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Battlefield 2142 - Tactics and Missions Discussion Discussion about Battlefield 2142 tactics, maps and missions.

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Old 07-21-2008, 07:33 PM   #16 (permalink)
 
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Re: Kit Unlock Guide

Advice to Recon players regarding unlocks;

DO NOT unlock the Zeller unless you plan on being the footsoldier who advances with armor to snipe out explosives (or the guy who advances via buggy alongside armor.) Period. That's pretty much all the Zeller is good for.
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Old 07-21-2008, 08:20 PM   #17 (permalink)
 
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Re: Kit Unlock Guide

On the contrary, that weapon teaches firing discipline. With fewer shots, you are inclined to make each shot count, and take better aim. Not to mention, when shooting into a chaotic melee, you are more likely to get the kill if the bullet hits the body instead of the head.
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Old 07-21-2008, 10:44 PM   #18 (permalink)
 
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Re: Kit Unlock Guide

Wow. I am not really sure what to add and edit on the first post.
There is so much feedback and such. The beacon though is pretty useful when putting it behind your own lines in case someone does make it past your lines and you need to spawn back to defend a flag. The bit with sniper rifles, to be a sniper in BF2142 is very hard since only advance snipers are actually able to kill an infantry on the run, and with the Zeller it allows people do at least have a half decent chance of killing people if they are a top of the line sniper. Mine bait is important but it is probably not something that would be a "top priority" to unlock. The Otis is an amazing piece of equipment so it might be wise to add it to the list. About the sniper decoy; I'm not really an expert with it since I've never really used it before. It might be wise to add it to the list as well. Please tell me if I forgot anything and if I should add any of the things I just said to the list.
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Old 07-22-2008, 08:02 PM   #19 (permalink)
 
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Re: Kit Unlock Guide

Hi!!

What a great forum dedicated to bf2142! Its why i decided to post my question right here.
I need some help with unlocking the new component.
What i have for the moment:
RDX to LAmbert +APM, Defibrilator to Voss +Herzog and a EMP granade

should i go up for the Ganz in support?(and having the enforcer) or (a lot of friends tell me to do that) go for the PK AR-Rockets?

And last question, for the engineer tree, what column choose? I must say that the Motion mine is a very good upgrade. But the SAAW have a lot of lacks (its the weapon we see for ex. in corridors of titan when someone shoot like 4 burst of "yellow" projectile? or its the AR-Rockets?
I know the Koening is a far better arm, but the ÈunlocksÈ that lead to it are very very poor...

Thank you in advance!
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Old 07-22-2008, 08:59 PM   #20 (permalink)


 
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Re: Kit Unlock Guide

That all depends on how you like to play and which kit you like. If you like sitting back and you are aware of when your squad needs supplies, I would suggest going support. That kit can rack up points and get you unlocks pretty quickly. But if you're more of a point player, assault might be the best choice. Motion mines are also highly valuable on certain maps, but if you don't play engi often or don't enjoy it I would work on it last.
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Old 07-23-2008, 04:30 AM   #21 (permalink)
 
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Re: Kit Unlock Guide

Thank.
I rarely play with the engi kit. because it dont have interesting component(i think only the motion mine have a good value) I prefer to plant RDX with my recon on vehicule, than destroing with an AT gun :P.
i play a lot with assault, but im beggin to be slowly borred. and the recon dont have a good weapon (lambert... :S) its why my choice go to the Ganz
I always play in squad and im the support\medic. the person who will covert when the other run, the person who will defi and place med hub. Im not the perfect sniper, and i dont like the engi kit. Its why i think going for the ganz is goodm but on the other hand the AR-Rockets.. :P
And someone cant answer this previous question: "AAW have a lot of lacks (its the weapon we see for ex. in corridors of titan when someone shoot like 4 burst of "yellow" projectile? or its the AR-Rockets?"?Thank you
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Old 07-23-2008, 01:33 PM   #22 (permalink)
 
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Re: Kit Unlock Guide

Quote:
Originally Posted by [kAv]TheMandalorian View Post
Thank.
I rarely play with the engi kit. because it dont have interesting component(i think only the motion mine have a good value) I prefer to plant RDX with my recon on vehicule, than destroing with an AT gun :P.
RDX attacks are a lot riskier than an engineer's main weapon. If the vehicle has a an IDS on it, has a driver who's paying attention, or has supporting infatry, there's little hope for success + survival.

The engineer's other neat toys can be pretty useful. EMP mines stop FAV runs in their tracks (crucial for Camp Gib or Cerbere defense), mine bait is essential for moving armor forward, and the PDS is pretty much a necessity when flying a gunship.


Quote:
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And someone cant answer this previous question: "AAW have a lot of lacks (its the weapon we see for ex. in corridors of titan when someone shoot like 4 burst of "yellow" projectile? or its the AR-Rockets?"?Thank you
That would be the AR rockets. They confused me at first, too.
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Old 07-23-2008, 05:39 PM   #23 (permalink)
 
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Re: Kit Unlock Guide

Thanks!
The emp mines.... i dont see a lot of people using them :S. For the PDS, the IDS(i know its for infantry and not for the vehicule) above the Ganz its a far better thing to "tape" on your gunship.

Nice, so their are Ar rockets, hmmm i think i will go for them in the unlock tree.
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Old 07-23-2008, 07:30 PM   #24 (permalink)


 
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Re: Kit Unlock Guide

EMP mines are usually used on Cerbere Landing and Camp Gibraltar. They may also be used on Shingle a bit, probably not as much as they should be. They can also be used effectively on Tunis Harbor if you control the flag closest to the hostile UCB and you want to prevent buggy rushes or slow the walker down a bit.
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Old 07-24-2008, 10:23 AM   #25 (permalink)
 
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Re: Kit Unlock Guide

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Originally Posted by [kAv]TheMandalorian View Post
Thanks!
For the PDS, the IDS(i know its for infantry and not for the vehicule) above the Ganz its a far better thing to "tape" on your gunship.
Oh no, the PDS is far more important. It's a real help when hunting for the enemy gunship.

Or, you could always just use both :P
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Old 07-24-2008, 05:53 PM   #26 (permalink)
 
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Re: Kit Unlock Guide

Just don't be like repaq and smachin today and put both on at the SAME time and freeze the server. Yes, that happened.


I actually really like the beacon and hate the otus. Maby it's because I was trained by sc1ence on squad leading, but I find the otus almost useless for my style of squad leading. I don't like having a big sign of, "SHOOT ROCKETS HERE PLEASE". I'll place a beacon far enough away from a flag so that it cannot be seen then we just keep podding in and take the flag.
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Old 07-25-2008, 06:05 AM   #27 (permalink)
 
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Re: Kit Unlock Guide

nice i received my Ganz a moment ago. Now i will go for the AR Rockets.

EDIT: And here the Ar- Rockets

Last edited by [kAv]TheMandalorian; 07-25-2008 at 01:25 PM.
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Old 07-28-2008, 11:10 PM   #28 (permalink)
 
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Re: Kit Unlock Guide

Quote:
Originally Posted by Lorax74 View Post
EMP mines are usually used on Cerbere Landing and Camp Gibraltar. They may also be used on Shingle a bit, probably not as much as they should be. They can also be used effectively on Tunis Harbor if you control the flag closest to the hostile UCB and you want to prevent buggy rushes or slow the walker down a bit.
I end up just equipping both EMP and Motion Mines when playing as engineer. I am more precise about where I lay the Motion Mines (I make sure to conceal them better) and with the EMP Mines I place them all around in a big open area since it would kind of stop or at least delay an Walker or Tank attack.

Quote:
Originally Posted by Kaboodles View Post
Oh no, the PDS is far more important. It's a real help when hunting for the enemy gunship.

Or, you could always just use both :P
Well... IDS is more for the infantry maps that don't have too many vehicles or none at all, but yes, it does help track gunships.

Quote:
Originally Posted by oniell121 View Post
Just don't be like repaq and smachin today and put both on at the SAME time and freeze the server. Yes, that happened.


I actually really like the beacon and hate the otus. Maby it's because I was trained by sc1ence on squad leading, but I find the otus almost useless for my style of squad leading. I don't like having a big sign of, "SHOOT ROCKETS HERE PLEASE". I'll place a beacon far enough away from a flag so that it cannot be seen then we just keep podding in and take the flag.
I've noticed that a lot of squad leaders like the becon over the otus. Sometimes they don't even have either of them (which is kind of weird...). One squad leader that uses it all the time is Foxlion. I believe he has a similar style to you oniell.

Quote:
Originally Posted by [kAv]TheMandalorian View Post
nice i received my Ganz a moment ago. Now i will go for the AR Rockets.

EDIT: And here the Ar- Rockets
Even if you don't use engineer all the time or hardly at all, it might still be wise to unlock Motion Mines. Might as well make your engineer kit at least somewhat equipped other than running into a Large Map battle filled with vehicles when you can only equip your default engineer equipment.
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Old 08-05-2008, 11:04 AM   #29 (permalink)
 
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Re: Kit Unlock Guide

When I started my main character, Ariden42, I had already been playing for a while. I knew what the most important unlocks were. However, I started unlocking items to play a certain role: engineer. I unlocked everything in that tree, and then went to the assault. I recognize that certain items are commonly looked on as the "first and best" items to unlock. However, I think people should also unlock things to suit their playing style.
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