine is practically identical to BF2. While the game looks different, and feels slightly graphically better, it is based off of the Battlefield 2 engine. This means most computers that could run BF2, can also run BF2142 slightly more efficiently (thanks to coding improvements). The game downgrades from 7 classes to only 4 classes now (recon, assault, engineer, support), however, customization is now allowed. You can alter your equipment setups and so forth. A new game mode has been created called Titan mode, where you must destroy the opposing team's mothership through the use of capturing missile silos, then holding these silos, or deciding to board the enemy ship after the shield has gone down. This is by far the most innovative and intriguing element of BF2142 aside from the same old capture the flag game mode (that's in there as well).
The addition of 40+ ranks, and the fact that each new rank earns you 1 unlock point out of 40 unlocks is quite amazing. Battlefield 2142 is the new fad for online action gaming, although it does not have as many innovations as everyone would have liked. Jets have been removed, as Helojets now replace them (combination of chopper & jet). Many elements from BF2 still exist (bullet- based weapons, speedy transport vheicles), and not that many new items have been introduced. In a sense, BF2142 is an expansion pack, just a really darn good one.
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_____________________ ##### GAME INFO ##### //////////|\\\\\\\\\\ Players: 1-64 (w/ online support) Developer: DICE Released: 2006 Rarity: common Special Features: Voice, Online, Account-kept Stats/Awards/Ranking ESRB: Teen Cover Art on box: - Shows mech firing cannons with lots of chaos occurring in background
Requirements: > Windows XP > Intel Celeron D / P4 1.7ghz or better (Pentium M's & AMD's work fine, P-M's are faster than P4) > 512MB RAM + (Recommended is 2 GB from my experience. 1 GB works fairly well compared to how it did in BF2) > DVD drive (this game was ONLY released in DVD format) > 2.2 GB free HD space > DirectX 9.0c > nVidia GeForce 5800 or better, ATI Radeon 9500 or better (There is an official list of supported video cards available via google. People have managed to get it to work on some lower-end mobile version cards. Game says video card must be Pixel shader 2.0 compatible or better, and AGP/PCI-E only.) > A good tip is that if you played BF2 before with the same exact computer, it WILL work with BF2142.
============================ - 2) Game Basics - ============================ What I have always loved about PC games is the fact that you can use a keyboard and mouse. The amount of keys gives you an overwhelming amount of options to choose from when selecting what goes where. This section will go over the involved controls, the screen setup, and an overview of the game modes.
____________________________ /Controls - General Gameplay/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= E - Enter/exit vehicle J - Say chat all K - Say chat team L - Say chat squad V - Talk to commander (only if squad leader) B - Talk to squadmates (only if in squad) Page Up - Vote yes during poll Page Down - Vote no during poll Caps Lock - Bring up squad management screen Tab - Shows scoreboard Prnt Scrn - Takes screenshot and puts in My Documents/BF2/Screenshots Enter - Bring up spawn management screen
- VOIP must be enabled, and you must have a MIC plugged in to talk to teammates. You can only hear people in your squad (you must join one), or as a squad leader, you can talk to the commander on a direct line. There is no way to hear everyone on the same team or in the same game. Voting yes or no during polls is usually done for kicking players or voting on a map. You can restrict polls from popping up via the Options menu. The squad management screen let's you create your own squad, join another, or view who is in what squad. It also shows what vehicles are grayed out and available on the map. The spawn management screen let's you pick a new spawn point after you die to spawn at.
______________________ /Controls - Navigation/ -=-=-=-=-=-=-=-=-=-=-=-= M - Show or hide big map N - Zoom on big map or your mini-map Q - Brings up spotter menu T - Brings up squad order/spotter menu C - Cycles camera views
- The big map basically fills your entire screen with the navigation map. It's useful for seeing what your enemy has, and where to go next. The spotter menu is probably the most useful in terms of recon. Aim your mouse over an enemy target, or fairly close to it. Hold Q and left click the mouse. You will publicly spot an enemy for your teammates, and it should show up as a flashing icon on their radar. This is useful for spotting air vehicles, tanks, or snipers. The squad order/spotter menu is specialized for giving orders to squadmates. Waypoints can be set. The camera cycler is useful for changing views in vehicles, or at certain positions.
____________________ /Controls - Infantry/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= W - Move forward S - Move backward A - Strafe left D - Strafe right Left Click - Fire weapon, use item Right Click - Zoom with weapon, secondary function Space - Jumps, Uses parachute Double-tap W - Sprints G - Picks up kit R - Reloads Mouse Wheel - Cycles weapons, used to change firing modes Left Control - Crouches Z - Prones Shift - Use stabilizer if equipped (hold down to steady aim)
- I highly recommend sticking with the W,S,A,D moving configuration. These four keys are used to move your character, while the mouse is used to look around and aim. Use them in conjunction for maximum performance. Sprinting takes away stamina faster, and you cannot use a weapon, however, you move quickly and can evade bullets easier. Proning lays you flat on the ground, and makes it tougher to hit you, but your upper-body is more exposed to hits. Crouching makes you semi-accurate, but you're still a hunched target. When reloading, the entire clip is used to reload, regardless of your current ammo amount. It's better to reload once you are low on ammo, rather than reloading and wasting a good 20 bullets if you only wasted 8. To pick a different firing mode, re-select your primary weapon, and left-click. Some guns only have one firing mode though. Certain weapons have scopes that zoom a great distance when right-clicked. The parachute button has been changed to tapping just the space bar. You do not have to tap 9 rapidly. Please note that certain vehicles now have you bail out with escape pods, which do not require parachutes and will safely land you like an ejection pod.
________________________ /Controls - Land and Air/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= W - Accelerate S - Decelerate/Reverse A - Steer left D - Steer right Mouse - Move aiming turret Left Click - Fires main weapon Right Click - Fires secondary weapon X - Dispenses energy shield SHIFT - Uses nitrous boost (on transport jeeps), Runs (on battle walker) F1-F6 - Switches from position 1 to 6 Z - Crouches (on battle walker)
- Controlling land and sea vehicles is simple. Move the actual vehicle with the W,S,A,D configuration, and rotate the turret using the mouse. If you're flying a helojet, the vehicle performs like a harrier jet (the engines can go into a fast jet position, or a hover position). Most transport helojets operate the same way, except are more sluggish and have less maneuverability. Flares or smoke shields have been removed from the game. They are replaced by a green energy shield. This blocks ALL projectiles with the exception to anti-air fire. If you are in a mech, and you green shield yourself, tank shells or nothing will hurt you.
_____________________ /Controls - Commander/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Caps Lock - Brings up Commander screen 1-9 - Picks squads 1 through 9 Left CTRL - Hold down to select multiple squads V - Voice to all squads B - Voice to selected squads
- Use the mouse for everything under the commander screen. Use keyboard shortcuts when selecting squads. Right-clicking on a squad tab allows you to issue direct voice commands telling them of their status. The commander screen has some slight additions via the mouse interface. You will see icons representing the skills of customized members in certain squads.
>> Commanders can lay down EMP-STRIKE (electrical charge disables vehicles) SAT TRACK (sweeps to show enemies/vehicles) UAV (shows enemies/vehicles to players) SUPPLIES (drops supply crate) * not in Titan mode * ORBITAL STRIKE (drops explosive artillery)
[1] - Status Indicator - Shows who got killed by what or whom
[2] - Minimap / Ticket Indicator - Shows amount of tickets left for each team, who has a depletion rate on their tickets, and also displays your mini-map with all icons, flag points, and what not. Useful for navigation.
[3] - Text Indicator - Shows typed messages, enemy spotted commands, or green text for squad issued orders.
[4] - Aiming Indicator - Your crosshair
[5] - Health Meter - Shows your health bar with solid color bar.
[6] - Stamina Meter - Shows your stamina bar with solid color bar. Recharges naturally by not sprinting.
[7] - Ammo Indicator - Shows your ammo bar with white vertical bars. When you run out, you'll automatically reload.
[8] - Overheat Indicator - Shows your weapon heating status. If this reaches full, the weapon will cease to work for a short time interval. You can also see the firing mode the weapon is in.
[9] - Titan/Flag Indicator - Shows what silos or flags are in control or the status of you and your opponent's Titans along with consoles/reactor.
_________ /Gameplay/ -=-=-=-=-=-=-=-=-=-=-=-= If you are new to the Battlefield series, consider this section essential to understanding the basics of gameplay. Gameplay in Battlefield 2142 is different contrary to most first-person shooters. The BF series is often considered a tactical series because one must fight but also adjust their actions so it benefits the team.
+>/ CAPTURING FLAG OR SILO \<+ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Flag or silo capturing is a necessity that must be learned. Look on your minimap for circular icons or flag points. When you approach one of these points and get close enough to the radius, a small colored bar will appear at the top middle portion of the screen. Red means the enemy has control of it. Blue means you have control of it. If the bar is empty, that means the flag is neutral. Stay in this radius long enough to capture the flag. You can capture a flag/silo in vehicles as well, or with a flying vehicle as long as you are within the radius.
+>/ COMMANDERS \<+ ^^^^^^^^^^^^^^^^^^ Ever wonder what the guy with the big star on your team does? It's pretty simple, he issues orders and uses the commander assets. The commander assets are pieces of equipment designed to assist the entire team in combat. He can provide a radar satellite that reveals all enemies in a round radius - useful for not getting ambushed or hunting down enemies. An EMP strike can be issued to disable any enemy vehicles for a short period of time in a certain area. Heck, even an orbital strike can be issued on capture the flag to kill enemies or destroy vehicles. The commander has a few other abilities including the button to move the Titan, which can be used in strategic attacks or as part of a defensive plan.
+>/ SQUADS \<+ ^^^^^^^^^^^^^^ Squads were put in the BF series so players can coordinate attacks rather than run around aimlessly. Squads can hold up to 6 players maximum, and you can use your microphone to speak to them by holding down V. The squad leader in your squad has a special squad item (if he/she has unlocked one) that will assist each of you in combat or in reaching a certain area. Squads can have orders set as well, and you will get a squad bonus point for following the order and performing an action. Let's say you're told to attack flag #1. Follow the waypoint on your minimap, then kill someone inside the radius of the order to receive your normal points + 1 for following the order radius. Note that if your entire squad accumulates ENOUGH squad radius points, then you will unlock a Field Upgrade (10 squad points between the entire squad = 1 upgrade). A Field Upgrade is a temporary unlock, but it will only let you go up one block on your tech tree. So you simply cannot stack field upgrades to get the Baur H-AR. You would only be able to go up one level above your current tech ability.
+>/ TITAN \<+ ^^^^^^^^^^^^^ The Titan is a new feature to BF 2142, and can often be a haggling experience to new players. The layout is simple. If you choose to spawn on it, you'll spawn in the transport bay of the Titan. If you go towards the declining steps, then go left/right, this stairwell will take you down to the core of the Titan. From here will be four hallways. Two on the left are hallways 2 & 4, two on the right are hallways 1 & 3. The upper hallways are 4 & 3, respectively. The lower hallways are 2 & 1 respectively. The center door that is sealed is the reactor room. This door becomes unbreached when all four of your consoles in the hallways are destroyed. As a defender, your goal is to prevent the enemy from blowing up the consoles in the hallway, and the reactor core itself (it has a giant purple beam sticking out of it). As an attacker, your goal is to breach these areas and destroy them. If you go back to the transport bay, and look where the six computer consoles are against the middle wall - these are your turrets. Four of them fire explosive rays underneath your Titan, and two of them man anti-air turrets. If one is damaged or destroyed, it can be repaired by an engineer with a welder by interacting with the console. Also note that left & right of the computer consoles are 6 cylindrical pods (3 on each side). Press E on the pod and you'll jump inside. You can now aim your body like a cannon in the circus to launch yourself in an ejection pod. You can guide the pod manually to go where you desire.
On top of your Titan are two vents. The landing flap to the rear is called the Cargo Bay. The transport bay always stay shielded, even if your shields go down. The vents are the most common point of entry since no warning is alarmed, and there is a tactical sniping advantage from this point. If you are defending inside the Titan, warnings will alarm when enemies are detected in the Cargo Bay, or in each hallway. You will see a green message in the upper left. Damaged consoles or the reactor cannot be repaired, so do your best to prevent damage to them. Remember that missile silos on the ground will do damage to the Titan itself, so you must micromanage enough squads to continue fighting on the ground level while defending your Titan or attacking the other.
============================ - 3) Maps (3.1) - ============================ The territories you constantly engage throughout the game are called maps. Battlefield 2142 has 10 maps included with the base game. Not to be biased or anything, but most of the maps are either covered with snow, or based off of a desert atmosphere. The environment is generally darker and more misty compared to Battlefield 2, where you had a wide variety of landscapes.
NOTE: All maps will be based off of the assumed 64-player versions.
> Conflict: EU vs. PAC > Modes: Conflict > Rating: **** > Description: "Belgrade is a closely intertwined conflict area with apartment buildings, a few streets, several in-the-field capture points, and a monorail that follows around the conflict zone."
:> Key Bases (EU):
- Getting the Statue flag will be your utmost goal. The problem is that the EU have a slight disconnection from the battlefield, and only 2 flags are fairly close to your vicinity. The PAC will have the initial rush, so holding the Statue flag in the middle and to the left is crucial. This will also prove to be a great ambush point against opposing Mechs or APCs (plus a mech spawns at this point).
:> Key Bases (PAC):
- Holding the statue or controlling the middle line of flags will lead you to victory (especially capturing the Monorail flag). This Monorail flag is a key base point to the EU's success, and sneaking a transport vehicle behind there certainly cannot hurt. One item of note though, at the beginning, do a vehicle rush towards the statue flag. You'll get a free mech after capturing the flag at this point, and you'll be closer to the statue flag from your uncappable zone.
- This is definitely one of the higher quality maps in BF2142. It resembles to be somewhat like Strike at Karkand, with lots of chaos occuring around flag points, lots of snipers in second-floor railings, and occasional APCs/Mechs trying to rape. One great strategy is to simple grab an armored vehicle, and do it for the whole round. Travel along the main road, and just stop at a point and far away at enemies. Staying in the middle of this road makes it difficult for the opposition to flank and destroy you. If you are trying to capture one of the middle flags, enter the apartment buildings, and look for a side stairwell. Most of them lead to a second floor railing which you will find useful in defending or attacking an area. Snipers are effective on this map, along with medics due to close combat in these apartment corridors. Engineers are also very efficient with their SMG and anti-armor capabilities. The only advice I can offer in defending a flag is to keep your distance from the flag. Many users throw grenades at these flag points, or will snipe you from an opposing apartment building.
:> Sniper Spots
- There is an elevated monorail path that is much higher and goes along the main road. You can reach it by going to either the Monorail flag point and climbing 2-3 ladders, or going to the area where the monorail ends, and manually jumping up there. Get a squad leader to drop a beacon on the monorail for quick and easy access. Other great sniper spots include placing squad beacons next to extremely tall buildings, then hoping your squadmates spawn on top of one of the tall-buildings. The apartment buildings have great second-story railings that provide you with adequate cover. Block your side stairwells with claymores or RDX.
> Conflict: EU vs. PAC > Modes: Conflict > Rating: *** > Description: "Camp Gibraltar is the definition of chaotic zone full of narrow pathways, a desert-based environment, a yellow haze, lots of elevated walkways, and only-one-way-in entrances."
:> Key Bases (EU):
- All you have to worry about is rear-flag defense. This does not mean you have to sit back at your home flags the entire round; it just means making sure you don't LOSE your rear flags. Once you lose rear flags, the PAC will seep in and try to flank you from the rear. If they are successful, your chances of victory decrease. All you really have to do is make sure you don't lose a rear flag, and just guard your first flag. The narrow boundaries on this map practically ensure that flanking is not an option. You also have a mech can you use that spawns at the rear flag - great for just holding a position.
:> Key Bases (PAC):
- Let's put it this way, you have a disadvantage. Your primary goal is to get a flag, ANY flag. As long as its the rear flag, or close to it, you're good. You want something that will let your teammates have enough time to spawn at, so they can spread out and take other nearby flags. This can best be accomplished by taking a transport vehicle, and boosting through pass the nearby defenders.
- It's definitely a combat-infantry intensive map. Camp Gibraltar is a desert- based map that has yellow haze on it, so being a long-range sniper is not a necessarily great goal. It's awesome to be a sniper at certain spots (on the walkway railings or near the side flanks), but you'll see that engineers and assault are dominant on this one. Place sentry guns near the ladders, and have your engineers mine up the main roads if on defense. On offense, simply cap a flag, defend it for a bit, and move onward. Use the nearby rail guns to take out an enemy mech if it spawns. Due to the narrow extremities of this map, it helps to get elevation. You'll find ladders at guard towers a bit further in on the map. Use these ladders to get up high so you have an advantage. Watch for orbital strikes as well; they will rape your team.
:> Sniper Spots
- Any of the guard towers, the roofs of buildings, or wide-open fields on the flanks will work best. There is no specifically dominant sniper point as the elevations are limited on this map, and the haze reduces visibility.
> Conflict: EU vs. PAC > Modes: Conflict > Rating: ***** > Description: "Cerbere Landing is the only hill-based battle in a small town with lots of infantry combat and scenes that remind you of World War II."
:> Key Bases (EU):
- Since you start off as the defenders, holding the Church or initial neutral flag are your best options. One flag you do not want to lose is your Command Center, not because it's your "rear" flag, but because it has all of your commander assets. Commander assets are crucial on this map, especially orbital strikes. Plus, the big bunker at the CC flag is a great spot for snipers, and defending any flags below this point.
:> Key Bases (PAC):
- Church will be your primary goal. Most EU players camp the left side of the map. You may have access to the Harbor flag, but it will take some skilled flanking to reach. Instead, flank right along the hill with the small road, and take the church from the rear. Then, from here, stage your battle immediately left towards the Harbor flag (then south to take care of the initial neutral flag). With these 3 flags, you'll be set. Sometimes it helps to nitrous oxide a jeep up to the Command Center, but there are usually opponents waiting here.
- What makes Camp Gibraltar a beautiful map is its design, close-quarters battles, and generally normal appearance. It's one of the few maps with little snow, and one of the few maps without haze. The hill-based design is great for tossing grenades, especially to flush out defenders. As support, it rocks as a defender because you have the elevation factor, and you simply have to aim down at your enemies with natural cover of the mountainside. Make sure to mine the roads to prevent jeeps from simply scouring to your rear flags. An enemy mech may pop up from time to time for the PAC since they have the initial disadvantage. Make use of the mounted rail guns to deal with it. Shotgun support players are effectively useful on this map due to the close-corner alleys, and constant moving approach.
:> Sniper Spots
- The top of the Command Center bunker can be reached via a stairwell. Climb the ladder to reach the very top, then snipe opponents that flank either from the right (where the commander assets are) or up the left where the road is. You will find great sniper spots near the outer-zone boundaries. Use the scenery as cover. Other sniper spots include crouching behind the stone walls, then aiming and firing down. Don't forget to spam grenades at heavily infested points.
________________ __________________________________/ FALL OF BERLIN \__________________________
> Conflict: EU vs. PAC > Modes: Conflict > Rating: ***** > Description: "This snow-covered city with skyscrapers, roads, and congested debris makes the ultimate warzone look like a joke."
:> Key Bases (EU):
- Since you start off as the defenders, holding the front flag, and making sure it stays that way is crucial. You will have a mech that spawns at your rear flag, along with an APC. Make sure you do not lose the rear flag. There is a northern flank at your frontline flag that is often exposed. Make sure you don't get tricked or outflanked from this northern wall (it looks like a sharp snowblocked road). Put a sentry below to make sure no one pops down from it.
:> Key Bases (PAC):
- Any flag will help ensure victory. Working from the rear flag is an outreached dream. Most players are smart enough to defend their rear flag, and some will be waiting there (especially for an APC or mech). Your best option is to take one of the 2 middle flags, then spread out from that position. Your best method of attacking is via an APC. Get in one, even if you're just operating a side turret, and then bail out when near a flag. Cap it, get back inside, and you'll cruise off to the next flag.
- Fall of Berlin and Cerbere Landing are the 2 premiere maps of BF2142. Fall of Berlin has hardly any fog, is completely snow covered, and has the tallest buildings in the game. Vehicles will rack you up the most kill, although being a foot soldier and defending a flag is also beneficial. The best recommendations I can give is to be a sniper, and to camp a great spot if you find one. If you don't like camping, play with a assault rifle and do a roaming operation. If the enemy takes one of your rear flags, retreat and take it back. If on offense, constantly roam on foot through the apartment buildings or take a side flank to reach a flag. Your primary goal on this map is getting at least 2 flags, because if you don't have 2 flags, your chances of victory are slim.
:> Sniper Spots
- There is a ladder in the northern-middle section of the map that leads to a very elevated position. This elevated position is next to a monorail track. If you prone left of the monorail track where the railing is, you get a perfect scoped view of every enemy spawning on this first middle flag. It's one of the best sniper spots in the game if you can reach it, and since the ladder is the only access to this area, block your rear with a claymore/explosive charge. You will find side hallways in apartment buildings with second-floor railings that can be used for cover. There are second-floor & third-floor railings in the central buildings in the middle parts of the map that also act as great spots.
> Conflict: EU vs. PAC > Modes: Conflict, Titan > Rating: **** > Description: "This snow-covered business sector has wide open arrays, a few blocked off roadways, and somewhat circular design which makes for chaotic titan battles."
:> Key Bases (EU):
- If in Conquest mode, you will start off with all the flags on defense. This is a gift from the Gods my friend. All you have to do is practically isolate every land-based entry point through the first flag. Do so with roller mines, EMP mines, rail gun cannons, and your gaming skills. Watch for someone trying to sneak a jet nearby. Man the AA cannons as well. If in titan mode, the battle will be a bit more evenly matched. Keep the northern silos where your titan rests. Most commanders will move your Titan near the middle of the map, which makes it a great access point to reach the remaining silos through ejection pods.
:> Key Bases (PAC):
- In Conquest, HURRY. Grab a jeep and sprint through before they practically lockdown the only land access through the first flag. If it is locked, grab the helojet, and boost past their defenses in the air. Go north to their airport, and cap it, or cap a nearby flag that looks undefended. This will give your team an infiltration point to move and capture more flags. Without this infiltration point, you will get RAPED attempting offense. In Titan mode, follow the same strategies as EU since everything is a practical mirror image.
- The success of Minsk lies in the fact that it is the best Titan map, and decently fun (sometimes frustrating) CTF map. The wide-open design leaves less CQB, but more medium-to-long range encounters. Snipers are a plus as there is hardly any haze. You can reach the tall skyscrapers via transport helojets, or with squad beacons. These make great sniping points. Most of all, defending 1 or 2 critical silo points throughout the game can prove to be a challenging but efficient effort on your part.
:> Sniper Spots
- The skyscrapers at the southeast flag/silo are your best choice. The roofs of the fortress buildings at certain flags next to AA guns are also efficient sniper locations. Other than that, most of your sniping should be done mobile, or from a spot inside your Titan on defense/offense.
> Conflict: EU vs. PAC > Modes: Conflict, Titan > Rating: ** > Description: "This plateauish map full of canyons, cliffs, and drooping roads can provide an unexpected challenge, both from enemy vehicles and enemy infantry."
:> Key Bases (EU):
- Holding the center stadium point is where most of the action will occur. Holding this point, along with the flags/silos on your side of your Titan are pretty much your ideal goals at this point. Try nailing a squad beacon at the roof of the stadium at the center flag to be a dominant player.
:> Key Bases (PAC):
- Follow the same strategies as the EU. The only difference is that your land-based route to reaching the stadium flag is a bit longer than the EU. You must take a slightly northern road to reach the center flag, while the EU have a direct route to the stadium.
- Minsk has lots of tanks, jeeps, and transport helojets. If you plan on going to the center flag, do it with an air vehicle. Going on foot or with a jeep takes a bit of time, and your chance of running into enemy armor is high. Getting on top of the stadium is a great spawn point, but not a great sniper point (the edges of the stadium are slanted so you cannot peak down to snipe). Make use of the AA turrets at the roof of the garages at each flag to prevent enemy transport hoppers. Watch for occasional players to flank your rear flags without your knowledge. Other than that, a somewhat boring map in the sense of a lack of variety.
:> Sniper Spots
- There are occasional towers and oil refineries, but their locations are out of place and away from the action. These are tempting, but worthless sniper spots. You'll want to look for any elevated tower or walkway NEAR a flag or silo. The stadium is a great spot, but you cannot snipe from it. It's great though in terms of infiltration to the center flag. Most players will be in vehicles on this one, so unless you find an elevated position near the center flag, most action will occur on the Titan.
__________________ ________________________________/ SIDI POWER PLANT \________________________
> Conflict: EU vs. PAC > Modes: Conflict, Titan > Rating: ** > Description: "This concentrated map near the center has lots of action that intersects at the very center, almost like a 4-way stop sign, minus the deaths, explosions, and plasmic destruction."
:> Key Bases (EU):
- Hold one flag/silo close to your Titan, and at least 2 flags/silos around the center point. Holding the center point means a lot, but in terms of launching missiles, possession will change rapidly. The key trait of holding the center is access to 2 railguns, a helojet, and 2 AA guns. Make use of them.
:> Key Bases (PAC):
- Follow the same goal as the EU. If they do get concentrated at the center, then play a more simple role - take the outer flags. If the enemy gets too congested at a certain spot, simply go elsewhere, cap more flags/silos, and make them come to you. Keep your options spread out if they are isolated, and keep them isolated if they are spread out.
- Sidi Power Plant is the map from the "demo", which was often considered a not-so-great map. This is true, however, what keeps Sidi from being the worst map in the game is the multitude of mechs you can get. Up to 4 mechs can be handled at once, and since most of the action occurs in and around the center point, this makes the map somewhat fun and invigorating. Air vehicles will also be skimming around, so make sure to pop yourself into an AA turret to get some easy kills. Just avoid getting stranded in the middle of nowhere. There is a decent amount of wasted space on this map from the uncappable points to where the actual action takes place.
:> Sniper Spots
- You will find one oil tower right of the middle that has decent sniping opportunities. The lack of fog is beneficial on this map for sniping. You will find a few structures that have stairwells with access to the roof. There is one very tall elevator tower left of the center point, but it can only be reached by ejected from an aircraft. It is superior sniping spot, though. This map is somewhat shaped like a cereal bowl, with higher elevations around the boundary zones. Try sniping along these points if you manage to find a concentrated amount of enemies at one flag.
> Conflict: EU vs. PAC > Modes: Conflict, Titan > Rating: *** > Description: "This canal seems a little dry especially in a desert-based setting, but it will soon be flowing the blood of your enemy."
:> Key Bases (EU):
- If in Conquest mode, you'll have every possible flag. This is good, but not THAT much of an advantage. Your enemy has 2 uncappable zones, along with hover tanks, which can be a tad more difficult to hit. Plus, the wide boundaries on Suez allows for flankers to zoom by in transport vehicles, and attempt to take your rear flag. Case in point - hold your rear flag! Losing this loses access to a helojet, loses access to critical armor, loses access to commander assets, and loses access to take it back (it's easy to defend the rear flag with the long bridge, and stairway that must lead up to the flag).
:> Key Bases (PAC):
- Get their rear flag, then hop scotch diagonally at each flag going towards your front line.
- Suez Canal is definitely one of the more interesting maps. It has a large canal system near the rear where one lone flag/silo is. This lone flag/silo is easy to defend, but a critical resource in terms of victory. The other flags are practically swish-swash points, they will interchange hands during the entire round. However, whoever holds the rear flag does get an advantage, and the advantage helps greatly in Conquest mode. As for Titan mode, all silos are near the center. Do your job in hop-capping until their shield is down, then use the flat terrain to easily access their Titan.
:> Sniper Spots
- There are occasional triangle-beam towers near certain flags. Access them by ejecting from a helojet. Their extreme elevation makes them great sniper spots. There are also refinery towers near certain flags, and the roof of Suez flag can be accessed by a beacon near the wall. This huge rectangular building makes a great sniper spot for your squadmates spawning on the squad beacon.
> Conflict: EU vs. PAC > Modes: Conflict > Rating: ** > Description: "This foggy desert harbor feels more like a creepy ambush than a delightfully courageous battle."
:> Key Bases (EU):
- Hold the two closest flags to your uncappable. It's as simple as that. You cannot do this and you do not win. You can do this, and you win. You will have the initial advantage of being just a tad quicker to the central flag, but not by much. Defending your junkyard should be easy because there is little cover for the flag carriers. Attacking the far right flag is somewhat difficult as there are generally lots of PAC enemies here, and the congested cover of that flag can make things somewhat chaotic.
:> Key Bases (PAC):
- Hold the two closest flags to your uncappable. There is very little strategy on this map. Try to get the walker in your uncappable spawn, and use it to assist in taking the central southern flag. If you fail at doing this, flank via the far right around the building, then going upward through the open desert. Note that you CAN flank on the outside exterior of the see- through fence, but watch for leaving the boundaries.
- The design and fogginess of Tunis Harbor makes it a somewhat engaging map, but little strategy is involved. Most of your tactics will involve camping the roofs surrounding a flag, or simply sniping from afar, or firing away with a machine gun. Each team will have a mech in their uncappable spawn, and a few transport jeeps, but no armor/APCs. You will find a ship and metal walkways that interconnect along the north flank, but, the lack of cover makes it difficult to cross here. Because of this, you'll generally follow the roads that run adjacent to the flags. This becomes a problem as few roads have adequate cover. So you'll end up flanking along the sides, and generally have squads around corners waiting for easy targets. Other squads may establish their setup points on the roof of buildings, and spam grenades, or snipe from afar. From a combat standpoint, the map has positive aspects, but the foggy design takes away a certain potentiability of this map.
:> Sniper Spots
- Anywhere along the metal walkway to the north is a great spot. Sniping from the ladder-accessible roofs in the garages are also decent spots. There is a burning crane at the center flag that can be reached by a stairwell. This is actually a great spot.
> Conflict: EU vs. PAC > Modes: Conflict, Titan > Rating: *** > Description: "The established perimeter wall in the center gives the feeling that you're fighting amongst a Great Wall, except there is plenty of nonestablishment yet to prevail."
:> Key Bases (EU):
- Try to hold the far north and far south points, then use your remaining troops to combat near the middle, or flank other positions. Holding the perimeter areas of this map makes it easier to force your opponents into going somewhere else.
:> Key Bases (PAC):
- If your opponent has both the north and southern points, then concentrate your attacks on one point, take it, and quickly flee to another flag/silo. Most of the combat/strategy will be balanced on Verdun with little advantage going to either side. Capturing the Church silo/flag will be somewhat difficult due to the small town buildings that intertwine in that area.
- Verdun has a natural cool feel to it which brings something new to the table. The constant fall of snowflakes reduces visibility, but also increases the chances of air encounters. Helojets will be prevalent on this one, especially during Titan mode. The center point is more of a ploy, than a necessity. Work your way on the church and southern wall flag so you can have some secured perimeters. Hold whatever flag/silo is closest to your Titan/uncap. There is some elevation on both far ends of the map, so you may have to go up hills to reach your desired designation. Watch for the winding stone walls near both sides, plus the small creek that runs through the area. Make sure to take your armor or jeeps over the two bridges, otherwise, you will ruin the vehicle by crashing it into the small creek.
:> Sniper Spots
- The Great Wall in the center makes the perfect sniping spot. Reach it via the ladders in the guard towers, through a helojet, or by bailing out of the Titan. Other than that, there are hardly any other elements of elevation on this map.
============================ - 4) Classes/Unlocks (4.1) - ============================ The new features of 2142 include the fact that there are no longer 7 classes, but only 4. However, some of these classes are a "combination" of 2 classes, resulting in a better universal feel for your soldier. The ability to customize characters allows for multiple potential character setups desired to your liking. Also, now, each rank upgrade yields 1 unlock point. New technologies must be unlocked in a progressive leveling system. You simply cannot use an unlock point to get the big best gun out there. You have to unlock the 2-3 prerequisites in order to reach the gun. This section will discuss each of the 4 character classes and the unlocks available along with a rating system. Weapons will be rated a tad more complex.
- Miscellaneous unlocks will be discussed after the four classes have been listed.
+ The Recon class is by far one of the most fun classes you'll be able to use in the game. This class is an essential combination of the special ops & sniper class from Battlefield 2. Combining long-range capabilities, and explosive countermeasures, the recon class is ideal for infiltration, long-range annihilation, or just pure stealth. What makes the class a real lure for most players is the invisible cloaking device, the RDX (equivalency of C4), and sniper rifles. Plus, their useful RDX is invaluable in destroying reactors, or console panels inside an enemy titan. Put these elements together, and you have one lethal class full of firepower.
- The Morretti SR4 and Park 52 Sniper Rifle are both practically identical. They are both clip-based sniper rifles with scopes that are clean and efficient. Their damage is somewhat minimal, but they get the job done. The APM is a claymore. It blasts an explosion in one direction away from the user and is motion detected. Useful in defending the titan or protecting a sniper's back. The Hi-Scope x4 allows you to zoom in with the mouse wheel. The Gruber 5 Stabilizer allows you to steady your aim from swaying. Hold down SHIFT to use it. The small status bar will fill up before you can use it again. The RDX Demopak is very much like remote-detonation C4. Lay a charge down and then detonate it with the control. The NetBat Fade Delay shows a white box around nearby enemies that have been spotted. The box will stay on the enemy a bit longer than normal to give you a sense of where they are. The IT33 cloak makes you about 90% invisible with a slight blur. Hold down the fire trigger with the item out to stay cloaked. It will overheat when the charge bar reaches full. The blur can be seen by your enemies, but the partial cloak is better than nothing. You will not be invisible to sentry guns, nor be off the radar. With the 1.10 patch, the cloak is now ENTIRELY visible from distances of medium to long range. This is how it was in the public beta before BF2142 actually came out. You will still be seen as a blur in close range to most players though.
> The Zeller-H sniper rifle unlock is a partial downgrade. The scope is red- tinted, which sometimes makes it difficult in seeing an enemy from a distance (think of the yellow haze you see on desert maps). While it does increase the damage slightly (it kills light armor players in one shot), it still takes 2 shots to kill an enemy just like the default sniper rifles. The biggest downfall of the Zeller-H is that it has 3 bullets in one clip. Both default sniper rifles have 5 bullets in a clip. Since it takes 2 bullets to kill a person by default, you will generally only get one kill per clip. You will be exposed to fire more often as well with more reloads. One key advantage of the Zeller-H is that it can shoot and detonate laid RDX, claymores, or anything remote-based. The Lambert Carbine is the alternate option in terms of a weapons unlock. This carbine rifle is not as powerful as the assault rifles, but still offers the same options in terms of semi-auto & automatic fire. It has a scope that sways a bit, but is capable of sniping people with several rounds from afar. Not a great option, but decent for anyone looking to emulate a Spec Ops role.
~ General Strategies ~ ====================== - Recon is ideal for destroying consoles and the reactor core of enemy titans. It takes 3 RDX paks to destroy a console, and about 12-20 to destroy a titan core. One great strategy is to sprint into a defended room and hop to avoid gun fire or explosives. Immediately spiral around the console/core dropping charges and hit the detonator to blow it. You'll get a few kills, get points for destroying the objective, and kill yourself, but the outcome will be positive.
- Only snipe on maps where visibility is good, or height is an advantage. Otherwise, use the Lambert Carbine.
- APMs are practically god-like in defending titan corridors or the titan reactor room itself. Place 2 in a key entryway, then replenish your supply from an ammo crate. They are VERY hard to disable to explode.
- The stabilizer is an unnecessary equipment accessory if you are a good sniper. It becomes useful though if you can hold shift in conjunction with aiming at targets.
- Sometimes it is better to go with the default sniper rifles than waste your time unlocking the bullet-crippled Zeller-H. I prefer the Zeller-H, but most people I have seen prefer the default rifles due to the non-red scope & more bullets in a clip.
- Remember the cloak only makes you transparent, but with a large blur. Avoid moving with the cloak, and never approach someone directly with the cloak. Always flank, then move in for the kill. Approaching someone directly with a cloak makes a very large blur on their screen, thus making your disguise even worse.
- Bullet drop has been greatly reduced compared to BF2. Aim at the center of your scope at a target to get the hit.
>> I'd like to give credit to : 0wnz : for providing this. - You can perform JIHAD tactics on opponents with the Recon class. Simply unlock the RDX Demopak, and now it can be stuck on any vehicle. Place it on transport jeeps, transport helojets, or anything mobile. Approach a large mech that seems indestructible, then bail out, and hit the detonator for a massive explosion. You can also helojet ram mechs for easy kills. Please note that some servers have rules against ramming or jihading, however, these are useful tactics and assist your team for a victory.
~ Sniping Techniques ~ ====================== - Sniping in BF2142 is made easier thanks to the almost "complete" removal of bullet drop. There's nothing wrong with bullet drop in BF2, it just became a pain for most average skilled players to get the feel of the actual dropping of the bullet. In 2142, bullet drop is almost practically removed except for extremely far distance shots, and those are quite rare due to haze and blur being a popular factor on the smaller maps. Only the larger Titan-based maps will have many long shots, and even then, you'll need the DysTek 4x scope zoom in order to see your opponent. There are 2 types of snipers:
(a) Camping Sniper = The main goal of the camping sniper is to pick a great spot, and camp it out. Camping a great spot yields an advantage over your opponents, a surprise factor, and most of all, a few kills before you're finally exposed.
(b) Mobile Sniper = The main goal of the mobile sniper is to snipe on the move, particularly as a defender or as part of an assault team (especially for engaging Titan consoles). Mobile sniping should be reserved for those who have some experience with the gameplay mechanics and are capable of handling themselves in tight corridors. The advantage of a mobile sniper is that they benefit the team's objective (capturing silos, destroying consoles), and they are useful in tight combat situations (a mobile sniper can pick off guards down a hallway better than Assault, Support, or the Engineer).
--> Pick either (a) or (b). That will be your sniping style.
...(1) Default sniper rifles provide a clearer scope, 5 bullets in a clip, and their firing sound is not as loud as the Zeller-H. You easily get more kills with a default sniper rifle, despite the smaller magnitude of damage. Regardless, default sniper rifles kill heavy armor men in 2 shots, the same as the Zeller-H.
>> NOTE: The only use for a Zeller-H comes into play if you actually have better sniping stats with it, OR, you need to use it in an offensive role to disable RDX/claymores on an enemy Titan.
...(2) Light Armor provides you with mobility. Face the facts. As a sniper, your goal is not to engage in close combat unless you are a mobile sniper. And if you're a mobile sniper, you'll most likely die in a close-combat situation even with heavy armor. Light Armor helps you sprint longer, faster, and makes you a more evasive target when facing opponents.
...(3) Claymores or RDX will be used in one equipment slot. I highly recommend claymores as they will be used to protect your rear as a camping or mobile sniper. If you find a great hiding spot, plant one claymore to your rear. You will know if it's still there based off of a "RED-X" symbol located in the middle right portion of the screen. When the "RED-X" disappears, you know your claymore has killed someone, or it has sat there long enough for the game to erase it from the environment. Plant your second claymore and those are generally 2 easy kills. Claymores are useful for mobile snipers because they can be used for Titan defense. Plant them at the entranceways to the Titan hallways or Reactor rooms. Your location will be impenetrable.
RDX is better reserved for Titan offensive roles, such as destroying consoles or attacking the reactor core. You'll engage targets first with your sniper rifle, then sprint in (with Light Armor), bunnyhopping as you go, and then drop as many charges as you can and hit the detonator. You will kill yourself but severely cripple the Titan consoles/core.
...(4) The Scope Stabilizer is a often-debated subject. Many people claim that anyone who can't aim without a SS sucks, and anyone who doesn't use one is missing out on easy headshots. It depends on your playing skill. If you want to be a hardscore sniper, use the stabilizer. The real benefits of the scope stabilizer happens as a mobile sniper. On the move, you need as little time as possible for your opponent to live when they are within close proximity. Charge an opponent or strafe, then zoom with the scope, and hold down SHIFT with your Left PINKY finger. The scope will stop swaying up and down. Quickly aim for the head while the scope is NOT swaying. If you miss, retry it, but make sure to unscope, move around a bit, re-scope, and stabilizer. FIRE!!! I have known some great snipers who do not use the scope stabilizer mainly because of habit. They are so use to the UP/DOWN jiggling pattern of the sway that it becomes natural instinct.
~ Sniping Myths ~ ================= + How the hell do you snipe on the Titan? - Simple, the vents, or as defenders in a hallway. If on offense, board their Titan via the vents. Make your way, but don't drop to ground level. Continue around the corner to the far end where the little exposed vent opening is. Hopefully you have a stabilizer as I recommended. Put a claymore to your rear so whoever tries to knife-flank you dies instantly. Snipe out of this vent opening using the stabilizer. I found it works best AFTER your team has destroyed consoles 1 & 2. This way, you'll have clear shots at defenders in hallways 3 & 4, and the reactor core (if exposed).
- If defending, the role of being a defensive sniper is EASIER. Repeat the above tactic on your own Titan by twist-ejecting (you can find out what it is in the Titan Strategies section). Get in the same vent opening area, and pick off attackers attempting to get into ha
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