Battlefield 2: Modern Combat Walkthrough :
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Walkthrough - Online Strategy GuideBattlefield Modern Combat: Online Strategy Guide Version 0.42 Copyright 2006, TJ Nardi (MS3FGX@gmail.com) ================================================================================ = Contents = ================================================================================ 1. Introduction & Overview 1.1...Modern Combat Background Information 1.2...Online Multiplayer 1.3...About This Guide 2. Conquest 2.1...Backstab 2.1.1...Flag 1 - MEC Base 2.1.2...Flag 2 - Supply Depot 2.1.3...Flag 3 - Edge of Town 2.1.4...Flag 4 - Mosque 2.1.5...Flag 5 - Town Hall 2.1.6...Flag 6 - Anti-Air Base 2.1.7...Flag 7 - US Base 2.1.8...Tips for Victory 2.2...The Black Gold 2.2.1...Flag 1 - OLIN 1 2.2.2...Flag 2 - OLIN 2 2.2.3...Flag 3 - MAR 3 2.2.4...Flag 4 - MAR 4 2.2.5...Flag 5 - MAR 5 2.2.6...Flag 6 - US Base 2.2.7...Tips for Victory 2.3...Bridge too Far 2.3.1...Flag 1 - US Base 2.3.2...Flag 2 - Western Dock 2.3.3...Flag 3 - Overpass 2.3.4...Flag 4 - Eastern Container Area 2.3.5...Flag 5 - Chinese Base 2.3.6...Tips for Victory 2.4...Cold Front 2.4.1...Flag 1 - Chinese Base 2.4.2...Flag 2 - Bunker Nest 2.4.3...Flag 3 - Vault 13 2.4.4...Flag 4 - Ruins 2.4.5...Flag 5 - EU Base 2.4.6...Tips for Victory 2.5...Dammage 2.5.1...Flag 1 - The Temple 2.5.2...Flag 2 - Parking Lot 2.5.3...Flag 3 - Collapsed Tunnel 2.5.4...Flag 4 - Dead End 2.5.5...Flag 5 - Office Buildings 2.5.6...Tips for Victory 2.6...Deadly Pass 2.6.1...Flag 1 - MEC Base 2.6.2...Flag 2 - Northern Bunker 2.6.3...Flag 3 - The Square 2.6.4...Flag 4 - Oasis 2.6.5...Flag 5 - Ruins 2.6.6...Flag 6 - Market Place 2.6.7...Flag 7 - US Base 2.6.8...Tips for Victory 3. Capture the Flag 4. Vehicles 4.1...Light Jeeps 4.1.1...Desert Patrol Vehicle (DPV) 4.1.2...Fast Attack Vehicle (FAV) 4.1.3...Light Jeep Tactics 4.2...Heavy Jeeps 4.2.1...Humvee 4.2.2...Eagle MTV 4.2.3...Otokar Akrep 4.2.4...Heavy Jeep Tactics 4.3...Armored Personnel Carriers (APCs) 4.3.1...LAV-300 4.3.2...Combat Vehicle 90 (CV 90) 4.3.3...BMD-3 4.3.4...BMP-2 4.3.5...APC Tactics 4.4...Anti-Aircraft Vehicles 4.4.1...M6 Bradley 4.4.2...ZSU-23-4 Shilka 4.4.3...Anti-Aircraft Tactics 4.5...Tanks 4.5.1...M1A2 Abrams 4.5.2...Leopard 2 A5 4.5.3...T-90 4.5.4...Type 98 4.5.5...2S25 Tank Destroyer 4.5.6...Tank Tactics 4.6...Boats 4.6.1...Sea Ark Stinger 4.6.2...Light Patrol Boat 4.6.3...Boat Tactics 4.7...Helicopters 4.7.1...AH-6J Little Bird 4.7.2...AH-64 Apache 4.7.3...AS-665 Tiger 4.7.4...UH-60 Blackhawk 4.7.5...WZ-9 4.7.6...Mi-24 HIND 4.7.7...Helicopter Tactics 5. Misc 5.1...Version Information 5.2...Credits ================================================================================ = 1. Introduction & Overview = ================================================================================ Welcome to my Battlefield Modern Combat Online Strategy Guide. In this guide, I aim to give useful information and tactics to those playing online multiplayer. This game is easily my favorite console FPS of this generation, and without a doubt my top pick for best online game on the PS2. I hope you find the following guide useful, and I wish you luck on the battlefield. -------------------------------------------------------------------------------- - 1.1 Modern Combat Background Information - -------------------------------------------------------------------------------- Battlefield Modern Combat is a specially designed version of Battlefield 2 for the PS2 and XBox. While it retains much of the PC game, it has many tweaks and changes that make it better suited to the consoles. Some important things have changed in the console translation, as you might expect. The console versions are limited to 24 players online, compared to the 64 in Battlefield 2. Modern Combat lacks any airplanes, though it does have a number of helicopters. Because of the fewer players and lack of airplanes, all of the maps are new for this game. Modern Combat also has a few less classes than it's PC counterpart, and the squad and commander system has been completely removed. Modern Combat does have the advantage in the single player mode, however. For the console version, the developers put a much larger effort into the single player than they have for any of the PC games. As a result, there are a number of new features in single player that are worth checking out. For example, Modern Combat adds the "Hotswap" ability, which allows you to warp into the body of any friendly force on the field at a press of a button. It also adds a number of challenge modes to keep the player busy. It is worth noting that Modern Combat originally started as a multiplayer only game, but was delayed by a year to add the single player mode. -------------------------------------------------------------------------------- - 1.2 Online Multiplayer - -------------------------------------------------------------------------------- As anyone who played the PC Battlefield games can tell you, the focus of the series is entirely on the multiplayer. While the PC games have always included a single player mode, they have classically served no purpose other than target practice before you sign online. Even with the single player advancements for the console version, the online multiplayer is still the draw of the game. In Modern Combat's online multiplayer, players can chose between playing either "Conquest" or "Capture the Flag" mode, on any of 14 maps. At the start of the match, the player selects which team he will play on and which class he will use. Between the modes, maps, and classes, there is an almost infinite amount of ways to play. -------------------------------------------------------------------------------- - 1.2 About This Guide - -------------------------------------------------------------------------------- I have decided to take a break from my more technical Guides, and write about a game that I simply enjoy playing. My interest in Modern Combat started all the way back in March of 2005, when I took part in the public Alpha test for it. Even though the game was in a very early form, I immediately recognized it was going to be something special; and I honestly had more fun in that test than I did in any online game I played before it. Even though I am writing this Guide for fun, I am still going about it the same way I have with my other works. This Guide is written entirely in Vim, and was spell checked with Aspell. I manually maintain an 80 character width with carriage returns, and as always, it has been big fun. ================================================================================ = 2. Conquest = ================================================================================ Conquest is the classic Battlefield multiplayer mode. In this mode, two teams face off in an attempt to control as much as the map as possible. Players must capture and hold "control points" which are scattered around the map. Score is determined by "tickets" which will count down as players are killed, or control points are lost. Tickets cannot be regained, but the rate at which the tickets deplete can be slowed by holding control points and keeping your team members alive. Each control point has it's own advantages and disadvantages, and through this, the game brings strategy into the mix. Do you spread your team thin and protect every control point on the map, or focus all of your efforts on the ones with the most strategic assets? A Conquest game is over when the time limit is up or one team runs out of tickets, which ever comes first. In the case of the time running out, the team with the most tickets at the end of the match is the winner. The following section will cover every map in the game, in relation to Conquest mode. Each control point will be covered, with a run down of it's assets and a general attack and defense strategy. Finally, I will also give some important tips for each map. -------------------------------------------------------------------------------- - 2.1 Backstab - -------------------------------------------------------------------------------- In Backstab, the US faces the MEC in a battle to capture and hold a small village. There are two main capture points in the center of the village, and three others clustered around it. The unique part of Backstab, and one that often brings complaints, is that the MEC has two HIND helicopters, while the US has no air power at all. However, there is an anti-air base located very near the main US base, and that is going to be a key element in holding off the MEC helicopters. While the MEC forces have air superiority, the US does have two M1A2s, the only tanks on the map. The HINDs are a threat for a number of reasons. Not only do they have heavy weapons that can wreak havoc on the US tanks, they can also carry a number of soldiers into the center of the map very quickly, much faster than the US can get there. That is important in Backstab, because the map is divided into two main areas by a river, with the MEC on the South bank, and the US on the North. This river runs the width of the map, and can only be crossed by two bridges. One large bridge for vehicles, and one smaller bridge for infantry. This river is the most important aspect of Backstab, for both the MEC and the US. For the MEC, crossing the river and getting troops into the village is vital for success. But the US, having their base on the same side of the river as the village, need to hold that river against attacking forces. The two bridges act as natural choke points, and holding them is critical for the US team to win. As you can imagine, the main bridge is going to be the center of a lot of combat, so be ready. For the US, your best bet is to mine the bridge, and perhaps place one of the M1A2s nearby, to damage anything that comes too close. To counter this, the MEC on the other hand, should use the HIND helicopters to drop forces over the river, and avoid a land based attack over the bridge. The US only needs to hold flags 4, 5, and 6 to start draining the MECs tickets, so the US team should only be concerned with capturing those points and guarding the bridge. The MEC need to prevent this, so there should be constant efforts to drop forces behind the US at base 6, to break the ticket drain, and maintain a presence on the North side of the river. -------------------------------------------------------------------------------- - 2.1.1 Flag 1 - MEC Base - -------------------------------------------------------------------------------- Initial Control: MEC Assets: Health Crate Ammo Crate Rocket Turret Helipad Vehicles: Two Mi-24 HINDs Two Otokar Akreps The MEC Base can't be captured by the US forces, so there is not much sense in defending it too much. There is a risk of the US team stealing one of the HIND helicopters, but that isn't likely to happen unless the US team is already well on their way to winning, otherwise, they will be too busy fighting in the village. The MEC Base and the surrounding mountain area is a good location for snipers, as the cover is very dense, and there is a clear line of sight down into the village. -------------------------------------------------------------------------------- - 2.1.1.1 Capturing - -------------------------------------------------------------------------------- Not applicable. -------------------------------------------------------------------------------- - 2.1.1.2 Defending - -------------------------------------------------------------------------------- The best bet for defending Flag 1 is to mine road leading up to the base, and make sure at least one of the snipers in the mountains keeps his eye's on the HINDs. If they aren't coming up the road in a vehicle, they will be sneaking up the hill towards the helipads. Not much force should be allocated to defending Flag 1. The biggest risk is the US stealing a HIND from the pad, but they should be in the air most of the time anyway. If the US escapes with a HIND, it could seriously impact the battle, so don't be afraid to take it down if need be. It is better that it is destroyed than the enemy using it against you. -------------------------------------------------------------------------------- - 2.1.2 Flag 2 - Supply Depot - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Machine Gun Emplacement Vehicles: BMP-2 (MEC Only) The Supply Depot is very close to the MEC Base, and will likely be the first point the MEC team captures. It is of little strategic importance to the overall battle, as it is too far away from the center of the village to use as a spawn point, and too close to the MEC Base for the US to easily defend. However, it spawns the BMP-2, which can be very effective against infantry in the village, assuming you can get it into the village before the US sets up defenses on the bridge. -------------------------------------------------------------------------------- - 2.1.2.1 Capturing - -------------------------------------------------------------------------------- When capturing Flag 2, your biggest threat is sniper fire. There is very little cover, and plenty of good sniper positions surrounding it It is a good idea to use a vehicle to capture it. Ideally you would want a M1A2, but given the distance from the US Base, you are probably not going to be able to get one there easily. You will likely have to settle for a Humvee, which will be fine against light arms fire, but keep your eyes open for the HINDs. If you must capture it on foot, make sure you have backup around you, and keep moving. -------------------------------------------------------------------------------- - 2.1.2.2 Defending - -------------------------------------------------------------------------------- The machine gun emplacement can slow down any infantry attacks from the North, but more than likely the attackers will have some form of vehicle anyway, so it isn't worth using manning emplacement when you could be hitting the oncoming vehicles with rocket fire or laser guided missiles instead. Placing mines around the flag is a good idea, as the most common attack is to come up fast with a vehicle and park it as close to the flag as possible. You could also put some C4 down on the flag, though it is more likely that the attackers are going to be moving around the flag rather than sitting still, to avoid fire. The adjacent building provides a few opportunities to stop attackers. It has openings facing the North, and also the flag itself, so you can fire down on enemies in any situation. The building also holds this point's Ammo and Health Crates, so a strong defense can be based out of this building indefinitely. -------------------------------------------------------------------------------- - 2.1.3 Flag 3 - Edge of Town - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Vehicles: Civilian Car This point is also likely to be captured by the MEC early on, since it is within walking distance of Flag 2. But unlike Flag 2, Flag 3's proximity to the center of the village means the US will likely make numerous attempts to capture it during the battle, especially if they have already captured points 4 though 6. -------------------------------------------------------------------------------- - 2.1.3.1 Capturing - -------------------------------------------------------------------------------- Flag 3 is in an open area, with multiple paths in though the surrounding buildings. This makes Flag 3 difficult to capture for an attacker, as there is absolutely no cover or "safe" area. If you are attacking Flag 3, your best bet is to come up in an armored vehicle, perhaps even an M1A2, and hold on the flag while keeping a close eye on your surroundings. Attempting to capture Flag 3 by yourself is generally going to end badly, so have some backup when you go in. -------------------------------------------------------------------------------- - 2.1.3.2 Defending - -------------------------------------------------------------------------------- If you are defending Flag 3, place mines all around the flag and any path to it large enough to permit a vehicle. Firing down on attackers from the buildings surrounding the flag is also very effective, especially if you have an engineer to hit any heavy vehicles with rocket fire. -------------------------------------------------------------------------------- - 2.1.4 Flag 4 - Mosque - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Vehicles: Humvee (US) Otokar Akrep (MEC) Flag 4 is almost always the center of the action in Backstab. Both teams should send forces into Flag 4 at the very beginning of the match, as holding 4 is a serious advantage for both teams. The main bridge from the South side of the river comes literally to the front door of the Mosque, so it is both an important base to have when defending the bridge, and also the first base to fall under attack if the enemy breaches those defenses. The Mosque has two floors, with the flag out on a balcony on the second floor. There are two entrances to the ground floor, one facing the bridge, and another on the side facing away from the center of the village. -------------------------------------------------------------------------------- - 2.1.4.1 Capturing - -------------------------------------------------------------------------------- Flag 4 is without a doubt the hardest capture in the entire map. There is only one path up to the flag, which just happens to be a blind corner that leads you to the far end of a large open room. Even worse, the Health and Ammo Crates are located in this room, so defenders have no need to ever leave. Defenders are going to be guarding this path heavily. There will most likely be C4 at the opening of the room, so keep your ears open. If you hear C4, hit the wall near the opening with a rocket, or throw a grenade in. Another common defense is to have infantry on the sides of the opening, so as soon as you enter the room, you are directly in their line of fire. This is very effective, since by the time you realize an enemy was waiting by the door, they are already shooting you in the back. You can neutralize anyone waiting by the door with a flash bang tossed into the room. This will blind anyone laying in wait, but be careful you don't also blind yourself and your teammates. Finally, there might be an enemy waiting on the far side of the room laying prone with a rocket launcher or machine gun aimed right at the entrance. Throwing in a flash bang, grenade, or C4 charge is not going to get him, due to his distance from the entrance. Your best bet is to send in an engineer with his rocket launcher at the ready facing the far wall. It will be a match of reflexes to see who kills who first. Rockets and C4 do massive damage, but take a long time to get reloaded. So if you can get them to waste their C4 charge or rocket, you will have a window of opportunity to rush in and take out the defenders with faster firing weapons. If it wasn't obvious, don't bother attempting to take Flag 4 alone. You will almost certainly get mowed down. Take as many people in as possible, but don't all go in at the same time, send in one or two soldiers first to scope out the defenses, then have the rest of the team follow. Sending everyone in at once can be a big mistake if they have a C4 or rocket waiting for you. Once you get through this room, head out to the balcony to find the actual flag. It is very important to stay prone when out on the balcony, as snipers have a clear shot at anyone standing by the flag. You will want to get behind the flagpole, and keep your aim on the doorway you just came out of, as that is the only way they can get out to you. -------------------------------------------------------------------------------- - 2.1.4.2 Defending - -------------------------------------------------------------------------------- Defending Flag 4 is very easy due to the layout of the building. Simply focus all defenses on the entrance to the room on the second floor, and you can't miss. Setting up C4 charges at the entrance is a good way to slow down any attackers. You should also have a few soldiers prone around the room with various weapons aimed at the entrance so you can hit the attackers from multiple angles at once. It is also very effective to have a machine gunner kneeling on one or both sides of the entrance into the room, to take out attackers as they run past. Finally, if they do manage to get though to the balcony, some C4 charges planted on the flagpole and surrounding flag poles will take them out, as they have no choice but to kneel or lay behind the flagpole to protect themselves from snipers or attackers coming though the door. Speaking of snipers, it is a good idea to have at least one keeping his eye on the balcony of the Mosque. He will have to be a good shot though, as the window of opportunity is very small. An attacker with any sense at all will go prone as soon as they get out in the open, so the sniper only has a brief moment as the enemy runs out the door facing them to take the shot. -------------------------------------------------------------------------------- - 2.1.5 Flag 5 - Town Hall - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: None Vehicles: None Don't be fooled by the lack of assets or vehicles at Flag 5, the Town Hall can be just as important as Flag 4 in the overall battle. It is a critical spawn point when trying to capture Flag 4, and is also within walking distance of the Command Computer. Troops standing on the Town Hall's balcony can also fire at the balcony of Flag 4, as well as the bridge and the area around Flag 3, while remaining fairly well protected from the view of snipers to the South. The balcony of the Town Hall has a clear shot at the main road coming from the MEC base, so engineers waiting up there could do heavy damage on any vehicles coming towards the bridge before they even got close enough to see it. -------------------------------------------------------------------------------- - 2.1.5.1 Capturing - -------------------------------------------------------------------------------- Coming at the Town Hall straight on is usually suicide, since you can get fired on by defenders on the balcony, as well as snipers and forces on the rooftops. You are better off trying to sneak up towards the door by coming up to the Town Hall buy the small alley on the river side. This will protect you from fire to the North, but you are still at risk from snipers to the South, so keep moving. While making the approach to the Town Hall, try and toss a few grenades up into the second floor and balcony area, either from the front of the building, or though the windows in the back. There is only one entrance to the Town Hall, so everyone will know where you are coming from. A common spot for campers is on the left side of the front door, so you might want to throw a grenade that way before entering, or have one person go in first and attack anyone waiting there, while another runs the opposite way to get to the second floor. Once on the second floor, you will want to first look down the hall to be sure nobody is waiting at the far end. You might also want to follow the hall all the way down to the end of the second floor, towards the back of the building. While doing this makes sure nobody is waiting to pop out while you are standing on the flag, it also wastes precious time, so you will have to decide how cautious you want to be. You might want to send one person though the hall to clear the area, while another dives right on the flag. When you get on the flag, you will be out on a balcony much like that of Flag 4. At least here, there is partial cover from snipers at Flag 2 or the mountains, but it would still be foolish to stand out there. You will want to dive to a prone position as soon as you get out on the balcony. Throwing a few smoke grenades would be a good idea as well. As there are two doors out to the balcony, capturing the Town Hall alone can be dangerous. You would be wise to have a second person along, so each one of you can watch one of the doors. If you are alone, using C4 on the doorways would be a good way to protect yourself from anyone that gets too close, as well as throwing the occasional grenade into the second floor. Whatever you do, make sure to shift your gaze between the two doors, so you don't get attacked from behind when you are looking at the other door. -------------------------------------------------------------------------------- - 2.1.5.2 Defending - -------------------------------------------------------------------------------- There is only one way into the Town Hall, so the job of defending it is made that much easier. Right outside the front door there are vertical pillars, placing C4 charges on them and waiting for a group of attackers to approach the front door is a good way to weaken their numbers early on in the assault. On the inside, you will want to have at least one, possibly two, people waiting on the left side of the door. As the ramp up to the second floor is on the right side of the door, 90% of the enemies coming in will make a mad dash in that direction, and forget to check the left side. A soldier with a rocket launcher or machine gun (or one of each) on the left side of the door will be presented with an easy shot for those who didn't check their surroundings first. There is a similar opportunity on the second floor, as there is a small recess to the left of that doorway as well. It is also effective to have some soldiers wait around the bend in the hallway on the second floor. Most of the attackers will simply run directly to the balcony door, and not bother to clear the second floor, hiding just out of sight and coming up on them as they try to capture the flag is a good way to catch them off guard. Toss out a grenade or use a rocket if there is more than one person on the flag. It is also effective to place C4 charges on and around the flag. Since the balcony is so small, it is impossible to get completely out of range of a C4 charge placed on the flagpole, so at the very least, you will weaken anyone out there. You can also use the machine gun emplacements on the rooftops to the North to your advantage, as they have a clear line of fire on the flag, and you can pick off anyone out on tight confines of the balcony. -------------------------------------------------------------------------------- - 2.1.6 Flag 6 - Anti-Air Base - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Repair Pad Two Stinger Turrets Vehicles: M6 Bradley (US) Otokar Akrep (MEC) This control point is located close to the US Base, is one of the first that the US will capture. While the Anti-Air base is too far away from the village to serve as a good spawn point, and there is little view for snipers, it makes up for these by spawning the only M6 Bradley on the map, which is an extremely effective tool against the attacking HINDs. It is important to capture the Anti-Air Base, and actually man it with soldiers on the Stinger Turret and M6 Bradley, to protect the skies over the village. You have to avoid the temptation to grab the Bradley and use it to attack enemy infantry in the village, as that is not where it's real strength is. -------------------------------------------------------------------------------- - 2.1.6.1 Capturing - -------------------------------------------------------------------------------- The Anti-Air Base is an easy capture, especially early on in the battle. Simply come up fast with a light vehicle, and hold on the flag for a bit. If you are attempting to recapture it after the enemy has had it, be very careful of mines on either side of the flag, and the long grass surrounding it. The grass makes enemy mines near impossible to see when driving a vehicle. It is better to jump out of your vehicle as you get close to the flag, and let it roll over to the flag unmanned. If it doesn't explode, then you can get back into it, or just go prone next to it for cover. Getting cover here is important, as the enemy will occasionally have a sniper in the mountains to the West, which can easily target both infantry standing at the flag, and heavy vehicles approaching it for a capture. To defend against this, park your vehicle on the West side of the flag, and kneel or go prone on it's East side. Throw a few smoke grenades while you are at it, and you should make a tough target for any snipers that might be waiting. However, there is always the chance that the vehicle could be targeted with a laser guided missile, and the resulting explosion will more than likely kill anyone on the flag. If it wasn't obvious, convert this flag as fast as possible. Also keep a sharp eye on the two trenches on the East and West sides of the flag. Enemies can hide down there out of your immediate sight, and fire up at you or throw grenades and C4 up on the flag. -------------------------------------------------------------------------------- - 2.1.6.2 Defending - -------------------------------------------------------------------------------- The Anti-Air Base is very close to the US Base, so you will likely face an attempt to reclaim it quickly. It is important to get some defenses up before this happens, or else the US team will just roll right over you in M1A2s, and have this flag base in minutes. Set up mines all around the flag, and the road coming up from the US Base. More often than not though, the US will come up to the Anti-Air Base via the shortest possible route, a straight line. While standing at the flag, look towards the US Base, about 100 feet away there will be a tree almost directly in line with the it. Place mines on the West side of this tree. As the US comes up past this tree in their Humvees, they will get taken out before they even get within capture range of the flag. Placing C4 on the flag, and waiting in the trenches on either side will also be effective to take out attackers that come up quick and don't check their surroundings. Tossing up some grenades or a flash bang will also give them trouble. If you have time, getting a sniper up in the mountains to the West is also effective, but he won't be able to cover much other than the Anti-Air Base itself, so putting somebody there for the whole match would likely be a waste of a soldier. -------------------------------------------------------------------------------- - 2.1.7 Flag 7 - US Base - -------------------------------------------------------------------------------- Initial Control: US Assets: Health Crate Ammo Crate Repair Pad Vehicles: Two M1A2s Two Humvees Like the MEC Base, the US Base cannot be captured. This is the main spawn point for the US's vehicles, so some sabotage or helicopter attacks here can really make things difficult for the US team. There are air defenses at the US Base, plus you would have to pass the Anti-Air Base at Flag 6 to get there, so it probably isn't worth the certain death to attack it from the air. You could drop soldiers into the US Base to steal the M1A2s, but the tanks have limited use when compared to the HINDs anyway. -------------------------------------------------------------------------------- - 2.1.7.1 Capturing - -------------------------------------------------------------------------------- Not applicable. -------------------------------------------------------------------------------- - 2.1.7.2 Defending - -------------------------------------------------------------------------------- There isn't a huge risk of attack at the US Base, but just to be safe, you mine the road into it, to both prevent the MEC from rushing in with light vehicles, and to take out the M1A2s if they enemy captures one and tries to escape with it. The bigger threat with the M1A2s is not the enemy stealing one and getting away, but stealing one and staying put. If the enemy manges to steal one, or both, of the M1A2s, and camps them at the Repair Pad, they can inflict massive damage on the US team, especially if the US team doesn't have anywhere else to spawn. To defend against this, place mines close to the Repair Pads and M1A2 spawns. Make sure they are close enough to take out anyone that doesn't know they are there, but not so close that your teammates can't get around them. If the MEC does manage to steal the M1A2s, your best offense is a laser guided missile, as nothing else will damage them enough to destroy them if they are camping on the Repair Pad. It is probably a good idea to always have somebody on guard at the US Base, if for nothing else than to serve as a lookout while the rest of the team is out fighting in the village. -------------------------------------------------------------------------------- - 2.1.8 Tips for Victory - -------------------------------------------------------------------------------- It takes skill and cunning to achieve a victory at Backstab for either team. Here are some tips for both sides that will help you ensure your team comes out on top. -------------------------------------------------------------------------------- - 2.1.8.1 US - -------------------------------------------------------------------------------- 1. Never ignore the Anti-Air Base. Capture it and man it. Don't just use it as a spawn and take the Bradley out into the battlefield. Keep a man on each Stinger and at least one in the Bradley. With the Anti-Air Base, you can protect the entire area North of the river from air attacks, and seriously limit the MEC's offensive capability. 2. When manning the Bradley, stay close to the Repair Pad. You can't expect much backup from the rest of the team, as they will have to keep defenses up on the front line, so you might get banged up by the occasional attack. 3. While the Bradley should always be kept out of harm's way, as your team gains control of the village and starts holding the bridge, it is usually safe to move the Bradley up closer to hit the HINDs before they even cross the river. Try positioning the Bradley on the bank of the river to the West of the village. This will line you right up with the MEC Base, and give you a clean shot at the approaching helicopters. Unfortunately, the sun is right there, so you will have to pick out the HINDs as they come at you with the sun in your eyes. 4. Send both Humvees into the village fully manned. One goes to Flag 5, and the other to Flag 4. Capturing these two points at the start of the match will make the battle a lot easier. By the time your men get their in the Humvees, the MEC forces will likely have already dropped in from the HINDs, so expect some fire when you make a run for the flags. You should outnumber the MEC forces on the two flags, as at least two soldiers would have jumped out of the choppers to capture Flags 2 and 3 already. Use this to your advantage. 5. Unless you are far behind in the ticket count, don't bother attacking the bases on the South side of the river. You only need to capture the points on the North side of the river to imitate a ticket drain on the MEC, so once you have captured Flags 4, 5, and 6, mine the bridge and bring in the M1A2s close enough to fire on any vehicles or infantry approaching the South side of the bridge. Keep the Anti-Air Base manned and at the ready to stop any attacks from the air, and you will be assured victory. -------------------------------------------------------------------------------- - 2.1.8.2 MEC - -------------------------------------------------------------------------------- 1. The HINDs are the best advantage the MEC team has, so make use of them. Fully crew both HINDs, and fly them North towards the center of the village, and drop as many soldiers as possible on Flags 5 and 4. 2. Never bail out of a HIND unless you are certain you will be destroyed. The HIND is a transport primarily, but just because you have dropped all of your passengers doesn't mean you can't take some shots at incoming M1A2s, or enemies on the balconies of Flags 4 and 5. Besides, crashing the HIND only means it is going to respawn back at the MEC Base, and give the US another chance to steal one. 3. Keep low in the HINDs to avoid anti-air weapons from getting a lock. The Anti-Air Base at Flag 6 is behind a line of buildings, and can only get a shot at you if you are fairly high up. 4. You simply cannot allow a stalemate at the river. If you don't get over the river and claim at least one base on the North side, a ticket drain will start, and you will eventually lose. Do anything possible to get across the river. 5. Try dropping soldiers on the North side of the river from the HINDs. Even if the US team has the Anti-Air Base manned, you should still be able to get your men out of the chopper and on the ground before they get a lock on you. 6. Swimming across the river, especially on the far East and West sides of the village, is also a good way to sneak in and attack them from the sides. Just make sure you are not being watched, as you will be a sitting duck if the enemy starts to fire on you while you are attempting to swim across. 7. If you have captured Flag 4, you should immediately direct all fire to Flag 5. The US team will try and recover Flag 4 by spawning at 5, so if you pound it hard enough with missiles and other heavy weapons, you can seriously undermine their efforts to recapture Flag 4. -------------------------------------------------------------------------------- - 2.2 The Black Gold - -------------------------------------------------------------------------------- Black Gold starts with the MEC held up on an off-shore oil rig, and the US at a small air base on the mainland. The US is completely separated from the MEC and the control points by a large body of water. Crossing this natural barrier and getting US forces on the rig is essential to make any progress. Once the US gets on the rig, they will need to start capturing control points, and hold off the MEC forces. The oil rig is divided into two platforms, OLIN and MAR, which are connected by a large elevated walkway. The US needs to secure at least OLIN, but to really drive this one home, they need to get on the other side and capture the rest of the control points from the MEC. The MEC will put up heavy defenses on MAR to make sure this doesn't happen, and that walkway is going to be the first line of their defensive strategy. However, even though the separation between the two platforms of the rig make it easier for the MEC to defend their side; the US has the advantage of 3 helicopters at their disposal, to the MEC's single HIND. The choppers can be used to drop troops, as well as for offensive assaults. Proper use of the US's air superiority is going to be a deciding factor in this battle. -------------------------------------------------------------------------------- - 2.2.1 Flag 1 - OLIN 1 - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Vehicles: None This is the first control point on OLIN, located on the Northeast corner of the platform. It is the closest to the US Base, so will generally be the first one the US team captures. OLIN can be accessed from the air, and also the water, as ramps below lead up to it. -------------------------------------------------------------------------------- - 2.2.1.1 Capturing - -------------------------------------------------------------------------------- You can be stealthy and lead a small team up though the bottom of OLIN, and try to capture this point from the water, but it is much faster to just drop in on it from the air. The flag at OLIN 1 is surrounded by barrels and large shipping containers, so cover is not a problem here. Just stay low, throw some smoke grenades, and you should be protected for the most part. However, a good sniper on MAR can still nail you, don't get too comfortable. You should also check to see where the enemy helicopter is when attacking, as a helicopter attack means almost certain death. There is little the enemy can do to protect OLIN 1 beyond some scattered C4 and a skilled sniper, so keep your eyes open and stay low, and you should be alright. -------------------------------------------------------------------------------- - 2.2.1.2 Defending - -------------------------------------------------------------------------------- OLIN 1 is tough to defend, so expect it to come under constant attack. Your best bet is to hide a few C4 charges on the flagpole, and around anything an attacker might hide behind for cover (the barrels, the two shipping containers, etc). Keep an eye out for any helicopters approaching, as they could either be on an attack run to weaken the defenses, or about to drop soldiers in to make an attempt at a capture. Neither is good for you, so get a sniper or engineer to take out any helicopters that get close. A few soldiers down prone with their weapons aimed at the two ramps up to the rooftop should be able to cover most attacks from the surface level, and a soldier waiting inside of the building the flag sits on can usually come up behind any attackers heading up to the roof undetected. -------------------------------------------------------------------------------- - 2.2.2 Flag 2 - OLIN 2 - -------------------------------------------------------------------------------- Initial Control: Neutral Assets: Health Crate Ammo Crate Vehicles: None The second control point on OLIN, located on the Southwest corner of the platform. OLIN 2 has very good cover, and can serve as a sniper spot, though not an ideal one. The open shipping container provides a safe haven from rocket attacks and snipers, and is a great vantage point to cover the flag. However, the grate floor of OLIN 2 can be shot through, so don't stand still for long, as an enemy can shoot you from below without you ever seeing them. -------------------------------------------------------------------------------- - 2.2.2.1 Capturing - -------------------------------------------------------------------------------- The path up to the flag at OLIN 2 is a very dangerous one. There are plenty of places the enemy can ambush you, and you will be in near constant view for any snipers on MAR. If possible, attack OLIN 2 from the air, by dropping as many soldiers on it as possible. If you can't do that, then come in from below on a boat, which will at least make it harder for the defenders to see you coming. Once you get close to the flag, keep your eyes open. Enemies can be hiding in the shipping container, and they will have a perfect shot to take you out when you go for the flag. Face the opening of the container as you come at it, and if possible throw in a grenade or flash bang before you even get close enough for anyone inside to know you are there. Enemies can also be hiding on the side of the container, in the grouping of crates facing MAR. Be very careful. It would be a good idea to call in some air support right before you actually try to get on the flag, or at least throw some flash bangs in the area of the flag. Also, due to how tight the area around the flag is, a C4 charge placed almost anywhere in the vicinity of the flag can take you out. Another good reason to send a few grenades into the area before you move in. Once you get on the flag, stay low, as snipers high up on MAR can easily see down onto the flag. Try to get some cover behind the crates or door of the shipping container, but at the same time, keep your attention on the East side of the flag, as enemies may rush at you once they realize what is going on. -------------------------------------------------------------------------------- - 2.2.2.2 Defending - -------------------------------------------------------------------------------- The first thing you might want to do when setting up defenses for OLIN 2 is to have snipers on MAR keep their eye on the flag. You don't want one of your snipers just staring at the thing for the entire match, but the occasional glance over while he is going about his headshots would help out. Beyond that, keeping a soldier hiding in the shipping container is guaranteed to take out at least a few of the people who will attempt a capture during the map. For the rest, C4 charges around the flag and on crates in the area should stop them pretty quick. Keep in mind that the floor the flag sits on can be shot through, so if you are below the flag and see some attackers coming up, or sitting on the flag, open fire on their feet. Most of the time, you will have nearly killed him before he even figures out where the fire is coming from. -------------------------------------------------------------------------------- - 2.2.3 Flag 3 - MAR 3 - -------------------------------------------------------------------------------- Initial Control: MEC Assets: Health Crate Ammo Crate Helipad Vehicles: Mi-24 HIND (MEC) MAR 3 is the first control point on MAR, located on it's Eastern side. Above this control point is the helipad with the HIND, so it is of high tactical importance to the MEC team. MAR 3 is also the closest control point to OLIN, and is the first one attackers will come to after crossing the walkway. As such, MAR 3 is likely to come under frequent attack after the US team has captured OLIN. There is very good cover all around MAR 3, plus it has the stairs to the top of the helipad right there, which overall makes MAR 3 the best spot for snipers on this map. Use this to your advantage if you are holding MAR 3, and fear it if you aren't. -------------------------------------------------------------------------------- - 2.2.3.1 Capturing - -------------------------------------------------------------------------------- The best way to approach MAR 3 is fast. Come across the walkway as fast as possible, then make a mad dash for the two ramps leading up to the flag at MAR 3. As you make your approach, throw in a grenade or flash bang. Expect to see a few enemy soldiers milling about when you get on the platform with the flag, so be ready to take them out. Since MAR 3 is under the helipad tower, you might have a few enemies on the catwalks above you, so take a quick glance up the tower before you get too comfortable in the area. Once you take out anyone who was in the area, dive prone and get on the Health Crate next to the flag. It is close enough that you can still get a |
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