Battlefield 2: Modern Combat Walkthrough :
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Walkthrough - Battlefield 2: Modern Combat FAQ---------------------------------- ____ _ _ _ __ _ _ _ ___ | _ \ | | | | | | / _(_) | | | | |__ \ | |_) | __ _| |_| |_| | ___| |_ _ ___| | __| | ) | | _ < / _` | __| __| |/ _ \ _| |/ _ \ |/ _` | / / | |_) | (_| | |_| |_| | __/ | | | __/ | (_| | / /_ |____/ \__,_|\__|\__|_|\___|_| |_|\___|_|\__,_| |____| FAQ/Strategy Guide > >================== For PC Version 1.1 By Chris Zawada User: antseezee E-mail: antseezee@epix.net Website: www.antseezee.com Created: 10/22/05 Last Update: 11/28/05 Copyright 2005 Chris Zawada ---------------------------------- Author's Note ---------------------------- Ever wonder how it would feel if you could take all the elements of modern war, and shove them into one game? A few years ago, Battlefield 1942 was one of the first games to incorporate a full 3D FPS inside a realm with useable vehicles, troops that could gun fight, and attempt to represent most aspects of war. Battlefield 2 is the sequel to Battlefield 1942, except it places almost everything from the Gulf War / modern era in an updated engine. With particularly sharp graphics, seven classes to choose from, and over twelve maps, how can you not indulge your gaming taste at a stab with this game? Battlefield 2 was one of the most highly-anticipated PC games of the year, mainly because it's based around free first-person shooting multiplayer, with all of the fun aspects other games lack. Combine this with quality presentation, and the ability to warrant ranks as you play. This is the ultimate war simulator at the moment. Contributing/Feedback ---------------------------- If you have any contributions, feedback, or strategies you'd like to have added to the guide, contact me via e-mail or on GameFAQs. I'll be more than content to add your segment of information, and will also provide credit. If you have any questions you'd like added to the Common Questions section, ask. I simply don't have the time to sit around thinking of questions. Provide me with what you want to know! Updates ---------------------------- =11/28/05= v1.1 Updating the FAQ according to the recent v1.12 patch released for the combination of Special Forces & BF2. Interestingly enough, I like the concept of how some expansion weapons were implemented for SF owners. However, flashbangs have been the biggest complaint by most players. Added the following details: > Added new weapons to Chapter 4 (5 available in the patch) > Also added SF Weapons section in Chapter 4 (thanks Black_Duck_1) > Added few questions to Common Questions section =10/29/05= v1.0 Finished the FAQ. Took a good week of continual typing, but I got through most of it. I do plan on adding plenty of strategies and user submissions as they come in. =10/22/05= v1.0 Started the FAQ. I've owned this game since mid-July, and even bought a $1250 Dell laptop just to play this game. I tried to hold back from writing a FAQ, but there's no reason not to at this point. - I've now added a Quick Search function to the guide. Press CTRL + F, and type in the designated (#.#) to be quickly forwarded to that specific section of the guide. ============================ - Table of Contents - ============================ 1) Introduction 2) Game Basics > Controls > Screen HUD 3) Maps (3.1) > Strategies 4) Classes/Weapons (4.1) > Strategies > SF Weapons 5) Vehicles (5.1) > Strategies 6) Features > Awards > Ranks > Stats > Recording Videos > Making Mods > Single-Player 7) Modifications (7.1) > Descriptions 8) Common Questions > Troubleshooting 9) Copyright/Distribution/Reproduction Guidelines 10) Proper Credits ---------------------------------- ============================ - 1) Introduction - ============================ Few gaming titles have managed to combine first-person genres with elements of navigating, engaging targets, and managing a strategic aspect on the conflict at hand. If a game has done all three of those elements, it probably did not incorporate great multiplayer support, suffered from fairly bad graphics, or simply did not perform up to expectations. Battlefield 2 is one of the games that does perform up to expectations, simply because of the amount of depth behind the project, and the amount of fun that results from it. The Battlefield series originated with BF1942, which employed the same elements, except on the primitive WWII front. While it was not as detailed, the game was simply awesome to play online with friends, as you grunted it out from building to building in numerous areas. BF2 is the sequel to 1942, except it takes time in the present day era. You'll find many common modern weapons (not super-modern, but Gulf War eraish), recognizeable vehicles/boats/helicopters/jets, and scenarios that could "almost" happen in our current situation. The practical idea is that you spawn as a lone soldier on either one of three coalitions (USA Forces, Chinese PLA, or Middle-East Coalition), and must proceed to eliminate the tickets of your opponents. Tickets act as reinforcements, or the amount of lives your team has in reserve before you run out. If you have 245 tickets left, your team can only accept 245 deaths before you run out of reinforcements and lose. On each map, there are several flag points that must be captured. If you have more than 50% of the points, the rate of your opponent's tickets decrease faster. These flag points also act as spawn points. Capturing a spawn point that holds a tank or airbase is essential to victory, and will often help more than holding two minor flag points with no vehicles. The idea is to capture all, or hold a majority so the other team runs dry on reinforcements. Ideally, the game is set from a gameplay element. You can ride small transport vehicles, fire mounted machine guns, use anti-aircraft stingers, or simply run- n-gun on foot. With classes to choose from, this will alter your playing strategy. Will you setup an ambush with C4 charges as a Spec Ops, or clear out urban buildings as a default Assault man? This is why Battlefield 2 is quite popular, and more specifically, it was designed for practical online play. The game supports up to 64 players on one server, and single-player is quite weak. Only buy this game if you plan to play online. ---------------------------- _____________________ ##### GAME INFO ##### //////////|\\\\\\\\\\ Players: 1-64 (w/ online support) Developer: DICE Released: 2005 Rarity: common Special Features: Voice, Online, Account-kept Stats/Awards/Ranking ESRB: Teen Cover Art on box: - Shows soldier holding rifle in air with several vehicles 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 makes improvements but stutter lag occurs on high settings) > 8x or faster CD/DVD drive (depends on which version you buy) > 2.3 GB free HD space (recommend 7200 RPM HD to prevent stutter lag) > DirectX 9.0c > nVidia GeForce 5700 or better, ATI Radeon 8500 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, but the graphics were so bad I could splatter a chalupa and not tell the difference. MX series or GeForce 3+ do not work with this. I know for a fact that someone got it to work with a 64MB video card, not sure which brand. 128MB or better is recommended.) ---------------------------------- ============================ - 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 Double-tap W - Sprints G - Picks up kit R - Reloads Mouse Wheel - Cycles weapons, used to change firing modes Left Control - Crouches Z - Prones - 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. ________________________ /Controls - Land and Sea/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 Left CTRL - Ducks in turret hatch X - Dispenses smoke F1-F6 - Switches from position 1 to 6 - 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. Aim with the mouse and fire, or if under fire, dispense smoke to take the aiming abilities of an opposing force away. If you're in a turret hatch, you can hold down the left control to duck for cover. You'll only be exposed from hits above you. Vehicles have seating positions to sit in. The F buttons rotate from slot to slot. _______________ /Controls - Air/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= W - Accelerate S - Decelerate/Reverse, Hovers (Harrier only) A - Steer left D - Steer right Mouse - Pitch forward/back, Roll left/right Left Click - Fires main weapon Right Click - Fires secondary weapon Left CTRL - Ducks in turret hatch X - Dispenses flares F1-F6 - Switches from position 1 to 6 Double-tap - Afterburners - Air vehicles work almost exactly the same as ground vehicles. The W,S,A,D configuration controls the navigation of the vehicle, but not as you'd think. Accelerate increases the engine speed or rotating power. In order to move forward in a helicopter, you must tilt the mouse forward and hold down W to accelerate forward. If you want to hover, tilt the mouse to an even level vertically, and hold W for a bit. As for flying jets, hold down W to keep the engine speed fast and steady. Pull the mouse up & down to dive the jet up or down. Tilting the mouse in the left direction cause the jet to turn left. Tilting the mouse in a diagonal direction will pull in that direction while turning, but remember to hold down the arrow keys to keep the engine steady. Letting go of your engine acceleration can cause stalls or fallouts. Afterburners are a little known feature, but they boost the engine on a jet to maximum capacity. Use them for tight maneuvers, avoiding enemy jets, or taking off. Landing can be difficult. Try to use the slowdown key about five seconds before landing, then let go, let it land evenly on the ground, and hold down S to brake. The harrier, or F-35 jet, can hover by changing the engine position. Hold down S, and it will levitate in the air. It's a very non-responsive control when hovering though, so do it with clear surroundings. _____________________ /Controls - Commander/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Caps Lock - Brings up Commander screen 1-9 - Picks squads 1 through 9 Left CTRL - Hold down to select multiple 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. ___________ /Screen HUD/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= _______________________________________________________ |[ ] / \ | |[ 1 ] / \ | |[ ] | [2] | | | \ / | | \_____/ | |[ 3 ] | | | | | | | - - | | | [4] | | | | | | | | | |_______ _______| |[5] | | [7] | |[6] | ||||[8]|| |_______________________________________________________| Meaning KEY: [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 white vertical bars. You die when the meter runs empty. [6] - Stamina Meter - Shows your stamina bar with white vertical bars. When you run out, you'll run slow, and it must regenerate naturally past the flashing mark. [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. ---------------------------------- ============================ - 3) Maps (3.1) - ============================ The territories you constantly engage throughout the game are called maps. Battlefield 2 comes with a flurry of maps ranging from rural areas, coastal sweeps, isolated islands, and desert settings to provide a partially universal setting. The recent patch added Wake Island as one new map to the default bunch. This section will cover the various maps, with some key strategies to try. NOTE: All maps will be based off of the assumed 64-player versions. ______________ __________________________________/ DALIAN PLANT \____________________________ > Conflict: USA vs. China > Rating: *** > Description: "Dalian Plant is practically a nuclear plant facility near the coast of China. The U.S. are attempting to take over the area for control of the power grid for a majority of northern China." :> Key Bases (USA): - Holding the two south bases right on the beachline are crucial to success on this one. The middle beach base will spawn an additional attack helicopter for your team, along with a tank. You'll also receive another tank if you get the point to the south of this. Control these two points, and resistance should not be that tough with armor & air superiority. If anything, pound all you got on the central Chinese base to the left, as this is where they will get their 2nd helicopter. :> Key Bases (China): - Holding the central base closest to your non-cap spawn is essential, as you'll get a boost with another attack helo. Make use of the fast moving transport vehicles to race to the surrounding points. You'll have a tough time defending the flanks, especially the beachline where Blackhawks, boats, and enemy jets will approach. It's nice to grab the south beach point, but is extremely difficult due to artillery strikes. - The problem with this map is that it can go lopsided for either team. A majority of the time, you'll find the Chinese to be the strong team at hand, simply because they have ground control thanks to their local base. Americans have to race across a few hundreds meters of ocean water before they can reach the shoreline. If the Chinese can rush and hold all points, it's practically impossible to breach any area. If you find yourself getting pinched in as the Chinese, try to take a transport helo from your main base, and sneak it behind to the north beach point. This is often unguarded. :> Sniper Spots - If you find yourself getting stuffed in by the Americans, get on the mountain to the right of your main spawn, and snipe down on the Americans closest to you. There are 2-3 cranes on this map and cylinders you can use for height advantages. Unfortunately, this is an armor-dominant map, so you'll find few infantry targets unless a team is down to their last capture point. Try sniping pilots who try to fly away with an abandoned helicopter. __________________ _______________________________/ DAQING OILFIELDS \____________________________ > Conflict: USA vs. China > Rating: ** > Description: "Daqing Oilfields is a resource-crucial point, as it contains numerous oil refineries and points of interest that could benefit either faction in the conflict." :> Key Bases (USA): - I've found that holding the point to the south & right of the main refineries is what you need to do to succeed. These two points are practicaly chokeholds that lead to the rest of the points. Not only that, but tanks spawn at these points that can really alter the ground gameplan in the end. There's an additional helopad to the northeast corner, but it's isolated, and truly insignificant. :> Key Bases (China): - Holding the main and upper right helopad will be crucial to success. You need additional air support on this one to deal with the armored threats that the Americans have. The main central point, while providing nothing else than common grounds is essential to boost morale. It's difficult to take back, which is why you want to grab it first, and protect it at all costs. - This one tends to go either way. Since both non-cap spawns are on the ground, either team can get ambushed by eager soldiers. You'll find both airbases to be under attack extensively, hence why there are so many mounted AAs on this one. Whoever controls your bomber will most likely be the combat leader on this one, so make sure you have a good pilot. The point to the south of the refinery is crucial as it has 3 spawning armors inside it, along with a refueling helopad, and tall cylinders to snipe from. If you can hold this point on either team, you'll probably control a majority of the points. Don't forget about the additional helopad to the upper right. It gives a boost against the armor beneficiaries of the US. :> Sniper Spots - No cranes on this one, but the ground is dark and moist. There are forests that border some of the points. Make use of the treelines to prone and snipe away. You'll be very hard to detect. Also, you can try infiltrating their main base, and sniping pilots who hop in the choppers or aircraft. If anything though, you'll find a useful sniper spot on the three tall steam cylinders at the point to the south of the main point. If this doesn't work, bail out of a transport helo above one of the large oil drums at the center point for an authentic height advantage. _______________ __________________________________/ DRAGON VALLEY \____________________________ > Conflict: USA vs. China > Rating: *** > Description: "Dragon Valley is a historic region of China, but also contains a crucial refinery with strategy military points that can lead to victory." :> Key Bases (USA): - To be honest, there are 3 bases you need on this one to succeed. The first is the Chinese airport. While it's not necessary to grab it, doing so will make it SO EASY to win on this map. Try sneaking a Blackhawk along the far perimeter to cap the flag. This airport contains numerous armor vehicles, jets, helicopters, more than you can ask for. However, the two realistic points to capture are the base on the left yellow road that has a mounted AA, a dock, two garage slots, a TOW, and a building perimeter enclosure. This is great for making advancements into Chinese territory. The second point is the second Chinese main base, which has their transport helicopter and several houses. Taking this limits their air superiority. :> Key Bases (China): - Simply hold the high points on the map. Hold the top mountain spot to prevent reinforcements from flooding through. Really, you don't even need to push the Americans off of the land, just hold the highest points and your airfield on this one. - Chinese win this about 70% of the time, simply because they have such a starting advantage. You can easily sneak a transport helo in on the lone American ground base, and take it immediately at the beginning. Chinese have too many armor bases, which let's them push through and take any American advancements. The only time I see the Chinese lose is when the Americans take and hold their airbase. No air support really turns the Chinese team into a split rival. Try sneaking up along the left ridge that inlets to cover with a Blackhawk. :> Sniper Spots - On both sides of Dragon Valley are tall mountains that can be sniped down from upon. Try doing this. Make use of the height points to look down and snipe on the opposition. You can snipe men on the carrier from the high point as well. There are several cylinders and steam stacks you can climb at the Chinese airbase if you manage to infiltrate that perimeter. There are also partial rural forests in the steppes which can be used for ghille cover. ____________ __________________________________/ FUSHE PASS \____________________________ > Conflict: USA vs. China > Rating: ** > Description: "FuShe Pass is a mining crucial area containing uranium deposits, critical ores, and items of interest to either side." :> Key Bases (USA): - Get the highest point closest to the non-cap American base. This location spawns out armor including AA. Then, take all points south of the river. This will practically give you complete control of the map, both air & ground wise. :> Key Bases (China): - Get the point directly north of the main spawn, as this village center contains armor and extra helicopter support. Then, try to take over some points on the southern ridge. Points to the south of the river are difficult to take back, which is why it's essential to grab them early and make sure no one grabs them back. - Honestly, I find this to be a split map. Sometimes Chinese will push the Americans back to where they cannot take over on the offensive front. On the other hand, the Americans will simply dominate, pushing the Chinese back to the village center. If anything, air support has the biggest effect on this one. Jets tend to shoot down opposing helicopters and opposing bombers. Try using as much armor as possible on this one, and this is one of the few maps where AA has a huge effect on the outcome. :> Sniper Spots - If you find yourself getting stuffed in by the Americans, get on the mountain to the right of your main spawn, and snipe down on the Americans closest to you. There are 2-3 cranes on this map and cylinders you can use for height advantages. Unfortunately, this is an armor-dominant map, so you'll find few infantry targets unless a team is down to their last capture point. Try sniping pilots who try to fly away with an abandoned helicopter. ______________ __________________________________/ GULF OF OMAN \____________________________ > Conflict: USA vs. MEC > Rating: **** > Description: "The MEC forces possess a key airport near the gulf that could be used to fuel counter-attacks. The Americans want to take this beach-head, and control the area to prevent the MEC from doing so." :> Key Bases (USA): - If anything, you need at least one beach base to keep the MEC distracted. I find it best to take the one on the far left where a lone tank spawns. While it is an isolated location, it's close to your artillery (if repairs are needed), has a stinger, and a boat for an alternate route through the map. Once you have one beach point, try to get the center construction area with the giant crane. This is another isolated location that rarely gets captured back and forth which could be a strong rear flanking point against the other MEC positions. You'll find the coastal points along the right and near the hotel too tough to take with one assault. :> Key Bases (MEC): - If anything, the MEC absolutely need a majority of the beach points, and at least the hotel area on the right. The hotel area is such a key position as it gives you the most armor to counter-attack. It also has isolated lanes which can be defended easily against American attacks. The beach points will hold your anti-air defenses, which is what you'll need to shoot down the incoming Blackhawks. They're also heavy casualty areas where you can sweep back and forth racking up kills. - A split map that depends on who gets the best start. Both teams have fairly average air capabilities. However, you've got to remember that the Americans are isolated with their base carrier on this map. Even though they start off with a split amount of beach points, they'll lose them quickly due to MEC rushes. Focus on capturing or holding the Hotel point based on which team you are. Really, holding that point decides the match, as you get armor, closeness to the opposing spawns, and a nice established base all at the cost of one point. I find boats to merely useless on this map. Stick with the choppers, or traverse on foot. Armor is the best way to go, but there are usually lots of Anti-Tank or Engineers on this one. :> Sniper Spots - If you have patience, head to the center crane near the middle point of the map. There's little action to engage here, but if you're lucky, the Americans will capture this point, and you'll stack kills like you're making a triple decker Wendy's Burger. The hotel roof has a ladder on the south side that gives a very useful, but tough to get up to point. Americans always tend to pick me off before I can reach the top. Other than that, you're not gonna find many height advantages. The entire area is practically coastal, or very smooth. You can bail out of an air vehicle and try to land on an oil drum in the non-cappable MEC spawn. You can also access a warehouse roof on the left portion of the map north of the left beach point. This point, while useful, sees little action unless down to your last point. Finally, you can always harass poor innocent souls that spawn onto the carrier deck. ___________ __________________________________/ KUBRA DAM \____________________________ > Conflict: USA vs. MEC > Rating: ***** > Description: "A current dam-in-construction happens to be a key chokehold for advancement for either the USA or MEC forces. Whoever holds this point can flood the opposing forces like a dock on the bayou." :> Key Bases (USA): - You need to take the MEC airbase regardless. You may be able to hold most of the points except that one, but taking that literally crushes their ability to operate. Try sneaking a Blackhawk along the flanking ridge, close to the boundary lines. You can manage to get one in there, drop your troops, cap the point, and then limit the MEC air capabilities. There's a neutral chopper in the center that can be taken by capturing the center point through the dam tunnel. This point is difficult to take, but there is a sewage tunnel beneath that is actually right underneath the flag, and counts as a capture zone. Stand here, take the point, let some reinforcements spawn, then flood the remaining MEC points. You may want to try taking the secondary base where the AA spawns with a double-slot garage about two clicks to the west. You'll get several armor vehicles here and also provide access to a majority of the points. :> Key Bases (MEC): - Hold the upper right building that is under construction with no windows. A TOW, AA, and jeep should spawn here. It's the only true building that provides access to all other points because it has a triple-roadway segment. It branches out to every point, and you can parachute or drop down for the points near ground level. I highly recommend destroying the bridge near the first neutral point right next to the US non-cap spawn. You don't want armor crossing easily to your height positions. Make it difficult, or make the Americans traverse in their Blackhawks so your jets can shoot them down. Don't forget; your airbase means everything on this one. - This is my personal favorite map out of every one in BF2. It has detailing, height, tunnels, lots of armor, lots of places to snipe, and key areas that act as chokehold points. It can go either way, based on who pushes further or who infiltrates the rear positions. It's slightly tougher on the MEC side since you gotta deal with holding your rear airbase from sneak attacks. You'll have moderate air superiority in terms firepower, but don't expect extreme navigational abilities. There are narrow tunnels on the MEC side of the dam that lead to dead ends. You'll find one neat one you can fly through (only perform during emergencies) if you have the elite skills. If you have snipers, I recommend defending the low points by positioning themselves on highground spots. There are several cranes on this one, one near the central, one on the dam, one near the airbase. Pick one that is closest to the action. If anything though, attack helicopters will do the most damage on this one. You can access the neutral center one by climbing the rear stairwell & ladder by the center point, or dropping down from the dam road on top over the left ledge. :> Sniper Spots - Three cranes to choose from, and two mountain valleys that aim downward at ground points. This map is a sniper's dream. There are mountain valleys in the American spawn as well, and a farther range to deal with near the MEC airbase. Personally, any of these points are fine. DO NOT prone on top of the mountains. Prone where the bushy grass is. The sun horizon tends to reveal your position as a sniper on this one, and people will usually spot you for other snipers to deal with. If you can hold the Americans back, snipe across the destroyed bridge. You can also try dropping into the wreckage of the destroyed bridge, and proning on a twisted steel beam. _______________ __________________________________/ MASHTUUR CITY \____________________________ > Conflict: USA vs. MEC > Rating: **** > Description: "A key city is about to be occupied by USA forces. The MEC rally together like Bravehearts in an attempt to defend the city." :> Key Bases (USA): - Blackhawk, Blackhawk, Blackhawk. Hold your main airbase, and closest tank spawn point for domination. Despite blackhawks getting nerfed in the patch, have your helo circle a MEC point a few times laying down Vulcan fire. Drop out 2-3 troops to capture the point, let them hop back in, and move to the next point. There are lots of Anti-Tank players on this map, but the Blackhawk should be able to gun down infantry easily. The center mosque position goes back and forth between teams, so I wouldn't worry about it too much. Focus on the MEC building spawn as this is where most players choose to go. It also is close to their key commander assets, artillery, and provides lots of relative position in terms of mass destruction. :> Key Bases (MEC): - All I can say is hold your main building base, and helopad. Other than that, it honestly comes down to luck. The MEC transport helo is not a very good mobile device, even though it can be used for transporting. You'll find the American's Blackhawk to be the real threat to deal with on this map. As long as you hold both of these points, you can try to push onward into American territory. The transformer power complex to the south which has your tank is actually a critical point but not necessary to hold. Try destroying the bridge closest to your hotel position, and only make use of the southern bridge. - Another enjoyable city map. You'll get into many close encounters. Luckily, there are only two tanks on this one, no APCs, and lots of transport vehicles. Mount a vehicle somewhere in the distance, get on the .50 CAL, and gun down infantry/helicopters. Snipers are somewhat prevalent on this map, so try to move at all costs. Believe it or not, the Stingers are highly effective for either team on this one. It's just that there are few patient players willing to sit in a Stinger to shoot down a transport helo that attempts to capture the opposing spawn. I've also found that mining one of the bridges can be a smart idea as long as your team is not in the lead flag-wise. The tanks should be your main weapons into breaching opposing territory. Lead them slowly and efficiently, dropping supplies for automatic repairs. Whatever you do, DO NOT let one team get two tank spawns. This spells disaster, as you're just handing them the ability to rape and conquer. :> Sniper Spots - There are lots on this one. Both airbases are on top of hills where snipers can defend against infantry rushes with ease. Both tank spawns have tall mountains that overlook the positions, meaning snipers can pick off spawning soldiers. If anything though, you'll find a useful sniping point via a ladder near the USA tank spawn. The ladder leads up to a roof, where you can climb to a very top aclove that overlooks all the buildings on the map (including the busy mosque area). There are 3-4 roofs you can climb to via ladders on the MEC side of the dried river. If none of these places please you, try climbing the ladder to the water reservoir green drum near the American main base. If you're desparate for innovation, bail out of a chopper and land on the mosque roof. This spot is so unstoppable it's not even funny. _______________________ _________________________/ OPERATION CLEAN SWEEP \____________________________ > Conflict: USA vs. MEC > Rating: ** > Description: "A grouping of MEC-occupied islands must be overtaken by a nearby USA airbase. Unfortunately, the toughest challenge will be navigating to these lone isles without getting blown to pieces." :> Key Bases (USA): - Taking either air strip of the MEC should be your ideal goal. The MEC's bomber spawns at the closest airstrip with its own garage. Take the nearby middle segment point if possible, but be forewarned that there is tons of nearby armor to deal with. You need to reduce MEC air superiority at all costs, since this will be their main counter weapon against your armor advancement. Make use of the Blackhawk, but try to sneak capture the rear points if possible. Most troops will either stay near the middle portion of the island, or near the frontal part. As for your attack helicopters, they should try to pelt key positions. For the most part, you should try to sweep left-right with the islands, or from the rear and close in on the middle points like a swallowing herd. :> Key Bases (MEC): - Hold your airbases. It seems ideal, but few MEC teams manage to hold both air bases without losing one in the process. You have to remember that the only defense you have against American jets, helicopters, and aerial assaults is your own air support. Make use of the firepower advantages on the MIG & chopper. Roam back and forth across the island in your tanks, relaying support whenever it is needed. Hell, jump on a jeep and gun down the Blackhawks that try to fly in low for a drop-off. All I can say is do your best to defend the island. Everything on island capturing is done like bunny hopping. Everyone flocks to one point, and everyone flocks to the next. Flank and capture a recent flocked position for little resistance. Repeat. - I'm not too fond of this map, mainly since it's air-designed, and MEC tends to win a majority of the time. The Americans have to breach the initial defense, which is tough on the front portion. There are TOWs that prevent APCs from simply plowing through, and most people may even bring a tank to the forefront to shoot boats. The only hope the Americans have is landing a Blackhawk somewhere, capping a point, then letting reinforcements spawn through. If you lose an airbase on this one, you really lose a chunk of your tickets. It takes so much sacrificing to try and take back an airbase, after it has been stolen. You'll find spawn camping to be a big priority on this one, specifically against the Americans who will all be crunched at the helopad waiting for a chopper or jet. Artillery strikes make a difference on this one. :> Sniper Spots - Unfortunately, the range of islands and water limits sniping advantages. There is a fairly high peak between the MEC helopad & establishment base, but it's nothing major to make a difference. This map has few troops that go on the ground, unless you're at a major base. Do your best to use the side hills for height advantages, or the treeline near the forefront of the mountain to snipe downward. It doesn't have sniping spots, but a good sniper can treat this map like a ghille suit. ___________________ ______________________________/ SHARQI PENNINSULA \____________________________ > Conflict: USA vs. MEC > Rating: **** > Description: "USA forces have seized a key television station that was boasting propoganda. The MEC wants to take it back so they can send out more eroding brainwaves." :> Key Bases (USA): - All you need to hold on this one is the tall TV station. It has a helopad spawn and a wide point of view. You can easily defend it against the ground, and sabotage the inner stairwells in case you do get overrun. While you may eventually lose due to a loss of reinforcements, hold the TV station at all costs for the best chance to win. I do recommend capturing the building in construction to the west as your secondary spawn point. Few MEC forces will breach this area, and if they do, will most likely be gunned down. Other than that, this map comes down to counter-rushing, taking a point, defending it for a bit, and then repeating to rack up lots of kills. Artillery should be your friend to counter the mass rushes of the MEC troops. :> Key Bases (MEC): - You're going to want to capture bases sort of like you're pinching a taco shell. Get a point on the south/north, then work inward. The support points are generally easier to take over, and you can spawn your reinforcements closer to the battlefield. I found it too difficult doing a head-on assault into the triple spawn point to the west, or the TV station to the east. The support positions lack armor support, but they do have lots of navigating treadways that head off to the rest of the city. - Sharqi is similar to Mashtuur City, except the conflicts on the ground are more close-combat based. Both teams only have one attack helicopter spawn, and it does make a difference how you utilize them. Remember to abuse and cruise with the MEC chopper. AA stations are mounted across the map, but few players utilize them to full potential. You can take the TV station easily with the help of the MEC chopper, laying gunner grenades on the infantry below. It can also spawn camp the American helo when it respawns, which means your infantry can rush in towards the ground to capture the point. Taking the TV station eliminates most chances of a victory for the USA. From a vice versa point of view, the Americans have to hold the TV station. It's the only point that is based on one-side. The other side is bordered by a cliff and the ocean. Hence, you truly only have one side of a threat to deal with, and you get the superior height advantage for your snipers, plus a tank spawn by the TOW. Your commander can make a world of difference on this one, specifically where he/she lays down artillery fire. Try to check it over the center positions, especially the commonly taken point that only has one stone wall bordering it. :> Sniper Spots - There are several on this one. If you're playing the USA, spawn at the centered hollow building, and make your way up to the top of the yellow crane. This position will be extremely efficient as it overlooks the busiest sections of the map. Be careful not to give away your position though as players do check the top of the crane out for snipers. There are about 5-6 building tops you can also utilize across the map by climbing the base ladders on each. An interest spot to note is by the south point near the water edge. Climb up to the corner building that looks towards this flag. This is a common flanking point for troops, and your position is rarely revealed as an American (or MEC). Another great USA sniper position is on top of the TV station spawn. It may be a common artillery point, but you can bail out. To make your accuracy better, jump and prone onto the railing edge before it slants downward. You'll be exposed, but be extremely accurate and capable of picking off MEC troops that rush your position. ___________________ ______________________________/ SONGHUA STALEMATE \____________________________ > Conflict: USA vs. China > Rating: *** > Description: "A key chokehold has reached a standstill between the USA & Chinese forces. A dense fog covers the field like liquor on a grumpy drunk." :> Key Bases (USA): - Keep the two closest bases where you spawn. You need the two transport helicopters spawn simply because you're rewarded with two shiny Blackhawks. Blackhawks will be your main transport, do lots of killing damage, and help capture points a tad easier. Many of the oddball outposts may have APCs you can make use of, but this map is primarily dominated by holding your own two helicopter bases. Matter of fact, purposely defend them as others will try to take them back. :> Key Bases (China): - I hate to say it, but the MEC strategy is the same on this one. Hold the two points that posses chopper spawns, try to make use of the jalopie helicopters, and defend the points from American captures. The only other hint I can give is to man the mounted AAs more frequently as Blackhawks are fairly tough to take down. It may also benefit you to try and sneak-flank an American helopad and take it over. The only problem is that you'll probably lose a rear base in the same effort. - Personally, Songhua has always been a favorite of mine, but a map that I'd only play for an hour before getting bored. It's one of the most balanced ones with the addition of the recent patch, as Blackhawks don't dominate it anymore. Seems like transport helicopters are even now that personnel have to bail out to increase the capture time. Stingers are also more capable of shooting down the helos, so you'll find more infantry battles in the distance. Mines are highly effective on this one, especially on the roadways that dip slightly into the water. Make use of an APC that spawns nearby if you hear a chopper flying overhead. There are a few spots on this one that you can flank from the rear via tall hill points. Both secondary helopads have these reinforced positions that are great for looking down on the valley ahead. If you find yourself getting dominated in the ground game, capture a few side flanking points to surround the base positions near the center of the map. :> Sniper Spots - In terms of sniping points, there are not many. To be honest, there are no roofs you can climb on this one with exception to the large fish factory on one side of the map. Treat this map like a mobile sniper type, as you're going to have to move around to actually find infantry. If possible, camp on one of the hills overlooking a popular spawn point, aka the secondary helopads. If not, position yourself near the center in one of the dense bamboo jungles. You'll be nearly impossible to see, at the sacrifice of some added height for more targets to sight. Other than that, avoid being a sniper on this one. Heck, the enhanced fog makes it tough to see at a far range too, decreasing the ability of this class. ___________________ ______________________________/ STRIKE AT KARKAND \____________________________ > Conflict: USA vs. MEC > Rating: ***** > Description: "USA and MEC forces clash in the urban setting of a tightely wound city, with a key bridge and river to cross. This battle will determine who controls a majority of the territory." :> Key Bases (USA): - Thankfully you have a non-cap spawn on this one. I've found the two best points to have is the point in the farthest northwest corner, and the bridge |
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