Re: Bad Company Tips and Tricks
Posted: Fri Apr 09, 2010 9:44 am
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.
- 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.


rod: