Battlefield 2 strategy guide pdf
Here's a taste of what you're in for:. Basics: Welcome to Basic Training, recruit. Here you'll learn everything you need to start playing along with some helpful tips.
Instruction Kit: All of the class kits described with expert tactics. Vehicles: How to make the most out of the numerous vehicles. Leading the Way: Strong leadership makes for a strong attack force. We tell you how to direct your troops effectively and stop the enemy leader from doing their job. I've also found that mining one of the bridges can be a smart idea as long as your team is not in the lead flag-wise. The tanks should be your main weapons into breaching opposing territory.
Lead them slowly and efficiently, dropping supplies for automatic repairs. This spells disaster, as you're just handing them the ability to rape and conquer. Both airbases are on top of hills where snipers can defend against infantry rushes with ease. Both tank spawns have tall mountains that overlook the positions, meaning snipers can pick off spawning soldiers.
If anything though, you'll find a useful sniping point via a ladder near the USA tank spawn. The ladder leads up to a roof, where you can climb to a very top aclove that overlooks all the buildings on the map including the busy mosque area.
There are roofs you can climb to via ladders on the MEC side of the dried river. If none of these places please you, try climbing the ladder to the water reservoir green drum near the American main base.
If you're desparate for innovation, bail out of a chopper and land on the mosque roof. This spot is so unstoppable it's not even funny.
Unfortunately, the toughest challenge will be navigating to these lone isles without getting blown to pieces. The MEC's bomber spawns at the closest airstrip with its own garage. Take the nearby middle segment point if possible, but be forewarned that there is tons of nearby armor to deal with.
You need to reduce MEC air superiority at all costs, since this will be their main counter weapon against your armor advancement. Make use of the Blackhawk, but try to sneak capture the rear points if possible. Most troops will either stay near the middle portion of the island, or near the frontal part. As for your attack helicopters, they should try to pelt key positions. For the most part, you should try to sweep left-right with the islands, or from the rear and close in on the middle points like a swallowing herd.
It seems ideal, but few MEC teams manage to hold both air bases without losing one in the process. You have to remember that the only defense you have against American jets, helicopters, and aerial assaults is your own air support.
Roam back and forth across the island in your tanks, relaying support whenever it is needed. Hell, jump on a jeep and gun down the Blackhawks that try to fly in low for a drop-off. All I can say is do your best to defend the island. Everything on island capturing is done like bunny hopping. Everyone flocks to one point, and everyone flocks to the next. Flank and capture a recent flocked position for little resistance. The Americans have to breach the initial defense, which is tough on the front portion.
There are TOWs that prevent APCs from simply plowing through, and most people may even bring a tank to the forefront to shoot boats. The only hope the Americans have is landing a Blackhawk somewhere, capping a point, then letting reinforcements spawn through. If you lose an airbase on this one, you really lose a chunk of your tickets. It takes so much sacrificing to try and take back an airbase, after it has been stolen. You'll find spawn camping to be a big priority on this one, specifically against the Americans who will all be crunched at the helopad waiting for a chopper or jet.
Artillery strikes make a difference on this one. This map has few troops that go on the ground, unless you're at a major base. Do your best to use the side hills for height advantages, or the treeline near the forefront of the mountain to snipe downward.
It doesn't have sniping spots, but a good sniper can treat this map like a ghille suit. Before the actual town can be reached, one must traverse the long dusty plane full of snipers and legitimate threats. You may notice that the design of Road to Jalalabad is actually sniper friendly. The first half of the map starts off with a rolling hill that ends up near a coastal oasis, with some occasional boulder stacks here and there. What you want to do is sneak a transport vehicle into the main town, and capture one of the interior points the Hotel is a GREAT spot to snatch up or the Town center.
Taking the rear mosque is challenging but also worth the effort as a tank spawns here. Once you have an interior point, the rest of the flags should fall with ease, and your kill count will increase. Rush the Lake flag, and flank from the southern army base so that you can trap the Americans inside their own uncappable zone. Simply guard this long plane with multiple snipers, and spam grenades at some of the large rock quarries where other Americans may be hiding inside. Watch the boundary flanks for squads trying to sneak by.
If this map is played with No Vehicles mode on, your chances of victory are much higher. If there are vehicles, landlock them with AT mines at key pathways the water access route from Lake to the town. If one team does manage to infiltrate the town, it gets even more interesting as more close quarter battles occur. Nonetheless, this is one of the best maps along with Wake Island, and Strike of Karkand due to its unique yet refreshing design.
Many servers play this map with No Vehicles mode on due to the sniper wars that go on. There are also multiple adjacent buildings with ladders that give you a medium height sniping point. You will find 2 tall buildings that can be climbed south of the mosque area, and these buildings give great shots to anyone approaching from the Lake flag or from the Town Center flag. There is one elevated garage with ladder access in between the Lake flag point and well flag point to the south.
This spot is decent for protecting the interior of the town. Otherwise, you can actually snipe very good on just the long flat plane that leads to the US's uncappable zone. Use the rock quarries for cover, or hide behind palm trees. The MEC wants to take it back so they can send out more eroding brainwaves. It has a helopad spawn and a wide point of view. You can easily defend it against the ground, and sabotage the inner stairwells in case you do get overrun.
While you may eventually lose due to a loss of reinforcements, hold the TV station at all costs for the best chance to win. I do recommend capturing the building in construction to the west as your secondary spawn point. Few MEC forces will breach this area, and if they do, will most likely be gunned down. Other than that, this map comes down to counter-rushing, taking a point, defending it for a bit, and then repeating to rack up lots of kills.
Artillery should be your friend to counter the mass rushes of the MEC troops. The support points are generally easier to take over, and you can spawn your reinforcements closer to the battlefield. I found it too difficult doing a head-on assault into the triple spawn point to the west, or the TV station to the east.
The support positions lack armor support, but they do have lots of navigating treadways that head off to the rest of the city. Both teams only have one attack helicopter spawn, and it does make a difference how you utilize them. Remember to abuse and cruise with the MEC chopper. AA stations are mounted across the map, but few players utilize them to full potential.
You can take the TV station easily with the. Tag it! Another Battlefield 2 Walkthrough :. More Battlefield 2 Walkthrough. Hot Cheats :. Grand Theft Auto IV cheats. Diablo III cheats. Max Payne 3 cheats. Black Mesa: Source cheats.
Call of Duty: Black Ops cheats. Pokemon White cheats. Mass Effect 3 cheats. MineCraft cheats. Kingdoms of Amalur: Reckoning cheats. Orcs Must Die! While not the most powerful class, assault troopers combine good ammo reserves, body armor, and secondary weapons into a general anti-infantry kit.
The assault class's grenade launcher makes quick work of enemies that clump together, as these poor fools are about to find out. Unlike some of the more support-oriented classes, like the medic and engineer, assault players get a suit of body armor that will protect them from some of the fire coming their way. You won't be able to stand up to a machinegun for very long, but it will enable you to live just a bit longer while you're taking fire.
In addition, all assault players get a weapon-mounted grenade launcher to go along with their automatic or semi-automatic weapon, which will let them fire explosives at a much longer range than will be possible for most classes, although using these appropriately can be difficult. They're great for use against enemy soldiers, and you can sometimes rack up multiple kills by landing one on an enemy fast attack vehicle.
Still, they take a few seconds to reload, so you won't want to have to use grenades while engaged in a one-on-one duel; normal weapon fire will be a better choice for most close-range assaults.
If you can get the drop on someone, then launching a grenade at them will usually kill them in one shot, but doing so will leave you without the ability to fire for a couple of seconds, so be careful!
In addition to their assault weapons and grenade launchers, assault troopers also get a single smoke grenade as part of their kit, which can be useful to cover up an assault, especially when you're about to bring a whole squad into the area around a flag.
Sometimes its best to just use them as a diversion, though, and intentionally mis-throw them into an area you have no intention of entering just to divert your enemy's attention long enough for you to overrun them. The ghillie-suited sniper is going to be both a welcome and feared sight, sometimes inspiring both responses at once, even from your own teammates. While being a sniper in Battlefield 2 is easier than ever thanks to the total elimination of scope drift , sniping is still a task best left to the professionals, and you should carefully monitor the population of snipers on your team before deciding to become one yourself.
First off, though, it's worth considering the role of a sniper in a game. As in most titles, snipers in Battlefield 2 are long-distance killers, capable of headshotting opponents from a good distance away. They have a harder time going up against enemies at close range, though, due to the fact that the sniper rifle doesn't have a crosshair when aimed from the hip, and due to the fact that their only sidearm is a pistol; the closer your enemy gets to you, then, the more likely it is that you'll die.
You should thus not only try to stay a good distance away from your enemies, but also conceal yourself from their view as best as possible. Whether this takes the form of melding into a shadow, crouching under a bush, firing from the windows of a building, or what have you, you're going to need to be as close to invisible as possible if you want to avoid getting punked by the first assault trooper to come along.
Since there's no scope drift, as mentioned, you have more options here than you used to; you can actually stand up at a window's edge and fire with near-perfect accuracy, allowing you to pick off soldiers as they come down the street.
Hitting targets from this far away is going to be difficult unless you've mastered the art of sniping. That said, sniping isn't necessarily going to translate into a massive number of kills for you, even if you manage to find a perfect spot from which to blast away. For one thing, a sniper round won't instantly kill a healthy target unless you hit them in the head. Many players of the demo are reporting that it can sometimes take two or three hits, and that it's difficult to accurately hit enemies, even at relatively short ranges, due to the fact that bullets actually drop as they travel horizontally across the battlefield.
If you're good at getting headshots, then bully for you, but most snipers will require at least two hits before their target goes down.
The complicating factor here is player movement; smart players will start sprinting for the nearest wall or cover as soon as they get hit by the first bullet. While good snipers are capable of landing shots on moving opponents, the new sprint maneuver is going to allow players to temporarily double their movement speed, which will be difficult to adjust to, even for the talented snipers out there.
What's more, even if you are an excellent sniper and can take people down from long range with good consistency, the dark side of the class is that it rarely has a huge impact on the flow of a game.
Snipers, by nature, tend to stay away from the densest portions of a map, which usually wind up being the flag spots. That, compounded with their inability to go toe-to-toe with enemy infantry, means that they'll usually have to avoid getting close to flag spots, even if they spot one that's being undefended by enemy infantry. Since capturing flags is the entire point of the game, and snipers are often going to be the worst class at doing so, choosing to be one is often more about personal glory and big kill totals than helping your team.
Of course, there's exceptions to every rule, and when you can integrate your role as a sniper with the needs of your team, then you can be an effective anti-infantry force or a fantastic spotter. Snipers aren't really needed in squads, so you'd be best avoiding them if possible, or even make your own, one-man squad to enable you to call for supplies or artillery when needed, while giving you a direct voice pipeline to the commander.
If you're flying solo, then you can try to take up a position in a central location and keep an eye on enemy locations; since you can use your Q menu while zoomed out, you should be able to spot enemies and call them out to your teammates from a good distance away.
If you stay away from the well-worn sniping spots and find a place a bit off the beaten path, then you should be able to remain alive for a while, or at least until the sound of your shooting clues someone in on your position.
Lastly, it's worth noting that even good snipers will eventually be killed. Although the deathcam of Battlefield , where a dead player would immediately zoom in on the location of the player that killed him, has been eliminated, it's still a relatively simple matter for enemy commanders to ferret you out with scans or UAVs, allowing enemy players to track you down.
Artillery is also a fine sniper-killer, at least in smaller games, since snipers often enjoy getting up on top of cranes and tall buildings, which are unprotected from the shells.
It's difficult to survive for the length of time needed to rack up a large number of kills here, and even if you do get a large body count, you're still not going to be contributing as much to your team's success as the grunts that are capturing flags will be.
Still, sniping can be an entertaining diversion if you're just looking to take down a few enemies rather than get caught up in the hustle and bustle of quotidian running and gunning.
Every squad is going to want to have a medic or two or three standing by, as they're the only source of healing in the game, and can revive critically wounded players to full health with their shock paddles, without charging your team a ticket. A team that can manage to revive dead players instead of waiting for them to respawn, then, will have a significant ticket advantage over the course of a long game.
Luckily, medics are quite able to roll with the big dogs in combat; they'll receive the same kind of assault rifle as assault troops do.
This will let them deal a good amount of damage while firing, but it'll be their only real form of offense. Medics don't get the grenade launcher attachment that assault troops do, and they also do get frag grenades that can be thrown. These won't explode on impact like the grenade launcher's will, though.
What's more, they also don't pack the body armor that an assault kit would normally wear, but this is somewhat balanced by their ability to heal themselves. When defending a base, hide medkits inside bushes to prevent enemies from seeing them.
Your teammates will still see their icons easily. One new feature of the medic class in Battlefield 2 is their ability to drop medkits on the ground, which friendly players can then pick up to heal themselves. Previously you had to be within a certain small distance of your target in order to heal them; now you can just drop a few medkits near a camping soldier and run off, entrusting him to heal himself as necessary.
You can, of course, still run up to a player and heal him or her manually, and this works just as well as it ever did. In fact, you can actually increase the radius of your healing abilities by healing from inside a vehicle, for some reason.
Now someone just needs to mod in some Red Cross vehicles As mentioned, medics can revive critically wounded teammates. In Battlefield 2, you can't choose to automatically respawn when you die; instead, you'll have to wait 15 seconds or so the exact length of time depends on the server, but 15 seconds is the default , then you'll automatically return to your spawn point and get back into the game, which will reduce your team's tickets by one.
If there's a medic nearby, though, they can whip out their handy defibrillator paddles, kneel over your body, and shock you back to full health instantly, which will prevent you from having to wait the full 15 seconds, and will also eliminate the ticket charge resulting from your death. You have to be close enough to get into contact with the paddles, so if your dead teammate is lying prone, you'll want to either lie prone yourself, or at least kneel down; if you attempt to revive while standing up, you'll likely miss and will have to wait a few seconds before your shock paddles recharge before trying again, during which time your teammate may just respawn back at his normal location.
So, reviving dead allies is just obviously a good thing; you can keep soldiers around on the front lines rather than having them spawn at a friendly base, and you'll prevent your team from losing the tickets that normally result from their deaths.
Of course the caveat here is that, to revive your teammate, you'll have to enter a portion of the battlefield that hosted some form of deadly threat within the last fifteen seconds; proceeding recklessly in the direction of dead allies will generally result in you getting yourself shot up along with your friend. Sometimes you just have to accept that your teammate is gone, and that attempting to revive them will simply net your enemies another easy kill; this is especially true when your teammate gets taken down in the middle of an open area, such as a street or desert.
Attempting to run out and revive them will give whomever killed them a free shot at you. That said, there are ways to gauge the safety of reviving a teammate, the most obvious of which is to just take a peek around the corner; if you see a swarm of enemy infantry around your friend's body, then it'd be a bad idea to go and try to rescue him.
Alternately, if you can track the text in the upper-left corner of the screen, then you should be able to see who killed your teammate and what weapon that they used to do so. For instance, if your friend's name was Abel, and you see the text " Cain [M1A2] Abel " pop up in the upper left corner of the screen after he dies, then you'll know that an opposing player named Cain killed him off with an M1A2 tank, and that the area in which he died is going to be exceedingly deadly for you for the next few minutes.
However, you can use these messages to see specifically whether or not the enemy in the area was subsequently killed. If the sequence goes something like:. Then you'll know that an enemy killed your teammate Abel, but then one of your other teammates, Adam, killed Cain in return. If Adam manages to stay alive for a couple of seconds after killing Cain, then, in the absence of other information, you can probably assume that the area around Abel's body is clear of enemy troops, and can head out to revive him.
Although this sounds like it'll take a while to parse through the feedback text and make your decisions, it actually becomes second nature after a while. Of course, if you're running in a squad with voice support, then your information gathering procedures will be much simpler, and you can wait for your teammates to let you know what killed them and where the threat is.
Note also that the shock paddles are quite capable of killing enemies if you happen to hit them while in melee range. A full charge from the defibrillators will generally kill an enemy, even if he's at full health, but of course you have to be right on top of them before you can use them. If you can sneak up behind an enemy, though, the serverwide notice that they got killed by shock paddles is likely to generate a few chuckles. The engineer kit is one of the least-appreciated classes in any Battlefield game, and is perhaps going to be more so in Battlefield 2 than in either of the previous titles in the series.
While the engineer kit brings some unique abilities to the table, it also has some specific weaknesses that make it a drawback to use in combat. The most unique aspect of the engineer is his ability to repair damaged vehicles and structures with his trusty wrench.
When you have the wrench out and in your hand, you can walk up to a damaged vehicle and start "firing" the wrench at it to repair damage; you'll get a readout of how much health the vehicle has left, which will start to slowly creep up as you hold down the button.
You can't repair vehicles that have been completely destroyed, but you can repair structures such as artillery guns and UAV huts that have been blown up by your foes. These repairs are somewhat slow, so you won't want to do them while a bunch of enemies are hanging around, but if you enter a tank, run around for a bit, take a bit of damage, then manage to find a quiet part of the map, then feel free to jump out and repair your tank up to full health, if you think that you can avoid taking damage in the meantime.
One of the first things to remember about repairing things is to keep moving. If you hop out of a tank and start to repair it, then rotate around it while continuing to repair it; don't just stand still. Moving will prevent enemy snipers from getting a bead on you, and also make it more difficult for an enemy to surprise you with a knife attack or something similar.
If you do start taking damage, then immediately jump back into the tank, regardless of its state of repair; you're almost always more likely to survive while inside an armored vehicle than when you're outside.
The same goes for repairing commander equipment in your base; you should pretty much always assume that there's someone watching you while you repair stuff, because as soon as you think you're safe and stop moving, you'll be ripe for a headshot. Repairing, as with medical repairs and ammo replenishment, can also be accomplished from inside a vehicle, but only for other vehicles. That is, if you're an engineer and are running around inside a tank, then you'll automatically repair vehicles that get close to your tank, but your own tank won't be repaired unless you hop out and do it yourself, or, alternately, get another engineer in another vehicle to come up alongside you and have both of you repair each other.
Repairing while inside a vehicle is slow, however, at least when compared with doing it with a wrench, so if you need a speedy repair, you might want to just hop out and do it the old-fashioned way. Mining roads is a bit safer than in BF, since your teammates can now actually see the mines on their HUD. In addition to their repairing prowess, engineers also pack anti-vehicle mines. AV mines are much, much easier to use in Battlefield 2 than they have been in previous Battlefield games, thanks to the fact that they're easily visible to your teammates, which will help prevent accidental team kills.
You still need to be careful not to lay them in areas that are going to be well-traveled by your teammates; it may seem keen to lay a bunch of mines in one of the entrances to a base you're defending, but if a tank spawns in the base, then you may have just prevented it from ever leaving. It's better to try and find locations for mines that are going to be traveled by your enemies, and not by your team. As a specific example, in the multiplayer demo, there's a Hotel control point, where the flag is at the top of a ramp, near a pool.
All of the vehicles at this flag spawn at the bottom of the ramp, so if you're defending it, the ramp itself is a good spot to place mines; you don't block off your teammates from escaping, but enemy vehicles will find it very difficult to get to the flag without climbing one of the hills to the north or east.
Unfortunately, engineers lag behind most other classes when it comes to actual ground combat. Although some people enjoy using shotguns which engineers are restricted to , we find them to be fairly difficult to use well.
Obviously, you're going to have to be right up close to your enemy for them to be usable, almost to the point where you're within knife range; anything much farther than ten yards or so, and the bulk of your pellets will miss your target. So you'll need to get as close as possible to your target before opening up; in a lot of cases, this means that you'll have to either sneak around to get close to your opponent before firing, or just sprint behind some cover, turn around, and hope they follow you.
The good news is that most automatic shotguns in the game are going to outclass just about anything when fired at point-blank range, so you should be able to get plenty of kills if you can adequately pick your moments. The exception to this is the default American shotgun, the Remington While it's purportedly more powerful than the other nation's shotguns, the fact that it requires a couple of seconds of downtime between shots makes it difficult to kill with even in the best of circumstances.
If possible, you'll want to play around as an engineer by staying inside vehicles until you unlock the upgraded, automatic shotgun that you'll eventually earn. Since there's going to be roughly two vehicles on a map for every five players, it's a relatively sure bet that your squad is going to face off against a tank or other vehicle if you play together for more than a minute or so at a time.
Although you'll be able to shoot and kill passengers and gunners in some vehicles, such as the Hummer and the FAAV, most infantry won't be able to do much to hurt armored vehicles save throw grenades at them. Anyone who played Battlefield or Vietnam will remember how futile these efforts often were, though; grenades can damage tanks, but will rarely be able to kill them unless you manage to throw a good dozen or so at a time.
This is where the antitank kit comes into play. In addition to the usual submachinegun for anti-infantry attacks, antitank troopers will pack a personal anti-armor guided missile. These missile launchers will allow you to, well, fire away at armored vehicles and destroy them. When you bring up a missile launcher, you'll be able to fire it either from the hip or from a zoomed mode. Whichever mode you choose, you'll have a moderate amount of control over your rocket after you fire it; moving your mouse to the left while the rocket is in midair will move its course slightly to the left, and so on.
This isn't like firing a rocket launcher in Half-Life 2, though; you only have a very mild amount of control over the missile, so if a FAAV is moving perpendicular to you, it's unlikely that you'll be able to track it.
If a tank is heading roughly away from you, though, you can use the mouse controls to get a bit of fine control to zero in on it if it attempts to maneuver away from your missile. Keep in mind that tanks have less armor on their rear sides, so, if possible, hit them from behind.
Also note that you can hit hovering helicopters with your missile if you're a decent shot; they can only take one or two hits before they go down for the count. As mentioned, though, a tank and even an APC won't be destroyed by a single missile, so you'll need to hit them multiple times with missiles before they go down. Unfortunately tanks will get damage location markers after being hit, so it's often not too difficult for them to figure out where your shots are coming from; if possible, try to move a bit between shots.
It's better to just spawn as an anti-tank troop if you notice a tank rolling up to a base that's otherwise undefended; with three or four AT troopers wailing away at a vehicle, it'll go down quickly.
At spawn points with plenty of places to hide, this tactic can make it essentially impossible for a single tank to capture a point. The support class is a new addition to the BF2 universe, and fills the heavy weapons role in battle.
These guys aren't content with just shooting enemy soldiers; they want to totally rip them apart, and thus have some hardcore weapons with which to play. The U. In addition, the support class packs body armor, but they're incapable of sprinting for as long as other classes can. The thing about the SAW and the other support weapons is that they're horrifically inaccurate in most firing situations.
If you're standing up, for instance, then you can essentially forget about killing anyone with your main weapon, unless you're standing right on top of them. These weapons are really intended to be used while lying prone and aiming, but even then the spread of bullets is going to be fierce, so you'll need to be quite close to your target in order to safely hit them.
This is something of the opposite problem as that found in Battlefield Vietnam, where the M60 was capable of firing in tight circles at long range, and was so overpowered that it eventually got nerfed in a patch; the poor accuracy of the support weapons in BF2 is likely a reaction to this. Hopefully they'll be tightened up a bit in a future patch. For the moment, lying prone, zooming in, and firing in short bursts are the best solutions to the accuracy problems of these weapons.
At close range, a support kit's machinegun can kill enemies in less than a second. As it is, though, the support weapons here are notable mainly for their huge ammo reserves; some of them can fire up to rounds without reloading. Since you have to get up close and personal, you may find that these weapons are best used for defending a flag; if you can find a nice, quiet spot that's defensible and looks out over a flag capture area, you can lay prone, zoom in on the flag When someone comes along and thinks that the flag is up for grabs, you can show them the error of their ways by popping them from your hideyhole.
In addition to raw combat skills, the Support class can also give ammunition to other nearby players to restore their ammo reserves. Since there aren't any ammo boxes in the game world anymore, you will eventually run out of ammo completely if you don't find a support soldier to fill you back up or call for supplies from your commander.
Unfortunately, support soldiers don't get any grenades because of this; otherwise they'd just be able to launch grenades from cover, resupply themselves, then repeat. BF players have fond memories of attempting to overtake a flag populated by a bunch of guys sitting around an ammo box throwing out an infinite number of grenades, so it appears as though the developers eliminated the ability for support classes to do that by themselves by eliminating their grenade-carrying capabilities.
You can get nearly infinite grenades by teaming up a grenade-wielding class with a support player, but this is somewhat unwieldy. One of the new classes in Battlefield 2 is the Special Forces class, which is something of a behind-enemy-lines operative. The emphasis here is on speed and stealth, and not outright killing power, although special forces players will have a lightweight automatic weapon that's decent in firefights.
The main difference between the Special Forces class is the inclusion of C4 as a weapon for them; these sticky bits of high explosives will let you destroy bridges, artillery, enemy equipment, and so on.
What's more, you can attach C4 to almost anything, including vehicles, which makes for some devious tactics. Players of BF will remember awkward but very fun attempts to pile dynamite into the back of a jeep to make a makeshift carbomb; in Battlefield 2 this process should be a lot easier, due to the C4's ability to stick to vehicles.
All you have to do is attach the C4 to a Hummer, hop in, ride towards a group of enemies, then hop out and detonate the explosives for a bit of suicidal fun. You can also attach C4 to enemy vehicles as well, so if you spot an enemy making a beeline for a helicopter, feel free to attach C4 to it, then detonate it after he's gone airborne. C4 can also be used to destroy certain bridges and other destructible hotspots in certain maps. The primary point behind C4, though, is to allow you to destroy enemy artillery, UAV trailers, and scan huts, which are normally but not always near the enemy's rearmost base at the beginning of a round.
If an enemy has an uncapturable flag, then their commander equipment will almost certainly be somewhere nearby. If you can reach their base, perhaps by taking a boat or a quick FAV behind enemy lines, then most of your opponent's equipment can be destroyed with your C4 packs. Most enemy equipment, such as UAV trailers and artillery guns, will require two packages of C4 to detonate.
Since you only carry five packs at a time, you may have to radio your commander for supplies in order to finish demolishing an enemy base. Since equipment destruction messages are relayed to all members of a team, though, they'll likely come looking for you as soon as you blow something up.
You will earn points for destroying enemy equipment as of the game's 1. Panzer Dragoon Official Guide Book Revolution Prima's Official Strategy Guide - Playing Donkey Kong to Win! Polarium: Puzzle Codes Pool of Radiance Adventurer's Journal - Pools of Darkness Adventurer's Journal - Popful Mail Hand Book Praetorians Prima's Official Strategy Guide - Privateer Playtesters' Guide - Psychic Force Perfect Guide Book Quest for Clues Quest for Clues II Quest for Clues III Quest for Clues IV Quest for Clues: The Book of Orbs Quest for Clues: The Manual of Swords QuestBusters: Keys to the Kingdoms QuestBusters: Keys to the Kingdoms 2 QuestBusters: The Book of Clues QuestBusters: The Book of Clues 2 Radiant Silvergun Complete Guidebook RayStorm Gamest Mook Vol.
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