M9
Damage: 30 / 100
Accuracy: 44 / 100
Rate Of Fire: 30 / 100
Magazine Size: 12
Magazine Quantity: 4
Recoil: Low
Fire Type: Semi Automatic
WW2 M1 Grand
Damage: 60 / 100
Accuracy: 80 / 100
Rate Of Fire: 25 / 100
Magazine Size: 8
Magazine Quantity: 4
Recoil: Medium
Fire Type: Semi Automatic
WW2 M1911 .45
Damage: 42 / 100
Accuracy: 42 / 100
Rate Of Fire: 30 / 100
Magazine Size: 7
Magazine Quantity: 4
Recoil: Low
Fire Type: Semi Automatic
870 Combat
Damage: 80 / 100
Accuracy: 10 / 100
Rate Of Fire: 20 / 100
Magazine Size: 4
Magazine Quantity: 4
Recoil: High
Fire Type: Pump Action
MP-443 Grach
Damage: 25 / 100
Accuracy: 45 / 100
Rate Of Fire: 40 / 100
Magazine Size: 17
Magazine Quantity: 4
Recoil: Low
Fire Type: Semi Automatic
Saiga 20K Semi
Damage: 60 / 100
Accuracy: 10 / 100
Rate Of Fire: 30 / 100
Magazine Size: 6
Magazine Quantity: 4
Recoil: Medium
Fire Type: Semi Automatic
MP-412 Rex
Damage: 50 / 100
Accuracy: 60 / 100
Rate Of Fire: 20 / 100
Magazine Size: 6
Magazine Quantity: 4
Recoil: Low
Fire Type: Fully Automatic
Tracer Dart Gun
Damage: 0 / 100
Accuracy: 100 / 100
Rate Of Fire: 30 / 100
Magazine Size: 1
Magazine Quantity: 4
Recoil: N/A
Fire Type: Single Action
WW2 M1A1 Thompson
Damage: 40 / 100
Accuracy: 40 / 100
Rate Of Fire: 60 / 100
Magazine Size: 30
Magazine Quantity: 4
Recoil: Medium
Fire Type: Fully Automatic
M93R Burst
Damage: 20 / 100
Accuracy: 30 / 100
Rate Of Fire: 90 / 100
Magazine Size: 20
Magazine Quantity: 4
Recoil: Low
Fire Type: 3 Round Burst
SPAS-12 Combat
Damage: 75 / 100
Accuracy: 10 / 100
Rate Of Fire: 20 / 100
Magazine Size: 4
Magazine Quantity: 4
Recoil: High
Fire Type: Pump Action
M14 Mod O Enhanced
Damage: 60 / 100
Accuracy: 65 / 100
Rate Of Fire: 60 / 100
Magazine Size: 20
Magazine Quantity: 4
Recoil: Medium
Fire Type: Semi Automatic
Neostead 2000 Combat
Damage: 85 / 100
Accuracy: 10 / 100
Rate Of Fire: 15 / 100
Magazine Size: 4
Magazine Quantity: 4
Recoil: N/A
Fire Type: Pump Action
USAS-12 Auto
Damage: 50 / 100
Accuracy: 10 / 100
Rate Of Fire: 30 / 100
Magazine Size: 7
Magazine Quantity: 4
Recoil: Medium
Fire Type: Fully Automatic
G3
Damage: 70 / 100
Accuracy: 70 / 100
Rate Of Fire: 30 / 100
Magazine Size: 20
Magazine Quantity: 4
Recoil: High
Fire Type: Fully Automatic
Gadgets
40mm Gernade
Underbarrel 40 mm grenade launcher capable of delivering HE-FRAG (High Explosive-Fragmentation) up to ranges of 150 - 400 meters. Its ideal against anti-personnel and soft-skinned vehicles. Functions well as a force multiplier.
Ammo Box
Filled with various calibers of ammunition, this bullet box is deployed functioning as an ammo point enabling soldiers to re-load and re-stock their ammo supply.
40mm Smoke Launcher
Used to provide smoke screens during tactical movement over ground covered by enemy fire. Maximum obscurity is achieved at point of impact and dissipates thereafter. Alternatively, smoke grenades are used to mark a target when identifying enemy positions becomes difficult.
40mm Shotgun
A 40mm shotgun round consisting of 12 tungsten darts. Its effects are devastating at short range. Although it is considered a multi purpose round, it is most effective in close quarters during urban operations.
RPG-7 AT
Russian 85mm Rocket Propelled Grenade Launcher used against armor, fortifications and personnel. It is compatible with "tracer dart" aiming systems to increase first round hit probability.
Repair Tool
This power tool was developed and armed as a safety valve to enable engineers to make efficient repairs to damaged front line vehicles without risking further assault by sending them back to the rear.
Anti-tank Mine
Proximity Anti-tank Mine capable of being grouped in multiples to meet various armor threat levels. It incorporates an IFF Recognition System.
M2 Carl Gustav AT
Swedish designed 84mm man-portable Recoilless Rifle. Ideal for "bunker busting" and anti-personnel applications, the "Carl G" is less suited against armor where other more modern weapon systems excel. It is also tracer dart ready for increased first hit accuracy.
M136 AT4
Swedish made disposable 84mm anti-tank missile that is well balanced at neutralizing armor and fortified positions. It has been modified with a "guidance tracking system" that assists the warhead in honing in on the target engaged. It is not compatible with "tracer dart" aiming facilitators.
Medic Kit
Stocked with the latest advancements in modern medicine, this portable medical bag is deployed to aid severely injured soldiers trapped in a hot spot. Limited contents are offset by a high potency level allowing for rapid healing.
Defibrillator
Automated External Defibrillator (AED) - capable of resuscitating victims in a state of cardiac arrest. Administration must be done within seconds of arrest. It is inadvisable to use it on healthy individuals or as a form of "entertainment".
C4 Explosives
DTN-4 (Plastic Explosives). A C-4 charge safely and easily transported, but once armed is susceptible to detonation if handled inproperly. It can be attached to most surfaces for easy rigging and setup. An added feature is its ability to be remotely triggered by an operator (command-detonation).
Motion Sensor
An integral tool for scouting and collecting real time intelligence, this portable high tech device is designed for sensing even the slightest twitch of movement alerting an owner when an enemy has breached the premises on foot, or by vehicle.
Mortar Strike
A fully automated Indirect-fire Weapon System. It can target, direct and adjust firing solutions for 120mm mortars. It acts as a force multiplier for small units that do not have weapons support.
Combat Knife
Ideal for close quarters where the "continuum of force" has been isolated to hand to hand combat. For optimum performance, the leading edge "pointy end" should be applied to the enemy and thrust into vital areas. This should be repeated as necessary.
Hand Grenade
Fragmentation Grenade having a large "casualty radius". It is ideal for urban operations and close quarters combat. It allows infantry to engage targets with in-direct fire.
Specialization
Red Dot Sight - Assault
A highly effective optical sight providing enhanced point and shoot capability for close quarter combat. It does not emit a laser and therefore is considered a "passive" aiming devise.
- Adds a red dot scope to the assault class.
4x Rifle Scope - Assault
4x optical rifle sight that increases magnification and accuracy for aimed shots at medium ranges.
- Adds a 4x rifle scope to the assault class.
Marksman Assault Rifle Training
Assault Rifle modification that uses a fully adjustable fore grip and telescopic stock to custom fit a weapon to its operator. When properly set, it greatly improves handling characteristics and increases the accuracy of aimed fire.
Red Dot Sight - Engineer
A highly effective optical sight providing enhanced point and shoot capability for close quarter combat. It does not emit a laser and therefore is considered a "passive" aiming devise.
- Adds a red dot scope to the engineer class.
4x Rifle Scope - Engineer
4x optical rifle sight that increases magnification and accuracy for aimed shots at medium ranges.
- Adds a 4x rifle scope to the engineer class.
Marksman SMG Training
Specially made silencer designed to diminish harmonics resulting in improved noise reduction in addition to increased accuracy of aimed fire.
Medic Kit Improved Heal
This Advanced Medical Kit allows for quick and accurate diagnosis of injured soldiers. It substantially increases the rate of healing to med kits already deployed on the battlefield.
Red Dot Sight - Medic
A highly effective optical sight providing enhanced point and shoot capability for close quarter combat. It does not emit a laser and therefore is considered a "passive" aiming devise.
- Adds a red dot scope to the medic class.
4x Rifle Scope
4x optical rifle sight that increases magnification and accuracy for aimed shots at medium ranges.
- Adds a 4x rifle scope to the medic class.
Medic Kit Improved Range
A modification that extends the range of previously deployed medical kits on the battlefield. Provides longer range healing to seriously injured personnel.
Marksman LMG Training
This heavy machined barrel provides a heightened level of accuracy during operations when used in conjunction with marksmanship principles and firing from a stationary position.
4x Rifle Scope - Recon
4x optical rifle sight that increases magnification and accuracy for aimed shots at medium ranges.
- Adds a 4x optical sight to the recon class.
12x High Power Scope
A highly efficient compliment to sniper rifles, this 12x optical sight intensifies zoom power while also providing substantially longer range accuracy. It allows greater stand off striking capability and target engagement.
- Allows further zoom.
Red Dot Scope - Recon
A highly effective optical sight providing enhanced point and shoot capability for close quarter combat. It does not emit a laser and therefore is considered a "passive" aiming devise.
- Adds a red dot scope to the recon class.
Sniper Spotting Scope
A pivotal advancement in enemy tracking devices, this computer assisted Spotting Scope can pin-point and communicate enemy positions in real-time to the rest of the Combat Team.
- When you see an enemy threw the scope it marks it on the map so your entire team can see it.
Light Combat Equipment
Designed to maximize the carriers mobility during battle by employing more compact options. This setup dramatically spreads load and allows for a more efficient carry.
Ammo Hip Bandolier
This upgraded ammunition pack allows a soldier to stow double the amount of magazines resulting in extended time in contact before resupply.
- Allows you to carry more magazines for your weapon.
Gernade Vest
This enhanced Load Bearing Vest doubles the amount of 40mm and hand grenade ammunition a soldier can carry into battle thus extending the time between resupply.
- You can carry more gernades and 40mm.
12 Gauge Slugs
A 12 gauge Sabot round designed to give shotguns added range in operations outside of Urban areas. It substitutes high power for enhanced range and precision accuracy.
- Gives you longer range for the shotgun.
Ceramic Body Armor
Referred to as trauma plates, ceramic body armor is inserted into ballistic vests providing added protection against enemy fire and preventing damage from reaching fatal proportions during combat.
- Adds more armor to you. This protects you from enemy fire.
Electronic Warfare Package
The next technological advancement in vehicle sensors, these enhanced tracking devices mark position of enemy units in direct proximity of the vehicle and display them on the mini map. Added security when infantry support is unavailable.
- Similar to a motion sensor used by the recon class, this shows where the enemys are that are close to your vehicle.
Magnum Ammunition
A Considerably heavier bullet, its mass and elevated muzzle velocity provides greater damage and increased range.
Extended Shotgun Magazine
Custom modified shotgun loading tubes and magazines that expand ammunition capacity. This diminishes the need for reload and extends the operators capacity to maintain fire on target.
Improved Demolitions
A refined explosive compound it greatly increases the amount of energy delivered onto target. It adds to the destructive power carried by mobile infantry and engineers.
Explosives Leg Pouch
Supplementary pouches allowing soldiers to double the amount of explosives and rockets carried into battle. This permits longer time in contact before resupply.
- Can carry more explosives such as RPG ammo.
Active Armor Upgrade
An armor upgrade package that enhances a vehicles resistance to anti-armor munitions. This upgrade helps decrease the effects and damage of otherwise lethal hits.
- Adds more armor to your vehicle. Your able to withstand more damage from enemys that fire at your vehicle.
Improved Warfare Package
With hardened steel warheads and quick burn explosive compounds, this upgrade substantially increases the effectiveness of the vehicles primary weapons. In turn it allows a vehicle to provide a considerable Force Multiplier to mission requirements.
Quick Reload Package
These enhanced ammunition racks diminish the time needed to re-load the vehicles primary weapons. It reduces the vulnerability to enemy attacks during reload stops.
- Vehicle reload time are cut down.
Smoke Countermeasures Package
A smoke grenade system consisting of 6 launchers. When fired it generates a 360 degree smoke screen around the vehicle. It obscures equipment and personnel from aimed fire.
- Fires smoke to hide your postion.
High Power Optics Package
A High Power Optics Package that provides an armored driver the ability to engage and destroy targets from greater range. It effectively provides stand-off distance while still accurate fire.
- Allows you to zoom in when your are in a vehicle. Great for long distance battles.
Alternate Weapon Package
A weapons package that upgrades the targeting systems of vehicles and helicopters. It extends the effective range and accuracy of mounted weapons.
- Adds an alternate weapons to the vehicle. Such as the M1A1, will have a secondary machine gun thay you can control along with your main gun.
Kit Unlocks
Assault Unlocks - Points Required Engineer Unlocks - Points Required
AEK 971 Vintovka | Default | 9A-91 Avtomat | Default |
40 MM Grenade Launcher | Default | RPG-7AT | Default |
Ammo Box | 1,200 | Repair Tool | 1,000 |
XM8 Prototype | 3,000 | SCAR-L Carbine | 2,500 |
40 MM Smoke Launcher | 5,500 | Anti Tank Mine | 4,400 |
F2000 Assault | 8,000 | XM8 Compact | 6,500 |
40MM Shotgun | 11,000 | M2 Carl Gustav AT | 8,700 |
Red Dot Sight | 14,000-Spec 1 | Red Dot Sight | 11,000-Spec 1 |
4x Rifle Scope | 17,000-Spec 1 | 4x Rifle Scope | 13,500-Spec 1 |
STG.77 AUG | 20,000 | AKS-74U Krinkov | 16,000 |
Marksman Assault Rifle Training | 24,000-Spec 2 | M136 AT4 | 19,000 |
AN 94 Abakan | 28,000 | Marksman SMG Training | 21,500-Spec 2 |
M416 | 35,000 | UZI | 26,000 |
M16A2 | 47,000 | PP-2000 Avtomat | 32,000 |
N/A
| N/A
| UMP-45 | 43,000 |
Recon Unlocks - Points Required Medic Unlocks - Points Required
M24 Sniper | Default | PKM LMG | Default |
C4 Explosive | Default | Medic Kit | 1,400 |
Motion Sensor | 900 | M249 SAW | 3,300 |
Type 88 Sniper | 2,200 | Defibrillator | 5,800 |
Mortar Strike | 4,000 | Type 88 LMG | 8,600 |
SV98 Snaiperskaya | 6,000 | Medic Kit Improved Health | 12,000-Spec 1 |
4x Rifle Scope | 8,000-Spec 1 | Red Dot Sight | 15,000-Spec 1 |
12x High Power Scope | 1,0000-Spec 1 | 4x Rifle Scope | 18,000-Spec 1 |
Red Dot Sight | 12,500-Spec 1 | Medic Kit Improved Range | 21,000-Spec 2 |
SVU Snaiperskaya Short | 15,000 | M60 LMG | 25,000 |
Sniper Spotting Scope | 17,000-Spec 2 | Marksman LMG Training | 28,000-Spec 2 |
GOL Sniper Magnum | 21,000 | XM8 LMG | 34,000 |
VSS Snaiperskaya Special | 26,000 | MG36 | 42,000 |
M95 Sniper | 34,000 | MG3 | 52,000 |
Vehicle Unlocks - Points Required
Active Armor Upgrade | 1,100-Spec 3 |
Electronic Warfare Package | 2,400-Spec 3 |
Improved Weapons Package | 3,600-Spec 3 |
Quick Reload Package | 5,000 Spec 3 |
Smoke Countermeasures Package | 6,500-Spec 3 |
High Power Optics Package | 8,000-Spec 3 |
Alternate Weapons Package | 10,000 or code-Spec 3 |
Game Modes
Rush -- The Rush game mode consists of an assault force attempting to destroy pairs of objectives. By destroying the two initial objective crates, a secondary set of objectives will open and the assault continues. Repeating this process will open up the third and then final pair of objectives. The assaulting team wins by destroying all objectives, while the defensive gains a victory by stopping the assault.
Conquest -- Conquest is the classic Battlefield game type where two teams battle each-other over control of outposts.
Both teams start with a full bar of health which falls slightly each time a team member is killed. The more control points are owned by the opposing team, the more team health is lost each per death. Each map has series of these control points scattered throughout the landscape, and a team can gain control over a territory by standing near the outposts flag pole when there is no members of the opposing team in close proximity of the control point.
Squad Deathmatch -- Squad Deathmatch is a brand new multiplayer mode in the Bad Company series. In this game mode, 4 squads of 4 players each race each other to be the first to reach 50 kills. The center of each Squad Deathmatch map contains one Infantry Fighting Vehicle, and squad mates can spawn on the outer edges of the map or on their squad mates.
Squad Rush -- Squad Rush is similar to rush in that it is focused on attacking and defending M-Com objectives. There are a number of differences however. Each team can only have 1 squad for a maximum of 4vs4. The levels are also smaller, and contain only two sections with a single M-Com objective. The matches are designed to be fast-paced and hectic providing a high level of instant intense action.
Maps
Panama Canal
Modes: Conquest / Squad Rush
Type: Infantry / Vehicle
Setting: Industrial
Units in contact are being rotated out as a result of combat fatigue. Weeks of fighting have left the harbor in ruins and the surrounding area littered with destroyed equipment. Armored movement is hampered and deadly kill zones mare the ground. U.S Forces are staging an assault of the industrial port with the objective to seize, retain and exploit the area. Control of the canal will allow larger-scale Strategic Operations along the South West Pacific coast.
Laguna Alta
Mode: Conquest
Type: Infantry / Vehicle
Setting: Woodland
Several days ago a large Russian counter attack overran U.S. Camp “Christopher” and destroyed a supply train carrying vital equipment. U.S Forces are mustering to recapture the area. They are trying to establish a buffer zone near the woodlands so their Battle Group can move unimpeded across the bridge connecting the opposing high ground. Intelligence reports and Recon patrols have exposed a large number of Russian troops and IFVs that have reinforced the camp since the attack occurred.
Valparaiso
Modes: Rush / Squad Rush
Type: Infantry / Vehicle
Setting: Jungle
The American capture of Valparaiso is the next phase in their strategic plan to repel Russian Forces from Chile. Any U.S. invasion will inevitably consist of a land assault through the outlying jungle areas and an amphibious landing of infantry and armored forces along the coast. The U.S objective is the Power Station on the outskirts of the city. If the installation can be captured and services cut off, the liberation of the city will inevitably follow suit.
Isla Inocentes
Modes: Rush / Squad Deathmatch
Type: Infantry / Vehicle
Setting: Archipelago
U.S. Forces are desperate to open a supply route for an Armored Battle Group engaged in fighting further inland. A Russian Artillery base controls the area and counters any breakout actions launched. The base is well defended and has been successful in repelling previous attacks. Destruction of the base and control of the woodlands will allow U.S Amphibious Forces to land and open a second front, which is critical in their plan to liberate South America.
Atacama Desert
Modes: Conquest / Squad Rush
Type: Infantry / Vehicle
Setting: Desert
A Russian Naval Group is preparing a massive amphibious assault. Defending the shore are 3 U.S fortifications and a string of artillery defenses. Should the Russians establish a beachhead and overrun U.S. positions, they will be free to advance further inland. With weather deteriorating and sandstorms approaching, U.S. Command has consolidated all available forces to meet the Russian threat. As a result of the open ground, a large-scale armor battle supported by attack helicopters seems likely.
Arica Harbor
Modes: Rush / Squad Deathmatch
Type: Vehicle / Infrantry
Setting: Urban
Following the results of the armor assault at Atacama, U.S Command insists on a similar action to capture the port of Arica. The assault group will launch a “break through” action directly at the Russian base. If the fight dictates, the Battle Group will cut directly through the town located on the axis of advance. Collateral damage is of no consequence. The Russian base must be destroyed in order to cross the desert and reach the port. Heavy casualties are expected on both sides.
White Pass
Modes: Conquest / Squad Deathmatch
Type: Infantry
Setting: Urban
As the weather has cleared and snowfall relented, Russian Forces are massing for an assault on White Pass and the satellite relay station located there. The local town has not been attacked, but Russian units have probed defenses in the surrounding woods. The sector has strategic value to U.S Forces as it allows control of inland routes. Should the area fall into Russian hands, a line of advance will present itself directly to Nelson Bay.
Nelson Bay
Mode: Rush
Type: Infantry
Setting: Forest / Night
Winter has hit hard. The river has frozen allowing heavy equipment and personnel to operate throughout the sector. However, the extreme weather and surrounding woods make it unlikely that any assault will consist of heavy armor. Satellite reconnaissance indicates Russian Special Forces and airborne units have been pulled away from South America and are gathering on mass. A nighttime assault is eminent. Nelson Bay harbors an underground U.S submarine base that will be defended at all cost.
Laguna Presa
Modes: Conquest / Squad Deathmatch
Type: Infantry
Setting: Jungle
The valley and surrounding mountains possess a strategic value in the battle for South America. Construction of the nearby Dam was halted when hostilities broke out, but its presence is still a significant factor. Airborne operations are limited but infantry assault supported by light armor vehicles is likely by both armies. U.S Forces are massing all available units to stage a defense and have wired the dam to prevent it from falling into Russian hands.
Port Valdez
Modes: Rush / Squad Rush
Type: Vehicle
Setting: Industrial
Russian Forces are posed to attack the harbor in an attempt to seize the Trans Alaskan Pipeline. Without regard to arctic conditions, the area has been probed by Russian Pathfinders indicating an airborne assault is planned. U.S interrogation of captured Russian paras revealed that MBTs will be, or have been, airlifted into the area. All armor assets and attack helicopters are being diverted to the sector. No fallback exists for either side. This engagement will decide the outcome of the war.
Strategies
Use The VehiclesThe vehicles are your friends! The tanks and helicopters are very hard to kill and can cause massive destruction. Just make sure to have a buddy supporting you to realize the vehicles' full potential.
Cover's Only TemporaryWalls and trees are destructable, so don't expect buildings to give you much protection. If an enemy wants to get to you, chances are he can just blow up everything that stands between him and you. Of course, the same goes for him, so you can root enemies out with explosives too. If you are hiding in one place, look for areas that are less frequented and out of the way.
Try Before You Die Spawning on your squad-mates can be very useful, but it can also be very risky. After dying, try not to immediately spawn on your teammate. Instead, watch him from the waiting screen and observe the situation for a few moments. Who knows, there may be someone right behind him with a knife!
Play Your Class
Every class in BC2 has special abilities that can make all the difference between victory or defeat. Additionally, using these abilities will earn you extra points for faster leveling. If you’re a medic, then you should be dropping med-kits where your teammates are making a stand, plus reviving dead teammates as they go down. If your an engineer then you should be using your wrench to fix damaged vehicles. Pay attention to the radar, as icons will appear that indicate what needs doing by your class. If you see a wrench icon, that means a friendly vehicle is in need of repairs.
Use The Select Button
The select button, which is seldom used in games, gets a real workout in BC2. When targeting an enemy or enemy vehicle, you can press the select button and essentially call out that target to the rest of the team. This makes the target appear on the map so everyone will see what you are seeing and can begin blasting. Plus, you get a few extra points for calling out targets.
How To Use A Tank
So you’re in tank and you go barreling towards the enemy position with guns blazing. Within seconds, you’re a smoking husk of steel. This is not how you handle a tank.
Firstly, as a tank commander, you should be softening up enemy positions. This means blasting away machine gun emplacements and, more importantly, missile launchers, your sworn enemy. Engage in this activity from as far away as possible. When enemy emplacements have been dealt with, then you can move forward and take some ground.
Secondly, you should begin laying waste to enemy buildings, preferably buildings that hold an objective. Eventually, the building will come tumbling down and will take the objective with it.
Move As A Unit
You’re not going to get anywhere in BC2 if your team doesn’t work as a unit. This means clumping together, staying close to friendly vehicles and serving as escort. Tanks are great to hide behind and are often your only cover when breaching an enemy position.
When Objective Is Set To Explode, Unleash Hell!
You’re on offense and one of the objective crates has been successfully lit. The countdown to explosion commences. Instead of venturing elsewhere, you should remain focused on that crate as you know the enemy will be trying to defuse the charge. Use everything at your disposal, grenades, cover-fire, tanks, UAV…keep fire directed on the objective crate, killing any and all who try to get in the way.
All the credit goes to the sources below.
Last edited by bytehoven on Sat May 01, 2010 2:53 am; edited 1 time in total