Battlefield 2142 Walkthrough :
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Walkthrough - Unlocks Guide
wWWWWWWWWWWWw ,wWWWW ,wWWWWW wWWWWWWWWWWWw WWWWP™™™™™WWWWW wWWWWWW ,wWWWWWWWW WWWWP™™™™™WWWWW WWWW wWWWW ™F™WWWW wWWWWP™WWWWW WWWW wWWWW ,wwwWWWWW™ WWWW WWWWP™ WWWWW ,wwwWWWWW™ wWWWWWP™™ WWWW WWWWWWWWWWWWWWWW wWWWWWP™™ WWWW™ WWWW WWWWWWWWWWWWWWWW WWWW™ EEEEEEEEEE WWWWWWWWWWWWWWW WWWW WWWWW WWWWWWWWWWWWWWW EEEEEEEEEE EEEEEEEEEE WWWWWWWWWWWWWWW WWWW WWWWW WWWWWWWWWWWWWWW EEEEEEEEEE _______ ___ ____________________ _________________________ ______ | \ / \|__ __|__ __| | | ____| ___| | ____| | | _ \ | === / / A \ | | | | | | | ¯¯¯¯| __| | ¯¯¯¯| | | | \ | | === \/ ___ \ | | | | | |___| ====| | | | ====| |___| |_/ | |_______/__/ \__\|__| |__| |______|______|__| |__|______|______|______/ BATTLEFIELD 2142™ UNLOCKS GUIDE v1.0 14 February 2006 ©2007 Nahum Reduta [GFAQ] nayhem_5J5 TABLE OF CONTENTS 1.0 Notes (To search for sections, type a 1.1 Legal Notices forward slash "/" followed by the 1.2 Version History section number in your search box.) 2.0 Class Unlocks 2.1 Recon: Sniper 2.2 Recon: Spec Ops 2.3 Assault: Battle 2.4 Assault: Medic 2.5 Engineer: Intel/Anti-Vehicle 2.6 Engineer: Area Denial/Anti-Air 2.7 Support: Defense 2.8 Support: Close Combat 3.0 Personal Unlocks 4.0 Squad Leader Unlocks 5.0 Single Player 6.0 Other Notes 6.1 Common 6.2 Class Specific 6.3 Hubs and Supply Crates 7.0 Thanks = NOTES = /1.0 == Legal Notices == /1.1 This guide is copyright ©2006 Nahum Reduta. No part of this guide may be reproduced in any form without prior written consent. This document is primarily hosted on GameFAQs. If you would like to host this guide on your site, please contact me. With permission, the guide must be reproduced in whole, and must be kept up-to-date. For corrections or additions, gmail me at nayhem with the subject line beginning "BF2142". All other correspondence may be considered junk and ignored outright. == Version History == /1.2 v1.0: 14-02-2007 - Released in time to take advantage of EA/DICE's "all-unlocks" weekend. = CLASS UNLOCKS = /2.0 Each kit unlock tree contains a useable item, a passive upgrade, another useable item, and a weapon, in that order. (The Northern Strike booster pack adds one more unlock to each tree.) Items are unlocked by gaining ranks in multiplayer mode. Once unlocked, they are also available in singleplayer. == RECON: Sniper == /2.1 === Anti-Personnel Mine (2) === A one-hit wonder for area denial or deterrence. They are quickly deployed and active within 4-5 seconds. Anyone walking or running within the APM's active area (a 5m arc in front of the device) will be killed or seriously injured at range. FAVs are also vulnerable. Those who do see the devices in advance must spend time circumventing them, allowing for an opportunity to take them out with your rifle. The Rule of Mining: the best place to lay a mine is where the enemy least expects it. In the case of APMs, these would be around blind corners, behind boxes or barrels, around supply crates and parked vehicles, hidden by shrubbery, or anywhere out of plain sight. Conversely, this also includes in plain view, but also where one normally wouldn't expect a mine. Open areas around capture points are excellent places because the player is normally focused on accomplishing objectives or perhaps combat. To avoid being harmed by APMs, either crouch/crawl past them, use the AE Defuser, or detonate them with the Zeller-H rifle. If you see anyone moving with caution, assume the same or you may end up killing both yourself and your teammate. If you happen to find and kill the recon owner, you may be able to pick up his APMs using his kit. APMs count towards the Explosive Gallantry pin and badges. Pin: 8 kills = 10 points Badge: 10 kills IASR = 20 points 50 total kills + 15 kills IASR = 500 points 300 total kills + 20 kills IASR = 1000 points === Dystek Hi-Scope X4 === This passive upgrade adds a variable zoom functionality to any sniper rifle. In addition, your movement will adjust to the range--when you are zoomed all the way to 4×, you will move the rifle more slowly to adjust. Both features will certainly help long range sniping. If you did not already spawn with a Hi-Scope, you will not able to use one from any sniper rifle you pick up. === Gruber 5 Scope Stabilizer === By pressing [Shift], you will momentarily reduce rifle sway. This will help at extreme distances, or when you feel the need to secure a headshot. Not a terribly useful item, but if you like to keep your accuracy up, it's an okay pick. === Zeller-H Advanced Sniper Rifle === Moderately more powerful than the stock rifles, to the point where a body shot to a lightly-armored target will kill. In addition, its higher-caliber ammunition will detonate any explosives. (Be sure not to shoot explosives near you or APMs pointing towards you.) Even if you drop the enemy to 10% health, that still makes it easier for others to kill assist or for you to finish with the pistol. Since the stock rifles can kill with a headshot, the Zeller isn't much of an improvement for basic sniping. Its anti-material use does make it a viable upgrade. Shooting at explosives may count as hits. === NS: DS-22 Sniper Decoy === Supposedly, this will project both a false image of a soldier for enemies to spot, and a ping on commander scans. Should be useful for misdirection. == RECON: Spec Ops == /2.2 === RDX Demopak (5) === These are essential for destroying commander assets. They also make short work of Titan components and allow Recon units to take out vehicles. They can be affixed to any surface (including ceilings) and to vehicles (if you need a "jihad jeep"). Pressing [Alt-Fire] will switch to the detonator; you will also automatically switch when you have deployed all of your demopaks. (Be careful and count your packs to avoid suicides and teamkills.) It takes two packs to destroy scanning bunkers, three for strike bunkers, four for Titan consoles, and a few dozen for the Titan core. It takes maybe five to destroy a Titan anti-air cannon; you have to jump to reach it from below. One pack will finish FAVs and stationary guns; and three or more for other vehicles. Demopaks can also be used as area denial. Place them where you expect infantry or vehicles to be, like choke points or objectives. Like mines, hiding them from sight will increase the chance that an enemy will wander into its killzone. Placed on objectives, they can be detonated when the objective has been neutralized, usually taking out enemies bent on capture. On Friendly Fire Off servers, RDX can even be detonated at your feet for (perhaps unfairly) minimal damage. Demopaks can be defused from a relatively safe distance or shot with the Zeller-H. Demopaks can also set off those dropped by other players. If you pick up the Recon unit's kit, you can pick up his dropped packs. RDX kills contribute to the Explosive Gallantry pin and badges. Destroying assets awards points; Titan components in particular contribute to the Problem Solver pin and Titan Destruction badges. Explosive Gallantry Pin: 8 kills = 10 points Badge: 10 kills IASR = 20 points 50 total kills; 15 kills IASR = 500 points 300 total kills; 20 kills IASR = 1000 points Problem Solver Pin: 4 consoles destroyed = 20 points Titan Destruction Badge: 2 consoles = 40 points 10 total consoles; 1 core IASR = 500 points 40 total consoles; 3 consoles and 1 core IASR = 1000 points === NetBat Fade Delay === This passive upgrade increases the time that a NetBat marker stays active. This helps you and your squadmates to keep tabs on concealed or distant enemies. === IT-33 Active Camouflage === This noisy little device will render you almost invisible. (Game versions prior to 1.10 use the "Predator" lensing effect, which can be unintentionally detected at long distances. From 1.10 on, you appear as a dim shadow.) Using this in front of an enemy will certainly get you shot. It is much more suited to flanking and escape. Since the device emits a distinct chirping, you should turn it off when you are within listening range of an enemy. Your camouflage is broken when you land from a moderate fall or are struck by EMP. In the latter case, you will occasionally flash bright blue and static, visible to others. You cannot use the device while climbing, falling, or swimming. === Lambert Carbine === The Lambert is a much better fit for close range combat. Its stopping power lies between that of the Engineer's SMG and the basic assault rifles. Though low on recoil, it is pretty inaccurate beyond medium range. This is the perfect supplement to the long reach of the sniper rifles. === NS: TL-S1C Camo Upgrade === This extends the duration of the Active Camouflage device, useful if you want to traverse the long distances around map perimeters or towards the enemy base. == ASSAULT: Battle == /2.3 === Herzog AR Shotgun Attachment (3 × 4 magazines) === This fires shotgun shells which rip infantry apart at close range. A hit to the upper torso/head is fatal. It takes a while to reload, long enough to suffer retaliatory fire. If you have both AR attachments and you've fired one or two rockets, you can use the third round in the shotgun attachment for a quick kill. However, expect to get hassled by fallen teammates whom you can't help. For some reason, the Herzog does not contribute to the Close Combat pin. === NetBat Infantry ID === This passive upgrade shows your squad what kits an enemy is carrying. More of a novelty on the way to AR rockets, but it can help your squadmates determine what the enemy is capable of. === PK-74 AR-Rocket Attachment (3 × 4 magazines) === By far the most useful anti-sniper weapon. Primary fire will launch the rockets in a slight arc. Targeting through the scope allows uses the rangefinder to determine where the rocket will detonate; furthermore, the scroll wheel allows you to adjust the range in 2m increments. (Be aware that the rockets won't detonate inside of 20m, instead inflicting light striking damage.) Each rocket can take off more than half the health of an enemy--sometimes your third rocket goes wasted, unless you fire it off for insurance. Until patch 1.20/Northern Strike, rocket kills are applied towards your assault rifle. Afterwards, they will have their own stats. === Baur H-AR === The Baur fires more powerful rounds than the other assault rifles, at the expense of clip size and accuracy. It features the worst recoil, but many players swear by its stopping power. At close range, it is possible to kill an enemy with a headshot; four shots make short work otherwise. On semi-auto, it can be used head-to-head against snipers. === NS: Advanced Magazine === Adds one more Universal Round to your attachment magazines, of which you also get one more. === ASSAULT: Medic === /2.4 === AED Defibrillator === Practically a necessity to the medic, the defibrillator revives fallen enemies, to full health. It can also be used offensively against enemy soldiers, delivering a fatal shock. The capacitor delivers three jolts before it needs to be recharged. Before reviving a teammate, it is wise to make sure that danger has passed. You have 15 seconds to either clear the area of baddies, or decide that getting killed yourself (or worse, falling into a revive/kill trap) is not worth the risk. Also note that orbital strikes last for 15 seconds--unless the player was specifically targeted, and therefore in the middle receiving half of the shelling, you may have time to revive fallen teammates and escape to safety. Sometimes, you will have to pick up the defibrillator off someone else. A fallen assault soldier on either side more often than not carries a defib on him which you can use on comrades. You are not able to resuscitate players who have been killed. These include victims of APC mortar strikes, anti-vehicle rockets, and direct hits by tank shells. The defibrillator contributes to the Emergency Rescue pin. Pin: 8 revives = 5 points === Advanced Med Hub === This speeds up the rate at which teammates are healed. In addition, when you are in a vehicle, other passengers and those near your vehicle are automatically healed. It may help you attain Medic Excellence badges more easily, though time conditions remain the same. === SG-34 Smoke Grenade (3) === A rather lame upgrade, it creates a slight cloud of smoke. The concealment effect to be honest consists of maybe four textures--walking past the grenade totally breaks the cover. In addition, NetBat, pulse meters, sentry guns, and other detection methods work through the smoke. Finally, both teams are (slightly) affected by the smoke. It is considered by most an obstacle along the path to the Voss. === Voss L-AR === Whereas the Baur relies on high-caliber ammunition, the Voss features minimal recoil and a large clip. Players are largely divided between the Baur and the Voss. The Voss is great for spraying at close range, and is a stable firing platform on semi-auto. === NS: CM3-N Radar Grenade === An advanced smoke grenade which includes a short radar sweep. A slight improvement on the regular smoke. == ENGINEER: Intel/Anti-Vehicle== /2.5 === AE Defuser === An invaluable engineer's device, used to neutralize explosives. It is so invaluable that using it is worthless. No points awarded for removing bombs, not even a full load's worth. And you're vulnerable to enemy fire the whole time. Still clearing a path is its own reward. I don't think it works through walls. As of patch 1.5 or 1.10, the working range has been increased. RDX and APMs can be cleared outside of their lethal range. One other caveat is that there is no indication whether an explosive is friendly or enemy, only that it has been seen. You could be very well undoing a teammates' work. The defuser works against an enemy's (or ally's?!) Explosive Gallantry awards. Grenades, however, cannot be defused. (Believe me, I've tried.) === NetBat Vehicle ID === This passive upgrade reveals to your squadmates how much armor is remaining on an enemy vehicle. Definitely helps squadmates in armor or other engineers. === PDS-1 Vehicle Sonar === Detects enemy vehicles within roughly 50m. It can be affixed to any surface or vehicle. Set around a capture point, it can alert others to impending threats. Placed on a vehicle, it can detect others during its use. (Using it this way is a little buggy--placing the device on the front of the vehicle doesn't activate it.) If the vehicle is used by an enemy, the whole team can track its location. It can also be used to detect pods--placing it on the Titan will alert defenders of incoming attackers. During operation it emits a characteristic sound. If found, it can be destroyed with a few shots. It might also be reclaimable with the owner's kit, though the chances of finding the engineer are pretty low. === Pilum H-AVR === The Pilum turns anti-vehicle duties into an exercise in archery or clay shooting. It fires unguided rockets at a higher velocity than the basic weapons with only the slightest of error. Aiming the weapon does not set off a vehicle's targeting alarm. With practice, the hind ends of tanks, FAVs or even gunships can be taken down reliably. It takes about as long to reload as the guided rockets. And like the regular Engineer weapons, it can kill infantry instantly, rather than wounding them. === NS: MMB-5 Motion Mine Bait === An alternative to defusing motion mines, it is a grenade with a longer delay fuse. It attracts nearby motion mines (perhaps any motion mines, given the inability to differentiate through regular defusing) and detonates them. Ought to be pretty quick compared to regular defusal. Why they didn't give these to another class is beyond me. There is a chance that mine bait can be used offensively, perhaps guiding mines towards an enemy or hostile vehicle. == ENGINEER: Area Denial/Anti-Air == /2.6 === II-14 EMP Mine (5) === The EMP mine is as it does. They stun vehicles pretty effectively. Placed near active vehicles, it takes a few seconds to detonate. The Rule of Mining: the best place to lay a mine is where the enemy least expects it. Problem with the EMP mine is that it needs to be placed where it can strike a vehicle within its 2m radius range. This makes the EMP mine hard to hide. It serves more of a defensive role, anyway, so go ahead and place it in plain sight. The glow of a pulse can warn other players that enemy armor is nearby, giving them time to prepare a defense or escape. === Dystek Repair v2.0 === This allows the engineer to repair at a faster rate, as well as repair vehicles nearby when he himself is inside one. It makes the Engineer service badge a little easier to obtain, but total time requirements won't be helped. Commander strike assets destroyed by demopaks can be repaired in one sitting with the upgraded repair tool. === II-29 Motion Mine (5) === The true anti-vehicle mine in the Engineer kit. When an enemy vehicle approaches its vicinity, the mine levitates and begins to chase it. Should the vehicle continue moving, it will detonate upon contact. The explosion is fatal to infantry nearby (i.e. those who attempt to escape from a targeted vehicle). Three or more mines should take care of a vehicle. Placed around objectives, they can deter enemies from trying to capture them inside their vehicle. Air transports often fall victim to this method of defense. Gunships can also be struck if they venture too close. The Rule of Mining: the best place to lay a mine is where the enemy least expects it. In the case of Motion Mines, these are usually just beyond the tops of hills, at the edges of roads, around debris or burning wreckage, near supply crates, or around blind corners. If there are pickup trucks around, placing mines in here can catch Battlewalkers by surprise (they won't activate around other vehicles). In Titan mode, mines can be placed on top of the enemy hangar; they will often destroy aircraft attempting to leave. Motion mines can also be laid underneath most vehicles without being noticed by future operators. If you are operating a vehicle, a klaxon will sound if motion mines are nearby. You have a choice of either remaining still indefinitely, or ditching the vehicle. Switching to another seat will deactivate the mines, so long as no one else gets the bright idea of commandeering your vehicle. FAVs and Gunships have a chance of escaping motion mines, unless the mines have already begun chasing them. Motion mines contribute to the Explosive Gallantry pin and badge. Pin: 8 kills = 10 points Badge: 10 kills IASR = 20 points 50 total kills + 15 kills IASR = 500 points 300 total kills + 20 kills IASR = 1000 points === SAAW Squad Anti-Air Weapon === Changes your main weapon to fire rockets which track air targets. Each casing contains two rockets. Fired untracked, it falls in an arc greater than that of the assault rifle rockets. It may have the same infantry-killing ability as the other engineer rockets. === NS: SMG Clip Expansion === Increases the number of rounds per clip in the engineer's sidearm. == SUPPORT: Defense == /2.7 === V5 EMP Grenade (3) === A more portable version of the various EMP devices. Upon contact, it pulses a moderate radius. With a deployed ammo hub, a vehicle can be locked down indefinitely (although the operator can still fire weapons or dismount). It can be used against sentry guns, temporarily disabling them so they can be circumvented. As with any pulse, the effects are universal--you can even pulse yourself with a bad throw. === NetBat Active Camo ID === This passive upgrade reveals recon units who employ or disable their active camouflage to your squadmates. No more surprises. === A12 Enforcer Sentry Gun === An extra gun for whatever need arises. Mainly used in a static defense, especially aboard the Titan where its corridors provide the most ideal killzone. Its strength is roughly that of a submachine gun, but can fire indefinitely. It can also catch enemies by surprise around corners or inside cargo containers, or at least whittle down whoever dares approach it. It is resistant to explosives. It does have a confined search range, roughly a 45º cone from its front. It can track targets horizontally past this range, but not vertically. Support units can EMP the sentry, stunning it for a short while. Anyone can destroy it with their main weapon--it has roughly twice the health of infantry. Killing the support unit who deployed the sentry allows the player picking up his kit to deploy it himself after rearming himself with the ammo hub. It may be possible for the same player to pick up the gun outright. Any damage to the sentry gun can be repaired by an engineer, or it can simply be replaced with a new gun from the ammo hub. Aboard the Titan, it has a habit of detecting enemies through walls, so it can also be used as an early warning device. === Ganz HMG === Despite the "Heavy Machine Gun" designation, the Ganz is a personal weapon. It fires higher caliber rounds than the LMGs. However, it has a long warmup time and overheats more quickly. The stock LMGs will most likely be more effective than the Ganz. === NS: IDS-1 Infantry Sonar === This unlock will probably work like the Vehicle Sonar, except on infantry. == SUPPORT: Close Combat == /2.8 === IPS Infantry Protection Shield === The shield deflects all light arms (infantry) fire and offers some protection against grenade blasts. Its bright red glow is clearly visible, often alerting others to the user's presence. It does not defend against most main vehicle weapons (except maybe the FAV turret). If the control box at the bottom is struck, the shield will fail. === Advanced Ammo Hub === Like the advanced med hub, the advanced ammo hub deploys ammunition more quickly than the regular hub. It also rearms players outside a vehicle or other vehicles. === Dystek Pulse Meter === The pulse meter detects where enemy infantry are at a given instant, transmitting to squadmates through NetBat. The marker is not updated as the unit moves; the enemy could be anywhere within a radius of detection. Supposedly, it also detects where enemy spawn beacons are, although I have never successfully used it in this capacity. It takes about five seconds for the unit to recharge. === Clark 15B Combat shotgun === Like the Lambert, the Clark changes the role of the Support, enhancing his close-range lethality. It is a semi-automatic weapon with seven shells per magazine. Aimed at the upper chest, the Clark can deliver a fatal blow in one hit. Its tight spread allows the Clark to be used at mid range with moderate success. The Clark alone contributes to the Close Combat pin. Pin: 10 kills = 10 points. === NS: RDX Anti-Personnel Timed Munitions === This upgrade modifies the Clark to fire timed explosives. = PERSONAL UNLOCKS = /3.0 These upgrades are available to any soldier, regardless of class. == FRG-1 Fragmentation Grenades (2) == An indispensable weapon on the battlefield. Primary fire throws the grenade at maximum power. Secondary fire allows for shorter throws or dropping, depending on how long the button is held. It is most useful at medium to long range, where time spent in flight reduces the chance that the target will escape. Be careful where you throw, as it is easy to kill teammates or yourself unintentionally. Grenades do *not* count towards the Explosive Gallantry pin or badges. == SprintCor 20 Enhanced Endurance == This upgrade permanently increases the distance you can sprint. Your recovery time remains the same until you apply the next upgrade. With light armor equipped, you can now sprint the maximum distance allowed. == Staminar 9 Recovery System == This upgrade permanently increases the rate at which you recover stamina. You can recover stamina from your increased sprint in the same amount of time that an unaided solder does. == Sidearm Ammo Upgrade == This adds extra ammunition to your sidearm, either giving more rounds per pistol clip, or another clip for the engineer's submachine gun. == Extra Grenade(s) == This gives you an extra grenade for each type you have. If you carry smoke or EMP grenades, you will recieve one more. == NS: SAB-1b Shock Absorbing Boot == This will absorb some of the damage you take from short falls (i.e. from buildings, over steep terrain). They may also reduce the stamina you lose from jumping. = SQUAD LEADER = /4.0 All of the squad leader upgrades can be destroyed with small arms fire. As such, they can be repaired by an engineer or rearmed by a support. Only the members of a squad can take advantage of these devices; there are membership requirements for each device. Each upgrade emits a characteristic noise. Squad leader devices are connected to your kit. If you swap out your kit, you lose your SL unlock as well (except a deployed spawn beacon). If you happen to pick up a kit containing a squad leader device, you can use it if you yourself are a squad leader. == SLSB Squad Leader Spawn Beacon (+ 1 member) == This device places a spawn point on the map where your squad can appear via launch pods. This spawn point replaces the one situated upon yourself--you are able to use your own spawn beacon. Since reinforcements arrive via launch pod, they are visible to the other team, and they can inflict damage or kill anyone caught below. Spawn beacons must be placed in open areas--that is, anywhere it would be visible from the commander's satellite view. (Before patch 1.5, it was possible to place beacons inside the Titan, and have reinforcements appear at that location.) It may help to place them in areas unreachable by enemies, although it also reduces the chance that you can reclaim your own beacon. [Note: A half-speed version of the spawn beacon sound can be heard on occasion. It's purpose is as of yet unknown.] == RD-4 Otus (+ 2 members) == This is one of the drones seen floating above squad leaders. It functions as a short-range reconnaisance tool, similar to the pulse meter. It detects and highlights enemies the same way--their location is not updated if they are not in view. The scan is updated every five seconds. If the drone is pulsed, it falls down and temporarily loses its scan ability. If the squad leader is wounded, the drone will remain in place until he respawns or the drone is destroyed. If the squad leader is using active camouflage, the drone will remain in plain sight. (Prior to patch 1.20/NS, it was possible to ride on top of the drones. As it would attempt to return to its position above your character, the end effect would be that the squad leader could ride it skywards. To do this, the drone had to be lowered either through low ceilings available on Belgrade and Fall of Berlin, or by being EMPed.) [In Latin, "otus" means "owl".] == SD-8 Accipiter (+ 3 members) == This is the other drone available to the squad leader. It carries submachine guns. By itself, it does nothing and is harmless. Targets must be designated by the squad through NetBat--it will then continue firing until the target is neutralized. It is probably the least useful of the SL unlocks, because it is difficult to find a squad of this size that sticks together, and its weapon is weaker than almost every firearm. The same peculiarities of the Otus apply to the Accipiter. [In Latin, "accipiter" means "hawk".] == NS: SL-RPU Reinforcement Prioritizing Unit == This upgrade reduces the time that wounded or killed soldiers remain on the battlefield. It probably functions like the spawn beacon, but with a shorter timer. While your members would be able to return to battle more quickly, it would also make it more difficult for medics to revive affected soldiers. = SINGLE PLAYER = /5.0 - Until they are earned through multiplayer play, unlocks are not immediately available to your character. The computer-controlled bots usually carry one level of upgrades which you can use if you pick up dropped kits. - Bots do not carry nor use the following unlocks: - Any passive unlock - Any mines - Any squad leader upgrade - Gruber 5 Hi-Scope X4 - SG-34 Smoke Grenades - AE Defuser - PDS-1 Vehicle Sonar - SAAW Anti-Air Weapon - IPS Infantry Protection Shield - Dystek Pulse Meter - If I remember right, weapons used by bots do not actually deplete their ammunition. If you pick up a dropped kit, all the available unlocks will be fresh. - At close range, bots will almost always use their knife or shotgun, but rarely their defibrillator. Just beyond that, bots will use their sidearm. - Bots only use one RDX at a time, and only then to attack vehicles or defend flags. - Bots do not seem to be very accurate. They cannot kill you with headshots. - Bots will not go out of their way to avoid mines. - Bots will heal or rearm teammates so long as there are no enemies around. They never deploy their hubs, but will use those that are. - Bots will not revive anyone unless they are just beside them, or until they have cleared the area. They also will not revive anyone if they are inside a vehicle. Bots seem to know when a fallen teammate is carry