Bad Company Tips and Tricks

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s3xy_j0nny
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Re: Bad Company Tips and Tricks

Post by s3xy_j0nny »

Suggested kit layout for Rec0n Ninjas:

- VSS Sniper rifle (Fully auto, silenced - works like an SMG) with red dot ( [b]. ) scope.[/b]

The VSS enables the ninja to kill an enemy without giving away his position. This is a huge help for your squadmates before they bum-rush a flag. If you can drop 1 troop without anyone knowing where you are, you immediately distract the other enemas defending a flag. In practice, I have been in a bush within 10m of 3 enema troops and dropped the same player several times despite him having constant revives. None of the defending enemas realised where I was and the distraction of looking for me allowed my squadmates to steamroll them all at their flag. Apart from its stealth, the VSS is fkin balanced in terms of accuracy, damage and rate of fire - it outguns most SMG's and is more than capable of competing with most assault rifles in most 1 on 1 cases.

- WWII .45 pistol (not as much stopping power as the REX-12, but MUCH faster rate of fire).

Definitely the most haXx0r of all the pistols. This handgun competes with a lot of main firearms for killing power. You can fire a full magazine in about the same time it takes to get 2 (accurate) rounds off with the REX. Should be first choice pistol for any kit.

- c4.

A number of times in practice, being hidden in a bush somewhere as ninja spawnpoint has allowed me to stroll up to a passing tank and c4 it with ease. Also, if engineers are engaging enemy armour, the focus of the driver/gunner is on those engineers, allowing for easy sneak c4ing. It can also be used highly effectively as a flag booby trap for troops and/or armour. *Do not underestimate the advantages of c4 buggies in clannies for quick removal of armour; they also make excellent modes of transport whilst moving between flags so having them strapped with c4 is just an addition to your mobile arsenal.

- Magnum bullet upgrade/ceramic body armour (I prefer the heavy bullets - ideally you dont want to be seen, so armour should be superfluous).

Added damage fom your bullets is something I use on every kit if I plan on using guns more than anything else (ie: with engineer and assault kits, I use the explosive upgrade instead, as I assume that choosing those kits means that their explosive weaponry is what is needed [rockets/t00bs]). Not only do heavier bullets = longer range and reduced bullet drop, they also do substantially more damage from close range, which is where you want to be shooting ppl from with the VSS.

- Motion Sensors.

When attacking a flag, the Rec0n Ninja wants to be in close proximity to/within the area of capping; if you have encountered/spotted resistance at a flag, and are waiting for teammates to spawn on you to attack it, put a motion mine on top of yourself (wear it like a fkin hat, mkay?) so that troops spawning on you are alerted to any danger within immediate proximity AS SOON AS THEY SPAWN. This technique also enables you to tell your squadmates to hold off from spawning if there are enemies too close and your position is likely to be compromised., and provides information on the best side from which to launch a flag assault.
What has worked very well in practice is having assault players spawn on me and dump ammo right on my hiding place (Lep and Lee did this perfickly last night vs BOC). This enables me to spam motion mines on the flag we are attacking/defending which is a HUGE benefit when 3D spotting is disabled. Also, if a squadmate spots an enemy approaching a flag you are defending, you can lob a mine directly at him, showing whether he is alone or has brought his tjommies with him.

Summary.
MAIN FOCUS for Rec0n Ninjas is preservation of your position and your tickets. You are no good to anyone if you bleed tickets**, nor can you be an effective spawnpoint unless you are alive and in a good, well-hidden position. Ideally, anyone playing this role should be aware of several effective hiding places near each of the flag positions on the map we are playing. If you manage to get into one of these hiding places, you should avoid moving AT ALL, until/unless it is absolutely necessary. Remember that ideally, a Rec0n Ninja avoids any confrontation whatsoever, unless you are performing a Distraction Action (TM) or are sure that you can bleed a ticket/tickets without compromising your position.


** This applies to every soldier in the game. If you are continually losing tickets, you are doing something wrong, FFS, and YOU NEED TO CHANGE YOUR APPROACH. Last night in prac, there was a player with 5 kills and 17 deaths in one round (no need to name the player/for the player to own up - it's irrelevant). Obviously this happens to everyone at times - we all have bad games - but if you see this happening to yourself in a clannie/prac, you need to look at why/how you are being killed and adapt your play to avoid it.
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SlipperyDuck
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Re: Bad Company Tips and Tricks

Post by SlipperyDuck »

Another Note, is that while the M14 and G3 are fantastic guns to use on public server, that are not effective enough in clan matches.
The same goes for MANY things, we need to work out what WORKS in a clan match as opposed to what seems to be extremely effective on a public server. The Diff

This is because in the Clannie format, the fire fights are focused and more effective weaponry is required. The difference should be quite significant, so keep your eyes out (and thinking caps on) and post your views here.
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s3xy_j0nny
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Re: Bad Company Tips and Tricks

Post by s3xy_j0nny »

A FUCKING important point made by Slippy after last night's prac:

If we are in a position where we are holding 2 flags and waiting for the enemy to attack, and you die, for whatever reason, you should examine the situation and ideally WAIT TO SPAWN.

The most valuable position for a player to be in is ready to spawn on either flag or a squad member:
- You cannot lose a ticket because you are already dead.
- If the enemy move on either flag, you are ready to spawn there. (If you spawn at a flag that is currently safe, and 2 seconds later the enemas make a big push on our other flag, you can't teleport there to help out, you just sit at the quiet flag counting your bullets [TM Phatso]).
- If your squad has decided to move on the third flag in favour of one of those we are already defending, you are ready to spawn on them. On Laguna Alta last night, my squad was defending A whilst I ninja'd to B. The enemas made a 6-man-with-armour push at A and minced our squad, but they all spawned on me and we took B in a couple of seconds as there were only 2 there defending; As B was a more desirable flag to hold than A, we ended up winning that round of prac because Lep, Mikey and Lee had the patience and presence of mind to wait, examine the situation, and spawn on me, instead of spawning at A again to lose another ticket to a far dominant force.
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s3xy_j0nny
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Re: Bad Company Tips and Tricks

Post by s3xy_j0nny »

Double post ftw :happy2:

Just something I noticed during a fire fight last night: the temporary invulnerability gained from being revived is negated by a short, sharp jab of the pigsticker. In other words, if someone has just been defibbed back to life and is enjoying the 2-3 seconds of invulnerability, it can be 'cut' short (this is tremendous humour) by stabbing them instead of shooting them to no effect.
:fact:
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s3xy_j0nny
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Re: GRRR server booking dates and times

Post by s3xy_j0nny »

Skouperd wrote:
7. Want to understand why the sensor mines don't always show all the enemies within the range. Is it because of different levels (ground floor, roof etc), or what.



Remember that the mines are actually MOTION Sensor mines]

I would advise that we start a sticky that contains the map and information gained... this would be a useful starting point to future matches... we need to put it into a common area.
[/quote]

I have asked the Top BC2 Tjop to sort one of these out, Daz, so I expect it'll be up soon. :p rod:
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Onyx
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Re: Bad Company Tips and Tricks

Post by Onyx »

Copied from 'Server bookings thread' posted by Skouperd:

Onyx, I am wondering if it is possible for the Mixed Nuts to book the server for an hour or so (non-ranked), just to "test" things out. Basically, what is the drop rate of holding one flag versus two flags. How quickly can you get from point A to point B etc. What is good hiding spots to hide out etc. I.e. just information gathering more than anything else.

I also think this could be the ideal time for somebody from the Danglers squad to come in and test out things, since that way we could share our learnings as well.

I would like to test the following at least:
1. Exactly what the difference is if the gunner in a APC have different unlocks
2. Exactly what the rate of point bleed is with holding 1 flag, 2 flags, 3 flags.
3. Exactly how many toobs is needed to take down an APC, with and without explosive perk.
4. What is the shortest route between two points.
5. What is the safest route between two points.
6. Exactly what the different stationary weapons range / angles / are
7. Want to understand why the sensor mines don't always show all the enemies within the range. Is it because of different levels (ground floor, roof etc), or what.
8.
9.
10.


I would imagine some of the Danglers may be interested in this information as well, however, this is not a "practise" session, it is informatoin gathering, so both sides need to accept that they may be required to be experimented on. (which means, the server need to be unranked during this time)

Anybody else keen on this, or is it just me?
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Phatso
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Knowledge IS power

Post by Phatso »

http://denkirson.xanga.com/722757523/bad-company-2/

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The basics of any of the primary weapons are:
-Damage
Damage starts high up close, drops over distance, and continues at a lower damage amount.

-Rate of Fire
"Rate" is measured in Rounds Per Minute.
"Time" is the delay between each shot.

-Reload Time
Reloading is made of Time and Threshold (or "Add").
"Time" is the time in seconds for the weapon to finish the reload animation and be ready to fire.
"Add" is the point in time during the reload when the ammo counter changes.

The Pump Action shotguns reload one round at a time.
The first shell takes longer to reload than all shells after it.
After being loaded, the shotgun will play a "post reload" animation that will ready it for shooting.
For those three shotguns, the chart reads "First", "Next" and "Ready".

The player can cancel the reload by switching weapons (the fastest method).
Doing so after the Add Time or during Ready Time will allow the player to reload and get the weapon ready to fire more quickly.

-Spread, Spray and Recoil
There are MANY variables related to a weapon's accuracy and inaccuracy.
To make it as simple as possible, a bigger number = worse accuracy, more recoil.

The two in Spread are the minimum hip spread when standing still and moving.
Pistols and a few others have "Zoom" - spread other than perfect 0.0 - which is the spread when sighted and standing still.
When sighted and moving, most weapons have a spread of 1.0 or less. LMGs have a spread of 2.0.
The two in Spray are spread added to the weapon with each shot from the hip and sighted.
The two in Recoil are the weapon's sights jumping around with each shot when sighted.

"Kick" is the angle increase with each shot.
Higher "Amp" means a stronger kick based on the "Kick" number.
I don't know exactly how they equate, but from testing, I (currently) guess that the two are simply multiplied together.
Example being the M9 (0.6 and 7.0) and the MP-412 (3.5 and 7.0).
They have the same kick value, but the REX has six times the Amp, and their difference in recoil is clear.

Ammo is self-explanatory.
Bullets in your magazine and the damage multiplier for headshots.

Soldier health is 100.
Ceramic Body Armor is 125.
Six seconds after taking damage, the player will recover three health per second.

In "Hardcore" players have 50 health and do not recover on their own.
Body Armor is only 62.5.
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Paul
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Re: Bad Company Tips and Tricks

Post by Paul »

I picked this up after the 3rd patch came out I informed some fellow grrrbians last night who also seemed to like it so I thought I would let the rest of you in on it as well.

In the settings tab there is a check box for "Color Blind", if you tick this all the makers i.e. red triangle when spotting becomes a lot more highlighted. It makes a huge difference in being able to see your teamies or spotted enemies more clearly.

Some guys have also said it removes the dust or snow storm but I am not so sure. Give it a go.
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