COMMAND CALL PLAYS FOR FIRE TEAMSAuthored primarily by Spiralus with [13] additions.
"C4 Demo" 2 Assault loaded for demo and 2 Medics. Everyone pushes together, medics behind assaults, and bombs the target itself or the surrounding structure. SNEAKY-SNEAKY-LIKE.
An M-Com takes
14 C4 normally. Set your Assault specs to
Improved Demolitions and
Explosives Leg Pouch. Each assault can then carry 5 C4, which is convenient because with Improved Demolitions, it takes exactly
10 C4 to drop an M-COM. Almost like there's a designer out there watching over us.
It takes roughly 4 seconds for the two assault to throw the C4. Blow it as soon as it's down unless you're low on ATT and eat the suicide because if you die, your C4 goes away when your warp buffer ends. Cheap? yes. Effective? oh my.
This attack will work best on opponents we can catch unawares. If they're huddling it's better to bring bigger guns.
"Ranged Demo" 1 engineer with rockets, 1 assault with grenades, 1 medic with armor and 1 recon with SVV/SVU and mortar. Set up away from the objective building and stick together, drop ammo and health, then nuke the structure. Remember that the most effective aspect of the mortar is that it shakes the s@# out of the enemy team for a wide radius, making it just this side of impossible to aim. We'd use this generally because the enemy knows we're coming and is taking tickets. We'll use it on the same lvls as C4 demo.
"Smoke Screens" Here we'll have 2 assaults with smoke and leg satchels (to hold more smoke) and 2 medics one CQB, one LMG. The assaults keep smoke ahead of our advance which should happen at a dead run. The goal is to take out enemy long and mid range with the smoke, confuse the enemy and then drop them with shotguns when they try to diffuse. We'll use this attack on open levels when the enemy thinks they're going to snipe our tickets away. The real beauty of this attack is that it straight ignores half the enemy team, which means they don't get killed, which means they don't get to change classes in response to what we're doing which means we'll be sitting in a dense smoke cloud armed with shotguns and assault rifles waiting to shoot dudes with pistols--- hehehe. This'll be most effective on wide open levels like Isla Innocentes, Arica Harbor and even Valparaiso.
This attack strategy has turned out to be our most popular because it is just so damn effective. oorah.
"Zombie" Here we have 4 medics, or 3 medics and an engineer (for emplacement killing). A zombie squad stays TOGETHER like more than the others and defibs defibs defibs. We'll do this if we're getting killed in the midground and smoke isn't working. The last push on Port Valdez is a good example of when this can be a good choice. Generally, once we're at the objective, zombie squad can do a good job of holding a lit charge. Even then, STAY TOGETHER, don't spread out to cover all the angles just calmly LOOK at all the angles. If a grenade comes in, calmly walk away from it, one will live to resurrect you. The last medic needs to STAY ALIVE as a warp point for the rest of the squad which should usually switch up to a different format once we're at the objective. We should always watch our tickets and be ready to switch to this setup on the fly. We should NOT be in Zombie when the enemy has good armor on the ground.
"Armor" This squad gets engineers and jumps into the vehicles. load with armor and rapid reload.
"Artillery Battery"3 assault with 40mm Grenade launchers and a medic fortifying a position and raining down an endless supply of grenades upon enemy positions. If a charge is planted and it's possible, fire will be focused on to this area to make sure no diffusal. The target will be designated with the squad name. This play brought to you by:FatKungFoo
"Anti Air"4 Engineers.
Everybody swiches to tracer darts and rockets and focuses on bringing down the hind/havoc. Simple and desperate. The best way to kill attack choppers is when they're on the ground or taking off, something we should never forget and bring to priority one when facing them.
"Mortar Team"3 bushwookies (read more threads for translation) loaded with mortar, at least 1 VSS and 1 Medic. Set up back from the target and bring rain. For use on demoable M-com buildings.
Artillery Battery4 assault with 40mm Grenade launchers fortifying a position and raining down and endless supply of grenades upon enemy positions. If a charge is planted and it's possible, fire will be focused on to this area to make sure no diffusal.
"Anti Tank"Spawn as 4 engineers, lay your (7) AT Mines and the suicide to another class. The AT Mines will survive and do their job. Spawning as another class can be a force multiplier. Imagine 4 or more squad members littering an area with AT Mines and then coming back as other soldier classes.
"SpearHead"2 Assault packing grenades+Assault Rifle and C4+CQB, a medic with LMG and an engineer with SMG/RL. They could easily take out infantry and vehicles. Their tactic would likely be to attempt to sneak in unnoticed, but annihilate any resistance encountered, and use the C4 to blow the M-COM (I believe its 20 C4). Its a very balanced set up, so it would also be a good shock team for almost any situation.
"Mortar Strike"3 Bush Wookies and a Medic all 3 lay mortar strikes on 1 target and watch the rain
"Distraction Team" with a Armored Vehicle* Engineers (1-2) One driving and one in top turret (driving tank/repair) equip with: Ceramic Body Armor, Active Armor Upgrade (Tank). From what I've read...if other players that have the Active Armor Upgrade active causes an accumulative effect on tanks armor. So...have everyone on the squad select Active Armor Upgrade.
* Medics (at least one) Use any weapon...but the M60 sure does tick off attacking defenders at close range! Equip the following stats: Medic Kit Improved Heal (throw down med kits around the tank for other team members) and also equip Medic Kit Improved Range. And run your butt off reviving fallen team mates so they can keep the defenders BUSY!!!
* Assault (at least one) Kill all who dare ruin our plan! Throw down ammo packs by the tank/behind the storage containers. Watch for flanking defenders. Equip: Smoke and smoke the hell out of the bottom floor of objective A & upper floors. Keep the smoke confined to where the enemy is (so they can't see us and we can see them coming for us.
Things to remember about your kits and soldier class.Authored primarily by Spiralus with [13] member additions.
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 noobsYes, 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 cornerSimply, 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.
1
0. 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 Port Valdez. 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.
Room-Clearing 101: A CQB Compendium & Field Manual13th Marine Expeditionary Unit (MEU)
Authored by: SupAhShyGuy (XBL GT: CrazyBagaDonits)
VERSION 1.0.0
TABLE OF CONTENTS:
Chapter 1: Introduction
Chapter 2: Principles
Section 2A: Principles of Room Clearing
Section 2B: Going through the Door
Section 2C: Proposed Squad Makeup
Section 2D: Proposed CQB Training Methods
Chapter 3: Armory
Section 3A: Classes
Section 3B: Specs & Equipment
Chapter 4: Final Notes
Chapter 5: Version Notes + Credits
Chapter 1: Introduction
I designed this compendium to help us as a collective whole as a text reference as to how to tackle the battlefield and its obstacles. This guide will be mainly focused on urban and building-to-building operations. Players will be defined and referred to in this guide as “operators” and opponents will be referred to as either “tangos”, “Op For” (opposing force), or simply “enemies” to clarify any mix-ups.
SCENARIO: It’s a hot day in Arica Harbor and the mission remains simple; destroy the M-COM stations that the Op-For are defending with their top operators. Zone 2 has always been a B***** to take back as they are dug in better than a ground hog. As the sound of battle rages onward and all around you, bullets are whizzing overhead and your buddies are falling like flies. But you make a dash to the nearest building and garrison yourself there. But you hear enemy gunfire coming from upstairs. With your heart pounding and tunnel vision, you whisper to yourself… what do you do? No squadmates left.
Obviously, let them respawn on you, but then what? In the typical CQB scenario, the attackers try a very fast, violent takeover of a vehicle or structure controlled by the defenders, who usually have no easy way to withdraw. Because enemies, hostages/civilians, and fellow operators can be closely intermingled, CQB demands a rapid assault and a precise application of lethal force. The operators need great proficiency with their weapons, but also the ability to make split-second decisions in order to avoid or limit friendly casualties. CQB is defined as a short-duration, high-intensity conflict, characterized by sudden violence at close range.
Chapter 2: Principles of CQB – Three Principles of Room Combat (Dynamic Entry)
With all principles described, all situations are ideal and should be striven for. Just remember the 3 S’s!
Section 2A: Principles of Room Clearing
A. Speed – Rapid action without hesitation. No nametag above the head, silence it. Remember to cut the pie! (See combat maneuvers)
B. Surprise – Make very little sound. Being inside buildings makes footsteps loud which can be heard from even the roof of buildings! Also, operators should capitalize on gunfire and mortar sounds; it will mask your footsteps and make you virtually inaudible!
a. Keep note… when you knife, you talk! It will surely alert the Op For.
C. Shock Action – Room entry should be accompanied by an assault with 2x grenades as a base of fire. This will mostly apply to clearing an upper floor. Shoving 2-3 grenades to an upper floor will surely provide a physical as wells as a mental shock to the player upstairs. Just as the last grenade is about to go off, make sure the point man is already on the stairs ready to sprint up in a tactical column.
a. I have found typically, a single grenade will not dislodge a stubborn operator and will survive one blast.
b. Smoke, noise, confusion is also very effective!
c. Keep in mind of possible multiple tangos in a very limited space in which to maneuver.
d. If you so happen to have friendly operators outside of the building, have them use explosives on the walls as a distraction.
Section 2B: Going through the Door / Stairs (Outline)
REMEMBER! Doors and stairs are death funnels and problematic areas.
Movement
1. Create a diversion (all rooms get grenaded if possible)
2. Use all possible angles to view interior without entry (IE. Cutting the pie!)
3. Have primary and alternate methods of entry and entry points. (Use windows instead of doors! No need to knife a door when a window could be smashed – use the door as a method of listening for the entry of tangos)
Demographics
1. Go’ signal. Ready go or 3, 2, 1, go. #1 or point decides when he will enter and direction he will take. (usually ICW a diversion)
2. Techniques (decide beforehand and KEEP IT SIMPLE!)
A. Buttonhook
B. Crisscross
C. Combination of both
3. Move quickly up or down stairs. No safe way up or down.
4. Ensure good coordination with containment elements
5. Don’t chase suspects out the back door or allow other operators to enter without specific location coordination.
Section 2C: Proposed Squad Composition
-"FFA: Free-for-all": All four squad members are fitted with what they think is best for the situation.
-"Shock & Awe": 2 stormers + 2 overwatch (exterior)… Stormers will consist of an assault [with either 40mm smoke or 40mm shotgun with 2x grenades and choice side arm] and engineer for silenced SMG for quiet ops. Overwatch will consist of either Recon, Assault, or Engineer. Explosives will be key to shocking the op for.
Just as the 2 stormers proceed inside or are about to ascend to a second level, overwatch [class] will…
-Recon may either detonate pre-planted C4s or call in mortar.
-Assault will have loaded 40mm GL
-Engineer will have loaded the Carl Gustav AT to be fired at the walls.
NOTE: Remember! Explosions and destruction causes dust and smoke! Use it to your advantage!
NOTE: THIS IS OPEN TO SUGGESTIONS!
Section 2D: Proposed CQB Training
Objective of CQB Training – To familiarize a squad of four the principles of room clearing and learning of the building floor plans.
Ideal Training Conditions – Fire team of four including squad leader should enter an Op For squad (consisting of four operators) garrisoned house with randomly selected hiding spots inside. Essentially, a 4 vs. 4
NOTE-IF YOU COME UP WITH MORE… LET ME KNOW! =]
Chapter 3: Armory
Being properly armed for close-quarters combat/battle (CQC/B respectively) is very important to operating in confined environments such as urban scenarios. Mobility and lethality is important.
Section 3A: Classes
ASSAULT – Obviously the workhorse of the CQB squad all of whose rifle attachments are extremely useful for the situation.
40mm Grenade – good for the exterior for Shock and Awe ops.
40mm Smoke – good for concealment and confusion in room clearing.
40mm Shotgun – Extremely lethal for CQB situations.
ENGINEER – Silenced SMGs will be invaluable to the storming of the room. Their launchers will also be good for exterior support in Shock and Awe tactics. To me, these guys are commandoes and spec ops.
MEDIC – Excellent covering fire and sound masking. Want to enter a house without being heard? Have a medic on overwatch and have him smash the windows. Those sounds from his LMG will mask any sounds you make.
And obviously, should a squad member go down, you’ll be thankful you had a medic on your side.
RECON – Mortar or C4 as overwatch for shock and awe. Give him a CQB all-kit weapon and his motion mine will be invaluable!
Section 3B: Specs & Equipment
SPEC 1: Those storming have a slew of choices. But no need for optics, red dot is probably acceptable. LW PACK will be useful in quickly moving in, but of limited use since it is CQB afterall. GR UPGR will be of great help in flushing rooms out, and MEDK H+ is notable for healing quickly if injured.
For overwatch, optics may be advised as well as for the ranged shotgunner, 12G. SGN will be of use.
SPEC 2: I recommend either BODY AR or MGNM AM only. No need for the MMN X in storming the rooms. However, for a shotgunner on either overwatch or storming, SG UPGR for extended mags would be extremely useful on either the USAS-12 or the SAIGA20K.
SPEC 3: Vehicle Packages – vehicle spec options will be added shortly.
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This post has been edited from contributions of numerous [13] members. Please feel at offer additional FT setups we can add to the list as well as additional Field Manual contributions like the Room Clearing.