The following is my Opus. It is a guide for advanced players already familiar with the fundamentals of Rush. It is a work in progress and will be updated as we grow ever-more educated and devious. It is in no particular order.
1.
You CAN carry C4 with your assault class. Go to your assault class and equip any of the weapons equip-able by any class (shotguns, m14, g3, thomson). Once that's done, your specialization options will change. You can now equip C4. You can also carry extra ammo for it. Congrats, you can now now carry 6 C4 satchels. With demolitions up it takes 10 C4s to kill an objective. So, two assault/C4 classes working together can sneak into an objective building and blow the objective up instantaneously. (about four seconds to throw it all)
. Do this early and when the enemy does not expect it. Bring two medics with you for zombie support. Once the job's done, sit back and leisurely waste confused enemies running over to see what just happened. Then toss down two ammo packs and watch your C4 get refilled. Rinse, repeat.
2.
There are silenced recon guns, one of them is fully automatic The SVU is a semi automatic silenced sniper rifle. Two chest shot with mag. ammo will drop enemies. It is useful at mid to long range. It is not as useful at extreme ranges as other rifles.
The VSS is essentially a sub machine gun that trades having less ammo in the clip for a better silencer and slightly more damage per bullet. It is quieter. This gun is NOT a sniper rifle, in other words, it snipes as effectively as any SMG. It allows you to cross class C4/mortars with a silenced weapon, which can be a deadly combo (see above). WARNING: While the VSS is an awesome weapon, it runs out of ammo shockingly fast. Know this and plan accordingly.
3.
You can kill enemies from VERY far away with ANY gun See a red triangle off in the distance but don't have a sniper rifle? Don't fret, just calmly line up the shot and squeeze off rounds one at a time. If you get a damage report (that little x) and if the enemy doesn't move, you will kill him in two or three pumps. This is true of ANY gun: handguns and shotguns included (shotguns must have slugs equipped).
This also means that whenever you're getting hit and you don't see enemies, you should immediately move, even if just two feet to the left.
A whole team "plinking" at snipers appearing as far off red triangles is the unrivaled single best way to counter-snipe.
Arguably unfortunately, this also means that
conventional sniping is sort of a waste of time in Rush. Some see this as an imbalance and I'm personally inclined to agree.
~"That sniper is pissing me off" translates roughly into "I'm a noob and possibly retarded."
4.
Walking is for noobs Yes, for noobs. They put walking in the game so the 13th can kill noobs more easily. You should be either sprinting or crouching or popping up and shooting. Walking is a waste of ATT. A stable firing position wins melee engagements every time. Take a knee and take your shot. You will see results.
EXCEPTION TO THIS RULE: While in very close quarters or in enemy warp points it is advisable to walk for shock effect.
5.
Spotting Wins To spot, look at enemies and push select, or back button (this command varies system-to-system). Wherever your spot button is, train yourself to keep a finger hovering over it.
Spotting wins games. The more you spot the more you will win. You should ALWAYS spot enemies you can see, even while you're killing them, even before you shoot them, even when you think you're sure you'll kill them yourself. ALWAYS. You should USUALLY spot even when you DON'T see enemies. This is called "SPAM Spotting".
WARNING:
The spotting mechanic in BC2 is very complex and has led to lots of confusion, so don't jump to conclusions about it. Sometimes you'll find yourself furiously mashing select on an enemy 25 feet in front of you standing in the clear open with no result. Don't give up. Don't think it's the gun you're using. The most generally accepted explanation for this is that spotting has a cumulative cool-down. Which means: you get a certain number of spots for a certain amount of time and that spot/time ratio decreases the more often you push select. Assumedly, this was done to prevent people from abusing the spotting system too much, while still allowing them to spot when they need to.
So, to SPAM spot you aim at whatever far off ridge or spawn point and push select over the areas there might be people hiding in. You\'ll be pleasantly surprised.
Also, spotting seems to not work well when you're looking through rocket launchers...
Also, some ppl have floated the following not dis-proven theories on the EA forums.
- there is a minimum range of 20 m for spotting
- the cumulative cool-down is team-wide
- the further in you zoom the better you spot (I find spotting with SMGs works for me as well as anything, but I have to proof)
If you find yourself wanting to research the spotting mechanic more, great. But do so carefully, there a a lot of disparate ideas out there and I don't want to get this forum clogged with debate.
Hopefully we'll get a sheet about it from DICE.
6.
Shoulder your gun when you corner Simply, whenever you go around a corner, shoulder your gun and get ready to shoot. This will improve your K/D (Kill to Death ratio). By a corner I mean anytime you move into a new firing lane, or place yourself into new LOS (line of sight).
7.
Respawn time is your FRIEND If anything, respawn time should be longer. If you feel that it is not long enough, chances are good that you are being a noob. What are your squad-mates doing? Where are the enemies? Where should you warp?
There is a LOT to consider before warping. Chances are good that if you warp in with the same class you just got killed with, you've just screwed up. At the end of a match you should have changed load-outs at least six times (unless you didn't die, in which case you should have been picking up kits along the way)
Also, gather intel while you're waiting. That radar on your screen is not for decoration. It is a real time map showing you current locations of enemies. Call them out.
If you don't want to think before warping play CODMW:2 instead. Or play on your own, without a clan. You are fired.
WARNING:
Be careful about changing classes too much. Your squad-mates should know what you're doing, so they can support you. If everyone is changing erratically, then you probably have no plan and winning will be a coin toss.
8.
There is no time limit. Every second counts. This cannot be stressed enough. Rush is about being smarter than them and working as a team better than them. The only time limit is wasting ATT.
On the other hand it is important to advance FAST. Many of the maps are designed to reward the team that can set up in choke points first and to punish the team that doesn't. The best attacking teams have squads together at the gray border before the second m-com even falls waiting to advance. You'll be shocked by how effective it is to just be there before them.
If you are on attack and in your warp voluntarily you are helping your team loose.
This is one of the many near-perfect parts of this game that forces you be making tight-rope-walking decisions. This balancing act should always be present in your mind.
9.
Fire-for-Effect at red triangles. Those red triangles are enemies. Shoot at them. Shoot at them even if you don't see an enemy, even if they're behind buildings. You'll be surprised with how often you get DR (damage report). If you get DR, keep shooting till points pop up or you stop getting DR. If you stop getting DR and no points popped up, try spam spotting the area and repeat.
10.
Use emplaced turrets. Support friends using emplaced turrets. Kill enemies using emplaced turrets. They aren't scenery. Use them and SPAM spot while you're using them. ESPECIALLY on Defense. Yes, you are making yourself a target, yes you will die. Grow a pair. If used properly you WILL REGULARLY get 20 kill streaks. Confused how someone got 5000 points? It's probably because you didn't respect the MG. ALL our MGs should ALWAYS be manned while we're on D. Simply put, they pump out more fire power, more sustained and for longer ranges than anything else in the game.
When your MG gets ruined, don't fret, the party is not over. All but the window mounted ones respawn at the same rate as other vehicles.
If you hear a friend laughing about how many kills he's getting while on an MG, go support him with a medic because he is about to die. You should kick him off the ground or be ready to jump over his corpse and resume the fragathon.
Don't forget about enemy MGs while on offense, kill them and use them.
Using them: The amount of confusion one attacker can cause a defending team while on an MG to their rear can only be described as beautiful.
Killing them: One shielded MG can and will kill your entire team if you don't kill them first. This means on pushes where we'll be facing them, engineers go first and rocket them dead. He'll get a "destroyed vehicle: 100 points" message. Rockets are better for this than mortars because you don't have to sit there inspecting it through binoculars for five seconds and roofs don't matter.
Use MGs to mow down trees. Ideally, while you're on an MG, there should be a pristine field between you and your enemy. The game developers, however, knew that if that were the case the MGs would be too powerful, so they put trees all around them. Fortunately, you can fix their mistake by shooting those trees down. Shoot those trees down, aim for their trunk about three feet from the ground, zoom and fire for ~1 second. While on an MG, you should be firing all the time, there's lots to shoot.
11.
Trees and buildings are on the attacker's team. When defending, you are a lumberjack and demolitions expert. Level anything and everything that anything man-sized can hide behind or in. In a perfect world, the attackers should have to sprint 200 meters across an open field to get to our objectives while we laugh, drink beer and pwn them from our lawn chairs. A hillbilly party. If we get good at deforestation the enemy will feel it is impossible to win. This is tried and true and very effective.
MGs, C4, rockets, 40mm grenades, AT turrets and shotguns with slugs drop trees. The fastest way I've found so far is assault C4 with neostead and slugs. He is a lumberjack. Use C4 on pesky bushes that bullets don't kill.
If the enemy does this to you, don't let it demoralize you. Don't let it demoralize you. Don't let it demoralize you. You have mobile walls, called tanks, and smoke screens. Make your own cover and ADVANCE. If you let them keep you in your spawn you will loose, even if you are pwning them all with your sniper rifle. Don't let it demoralize you.
12.
Respect Choppers Blackhawk: Mini-gun transport choppers. These are flying bath tubs. They hold 5 ppl, making them the (far and away) best transport in the game. When in the air their miniguns are just this side of worthless against scholarly opponents because they will rocket a chopper going slow enough to get kills with them, so... everyone but the pilot and
sometimes one gunner should jump. See parachutes below. When on the ground, the miniguns are arguably the most powerful weapon in the game. Play with this, you will see results. Engineers CAN repair the Blackhawk while airborne. Get into a jump seat and get out your magic wand, hold down fire and look around until health starts to rise.
Uses in order of importance/desperation:
1. Shock squad insertion.
You are a shock squad. Unless you are playing against Helen Keller, you are not being sneaky, you are in a giant helicopter. Load with smoke and more than one medic because they WILL know you're coming. The pilot should give a countdown to jump "3,2,1, gogogo". Drop
onto objectives or
behind enemy warp. This is most effective on already distracted enemies. I.E. wait until your Bradley is engaged, then go. (DON'T DO THIS ON D)
2. Demoralization and Distraction.
The miniguns on the Blackhawk are immensely powerful guns. When they are moving more than 30 MPH, though, it's very hard to actually kill anyone with them. If you go slow the scholarly enemy will drop the chopper like the 2 ton weight that it is. So while airborne your job while gunning is to Distract and Demoralize. Pepper the enemies, don't get too focused on a single target because killing him will take longer than it's worth. You could have dinged up ten guys in that time. Don't feel like a wuss because you're not killing many ppl, just think of how pissed they're getting. Blazingsun ~ "look at the pretty birdie!..."
Remember this while you're on D. If you actually get killed by the chopper don't worry, we're about to kill it back.
3. Mobile Weapons Platform.
Again, the miniguns on the Blackhawk are immensely powerful guns. When what we need is immensely powerful guns, land the chopper unexpectedly right in front of or behind the enemy and cut them down like grass. WARNING: You WILL die seconds after doing this (1 rocket at something the size of a minivan) and take the chopper with you, so do this only when it's performed it's other functions first and when they don't expect it. If you do this at the wrong time, it will anger your teammates. Warn them. If you do this at the right time your team will cheer and laugh and you will feel awesome.
4. C4 delivery device.
Strap C4 to the bottom of the chopper and land on the objective. Jump out and RUN. The next rocket in shatters all windows in 2 klik radius.
This tactic works once, is cheesy and desperate and will usually get you chewed out.
Apache: The chopper in zone 3 on Valparaiso. Holds 2 ppl, a pilot and gunner. Vehicle spec.s do wonderful things for this flying death-mobile and we should play with them. While piloting stay high and try to let your gunner do his work. With a good gunner you can get an unfair number of ATT. This chopper can "spiral strafe" (become almost impossible to shoot down and pwn all, an ability that has already been nerfed on PC and will probably be nerfed on the box and PS soon).
Uses:
Killing EVERYTHING.
Hind: The chopper in zone 3 of Isle Innocnetes. Is a very bad girl. Can single-handedly win rounds. While on offense, we should always strive to kill it before it takes off. It carries 4 ppl. The two in back should be engineers. The pilot should outfit with spec (chaff) and the gunner with armor. With engineers in back, it can repair while airborne and the 40mm grenades the gunner launches will kill everything but the Bradley that the offense has. This chopper can "spiral strafe"
Some fears are healthy. Fearing the HIND is one of those kinds of fears.
Uses:
Killing ALL infantry.
13.
Parachutes are HUGE When you pull your chute in someone's LOS (line of sight) they WILL see you. Every single time. So:
The only time you should pull your chute is when you will die if you don't (around 4 stories fall).
Pull it when you are as close to the ground as possible (fourish feet). This will mean it is open closer to the horizon and that it will be open for a shorter period of time, which lowers the odds of being in LOS. You will still probably be in someone's LOS, so plan accordingly and bring friends.
When you pull your chute, mash A repeatedly and don't stop mashing A until you're safely on the ground. (lag can cancel the input)
If possible, chute into smoke.
If possible, chute close to buildings (rather than far away from enemies).
A perfect jump should have you close to or on the objective in smoke with cover between you and enemies which you used to block their LOS and surrounded by friends, one of whom is a medic. I'm not exaggerating. Your parachute is THAT big.
14.
Defibrillators are, in fact, magical. When you see an LMG on the ground and a little cross appears at the bottom of your screen accompanied by "hold B to switch kits" STOP and THINK. If you are on offense, you can switch to that kit and Lazarus your friend off the ground. Do this. Do it whenever you won't die before you can do it.
When you are a medic you should be behind your buddy and he should be cornering before you. If he corners and dies, DON"T TRY TO KILL THE GUY WHO KILLED HIM. Because: You don't know where he is and your buddy does. Stay behind your corner and Defib him first, even though he's still in the enemy's LOS. If he gets shot again, revive him again and again and again until he shoots the guy back. We lose nothing by doing this. UNLESS you get pinned and flanked, in which case you were dead anyway.
When you are a medic and your squad gets flanked, kill the flanker FIRST, then defib immediately.
While on offense don't cry when someone defibs you only to die again. We've lost nothing by doing this and the enemy may have died in the meantime.
~"Dude stop reviving me, that sniper is looking right at me" translates roughly into "I'm a noob and possibly retarded."
When you Defib, you get an ATT back.
You CAN and SHOULD defib through walls.
You CAN and SHOULD NOT kill enemies with defibs on purpose, though they ARE faster than the knife.
Bearing these things in mind, shoot enemy medics FIRST. Learn to identify them and depressurize their heads.
Unlock your defib. Drug your wife, sneak out of bed, drink some coffee and unlock it. It's THAT important.
~"I haven't unlocked my defibs yet" translates roughly into "I'm a noob and possibly retarded."
15.
On offense, Move Together Unless everyone knows the plan. Bypassing defenders WINSFollow your squad. Don't head off in another direction. Continue following them to where they're going. Don't go shooting those enemies off to your left, stare patiently at the buttocks in front of you and put all thoughts of vengeance aside, their time will come. Get into position, set up, then unleash hell TOGETHER.
Bypassing defenders WINS. Gain the enemy's flank or back and USE it. Don't kill enemies in the mid-ground unless you must, because you will just have to kill them again where in matters in seven seconds.
If you look around and are surprised to find yourself alone, someone dropped the ball. Fix it.
16.
Your knife is on the enemy's teamYou should only knife when:
you REALLY don't want to be detected AND
don't have a silenced gun AND
the enemy is better dead than bypassed (rare) AND
you have their back AND
they are not moving
OR
you are out of ammo on both guns AND
there's not a kit to switch to
This is not COD, we do not have magical commando warping. This is a much more realistic depiction of knifing (i.e. it sucks). Humans invented guns for a reason and DICE respects those reasons, you should too.
You are not Jason. Even if you were, they never made Friday the 13th: Jason vs. the USMC. It'd be a short movie. oohah.
Jokes aside, I'm sure some of you like knifing and I'm not saying you shouldn't have fun, just BE CAREFUL with it, it can get you killed needlessly.
Don't brag about knifing enemies. It makes you sound dumb.
~ "I just knifed three guys hahahahaa"
~ "You're holding a gun dumb@$$."
All of the above remains true even after you get good at knifing.
17.
The enemy's knife is on your teamWhen you get stabbed from behind, stay cool. Be glad he chose this method to dispatch you. Quickly announce that you were stabbed and bear in mind:
1. you were dead anyways.
2. you and your squad now know EXACTLY (not generally) where he is.
If someone tries to stab your front, walk calmly backwards and shoot his dumb @$$.
18.
Enemies on defense camping in your warp are USUALLY on your teamIf a defender is willing to camp your spawn, let them. Don't kill them. They are doing a poor job of defending. It's better to leave them there where they can't diffuse charges or oppose you where it matters. Just spawn on your advanced squad. Don't do them the favor of warping them to the objectives.
I know this is counter-intuitive and every bone in your COD body will be screaming at you to turn around and kill them. Take a deep breath... walk right past them, then watch the rest of your squad warp onto you. poof. Your squad is now standing between the defender and what he's trying to defend. You've just gained tactical advantage. By shooting him you loose it.
UNLESS: They're making it impossible to leave your spawn, or are taking your tanks.
19.
Switch your kitWhen you warp in as an assault, you are NOT an assault. You are a universal soldier, highly trained in EVERY aspect of field engagement and are capable of ANYTHING.
If you just used your XM8 to drop a Recon holding a shotgun and are now trying to reload while hiding behind a rock before enemies flank you, stop what you are doing. Look at the ground. There is a shiny, fully loaded shotgun sitting right there. AND it's not just a shotgun! It has sensor balls and a mortar strike built into it! Pick it up and surprise the hell out of those poor flanking enemies. Then throw a sensor ball to your flank and fire the shotgun a few more times to make good and sure they know your there. Call a mortar strike 25 yards in front of you, then switch back to your XM8 and reload while watching angry enemies get torn apart by mortar fire and pick them off as they try to sneak up on your flank. You can and should be an entire squad.
Deep behind enemy lines and out of ammo? Switch your kit.
Need to kill a Bradley that miraculously appeared out of nowhere? Switch your kit.
Need to heal a buddy but don't have defib? Switch your kit.
Every time somebody dies in BC:2, they're leaving little Birthday presents on the battlefield. Birthday presents with your name on them.
20.
Pay close attention to your squad statusThere are four little green names on the bottom left of your HUD. They show you two important things besides whose butt you're looking at.
1. The little symbols show you what everyone is kitted with at a glance. If you look down and realize that you don't have a medic and should, pick up a med kit or switch when you die. Same goes when your whole squads crammed into a sweaty stinking Bradley, glance, no wrench? fix. easy.
2. When one of the names is faded, that guy's dead. IMPORTANT: If your name's the only one that's not faded and you're somewhere good, STAY ALIVE. Cower in a corner eating snickers out of a health kit, clean your gun, reload, wait for your friends to show. I know it's hard to keep an eye on it, but try. (I'm bad at this myself but am working on it) Also, don't be afraid to let someone know they're last man standing.
21.
The suicide option in the menu is there for a reason.If you're on D and out of ammo don't mope around looking for an assault and don't fill our party with chatter about how much you want an assault. Just kill yourself. You're penalized as though you were killed with an additional -10 point penalty, so it's not glitching. Some may (fairly) call this cheap, I call it effective.
If you get glitched out somewhere, suicide. If you land too far off the map or in open water, suicide immediately and save the time. If you're in an old spawn on D and the enemy takes the zone, suicide to warp to the next zone and man those MGs. Seconds matter.
22.
Think unconventionallyThis is not your mother's FPS. Be a bastard. If someone ran behind a wall to avoid your tank, drop the building on them. Throw an anti tank mine around a corner and shoot it when enemies walk by. Don't use doors if you have a grenade launcher. Open YOUR side of a building and shoot the enemies from behind cover in ANOTHER building. That wall not the right height? Make it the right height. Snipe the pilot right out of a helicopter. Sit in the lighthouse and destroy an objective from 1/2 a klik away with a rocket launcher. Use an AT turret to fire rockets around corners. Smash someone with a UAV. Take apart an enemy vehicle with your repair tool. Get on a roof, blow a hole in it, drop a grenade and pick off fleeing enemies. Parachute INTO an enemy held building. Land a chopper on a roof, guns blazing. Blow a hole in the ground and use it for cover. The list goes on and on.... After wrapping your head around this game, COD should feel like an empty shell, fit for playing only while intoxicated. If it doesn't you're not thinking unconventionally.
23.
More than one person should be disarmingLosing an objective because the only person disarming got sniped is inexcusable on an organized team. Similarly, If we have only one objective and it gets armed EVERYONE should be acting concerned. This means you should be either killing armor (only if it has LOS on the objective) or spinting toward the objective. There is no time for anything else. If your SL sees you sitting round playing with yourself, he has every right to be pissed. If you think what you are doing is more important, you are fired.
24.
Smoke wins.I understand the green soldier being hesitant to trade in his awesome grenade launcher for wimpy smoke grenades. Who could blame him? He is green. He doesn't yet understand the intricacies of objective oriented combat.
Smoke screens don't kill enemies. They don't block bullets. They don't knock down walls!
What they do is much more valuable. They block LOS (line of sight).
Smoke is best used between yourself and the enemy when you want to avoid a fire fight (almost all the time while on offense). If you're running up a hill swarming with enemies who are sitting back and picking you off from range, just pop some smoke on the hill's crest and stroll on up. If you just lit an objective and want to defend it, lay some smoke between yourself and the enemy's spawn, then mow down the disoriented emerging enemies. If you can't get to an objective because the defenders have surrounded it, just blanket it in smoke, walk in and light it.
Pointers:
- keep it BETWEEN yourself and them
- keep it COPIOUS, lay an ammo pack down
- keep it CONCENTRATED, it's useless if spread out randomly, know where you're screen is and let your team know you're making one.
- hitting enemies directly with the smoke round kills them.
Smoke is not an answer to every problem in BC2, but it does answer more of them than you'd think. Use it, you may be pleasantly surprised.
25.
The UAV is a Devilish TemptressThe UAV can be a powerful weapon. It has many functions. Here they are in (I feel) order of importance:
1. Remote C4 Delivery:
Jump on the UAV station, get a buddy to play C4 assault with hip packs and extra demo damage. Have him load the UAV with 6 C4s. Fly the UAV high and along the edge of the map to an M-com and land ON the M-com. Yell to your buddy, he pulls the trigger, badaboom. Your UAV survives because of friendly-fire. If possible fly back and repeat. This is most effective in levels where the M-com are in the open, but a well placed commradery rocket can make any M-Com accessible to the UAV.
2. Anti-Armor/MG:
The main gun of the UAV is a powerful missile. It is slow to re-arm, so if you're going armor hunting, bring rapid reload.
3. Smoking:
The UAV can deliver large amounts of smoke and also take out enemy emplacements.
4. Anti personnel:
Secondary weapon spec straps a machine gun to your UAV. With practice, it can be a pretty powerful weapon for killing stationary enemies. Be careful with this though, it is almost always a waste of time.
Down side of UAV:
Remember before getting on the UAV that every time you do you are weakening your squad. You are one less useful warp point, one less person taking ground, and one less defibrillator.
Make good and sure you know what you're gonna do with the UAV and once done, get a move on. A squad-mate sitting in our warp hovering a UAV around the back of the enemy base is helping us loose.
The most powerful weapon in the game is a squad thinking and moving together, switching kits and warping to adapt. So: while we're playing together it should be the unsquaded 13th who mans the UAV.
................................................................................................................................................
Thank you for making it this far. I hope you had fun reading, got some ideas and maybe even learned some things.
See you on the battlefield. Spiralus out.