View Full Version : (Undecided's) Guide to the Assault kit
(Undecided)
10-25-2006, 03:36 AM
UPDATED 12/2
While I may be a newcomer to the Battle Field Community, I still would like to contribute. While I did try the Battlefield 2 demo, I found the game play to be unrefined, the weapons eerily accurate, and vehicles owned the map without opposition from infantry. However, I find that BF2142 improves upon all these points and allows me to enjoy it immensely. Feel free to give ideas, strategies or criticisms.
With that out of the way, since an engineer guide has been provided, I figured I might as well go through my favorite class: Assault
This kit has some serious short-medium range firepower that can be customized to your playing style while providing all of your squad’s medical needs. With the proper load out assault, troops can have a solid chance against all other classes of infantry; their only true weakness is vehicles.
The Standard stuff:
Assault Rifle:
This is your all-purpose infantry killer; it is flexible, though it only truly excels at medium range. The standard rifle offers a good balance between medium and short range. Burst fire is effective at surprising ranges, just don't try to challenge snipers, or dug-in support troops with it. At close range is is still effective and full auto is lethal within about 6 meters of the target. How you use this weapon should be helpful in deciding what weapons to unlock.
Medical Hub:
VERY useful, you ALWAYS have it and should ALWAYS use it. This is the medic part of the kit and is handy for keeping teammates alive. In case you are unwilling to heal out of the goodness of your heart, you can rack up many points for using this. My strategy is to hold it when on the move, and throw one down when my squad will be in an area more than 20 seconds. Throw a hub down in an area with dug-in teammates and watch those points roll in! After about 15-30 seconds another medical hub will regenerate, DO NOT THROW IT DOWN. You can only have one medical hub out at a time; however, you can still hold one in your hands, doubling the speed of healing.
Remember: thrown hubs last longer than held ones (plus you can still shoot while healing) so if you don't have enough supplies for everyone crying "medic"(shown on your ammo meter) throw the hub down and it will last much longer.
The Unlocks:
Frag grenade:
It's your generic grenade, but assault probably needs it the second most, right after those sneaky special-ops types. I recommend unlocking this right after the de-fib kit; they have saved my life many times. Grenades give off a faint hissing noise when active, although you really only get enough time to let loose some colorful language before it goes off.
AED-6 Defibrillator:
This should be the FIRST unlock you get; the ability to revive teammates to full health within 15 seconds of their death is invaluable (and provides some tasty points too). When de-fibing either sprint up to the target, crouch and zap, or go prone. I find it best to aim for the chest; the head and arms are iffy, although if you are prone you can zap someone’s boots with equal effectiveness.
Don't just charge into hostile fire when you see that X, try to take out the threat first. You may get a point, but you will likely be gunned-down along with your newly revived teammate.
ALWAYS BRING THIS AROUND. All too frequently I see Assault soldiers with a shotgun AND a rifle-rocket. Those weapons share ammunition, pick one and stick with it. You will help your team a lot more by reviving them, after all when people shout "MEDIC!!!" they are talking to you!
Advanced Medical Hub:
In my opinion, the second unlock to get. The advanced hub increases the speed with which you can heal, as a bonus the rate of "ammo", use does not increase, so you can heal even more! Works the same as the standard hub, only faster. The speed of healing of dropped hubs is also increased.
Smoke Grenade:
In two words: "don't bother". While a critical step up to the Voss, the grenade itself does little good. The assault branch has better options that this. I have found throwing a smoke grenade encourages the enemy to start spamming grenades and AR-rockets towards the cloud. If you do use it, use it as a distraction. The only time when it is truly useful is on titan attacks (you know, those times when there are MGs, sentries, RDX, APMs and just about every weapon in existence trained on the entrance of the corridor?) If that is the case spam smoke into the corridor, then have your teammates run in (hopefully clearing out the explosives) and throw grenades down the hallway.
Voss L-AR:
While not as powerful as the other assault rifles, the Voss is arguably the most flexible. It posses a large magazine and is accurate, however it is incredibly weak. It takes about six chest shots to kill someone, making single shot a no-no. It is much easier to eat through your ammo than with the Baur, however its larger clip is invaluable in spray and pray situations where accuracy matters little. If you are in close quarters situations, or love to run and gun, this should be your weapon of choice.
With the new 1.06 patch the Voss is now FAR better in burst shot, I was racking up combat efficiency pins like crazy while defending my titan core. Try to crouch before firing in bursts of 2-3 shots apiece and your target will be mince-meat in seconds if he is under 100m.
Herzog AR-Shotgun:
Do you like one shot kills? While the spread for this weapon is significant, it can pack a serious punch at point-blank. It operates as a separate weapon, although it is attached to your AR (whatever it may be). It only has a 3-round magazine so if you are too far away, you will be die. CLOSE range only. While you get few chances to use it on open maps, it is great for ambushes and is useful aboard titans. It's a better last resort weapon than your pistol, however this weapon is still very situational and should not be used when you have ammo in your assault rifle.
NetBat Infantry ID:
Not as useful as other classes upgrades, but hey it's something! Now if you spot an enemy a red icon will appear above the enemy's health bar, showing what class they are. This is most useful in spotting enemy engineers for friendly vehicles. It also shows you friendly classes, so you can tell how to support your team mates more easily.
AR-Rocket:
Simply put: Awesome! The rocket is somewhat analogous to the grenade launcher of BF2, although it actually requires skill to use (novel concept). First of all: it is useless at less than 20m, it just won't detonate. There are two ways to use it: un-scoped (think less powerful grenade launcher with a three round clip) and airburst. I assume most people know how to fire it, but who knows? The airburst is amazing at taking out infantry hiding behind cover, just look at the object they are behind, zoom, flip the mouse wheel up one or two notches, and launch the whole clip (spread out you're shots for maximum effect). I recommend practicing in single player to get the hang of it. The rocket is lobbed in a shallow arc, so you do have to compensate. If you see enemies charging across the open, zoom in a few meters in front of the tightest group and let loose a volley of rockets. If you get the correct distance the rockets will explode right next to your enemies' heads, taking out an entire squad if you're lucky. This and the de-fib kit are my two favorite unlocks.
Baur H-AR:
My favorite weapon, it has a smaller clip, and some wild recoil, but it is more accurate (as far as I can tell) and has stopping power in spades. First of all, do not use full-auto if the target is more than 2 meters away, you won’t hit a thing. Instead, burst at close range and use single shot at medium and long range. My preferred method is to shoot the target once in the chest, then let the recoil bring my aim up to the head for a two shot kill. If that is too tricky, three chest shots do nicely. If you are defending a titan corridor this can be a surprisingly effective weapon. Hold back from the rest of the defenders to put some distance between you and any enemies. This will give you an advantage over attackers and likely prevent your death from the ever present nade-spam, then you can rush in and revive your teammates that were a tad too close to the door.
This weapon can be difficult to use for some people, there is an entire thread devoted to its use. My advice is to drop to one knee during combat and most importantly STAY CALM. (You know, all that "Use the force!" business?) Even if you are on single-shot you do not want to rapidly click the fire button. Think like a sniper and take a second to line up each shot, if you have good aim you can usually get that all important two shot kill.
Strategy
Vehicles
Against armored vehicles there is one very important thing to remember: hide.
While the assault kit can damage FAVs, they can't even scratch APCs and other armored vehicles. While Recon has C7 and camo and Support can spam EMP grenades, Assault can't do anything more than pad vehicle whores' stats.
When faced with a vehicle, your best bet is finding an engineer and keeping him alive. Heal when necessary, but keep your distance and stay behind cover, don't let the enemy spot you. If the engineer or other teammates die, don't rush out into the open. Instead wait a little bit, listen for sounds of vehicle-based mayhem happening somewhere else, then rush in for a quick revive. Vehicle pilots have very short attention spans, and can't be bothered watching over corpses. Walker pilots seem the most prone to distraction, and are frequently aiming in the opposite direction only five seconds later.
Snipers
I thought I'd add my 2 cents in on this topic.
Snipers. They can be a pain in the *** to anyone, unless your in a vehicle. You said not to take them on...while this is true if you stop right in front of them and start firing off a few rounds, chances are good that he/she will just kill you first.
Moral is: If you find a sniper and he/she is the biggest threat to you and your teammates do one(or more) of these things.
1. Flank the little SOB. Try to make it so he doesn't see you. Do a wide arch around him so that he looses interest and picks another target of opportunity. NOTE: you can also get help for this. Get a teammate, preferably a support guy, and just have him start spraying that area with bullets. This scares the sniper and keeps him from following you.
2. Call in one of your teams snipers to take him out. I have a friend that I play with and he is a kick *** sniper. So whenever I'm playing with him and spot a sniper, first thing I do is say "Dude sniper over there. Take him out, I'll distract.
3. Call in a vehicle (APC, tank, or Mech). Nothing pisses a sniper off more than having to deal with vehicles. NOTE: I'm talking about a sniper with a sniper rifle that likes to stay in his sniping spot and never moving (which I see a lot of). If its a sniper that actually moves (a good sniper), watch the vehicles flanks just in case the sniper comes in and plants some explosives.
4. Call in some artillery from your Commander. This is kind of a last resort option, because using a whole artillery strike to take out "1" sniper is a bit overkill.
Also rifle-rockets work wonders, dart out from cover, dial in the distance and launch the whole clip. As long as you keep strafing the sniper will have little chance of killing you in time.
What unlock should I get?
Well to start off as assault you should always be ready to support your team with your 1337 zapping skillz.
The de-fib kit is ESSENTIAL, don't play assault if you don't have it, it saves tickets for your team, time for your teammates and you get a tasty point for each grunt you jolt back to life.
Next I would recommend getting the advanced medical hub, even if you aren't much of a team player you will appreciate being able to quickly throw down a hub and patch yourself up at twice the speed. Really good for getting those healing points.
After that it's up to you, smoke grenades are useless so only unlock them if you are going for the Voss. The shotgun attachment and net-bat aren't all that useful, but the rockets positively OWN.
Baur vs. Voss vs. Neither
Baur
High damage
Long range
High recoil
Small clip (20)
REALLY fast reload (enough to make the small clip a non-issue)
6 extra clips
You get to unlock rockets. :rock:
Voss
Low damage (the thing's a pee-shooter in single shot)
Not so long range (it handles itself fine at medium-range as long as you burst)
Low recoil (burst fire it LETHAL)
Large clip (40 pees)
Reload time not so hot.
Only 4 extra clips (and with the low damage you're going to be going through them quickly.)
You have to unlock smoke grenades. :wall:
I recommend trying both out in the unlock mod, however post 1.06 I'd have to say the Voss is best; quick bursts gave me quite a few combat efficiency pins the day of the patch.
Finally, you can avoid both the Voss and Baur and save those three unlocks (DO NOT GET THE SMOKE GRENADES IF YOU ARE NOT GETTING THE VOSS). The unlock-able weapons aren't that much better than the stock ones, they simply are specialized.
Northern Strike Unlocks
CM3-N Radar Grenade
The Radar Grenade is a smoke grenade with a twist: it sends out a sonar pulse when it lands showing nearby enemy infantry. While this may sound great it's usefulness is limited. First of all the smoke is the same as an ordinary smoke grenades (in other words near useless), second the radius of the pulse is very small (about the blast radius of a frag grenade) and you can only carry one (yes it isn't very useful and you only get one). It just doesn't seem like it is worth the unlock, I am not even sure that the one Radar grenade is better than the two or three normal smoke grenades that you already have.
Advanced Magazine
Awesome to the point of being overpowered, the magazine upgrade increases the number of shots in your AR secondary weapon to four. As if that wasn't awesome enough it gives you an whole extra clip (that's FOUR extra shots) in reserve. If you use rifle rockets than you will love this upgrade, even though it seems a little awkward having the extra shot left in the magazine after the instinctual 3-round volley, it increases the area you can spread you shots over and the extra clip in more that welcome. And did I mention that you get a whole extra clip?
As a side note, this upgrade makes the AR-shotgun marginally useful for a change, though in my opinion you're still better off with the rockets.
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Elit3_Hawkins
10-25-2006, 04:29 AM
Very nice summary, I cant completley agree tho...I dont have the game yet...It sounds like you have everything right tho...GJ
Bio_Terra
10-25-2006, 09:15 AM
well i have the vos and its by far the best weapon and unlock i have, it owns close up and at range just switch to single shot and its still v good. Im not particularly gd at BF but i with this gun i have a K/D ratio of 16...
=BoW=Sangyerians
10-25-2006, 10:25 AM
Why not challenge snipers? I've taken out countless snipers and dug in support troopers by popping up and loosening short bursts.
[WHS]Viet-Cong
10-25-2006, 10:57 AM
yay, assault, now we just need a support guide!
As you said, clarify on the Voss a bit more, however, please mention the rocket arc in your rocket summary, because many people unlock it without knowing. Also, mention a bit more on the Baur, or atleast link to additional information.
Good start, looking foreward to the finished product!
kenof2142
10-25-2006, 11:02 AM
The voss is an all-around weapon good for both CQC and medium to longer distance encounters, sure it doesn't have the stopping power of the baur but it sure retains the accuracy. Fire off at almost full auto about 10-15 rounds and they all hit within the same area, but controlled bursts of 4-6 rounds will probably net you the best results. The beautiful thing about this weapon is that it has a 40 round clip so even if it takes 10 rounds to kill an enemy (missing some) that leaves you killing 4 people BEFORE having to reload ;) . Depending on your style you will like either the baur or the voss but chances are the voss will be the best weapon all around but that's not counting out the baur, choose whichever suits your play style.
My mini review on the voss.
Rexob
10-26-2006, 01:56 AM
I've used both the Baur and Voss...and I have to say I probably like the Voss more. Everything about the Baur's ranged power is true - a few 2-3 well placed shots takes ppl down. However, the Voss can hold its own in CQC as mentioned earlier along with decent ranged abilities...it in no way can match the Baur though at distances. However, the Voss 40round clip is dbl that of the Baur.
There really isn't a "better" gun. More what kind of player you are, and what style you prefer. If planning an all out Assault kit - like me - at first anyways...I suggest grabbing the Sprint/Stamina buffs before even starting into Assault. Here's my suggested Assault tree along with some explanations.
1. FRG-1 Grenade: prerequisite of the Stamina and Sprint abilities
2. Sprintcor 20
3. Staminar 9
*Those to abilities combined allow for incredible sprinting for a lengthy amount of time. Allows capping of that first flag in Conquest, and quickly advancing on terrain w/o having to slow. These are MUSTS for Assault, b/c Assault spends a lot of time on the frontlines; if nothing else it allows you to quickly rush in, Revive, and get out.
4. AED-6 Defibrillator: Reviving fallen teammates is a great asset on the battlefield, saving time, and keeping your squad in the combat for a greater length of time. In addition allows for easy points, and when in squads gives the dbl point bonus when inside the objective area.
5-... This is where the player needs to decide whether you want to work towards the Voss or Baur. Having used both now, I prefer the Voss. However, many players like the Baur as well; the Baur is a good gun, but the Voss just plays more towards my style. The Voss handles more like the default ARs, but with a larger clip in my opinion, and I'm a huge fan of those - Krylov & Scar.
A personal side note...I really prefer the AR Rockets over the Shotgun...most times if I'm close enough to use the Shotgun I might as well just use my knife. However, with practice the Shotgun can be deadly. I find the Rockets, while not grenades, give me another explosive power, which are great fun...especially when setting for air detonations - using your scope use your scroll wheel to adjust the range.
El Cid
10-26-2006, 02:50 AM
An important note on the defibrillator: You do not have to be stationary to use it. Too many people run up to a fallen soldier and then stop, crouch or prone, and defribillate. This makes you a target for snipers in particular. Instead, run up to him and crouch as you reach him, but keep moving forward. Face down with the defibrillator and press fire when you're right on top of him, then run away. The fact that you didn't stop moving makes it considerably harder for a sniper to get a headshot, and to a lesser extent it makes you a more difficult target in general.
zoidberg
10-26-2006, 03:08 AM
Herzog AR-Shotgun:
acctually takes 2 shots to kill at point blank range,
unless the target is either damaged or wearing light armor
(Undecided)
10-26-2006, 04:23 AM
GUIDE UPDATED!
Are you sure about that though Zoidberg? I usually get a one-shot kill when I aim for the upper chest.
I'll also give moving while reviving another try, I found that is was very easy to miss if you aren't stationary.
(Undecided)
10-30-2006, 04:54 AM
Guide updated: Added Voss section, elaborated on vehicles, general minor changes.
What additions would you like?
DiggerDagger
10-30-2006, 11:26 PM
nicley done, need not have waisted all that time typing up my own on word doc :D
(Undecided)
10-31-2006, 12:00 AM
Hey my guide isn't definitive! Go ahead and post yours.
SQUiB
10-31-2006, 12:50 AM
well i have the vos and its by far the best weapon and unlock i have, it owns close up and at range just switch to single shot and its still v good. Im not particularly gd at BF but i with this gun i have a K/D ratio of 16...
It's simply the ratio of your kills with the voss versus how many time you have been killed by someone else with the voss. All that that means is that other people aren't using the voss that much and if you use it all the time you will get an awesome K/D ratio.
I have a K/D ratio of 8 with the EU missile launcher and that defintely not from killing 8 enemies for each death. Same with my K/D ratio of 12 with the Baur, I don't average 12 kills for each death while using the Baur.
coolbho3000
11-02-2006, 12:56 AM
SCAR-11 AR = Best assault gun IMO. I've picked up them all, none are as good as the SCAR. Voss just has too much recoil in full auto.
[WHS]Viet-Cong
11-02-2006, 01:14 AM
SCAR-11 AR = Best assault gun IMO. I've picked up them all, none are as good as the SCAR. Voss just has too much recoil in full auto.
You must be kidding...
Scar 11 is probably the worst of all of them. the BEST IMO is the Karlov, due to insane accuracy, high rate of fire, good burst/damage, and you don't have to unlock it.
DiggerDagger
11-02-2006, 02:18 AM
Viet-Cong;114116']You must be kidding...
Scar 11 is probably the worst of all of them. the BEST IMO is the Karlov, due to insane accuracy, high rate of fire, good burst/damage, and you don't have to unlock it.
agreed! even tho i have the H-AR i hardley eva use it and the SCAR 11 is just too bulky for me (even if it has no quantifiable effect on accuricy...etc)
(Undecided)
11-02-2006, 03:55 AM
I prefer the SCAR 11 out of sheer "look at my big manly gun!" factor. However despite the SCAR's awesomeness and higher damage, the Krylov has a fire rate 1.5 times that of the SCAR. It seems as if the EU has all of the "cool" weapons while the PAC has the most effective.
Koolchamp
11-06-2006, 09:25 PM
I thought I'd add my 2 cents in on this topic.
Snipers. They can be a pain in the *** to anyone, unless your in a vehicle. You said not to take them on...while this is true if you stop right in front of them and start firing off a few rounds, chances are good that he/she will just kill you first.
Moral is: If you find a sniper and he/she is the biggest threat to you and your teamates do one(or more) of these things.
1. Flank the little SOB. Try to make it so he doesnt see you. Do a wide arch around him so that he looses interest and picks another target of opportunity. NOTE: you can also get help for this. Get a teamate, preferably a support guy, and just have him start spraying that area with bullets. This scares the sniper and keeps him from following you.
2. Call in one of your teams snipers to take him out. I have a friend that I play with and he is a kick *** sniper. So whenever I'm playing with him and spot a sniper, first thing I do is say "Dude sniper over there. Take him out, I'll distract.
3. Call in a vehicle (APC, tank, or Mech). Nothing pisses a sniper off more than having to deal with vehicles. NOTE: Im talking about a sniper with a sniper rifle that likes to stay in his sniping spot and never moving (which I see alot of). If its a sniper that actually moves (a good sniper), watch the vehicles flanks just incase the sniper comes in and plants some explosives.
4. Call in some artillary from your Commander. This is kind of a last resort option, because using a whole artillary strike to take out "1" sniper is a bit overkill.
5. All of the above :)
If anyone else has anything to add, by all means do.
Thanks for reading.
(Undecided)
11-06-2006, 10:02 PM
Thanks koolchamp, I actually forgot to update that section. :hmm:
SniperShorkey
11-11-2006, 07:36 PM
You guys rock. The sniper and assault kits are the best in my arsenal(including support, which I don't use all that much anymore), but now that the producers have combined medic and assault and so on, this makes it my best kit, and I think my next unlock will be the voss. Thanks for the guide's guys.
LECHIP
11-11-2006, 11:08 PM
Awsome guide mate, cheers.
K.Young
11-16-2006, 03:21 AM
great guide man, i agree with baur being better than most guns. recon is a nice kit, the hi scope is the best thing ever invented, the grubers not that bad either. . Baur in my opinion is better than voss because of the damage and accuracy. Voss is just a run and gun/spray and pray. It requires almost no skill and leads many deaths. Skilled players with Baur can own most anyone with a voss head on. Its hard to get good with Voss because all you do in point in general direction, and hold down the fire button. With Baur i can take Voss players at close range because of the massive damage, about 3 or 4 shots is all it takes, and when spraying it just lights up and area and anything in the area is gone. single shot mode is rapage, the only thing that kills me is the snipers. I usually get to pop like 2 or 3 shots into them then getting headshotted. But if im lucky i get a headshot with the baur which ends up to them getting killed. Plus with the rocket's enemy's who are bunched up or duck behind cover when i shoot them i just switch to the rocket aim flick the mousewheel twice and unleash a volley. Voss is still really good, i like it for titan boarding because of the 40 clips and ability to take down more than 3 guys if need be in less than 10 seconds. The baur looks so much better though, the voss looks kind of goofy, like a paint ball gun with a bunch of stuff loaded on. Plus playing farther back you can just go prone, place a med hub and wait for unsuspecting players, then bam bam bam, dead. Great for squad leaders with beacons. Also reviving is really easy with this, considering if you see one of your team mates killed, you know where they came from and most likely they'll have damage on them. They don't think your there and then you just pop out and mow em down. Hard to do with voss cause your the one who usually is leading.
Baur:
Pros: single shot mode is deadly, great damage, close up spray is about equal to voss, vertasile, good kd ratio.
cons: Automatic and anything besides close range means death. 20 shot clip which can get annoying if you like run and gun/spray and pray.
Voss: 40 shot clip, fast firing rate, single shot is still pretty accurate but somewhat weak. Will most likely get a bit more kills. Like 2 tops on average than baur.
Cons: 25 max damage, good only against turning corners and spraying or head on assault frontline. Get lots of deaths from other voss/assault/shotgun/baur. Goofy as hell looking.
(Undecided)
11-18-2006, 11:56 PM
Guide updated.
dumbo
11-20-2006, 11:22 AM
Voss: 40 shot clip, fast firing rate, single shot is still pretty accurate but somewhat weak. Will most likely get a bit more kills. Like 2 tops on average than baur.
I think that's underselling the Voss a bit... it is entirely possible with the Voss to 'reliably' kill 2 people in close combat per clip. As someone who often goes titan offence/defence, I have reluctantly fallen in love with this gun.
Cons: 25 max damage, good only against turning corners and spraying or head on assault frontline.
I play mainly 48-player titan mode, and almost all of the infantry fighting I've taken part in is short/medium ranged. At longer range you tend to get sniped/blown up by 'something big than you'.
Goofy as hell looking.
I can't argue with that :(.
mafia_boy
11-20-2006, 11:41 AM
Nice input but i disagree with 1 point you said, the voss is bar far the better weapon in the kit, i find it good at distance, up close and medium range and if you aim for the head 1 maybe 2 shots normally does the trick, even if there is body armour it seems to rip right through them! but the rest of what you say i agree with!
My default setup for the assault kit is; Voss-LAR, PK-74 AR-Rocket, AED-6 Defibrillator and full body armour (because i have the sprint and staminar unlocks) + frags of course!
dumbo
11-20-2006, 01:29 PM
On the Voss's accuracy, my stats from the EA site with the Voss are:
Voss L-AR
00d 01h 25m
96 kills
412 shots
30.59% accuracy
I guess it's rather inflated due to rocket-launcher kills appearing with the assault rifles, but this easily outclasses my 'less than great' stats with the other assault rifles + rocket launcher.
IMHO if you learn when to use the Voss, when to use the rocket launcher, and when to use cover, then the weapon can be very effective. (in titan mode anyhow...)
The Skugg
11-20-2006, 06:19 PM
The Smoke grenades rock if used in the right situation.
I use them to cover an escape form the dreaded armor\walker. throw them to cover your movement or as a distraction to get them to look the wrong way then high tail it out of there or to cover a recon's c4 run.
against snipers drop one after the first shot so not to let them get the second. Or if there in range drop one on them so they cant see and rush them.
In a titan they are great to cover a rush into the core or hallway toss two and everyone rush. You either die from APMs or come out point blank in there face.
(Undecided)
11-20-2006, 10:19 PM
^^
I agree, however they don't rock enough to make up for the lack of rifle rockets.
tactic356
11-20-2006, 10:49 PM
rockets are awsome use them to take out sniper nests or u can use them to somewhat snipe
[WHS]Viet-Cong
11-20-2006, 10:55 PM
If i ever manage to pick up rockets off a dead guy, here's how I use them:
If i see a sniper, I pop a few rifle rounds in him, and unload MY ENTIRE ROCKET CLIP at the area, which is basically a guarenteed kill, no matter what his health. Rinse and repeat.
tactic356
11-21-2006, 05:36 PM
just take a shot at them take cover take a shot take cover untill everyone in the sniper nest is dead. you have the advantage of being able to heal yourself and you can shoot behind walls with the rockets (splash damge) dont wast the whole clip just on 1 sniper almost no one plays support anymore so u need to conserve as much ammo as you can get. The voss is easily the best weapon of assualt the baur may give you a few faster kills but when you run out of ammo your screwed. with the voss your less likely to run out of ammo in the middle of a fire fight even though sometimes i do so depending on how many people are there i either run and take cover resort to pistol then maybe if im desprate knife.
The Skugg
11-23-2006, 01:36 AM
just unlocked the rockets :evil: return of the newb tube. gives some serious long range punch. I was coming up to a silo and hit a guy at long range with one and two medics raced to him so i click again and BAM 6 points.:laugh:
Random Hero666
11-23-2006, 02:41 AM
The PK rocket detenates at a specific distance. If you zoom it will detentate at the distance of the target in the aiming grid, if you shoot at multiple places you will need to zoom out and zoom in agian to recalibrate the distance or use the click wheel I think takes a few seconds longer depending on the distance and i dislike the extra time, this is good if you want it to detinate in fornt of a target. I find it easier to to just re-zoom.
And just to say I like the BAUR better than the Voss. Just like they said its all about your style. They are probably more finesse players, Im a power player. Yea the Buar has a huge recoil and is not so great at longer range, but it more than makes it up in stopping power. Ive taken at least five people with one clip, all you need to do is always aim at the head and shoot in 2-4 shot bursts.
tactic356
11-23-2006, 03:53 AM
If your caught reloading in a fight your pretty much dead unless you resort to either knife pistol (or shotgun if you have it)
(Undecided)
11-23-2006, 04:35 AM
^^
Unless of course you can hide behind cover.
BagofBeans
11-23-2006, 05:04 PM
While a very good guide, I have to say I completely disagree with what you said about smoke grenades. They are a godsend on enclosed maps like Cerebere and Gibraltar. I remember the first time I chose smokes over rockets, and we ended up pushing the enemy back through the alleyway and with a few more smokes we made it through to the flag and capped it. We still lost the round, but it doesn't negate the fact/opinion that the smoke nades rock!
(Undecided)
11-23-2006, 05:28 PM
^^
Hmm, I have tried that but it doesn't work for me. I think the problem is how little smoke the 'nades give off and how quickly it dissipates.
[WHS]Viet-Cong
11-23-2006, 08:13 PM
^^
Hmm, I have tried that but it doesn't work for me. I think the problem is how little smoke the 'nades give off and how quickly it dissipates.
Smoke nades are extremely useful on titan, to buy your team some time to set up an offensive in the corridors, against veichles (run away!), or in city maps to confuse and push back the enemy. Tactically, they are a godsend.
tactic356
11-23-2006, 08:32 PM
id rather use rockets over smokes. they just dont seem to have much use with how i play. maybe with baur u could use it if you run out of ammo but i would really choose defib and rockets over smokes. but it all depends on what map you play on and where your playing.
(Undecided)
11-24-2006, 05:34 AM
I suppose it depends on how you play, if you tend to rush into CQC then you shouldn't bother with rockets because of the minimum range.
Coren
11-24-2006, 06:02 AM
My personal kit is Baur, pk rockets, and defib. I'm somewhere around 30th overall with the Baur... I <3 that gun. I carry the rockets to take out entrenched squads (they thought the top of buildings or monorail were safe... lol), and could never do without my defib. I donno why anybody would waste a slot on the smoke grenades.
Badboris_uk
11-24-2006, 11:46 AM
I fight up close and personal, and I have the voss and a shotgun. I have the shotgun bound to a keypress, so when I run out of ammo I can switch over and land 3 shells in thier chest while they reload.
If you use the shotgun instead of a pistol when fighting close it becomes quite deadly.
My loadout is:
Voss
Defib
Shotgun
tho i will likely switch to rockets once i get the upgrades.
Oh yeah, do not underestimate the greatness of the NEtbat infantry ID's ability to display the healthof enemy infantry. By knowing if they are damaged, you can predict if they will play cagey or offensively, and you know what your chance of winning is if you jump 'em round a corner with a fully loaded herzog shotgun (hehe)
Liquid144
11-24-2006, 06:36 PM
I'm starting to use smokes more myself, though I agree that they should produce denser smoke and/or over a larger area. Still, a couple of smokes bought me the time and cover I needed to get to a railgun and take out a walker the other day.
My assault loadout partially depends on my squadmates' as well and how well we're sticking together. The defib can revive three teammates fairly quickly so not every assault kit in a squad needs one, though it depends on the situation. I rarely equip the Herzog because of the 3-round magazine and the fact it usually takes at least two to take an enemy down.
Just my $0.02. :D
tactic356
11-24-2006, 10:28 PM
herzog can be usefull but rockets are much better. Voss and baur can do fine for short range (when you would use shotgun) but they dont do well long range. for me rockets are a must and if you have rockets do not use shotgun because you run out of ammo really quick (unless your playing with a squadmember who can resupply you then you can give him gold star :p) also rockets are much more powerful i use them to take out people on roofs in fall of berlin (very very effective)
(Undecided)
11-24-2006, 10:30 PM
The defib can revive three teammates fairly quickly so not every assault kit in a squad needs one, though it depends on the situation.
I STRONGLY disagree with this, you never know who will be killed so it is best for every assault to carry a de-fib kit. I have had my squad be COMPLETELY eliminated (including the squad leader) had had to revive them by myself many times.
tactic356
11-25-2006, 09:49 PM
unless u have a few other people with defibs with you u should bring it like he said u dunno who will be killed
Liquid144
11-26-2006, 03:17 PM
I STRONGLY disagree with this, you never know who will be killed so it is best for every assault to carry a de-fib kit. I have had my squad be COMPLETELY eliminated (including the squad leader) had had to revive them by myself many times.
I see what you're saying, defib redundancy is generally a good thing in a squad but like I said, it depends. It's the same logic behind not having every member of a squad be assault... different roles are needed at different times. Sometimes you need a little more firepower. Honestly, I equip the defib 90% of the time I play assault, but sometimes it needs to be set aside for other equipment, but only if I'm pretty sure I won't need it. Also, since I've unlocked almost the whole Assault tree, it may be more helpful for me to equip smoke grenades and rifle rockets if Assault members of my squad don't have them at all. I can always switch out kits if a "medic" goes down.
frshhh
11-27-2006, 05:10 PM
Nice guide dude... i too am a rocket/defib baur "super-medic". :D
But one thing i think is worth mentioning, is that you dont have to be right on top of a dead soldier to revive them.
Take titan corridors for instance, your teammate runs into one only to have his ankles blown off by an apm. Do you risk getting killed yourself by jumping on top of him to revive in full view of the defending baby-eaters? no, just go prone, at about 1-2 meters away and ZZZZAP! - he's back, and the defending enemies didnt even see you and therefore have a chance to anticipate the revive and open fire!
tactic356
11-28-2006, 01:28 AM
they will probally be choosing their spawn right then while there right in the middle of a fire fight. i would say throw a nade and rev him quick to give him a little time for distraction also this could be a good time to smoke. but yea u dont need to be right on them.
(Undecided)
12-01-2006, 04:29 AM
Guide updated.
Got tips or strategies? I'd like em'.
firescout555
12-01-2006, 05:09 AM
nice guide, but just to help chip in something:
just like BF2, if your killed pls don't ask for revival(left click). the medic cannot revive a killed person...
medics, if after 1 shot of your defib the body does not jump. this means 2 things; you miss your shots or he has being killed. try your shots the 2nd time and if it fails you should left him to die(pun not intended):D
tactic356
12-02-2006, 04:25 AM
always remeber to reload (r) when youve used about 10 bullets or so of your gun. if your caught in the middle of a fight with only 5 bullets in your clip your dead.
(Undecided)
12-03-2006, 04:25 AM
"What unlock should I get" section added.
tactic356
12-03-2006, 06:15 AM
1 thing if you have a really really really really really really really really really really really really really really really really really really good shot at a walker at about 20% health and you hit it right in the waist then you can kill it. i HAVE done it before but it doesnt work that often. also if you want if its at low health run under the walker and shoot its vents. each bullet does 1 damage even though assualt usually has low bullets you can kill it if its at low health. even though it would probally be suicidal do this in situations where its you and the walker. or you in a cut off area with a walker.
(Undecided)
12-03-2006, 10:01 PM
^^
I prefer to hide and keep the engies patched up.
mafia_boy
12-04-2006, 09:44 AM
Im a voss/defib/rockets/netbat of course + full body armour (only due to having both the sprintcor and staminar 9) assault player! The assault kit is full on this way!
tactic356
12-05-2006, 02:40 AM
funnest thing to do with a walker is run under it with a pilum and shoot its fart vents with ff off. it goes boom and you get shot up into the air to parachute down :p (sorry off topic)
(Undecided)
12-05-2006, 04:20 AM
funnest thing to do with a walker is run under it with a pilum and shoot its fart vents with ff off. it goes boom and you get shot up into the air to parachute down :p (sorry off topic)
I remember when that first happened to me.:D
One of those real "WTF?" moments.
Anyway, I am thinking about adding a section on heavy vs. light armor and would appreciate any insight.
Vreki
12-05-2006, 09:21 AM
Is it better to have a standard AR and shotgun/rockets, than having unlocked the Voss?
My next unlock will be the Medic Hub, but after that I will have the choice of going straight for the Voss via the smoke grenades, or choosing the left branch of assault.
An important factor is that I don´t level that fast anymore, so I will likely spend some time with only the smoke grenades or shotgun as my unlock (besides the defib). And I tend to play as the "Medic" part of the Assault role.
tactic356
12-05-2006, 11:43 PM
well choice between voss and baur is really dependant on how you play. i would say try them out first using unlock mod and choose which you like. voss is for people who run out of ammo quickly in a clip (like with reg assualt rifle) the downside to the voss is it doesnt do a lot of damage per round but the upside is you dont need to reload as quickly (which if you need to reload in a fire fight your pretty much dead) the baur is for people who want more fire power and quicker kills. the downside is it doesnt hold as much ammo per clip only half as much and i dont think its as accurate as voss either. but you do much more damage.
what other guns do you play ususally? what rank are you? how close are you to ranking up? can you get any badges? if you do have trouble ranking up i suggest that you try to get diffrent types of badges if you can.
Vreki
12-06-2006, 05:57 AM
well choice between voss and baur is really dependant on how you play. i would say try them out first using unlock mod and choose which you like. voss is for people who run out of ammo quickly in a clip (like with reg assualt rifle) the downside to the voss is it doesnt do a lot of damage per round but the upside is you dont need to reload as quickly (which if you need to reload in a fire fight your pretty much dead) the baur is for people who want more fire power and quicker kills. the downside is it doesnt hold as much ammo per clip only half as much and i dont think its as accurate as voss either. but you do much more damage.
what other guns do you play ususally? what rank are you? how close are you to ranking up? can you get any badges? if you do have trouble ranking up i suggest that you try to get diffrent types of badges if you can.
My stats (http://www.battlefield.ea.com/battlefield/bf2142/PlayerSummary.aspx?Lang=US&PID=81517611&SrchName=&Profiles=), but its not really because I have trouble gaining points, its more that the "rank cost" increases as you grow in level. So the process will slow down
So I am not really considering Baur versus Voss, I´m more considering Standard with shotgun/rockets versus the Voss.
I have tried the mod, and I'm not sure that the Voss is so much better that it justifies losing the shotgun or rockets
And I previously played Engineer and Support.
Coren
12-06-2006, 07:29 PM
My stats (http://www.battlefield.ea.com/battlefield/bf2142/PlayerSummary.aspx?Lang=US&PID=81517611&SrchName=&Profiles=), but its not really because I have trouble gaining points, its more that the "rank cost" increases as you grow in level. So the process will slow down
So I am not really considering Baur versus Voss, I´m more considering Standard with shotgun/rockets versus the Voss.
I have tried the mod, and I'm not sure that the Voss is so much better that it justifies losing the shotgun or rockets
And I previously played Engineer and Support.
If you have fairly good single-shot aim, go with the baur, rockets, and defib. If you're the spraynpray type, get the voss. 20 shots with a massive cone of fire is not something you want to spraynpray with. Firing more than 3-4 shots, even prone and zoomed, will have you spraying bullets everywhere BUT your target.
(Undecided)
12-06-2006, 11:42 PM
Vreki, I would recommend the rockets for you, the Voss is great but as long as you use the rockets you will likely be better off. However, if you are a maniac when it comes to burst fire you should still consider the Voss.
tactic356
12-07-2006, 01:23 AM
alright looking at your stats and unlocks you should get a new rank pretty soon. so depending on if you need voss i say just go for it if you do need it if you dont then dont get any more in voss branch and go for baur. baur has more vauble upgrades (in my option). if you run out of ammo quickly and find you are reloading a lot with reg assualt rifle then id say go for the voss. if you are dying more with out using all your ammo and want more fire power go for baur.
Fearness
12-07-2006, 04:06 AM
A lot of people complain that the Voss is spray and pray, but you have to understand that for an assault kit that is more effective that a 2-3 round shot to kill gun. Typically when I am engaged as assault I am close in with other assaults or supports and my engagement range is 40-60m tops the spray of bullets or amount of ammo consumed are almost non-factors. Generally spamming them with metal works better than finding a camp and pipping them because by the time you get lined up you've been spammed by 3 or 4 other assaults or supports. Infact as assault we generally try to close all gaps because we have a significant advantage close in.
We're the front line, and we do much better with heavy fire rates than extreme accuracy (we just dont have time to line those shots up and are often lucky to have a chance to use our scope). Don't worry about the ammo... waste the opposition and loot their bodies! You are a soldier not a gun enthusiast you don't care if it's pretty you just care to keep killing.
Finesse with an assault kit is being able to survive and keep your squad alive it's not with incredible ranged shots or whatever. Any of these guns can kill with headshots and if you take the time you can even give the snipers some hell. Single-shot modes still hit what you are shooting most of the time. 2 man assault teams can be impossible to kill for the most part provided they are versatile with the healing and reviving. Just remember snipers have less ammo than you and misses cost them much more, engineers envy your survivability, and support kits wish they had your missiles. :)
Just be like the roach and you will rock with assault. Remember you are the best team player in the game, as you will notice very quickly when you try to attack something without assault kits. :)
(Undecided)
12-07-2006, 04:39 AM
We're the front line, and we do much better with heavy fire rates than extreme accuracy (we just dont have time to line those shots up and are often lucky to have a chance to use our scope)
I disagree, unless an enemy is right in front of me I crouch and use the scope. Works wonders against spray m' pray noobs.
Otherwise you're right on.
Fearness
12-07-2006, 05:19 AM
I disagree, unless an enemy is right in front of me I crouch and use the scope. Works wonders against spray m' pray noobs.
Otherwise you're right on.
I try to scope nearly all the time, but there are many times when that stupid slow walk you do when scoped in is gonna get you killed (aka snipers) :) Your aim actually isn't that bad unscoped but crouched at close range.. something for you to try :) To each his own.. if you're rockin the boards keep doin' what you are doin'!
tactic356
12-07-2006, 04:08 PM
it really all depends on how you play. from what you said its obvious you play with baur. but if you are in the middle of a 1 on 1 gunfight which i usually am since i cant find a good server with much teamwork. if you run out of ammo in your clip you are dead or you need to run away. if you play in a good squad (since you know a server with teamwork btw if you do tell me) then you dont need to worry much about how much ammo you consume since you will have other people to back you up. i favor the voss since it works well up to 20 range and i just use rockets after that. i played a few times with the baur and found i hated it since it always ran out of ammo on me. the voss still does but its not as much as baur. it is all about how you play.
Baur- is best for people who are in quick fights and can get pretty easy kills, and can use 20 bullets to kill the person that they are fighting.
Voss- is for players who are in longer fights and can survive for longer but just run out of ammo after a little bit (when you play with reg assualt rifle).
i would say compare how you play to the regular assualt rifle and you can figure out which branch to go for. your close to voss and dont even have anything from your baur branch. so if you find you do need the voss go for it then get rockets. if you dont give up the voss branch since you have everything you want there and go for the baur branch.
SonicPixel
12-07-2006, 06:35 PM
The Baur and Voss are better than the stock ARs, but not by a huge factor. I unlocked the Voss first and use it frequently. If you set it to single shot, you can get some great shots off with it. Or, of you're in a close-quarters situation, set to auto and burst 3-4 rounds with it aiming carefully.
I've been learning to like the Baur after having used the Voss so much. I'm finding that Baur fits my play style better now that I've developed better aiming skills. Do take note that this weapon is not good for "spray and pray"... use the Voss instead.
The Baur works well for folks used to aiming center mass. Tap once for a single shot to the torso and then twice more quickly when the recoil is making the muzzle rise to send two more shots into throat and head. Keep practicing this. Single shot Baur works well for impromptu sniping, too.
The key to all projectile weapons in BF2142 is to crouch as you shoot: do not go prone unless you are staying put for awhile. Instead, stay on the move and use the Ctrl key to crouch and fire. You'll be amazed at how much it affects your shot.
Equip your AR for the map or situation you are in. Rifle rockets are total PWNage in this game and are fan-freakin'-tastic for mid-to-long range. The Herzog shogun attachment is great for Gibralter and titan defense/assault.
Any AR can be equipped with these additions. So, if you like the stock ARs, don't unlock the 4th level Assault Kit rifles until you are ready. Instead, have fun unlocking items in other kits and get the Baur or Voss with your squad points in-game until you are ready to commit your hard-earned unlocks to selecting one (or both).
tactic356
12-07-2006, 07:00 PM
baur is best for short range voss is better longer. shot gun i find no use for since a it uses same ammo as rockets b it is kinda underpowered c id rather have rockets and defib and d voss or baur are good for short-med range. on titan rockets can be much more usefull if your defending a console go into scope aiming at the end of the corrdor and put it down a few notches if anyones standing by the door your going to pwn them. if your attacking and you get to the core but like the whole team is defending it. bring a support unit and just fire rockets into the core your sure to get some people.
mjt2289
12-09-2006, 01:44 PM
Yup...I agree whole-heartedly. I went for the baur first and then got the voss when I had the unlock room.
tactic356
12-15-2006, 02:25 AM
now i need help getting 15 heals in a round....so ****ing annoying i guess i just need some luck lol
(Undecided)
12-20-2006, 07:05 PM
^^
No help there, I can't even get 10!
Trippet
12-20-2006, 08:23 PM
^^
Ditto. :confused:
It's maddening that Heal points are so hard to come by.
Jellyhead365
12-20-2006, 08:31 PM
I've got the silver but not enough hours with the ammo hub for the gold badge yet.
My best advice would be to find a 32 player gibraltar server and run around with your medic hub out constantly. 32 players will ensure the round doesnt finish too quickly aswell. After a few rounds you should be able to pick it up with a bit of luck.
tactic356
12-23-2006, 05:26 PM
http://www.totalbf2142.com/forums/showthread.php?t=14099
read this ea either needs to make medic points faster or make revs like 1/3 of a heal point
(Undecided)
12-23-2006, 07:26 PM
^^
Agreed, I can't even get the silver medic badge.
colonel gee
12-24-2006, 04:40 AM
My friend got the gold heal badge, because in one round he threw down a hub, and his team mate ran over it. While he was standing there he got sniped in the chest. Hgot healed, then got sniped again. This happened the whole round, becuase a support guy was giving ammo to the sniper. They were both recruits. He said he got 200 heals.
Vreki
12-24-2006, 09:43 AM
My friend got the gold heal badge, because in one round he threw down a hub, and his team mate ran over it. While he was standing there he got sniped in the chest. Hgot healed, then got sniped again. This happened the whole round, becuase a support guy was giving ammo to the sniper. They were both recruits. He said he got 200 heals.
Isn't there a limit to how many heals you can get of the same guy?
I think they introduced that in BF2 because of some "creative" people.
-2d- Recoil.
12-24-2006, 12:04 PM
Excellent post, nice one mate.
(Undecided)
12-24-2006, 09:06 PM
Isn't there a limit to how many heals you can get of the same guy?
I think they introduced that in BF2 because of some "creative" people.
Yes I am pretty sure that it is capped. You don't get points for healing yourself either.
Dooshy
01-06-2007, 05:02 PM
You got the Voss all wrong. It rapes if you know how to use it
Colonel200
01-06-2007, 08:51 PM
baur is best for short range voss is better longer.
I happen to think that the voss and the baur are good at all distance shooting. But, in my opinion, the baur is better at a distance because it does more damage per hit and the single fire recoil makes for some nice rapid-fire distance shots. (Aim at the chest, then click twice, you will hit the enemy twice and almost certainly kill them.)
Also, in your next post you said you were having difficulties in getting the next healing badge, so was I. I got it on Camp Gibraltor, in the beginning, when all of the combat is at the first spawn point. There always seems to be large groups of people in certain spots on this map, just place a medic hub near these people and watch all those healing points.
One last thing, why is there no reviving badge like in BF2? I get so many revives, and only pins.:hmm: (sorry for long post.)
Brood+98
01-12-2007, 11:50 AM
Remember people, thee guns are unlocks, not upgrades, the kryloc is easily on par with both the Voss and baur in terms of usefullness and power. Its the decisive middle ground between the two. the Scar-11 is a good gun aswell, certainly has an advantage in long burst fire, (ie, where said one burst kills oponent), plus its significant increased dmg per hit, making it a better lng range gun. the scar is certainly the best balanced gun overall, with krylov favouring more of a voss style of play.
on a personal note, i cant use the voss for chips, BUT, ive gotten 2 dist' combat pins with the scar, 3 with the krylov, and 2 with the baur, (rest were mixed with vehicles/rifle) and....none with the voss, use whatever unlock you are more compfortable with, if neither are compfortable to use, leave them, stick to the defaults, you are at NO disadvantage to other players with the unlocks.
and finally, dont think that the baur/voss is useless at its 'innefective range', the baur can easily kill people with 1 quick burst and close/medium, (and its ROF is pretty high), and the voss in 2 shot bursts with half second delay is amazingly accurate, (even single shot you can fire off more than 2 round a secondwith accuracy)plus half the time the number of factors in determining a kill make a guns stats minor. you can beat someone at long range with a takao-t20 if the circumstances are right, this aint no MMO garbage.
close=voss, long=baur, medium=krylov balance=scar
(Undecided)
01-21-2007, 02:06 AM
Isn't it odd that the comprehensive class guides are being pushed onto the third page by threads like "HOW TO USE THE VOSS? (http://www.totalbf2142.com/forums/showthread.php?t=15552)
I'm sorry but when "Very rare do I use single shot unless very far away" gets more attention than the HOURS I put into these guides I get very unhappy.
[/bump]
Brood+98
01-21-2007, 08:40 AM
this topic warrants a bump. its a good guide, and imo should be stickied.
(Undecided)
01-21-2007, 10:55 PM
Thank you Brood, I shall always remember your kind words.
crackspider
01-22-2007, 03:29 AM
watch the videos
(Undecided)
01-29-2007, 06:26 AM
Eh? lol, character limit
[/bump]
blank1
01-30-2007, 01:29 PM
We need the start a SCAR-11 appreciation club. That gun is awesome. Nearly powerful as a Baur, controllable recoil, outstanding deviation. It's a solid gun. It fits into the stock rifle niche perfectly with the Krylov.
Ackron
01-30-2007, 11:32 PM
what if you're playing PAC? 0.o? lol j/k. I like the Bau most... it's my sort of weapon, though i wish they would add an M16, i still think it's the best weapon ever!
Besides, the Baur was made to be a soprt of easter egg, (Browning Automatic Rifle BAR) from bf1942. I think thats cool, copnsidering that 1942 was the first fps i played after a long time with AoE II
We need the start a SCAR-11 appreciation club. That gun is awesome. Nearly powerful as a Baur, controllable recoil, outstanding deviation. It's a solid gun. It fits into the stock rifle niche perfectly with the Krylov.
Seconded.
I gave the gun another shot after a post you made about it here and tbh, I don't even bother with the unlocks any more.
blank1
01-31-2007, 05:34 AM
When I first started playing the game, I hated the Baur and SCAR-11. Hated. I came from CS 1.6 and Source so I was used to being able to spray and pwnage people. So I deviated and I went recon on one of my other toons and quickly unlocked the Lambert, which I used with amazing success paired with RDX and APM's. I still hold that Recon is the single most versatile kit. The Lambert can hold its own, and you can set awesome traps with the RDX and APM's. However, I got accustomed to BF2142 aiming and soon enough, I gave assault a run and lo-and-behold... the SCAR-11 and Baur had suddenly become ownage LOL.
Now I'm pretty much dedicated assault, and I'll go Recon for that odd Titan game, or Engineer when we have a good walker to deal with. Keep in mind that I have deleted my character named blank1. I went back to my toon with the unlocks... a lot of people played him so his stats sucked. Blank1 is all me dedicated to assault. As of right now, I go between all the assault rifles depending on my mood. I usually start a session with the Baur if I'm PAC, or the Voss if I'm EU. I'll get sick of either weapon after a while and switch to the stock guns, then switch back when I get sick of those. I am pretty much dedicated assault, but I like to snipe when I'm tired of assaulting. Sniping is fun... especially trying to play combat sniper lol. It's challenging running around like and assaulter confronting people and getting headshots.
Ozendorph
01-31-2007, 09:40 PM
I only started playing 2142 after Christmas (got the game as a present) and I play Assault about 95% of the time.
I've decided there is no single "best" rifle. I think it all comes down to personal choice and logging hours with a specific gun. I've seen guys utterly own with each of the rifles, so it's not as though you need one of the unlock guns to even the field. That said, I settled on the Voss for a couple reasons -
1. I can use the Voss regardless of which faction I happen to be playing.
2. Great accuracy + large magazine capacity = a forgiving gun for the casual player
3. I spent the time to unlock the darn thing, so I might as well use it. ;)
In regards to unlocks, for assault I feel the defib and the rockets are the absolute best of the bunch. I know some people prefer the shotty on city maps, but imo the rockets are too versitile and powerful to pass up. They kill snipers, lurkers, and FAVs with equal ease.
Calantus
02-01-2007, 01:35 AM
I don't consider any other config but rockets/defib as "valid". I just can't see where replacing either with anything is justified.
blank1
02-01-2007, 01:47 AM
I don't consider any other config but rockets/defib as "valid". I just can't see where replacing either with anything is justified.
Yeah I hear ya. Imagine when the the UAV grenade for assault comes out with NS. I don't want to give up either my rockets or my defib. Jeeze... To think that the other assault upgrade gives us 4 rockets instead of 3. I know it's only 1 more, but that makes all the difference. That's 2 individual kills when the target is at full HP, compared to 1 and then half of some other poor sap's life.
Yeah I hear ya. Imagine when the the UAV grenade for assault comes out with NS. I don't want to give up either my rockets or my defib. Jeeze... To think that the other assault upgrade gives us 4 rockets instead of 3. I know it's only 1 more, but that makes all the difference. That's 2 individual kills when the target is at full HP, compared to 1 and then half of some other poor sap's life.
Yeah, but does the extra rocket unlock actually take up a slot?
The engy extra clip (well engy/pistol actually) does not.
The radar nade thing sounds cool, but I kind of dislike the idea of throwing a chunk of metal into an area where I might think someone might be hiding.
To me (granted I have not seen it in action) it seems like it would be an announcement (visually when it lands near them and the sound of it hitting the wall/ground) that someone is coming.
blank1
02-01-2007, 02:00 AM
It would be very useful in an offensive situation. When the enemy knows you're coming from a certain way, you simply need to throw a UAV nade (for lack of a better term), stay out of site and set your rockets at a click up or down of the cover he's on (depending on if he's peeking down from a ledge or behind cover) and boom. Not to mention your squad gets it via netbat. A very useful tool.
[TW] Alixsar
02-01-2007, 06:56 PM
It would be very useful in an offensive situation. When the enemy knows you're coming from a certain way, you simply need to throw a UAV nade (for lack of a better term), stay out of site and set your rockets at a click up or down of the cover he's on (depending on if he's peeking down from a ledge or behind cover) and boom. Not to mention your squad gets it via netbat. A very useful tool.
It would have some uses for assaulting a titan, too. Maybe not in corridors 1/2 since they are longer, but in 3/4 they could prove useful. If you bounce a UAV grenade off the wall or just throw one in the door, you will know exactly where the enemies are camping and you and your squad can then chuck regular grenades in those locations. Not to mention that when the defenders see smoke, they will anticipate a rush. Imagine their surprise when the rush does not come, but a barrage of grenades/ARs does instead. I also agree with what you said earlier, though. I can't imagine not having the defib or rockets. I rarely use either of those, but when I do they are lifesavers. Even though this new grenade does have some potential uses, I just can't imagine being without rockets/defibs.
blank1
02-02-2007, 01:53 AM
I hope you use your defib often ;p
Come to think of it... should we be calling the "defib" a "defrib?"
[TW] Alixsar
02-02-2007, 02:04 AM
I hope you use your defib often ;p
Come to think of it... should we be calling the "defib" a "defrib?"
I use it whenever someone's dead and I can safely revive them. If there's an enemy in a position to kill either one of us after I revive him, I let him die. Actually, I use it fairly often now that I think about it. Rarely was a poor choice of words I guess. Haha.
blank1
02-02-2007, 10:28 PM
NM it is defibrillator... Firefox spell check pwnt me
K.Young
02-17-2007, 04:38 AM
lol i gotta stop laughing, i just killed 5 people with a single frag grenade!!! lol im sorry, ok back to my response. Yea i agree the voss is great for killing multiple enemies without having to reload, i just realised that for the baur, i drop 1 guy in half a second with the baur using my 20 shots and his buddies all jump me...GRRR always happens to me, so dang angry. Voss also has no recoil. But baur ftw, ownage every day. Ar rockets own btw: use them.
Smoke grenades i dont use, as i now unlocked all the assault stuff, I use Baur/sometimes voss, AR rockets, Defib. They did save my life from being raped by like 10 guys, some dude threw 2 of them to where i was, being shot to pieces, i was in a corridor in berlin, I just backed up with my medi hub and they fired into the smoke. But defib and rockets i use more. Smoke is great for teamwork and support, but you don't see that too much anymore do ya?
K.Young
02-17-2007, 04:48 AM
the baur isnt named after the BAR, baur is after some hero i think, im not sure but not from BAR. Though i do see how you get that conclusion, both are overpowered guns with 20 shots each. Good old WW2 games with the thompson and m1.
dumbo
02-18-2007, 12:14 PM
Alixsar;250957']It would have some uses for assaulting a titan, too. Maybe not in corridors 1/2 since they are longer, but in 3/4 they could prove useful. If you bounce a UAV grenade off the wall or just throw one in the door, you will know exactly where the enemies are camping and you and your squad can then chuck regular grenades in those locations. Not to mention that when the defenders see smoke, they will anticipate a rush. Imagine their surprise when the rush does not come, but a barrage of grenades/ARs does instead. I also agree with what you said earlier, though. I can't imagine not having the defib or rockets. I rarely use either of those, but when I do they are lifesavers. Even though this new grenade does have some potential uses, I just can't imagine being without rockets/defibs.
When attacking a titan/'disputed area', I'd be surprised if your team didn't have at least 1 IDS-1 deployed, making the radar component completely worthless?
[actually, I'm having trouble seeing value in any of the NS upgrades when compared to the IDS-1 - not sure I like the look of this expansion]
Tehb2
02-20-2007, 07:36 PM
Nice post: If i could throw in some reminders for those coming in: ALWAYS have a defrib., and dont be afriad to revive someone in a dangerous spot. I - in the spirit of medics - will run into open space, and under fire to rescue a teamate in range. Maybe you'll have to surpress, but if you get the revive off fast you and your revived teamate can get out alive....most of the time.;)
I hate dieing and seeing tons of medic icons nearby, but no one paying attention and reviving me, because I know how much I dedicate towards revives. I've had games where I get gold and more than half my points are healthpack/revive related. Also, not seeing enough medics is annoying too. Generally, the assualt kit is vital to a team that wants to win the battle.
[TW] Alixsar
02-20-2007, 11:10 PM
I - in the spirit of medics - will run into open space, and under fire to rescue a teamate in range. Maybe you'll have to surpress, but if you get the revive off fast you and your revived teamate can get out alive....most of the time.;)
I hate dieing and seeing tons of medic icons nearby, but no one paying attention and reviving me, because I know how much I dedicate towards revives.
1) Most of the time is not all of the time, and it doesn't make any sense to have two people potentially die when only one person has to die. Sure you might get some points for it but what about that other person who dies? They have to wait even longer, effectively taking two players out of the game for longer.
2) Other players might feel as I do and only revive if it's a sure thing. So don't count on random people in the server. If you die, be ready to either get a squadmates' help or spawn someplace else.
3) Just because you like being a Medic doesn't mean everyone else does. I play a sort of hybrid, but a lot of people play Assault to play Assault alone.
Shellsh0cker
02-21-2007, 01:52 AM
Indeed; though most people seem to agree that rockets/defib is the best combo, there's nothing that says you can't go shotgun/rockets or even rockets/smoke or shotgun/smoke. The kit's called assault, not medic, and you really shouldn't and can't dictate what other people choose to pack; it's their decision.
Dead_And_Gone
02-22-2007, 08:47 AM
First started playing, I LOVED the Voss, low recoil, mucho ammunition. Learning curve is QUICK.
Baur, the learning curve is much harder. Switched to Baur now and love it. Leave the Voss to the hard chargers at tip of the group assault. :) Baur will still Pawn in short range fights, and single shot long range. I was too much a spray type early in my 2142 career, so the Baur and the heavy kick just didn't fit my style of play.
Rockets are Awesome. Don't leave home without them.
Shotgun? If it was as good as the Clark, it would be great, but it isn't by far.
And your taking away my rocket ammo. Lose Lose to me.
Smoke? I love people using smoke. I can see right through it, and kill them anyway. The UAV smoke, now I can see it's usefullness.
Wrankles when you see an assault run by your mangled body and never tries to difib you. Worse, you get mangled out in the open, some medic runs by and defib's you. BAM, your dead before you can move. Medic runs by AGAIN, defibs you, and BAM, your dead again. Unless you are just trying for some pin, DON'T rez me under fire. Kill that sucker first, and THEN rez me. All your doing is stat padding your rez's, and his/her kills.
(Undecided)
02-22-2007, 08:32 PM
I hate dieing and seeing tons of medic icons nearby, but no one paying attention and reviving me, because I know how much I dedicate towards revives.
Believe me, I know your pain.
And guess what? I'm Back!
After 3 months of self-imposed exile (for "health" reasons) I have returned to BF2142! I will be getting the Northern Strike pack and will add info on the new unlocks when it comes out and continue support for my guides.
Diamond621
02-23-2007, 04:06 AM
Alixsar;251392']I use it whenever someone's dead and I can safely revive them. If there's an enemy in a position to kill either one of us after I revive him, I let him die. Actually, I use it fairly often now that I think about it. Rarely was a poor choice of words I guess. Haha.
This is a post I originally made in "The DOs and DON'Ts of a Good Player", but as the topic is steering this way it bears repeating.
Normally I see two sides to nearly every issue and can find merit in argument even while personally disagreeing with it, but in this case - no. If it is tactically too dangerous to revive someone, then YOU SIMPLY DO NOT DO IT. There is no debate here. As quoted above is the RIGHT way to do it, and the "revive no matter what the cost" approach is the WRONG way to do it. The only thing that infuriates me more than defibrillator-equipped Assault players who do not revive me in cleared area is Assault players who revive me with 2 seconds left on my respawn timer, only so we can both be killed, forcing me to wait an additional 15 seconds to get back into the round to help my team.
This has been posted a couple times but bears repeating.
Be smart about your reviving.
Neutralize the threat BEFORE you revive. Chances are if you see my fresh friendly corpse in the area, I probably did not die of natural causes! LOOK and LISTEN for the enemy, then take them out while they are weakened from the initial confrontation. It serves no useful purpose for you to charge into the line of fire and revive me, and then have us both be killed by the enemy that got the jump on me in the first place. You have given them two additional points, gotten yourself killed, and made me wait another 15 seconds before getting back into the war.
This is a particular pet peeve of mine. Be smart about em, people. If a revive is too dangerous, do not attempt it. You have 15 seconds to scout and clear the area. I assure you I am not going anywhere, so play smart and play safe - particularly in enemy territory.
People worth having as teammates in this game are patient, and will understand if they need to die once so that the team effort can advance. Anyone incapable of comprehending this simple truth is beneath your consideration as anything more than a meat shield.
(Undecided)
02-26-2007, 02:13 AM
Updated with Northern Strike unlocks!
Vikaman
02-26-2007, 10:29 AM
Nice guide!
Although I must say that it is very easy to pull of 100m+ kills with the Voss.
Single Fire owns.
Otherwise, a great guide!
Want me to help you with making video on how to use the AR rockets?
I have too much free time.
(Undecided)
02-26-2007, 11:09 PM
^^
Nope, there are already a few videos on rifle-rockets, thanks for the offer though.
And yes the Voss is still good at 100+ meters as the recoil is minimal allowing you to line up subsequent shots quickly.
KC-10
04-12-2007, 11:53 PM
Oh come on. This is one of the best guides on TBF2142. Why is it not stickied? This and your support guide, SHOULD be stickied (Undecided)...
Dead_And_Gone
04-13-2007, 09:10 AM
I just don't see the use of the UAV smoke grenade.
the smoke alerts them that you are coming or close by. Sure it pinpoints their position, but there are other options.
How many squads DON'T have a support guy included that has an IDS-1 ?
You and your squaddies should be pretty close together for assaulting an objective. Since your support guy is doing his UAV thing, you are free to equip your assault as needed.
Got a group of lone wolf's who just squadded to get the free squad unlocks?
Kickem if you are SL, or join another group if not. Great squad play and VOIP ROCK. Don't settle for 2nd best. Don't settle for a retarded group. You will just get frustrated and PO'd. I'm here to have fun, which includes meeting and talking to people on VOIP(Although using Mikes seems to be more uncommon these days), and squadding with people who are like minded. A great group will tailor it's class according to the map or attack objective. Nothing better than you see an APC owning an area, and 1-2 squaddies announcing they are respawning as Engy Pilum Pusher to wipe them out. Problem solved, great group play, communication, WOOT !!!
tagging daggers
06-19-2007, 02:35 AM
good guide
KC-10
06-19-2007, 08:44 AM
Why is this not stickied? It is really good.
Dead_AndGone, this is an OLD guide. IDS and Radar grenade did not exist back then. ;)
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