Battlefield 2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Guide/Walkthrough ________________________________________________________________________________________________________________________ Platform: [Microsoft Windows] PC-DVD or CD Game Type: First-Person Shooter Developer: Digital Illusions CE Publisher: EA Games (Electronic Arts) Latest Patch: v1.41; v1.50 beta 2 Author: superweapons Sites that have permission to host this FAQ: www.cheathappens.com; www.cheatcodes.com; www.trainerscity.com Type: Guide/Walkthrough/Modding Tutorial Version: 2.6 Start Date: 12/08/07 Latest Update: 07/02/09 ________________________________________________________________________________________________________________________ I. An Introduction to Battlefield 2: ---------------------------------------- Battlefield 2 is a fast-paced, team based PC game that pits players into modern battlefields, dropping them alongside modern weaponry and vehicles. Using their proprietary Refractor 2 game engine, DICE (Digital Illusions CE) created a first person shooter that incorporated strategy and role-playing elements, based on a current environment. Battlefield 2 (often abbreviated BF2) allows players to choose from three factions in which they battle from: the United States Marine Corps (USMC), the People's Liberation Army (PLA), the Middle Eastern Coalition (MEC), and a new faction, the European Union (EU), available in EA/DICE's Euro Force booster pack. The Battlefield series is very well known for its multi-player/LAN game mode, but this installment does include a Single-Player mode that puts the player alongside at least 8 other bots, and against 8 or more AI-controlled enemies. Your goal in this game is to kill players of the other team and, more importantly, capture key areas on the map. This FAQ that will show you how to do that and much, much more. Note: This FAQ is written on the latest patch, v1.41, unless otherwise noted. It is available directly from EA, via this link: http://largedownloads.ea.com/pub/patches/BF2/1.41/BF2_Patch_1.41.exe The v1.50 beta 2 patch for Battlefield 2 is also available, although this FAQ is not written on it. http://www.fileplanet.com/198991/190000/fileinfo/Battlefield-2-Patch-v1.5-Beta-2 OR http://www.fileplay.net/file/5159/battlefield-2-v1-5-beta-patch-2 ------------------------------------------------------------ 0. Table of Contents: [0.0] ------------------------------------------------------------ To navigate this FAQ quickly, search (Ctrl+F) for the number sequence in the brackets ( [ and ] ). Opening Remarks: ---------------- I. An Introduction to Battlefield 2 ============================================================ 0. Table of Contents [0.0] Basics: ------- 1. Controls & Basics [1.0] 2. HUD/On-Screen Display [1.1] 3. Objective [1.2] 4. Game Elements [1.3] Battle Features: ---------------- 5. Infantry Classes/Kits [2.0] 6. Weapon Specifications [2.1] 7. Vehicles [2.2] 8. Aircraft [2.3] 9. Effective Game Strategies [2.4] Levels: ------- 10. Environments/Battlefields [3.0] 10.1 Dalian Plant [3.1] 10.2 Daqing Oilfields [3.2] 10.3 Dragon Valley [3.3] 10.4 FuShe Pass [3.4] 10.5 Songhua Stalemate [3.5] 10.6 Gulf of Oman [3.6] 10.7 Kubra Dam [3.7] 10.8 Mashtuur City [3.8] 10.9 Clean Sweep [3.9] 10.10 Sharqi Peninsula [3.10] 10.11 Strike at Karkand [3.11] 10.12 Zatar Wetlands [3.12] Other: ------ 11. Unlockable Weapons [4.0] 12. Hacking/Unlocking Weapons [4.1] 12. Battlefield 2 Widescreen & Custom Resolutions [4.2] 13. Changing Ticket-Count [4.3] 14. Recommended Third-Party Add-ons & Extensions [4.4] 15. Tweaking Weapon Statistics [4.5] Closing: -------- 15. External Links [5.0] 16. Credits [5.1] ------------------------------------------------------------ 1. Controls & Basics [1.0] ------------------------------------------------------------ *Note: These are the default control settings of Battlefield 2; they are completely customizable to your preferences. Key: Motion: ---------------------------------------- W Move Forward A Strafe Left S Move Backwards D Strafe Right Spacebar Jump Ctrl Crouch Z Prone (lay on the ground) R Reload (default settings auto reload once you run out of ammo for a particular weapon) 9 Parachute E Enter/Exit Vehicles G Pick Up Kit ---------------------------------------- Key: Action: ---------------------------------------- B Push to Talk J Say to All K Say to Team L Say to Squad Q Main Radio (used by AI) T Secure Radio V Communication Channel Page Up Vote Yes/Roger That Page Down Vote No/Negative Enter Opens the Spawn Screen Tab Opens the Scoreboard ---------------------------------------- Use the mouse to look around and aim. To use your weapon, press (and hold for automatic firearms) the left mouse button. To use a grenade, select it by rolling your mouse's scroll wheel, or use 4 on your keyboard. You can vary the distance in which grenades are thrown by holding the right mouse button until the bar indicates your preferred range throwing range. You can switch weapons by pressing the F button, or the scroll wheel, and then left click to select the highlighted weapon. To switch fire modes (if there are alternate fire modes), hit the number 3, or scroll back onto the weapon and click to change it to the next available fire mode. When you begin to reach areas of deep water, you will begin swimming. You can only move forwards and backwards, controlled by the direction you are facing. Try to avoid swimming; you are an open target with no way to defend yourself. Use the parachute whether you are jumping out of a plane, or whenever you're jumping off a building. To parachute, leap off/out and press the 9 button. Continually tap 9 until the parachute opens. You can steer it using the A and D buttons. You can also flare the parachute (slow down its speed moving forwards) by using the S button. You can use your weapons to suppress enemies on the ground while the parachute is deployed. Tips: ________________________________________ Double Tap W and hold, or hold down the Shift key to begin sprinting (increases your soldier's movement speed). You cannot use your weapon during a sprint. Your stamina cannot be recharged until you stop sprinting/jumping. Sprinting also increases jumping distance, so get a sprinting start for longer jumps. The amount of sprint available for a soldier is based whether he carries heavy or light body armor. Use the Shift button to slide down ladders. When parachuting, it is highly recommended by me to free fall right to the point where you are close to the ground, then open the parachute. Do this to help avoid taking fire from enemies, unless you are trying to "air snipe". ------------------------------------------------------------ 2. HUD/On-Screen Display [1.1] ------------------------------------------------------------ Your HUD will show your current health, amount of energy left (for sprinting and jumping), ammo left in the selected weapon, mini map, both sides' tickets, and remaining time (for multiplayer only). It will also show the amount of capturing a flag that you've gotten to, if you are capturing a flag. If you are inside a vehicle, it might show you its health and the weapon's own ammo, as well as a vehicles energy/special usage bar. If you are hit, it will display the direction where the fire came from. The basic unit colors follow as this: Teammates are shown in blue; squad members are shown in green, and all enemies regardless of the side in which they are on. This applies to the mini map and when targeting a unit, at long ranges (usually only achieved with a sniper rifle on scope), it may take a few seconds for you to register a unit on a side. To cycle through the three zoom levels of the mini map, use the N button. Press M to get a fully expanded view of the battlefield map, use N to cycle through the larger map as well. You will be in the center of the mini map, which will display the direction you are facing and any nearby units (teammates and enemies if detected). When you approach a friendly minefield (AT mines or claymores), red skull and crossbones icon will show up on the right side of your screen. ------------------------------------------------------------ 3. Objective [1.2] ------------------------------------------------------------ The overall objective of Battlefield 2 is to capture bases and kill the soldiers of the enemy side, draining their tickets. Killing enemy players forces them to respawn, subtracting one point (for each person killed) from the entire team's tickets. There are two game modes to Battlefield 2: Conquest and Cooperative Game play. Conquest is Battlefield 2's ranked game mode, it follows the general rule above except that if all of one side's players are killed and there is no spawn point left for that team, their tickets will instantly drop to zero (0), declaring a win for the opposite team. Cooperative mode works on the same idea, but (a) player(s) goes against a number of bots. This type of game play is not incorporated into the ranking system. ------------------------------------------------------------ 4. Game Elements [1.3] ------------------------------------------------------------ The major element in Battlefield 2 is control points. They are the things that mainly affect how a battle turns out, the more you have, the better chance you have of winning. Killing enemies are also an important part, for every respawn is a ticket. ------------------------------------------------------------ 5. Infantry Classes/Kits [2.0] ------------------------------------------------------------ There are 7 classes of infantry for you to choose from: Spec Ops (Special Forces) Sniper Assault Support Engineer Medic Anti-Tank There are 3 Factions to choose from (2 factions play against each other on a map at a time, USMC vs. PLA or MEC): USMC (United States Marine Corps) PLA (Peoples' Liberation Army) MEC (Middle Eastern Coalition) Format: ---------- 1st line: First Weapon Slot 2nd line: Second Weapon Slot 3rd line: Third Weapon Slot 4th line: Fourth Weapon Slot 5th line: Fifth Weapon Slot 6th line: Sixth Weapon Slot 7th line: Seventh Weapon Slot Overview of Classes: -------------------- /--------\ |Spec Ops| \--------/ USMC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - 92FS (silencer) 15 120 M4 30 150 Hand Grenade - 4 C4 - 5 PLA Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - QSZ-92 (silencer) 15 120 QBZ-97 30 150 Hand Grenade - 4 C4 - 5 MEC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - MR-444 (silencer) 15 120 AK-74U 30 150 Hand Grenade - 4 C4 - 5 /------\ |Sniper| \------/ USMC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - 92FS (silencer) 15 120 M24 5 25 Hand Grenade - 4 Claymore - 2 PLA Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - QSZ-92 (silencer) 15 120 Type 88 10 50 Hand Grenade - 4 Claymore - 2 MEC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - MR-444 (silencer) 15 120 SVD 10 50 Hand Grenade - 4 Claymore - 2 /-------\ |Assault| \-------/ USMC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - 92FS 15 120 M16A2 30 210 M203 1 5 Smoke Grenade - 1 PLA Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - QSZ-92 15 120 AK-47 30 210 GP-25 1 5 Smoke Grenade - 1 MEC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - MR-444 15 120 AK-101 30 210 GP-30 1 5 Smoke Grenade - 1 /-------\ |Support| \-------/ USMC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - 92FS 15 120 M249 200 1,200 Hand Grenade - 4 Ammo Bag - 3* * = Replenishable PLA Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - QSZ-92 15 120 Type 95 200 600 Hand Grenade - 4 Ammo Bag - 3* * = Replenishable MEC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - MR-444 15 120 RPK-74 130 650 Hand Grenade - 4 Ammo Bag - 3* * = Replenishable /--------\ |Engineer| \--------/ USMC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - 92FS 15 120 M11-87 7 31 Hand Grenade - 4 AT Mine - 5 Wrench - - PLA Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - QSZ-92 15 120 NOR982 7 31 Hand Grenade - 4 AT Mine - 5 Wrench - - MEC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - MR-444 15 120 S12K 7 56 Hand Grenade - 4 AT Mine - 5 Wrench - - /-----\ |Medic| \-----/ USMC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - 92FS 15 120 M16A2 30 150 Hand Grenade - 4 Media Bag - 3* Shock Paddles - - * = Replenishable PLA Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - QSZ-92 15 120 AK-47 30 150 Hand Grenade - 4 Medic Bag - 3* Shock Paddles - - * = Replenishable MEC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - MR-444 15 120 AK-101 30 150 Hand Grenade - 4 Medic Bag - 3* Shock Paddles - - * = Replenishable /---------\ |Anti-Tank| \---------/ USMC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - 92FS 15 120 MP5 30 150 SRAW 1 6 PLA Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - QSZ-92 15 120 Type 85 30 150 Eryx 1 6 MEC Magazine Capacity: Ammo Count: ------------------------------------------------------------ Knife - - MR-444 15 120 PP-19 45 135 Eryx 1 6 ------------------------------------------------------------ 6. Weapon Specifications [2.1] ------------------------------------------------------------ This section gives you detailed specifications on each weapon. Mag. Cap. = Magazine Capacity Mag. Car. = Magazines Carried Dmg = Damage RPM = Rounds per Minute Rld. Time = Reload Time FM = Fire Modes A = Automatic SA = Semi-Automatic 3 = Burst (3-shot) BA = Bolt-Action PA = Pump-Action Spec Ops weapons -------------------- Mag. Cap. Mag. Car. Dmg RPM Rld. Time FM ------------------------------------------------------------------------ M4 30 5 (4+1) 25 600 4.7 SA/A AK-74U 30 5 (4+1) 29 600 4.3 SA/A QBZ-97 30 5 (4+1) 25 600 4.3 SA/A Sniper Weapons -------------------- Mag. Cap. Mag. Car. Dmg RPM Rld. Time FM ------------------------------------------------------------------------ M24 5 6 (5+1) 95 BA 6 BA SVD 10 6 (5+1) 45 - 4 SA Type 88 10 6 (5+1) 45 - 4 SA M95 5 6 (5+1) 190* BA 6 BA * = 95 Damage against human targets Assault Weapons -------------------- Mag. Cap. Mag. Car. Dmg RPM Rld. Time FM ------------------------------------------------------------------------ M16A2 30 7 (6+1) 30 900 4.4 3/SA AK-101 30 7 (6+1) 37 600 5 A/SA AK-47 30 7 (6+1) 38 600 4 A/SA G3 20 7 (6+1) 40 600 4.4 A/SA Support Weapons -------------------- Mag. Cap. Mag. Car. Dmg RPM Rld. Time FM ------------------------------------------------------------------------ M249 200 6 (5+1) 25 900 6.7 A RPK-74 130 6 (5+1) 25 600 5.2 A Type 95 200 3 (2+1) 25 900 4.2 A PKM 100 6 (5+1) 45 450 6.3 A Engineer Weapons ------------------- Mag. Cap. Mag. Car. Dmg RPM Rld. Time FM ------------------------------------------------------------------------ M11-87 7 25 shells 8x30 60 1.18+0.67n PA S12K 7 7 8x12 - 4 SA NOR982 7 25 shells 8x30 60 1.18+0.67n SA MK3A1 7 5 8x15 300 5 A Medic Weapons ------------------- Mag. Cap. Mag. Car. Dmg RPM Rld. Time FM ------------------------------------------------------------------------ M16A2 30 5 (4+1) 30 900 4.4 3/SA AK-101 30 5 (4+1) 37 600 5 A/SA AK-47 30 5 (4+1) 38 600 4 A/SA L85A1 30 5 (4+1) 34 600 4 A/SA Anti-Tank Weapons ------------------- Mag. Cap. Mag. Car. Dmg RPM Rld. Time FM ------------------------------------------------------------------------ MP5 30 5 (4+1) 19 900 4.3 A/SA PP-19 45 3 (2+1) 19 900 4 A/SA Type 85 30 5 (4+1) 19 900 3.4 A DAO-12 12 60 shells 8x12 - 0.575+0.625n SA Pistols ------------------ Mag. Cap. Mag. Car. Dmg RPM Rld. Time FM ------------------------------------------------------------------------ 92FS 15 7 (6+1) 20 - 3.2 SA MR-444 15 7 (6+1) 20 - 3.1 SA QSZ-92 15 7 (6+1) 20 - 3.2 SA ------------------------------------------------------------ 7. Vehicles [2.2] ------------------------------------------------------------ There are multiple types of vehicles, though they all fall into each of 6 categories: Light Jeeps, Heavy Jeeps, Armored Personnel Carriers, Anti-Aircraft Vehicles, Tanks, and Boats. Each is suited for its own specific task, which will help you decide which vehicle to use when choosing one. -------------------- Light Jeeps: -------------------- PROS: Fastest land vehicles, 2 Machine Guns for mowing down infantry CONS: No armor, exposed to small-arms fire and rockets Light jeeps are most useful for rushing to neutral control points at the beginning of a game. Drive the light jeep off the road; as roads are usually used by heavier vehicles, not necessarily on your side. Use this stealthy tactic to get to far-off enemy control points and to sabotage enemy commander assets. DPV (Desert Patrol Vehicle) ------------------------------ A very fast USMC jeep, sacrificing weaponry and armor for speed and agility. It has three positions, a driver, passenger 1 (heavy machine gun), and passenger 2 (machine gun). Passenger 1's heavy machine gun can only rotate 90 degrees (facing the front). Paratrooper Vehicle/FAV (Fast Attack Vehicle) ------------------------------ A very fast PLA/MEC jeep, once again trading weaponry and armor for speed and agility. It has three positions, a driver, passenger 1, (heavy machine gun), and passenger 2 (machine gun). The heavy machine gun of passenger 2 is capable of a 360 degree rotation. ------------------ Heavy Jeeps: ------------------ PROS: Fast, 1 machine gun and 2 passengers, bullet-proof windows, light armor, limited protection from small-arms fire, capable of attacking aircraft CONS: Not capable of repelling tank rounds, anti-tank missiles, rockets, or missiles The best alternative to a light jeep is a heavy jeep. Think of it as putting on body armor, it would help defend you, at the cost of speed. More well suited to going into a fire-fight, but be ready to jump out! HMMWV (High Mobility Multi-purpose Wheeled Vehicle, or Humvee) ------------------------------ A high-performance military truck designed for use in all infantry applications. It can "climb" over steep hills and get through most forms of terrain. Used by the USMC. Nanjing (NJ) 2046 ------------------------------ Does the same as the HMMWV, except it is utilized by the PLA. GAZ 39371 Vodnik ------------------------------ Does the same as the HMMWV, except it is utilized by the MEC and has slightly more protection for passengers, although a smaller corridor for providing supportive fire. ------------------ Armored Personnel Carriers (APCs) ------------------ PROS: Balances armor, speed, and weapon load efficiently, eats at armor with a wire-guided anti-tank missile, can cross vast expanses of water, fully protected from small-arms fire, effective 25mm auto-cannon CONS: Vulnerable to aircraft: a laser-guided or TV-guided missile can destroy it in one shot The most versatile vehicles in the game, this is the best choice if you want a vehicle that can adapt to the ever-changing mission. Use the wire-guided missiles in conjunction with smoke grenades: hide behind it while you are reloading your wire-guided missile and fire at the tank/other APC again. It is a better choice against aircraft than the heavy jeep. LAV-25 ------------------------------ All-terrain, all-weather armored transport that is capable of operating off-shore. Used by the USMC. WZ 551 ------------------------------ Designed by the PLA to quickly deploy infantry to almost any battlefield in the world. Capable of moving over rugged terrain, the WZ 551 is also capable of traversing inhospitable environments. BTR-90 ------------------------------ An amphibious all-terrain APC designed by the Russian Army, the BTR-90 is probably the most effective of the APCs in the game, with its 30mm auto-cannon. Utilized by the MEC. ------------------ Anti-Aircraft Vehicles ------------------ PROS: The most effective vehicle for targeting aircraft, good way to mow down infantry with its auto-cannon, heat-seeking anti-aircraft missiles, right amount of armor CONS: Not effective against armored platforms, victims of anti-tank weapons The name says it all; you have the ability to shoot down helicopters and low-flying aircraft (bombing runs) with it. AA vehicles are also strong enough to cut through large groups of enemy troops, amassing for an assault. Watch out for tanks and APCs, they will shred this vehicle. When attacking an enemy aircraft, make sure you are near cover, so if the aircraft retaliates, you can hide behind it and reload. The gun can also shred through light armored vehicles, such as Heavy Jeeps. Find where your team lacks air-defense, and place it somewhere near it, under cover and out-of-sight. Both the APCs' auto-cannon and the AA vehicles' auto-cannon fire with a distinctive sound, if you hear one, take cover. M6 Bradley Linebacker ------------------------------ A modified M6 Bradley fitted with improved aircraft tracking systems and a stinger missile. This AA vehicle leans towards APC more than AA, but it is still a more effective platform against them, at the cost of speed. It is armed with 12 stinger missiles, and 1 25mm auto-cannon with 450 rounds. There is a passenger seat at the top; he uses his kit's weapons. Type 95 ------------------------------ Fully armed and ready for battle, the Type 95 is equipped with 4 25mm auto-cannons and 4 SAM launch tubes. There is a passenger seat at the top; he uses his kit's weapons. Tunguska ------------------------------ The Tunguska is a combination of gun platform and missile platform. It is suited for short-range (2x 30mm auto-cannon), and long-range (12 AA missiles). There is a passenger seat at the top; he uses his kit's weapons. ------------------ Tanks ------------------ PROS: Strongest Armor, Smoke Grenade, largest anti-vehicle gun, coaxial machine gun CONS: Slow, weak on the sides and rear, vulnerable to anti-tank and air-to-ground missiles The tanks are the dominant vehicle at surface level. They are slow, but they are heavily armored, and carry the largest gun. Be aware of enemy aircraft and anti-tank missiles, they can shred your tank quickly. M1A2 ------------------------------ The M1A2 is the backbone of the US Military. It carries a high-tech armament, a 120mm cannon equipped with 40 rounds. Its coaxial machine gun does a good job at stopping enemy infantry. Type 98 ------------------------------ Building on advanced Russian and European designs, China created an advance tank equipped with a laser-range finder, wind sensor, ballistic computer, and axis stabilization system to better the chance of its 120mm gun hitting its target. It holds 40 rounds. T-90 ------------------------------ The successor to the T-80, the T-90 improves on a more powerful weapons system, with its 125mm main gun. It is equipped with 40 rounds. ------------------ Boats ------------------ PROS: Quickly travels over water, machine gun, carries 6 people, machine gun tears through infantry and light armor CONS: No Armor, highly exposed to small-arms fire The stealthy, fast attack and transport boat is here. Take out "attack" and you will have a good idea of what it does. It is best used for insertion operations off-shore. Take a back route to wherever you are going. RIB (Rigid Inflatable Boat) ------------------------------ Made from high-tech materials, the RIB is used by all tactical forces of each faction. One machine gun in the front and 4 passenger position in which they can use their kits. ------------------------------------------------------------ 8. Aircraft [2.3] ------------------------------------------------------------ There are 4 types of aircraft: Fighters, Fighter-Bombers (Attackers), Transport Helicopters, and Attack Helicopters. Each type has its own task, the one its best at doing. Choose the right one for the mission at hand. Fighters ------------------ PROS: Fast, Agile, Versatile, Best choice for Air-to-Air CONS: Weak Armor, not so effective against ground targets Use this aircraft for dogfights. It is agile and fast, but at the cost of armor. Dropping bombs from this aircraft isn't as accurate as dropping them from a Fighter-Bomber, Fighter-Bombers have glide fins on their retarded bombs. Instead of flying level when dropping bombs, go at a shallow dive and then release them. F/A-18E/F Super Hornet ------------------------------ Ready to perform a variety of missions, the F/A-18E/F is a versatile aircraft, though it is most effective in dog fighting. Armed with a 20mm auto-cannon with 900 rounds, 6 heat-seeking missiles, 2 dumb bombs, and a replenishable heat flare. Used by the USMC. F-35B Joint Strike Fighter ------------------------------ Designed and built to replace the AV-8B Harrier used by the USMC and the Royal Navy, it has the same weapon specifications as the F/A-18E/F. It employs VTOL and stealth (not active in-game). All weapons are stored in an internal weapons bay. Used by the USMC. Jian J-10 ------------------------------ An advanced PLA fighter that is well respected. It has an advanced design, with canards and a single, powerful engine. Same weapons specifications as the F/A-18E/F. Mikoyan-Gurevich MiG-29 Fulcrum ------------------------------ The MiG-29 was designed for superiority in dogfights. One of the 2 Russian counterparts going against the F-15, the MiG-29 has proven itself in many ways. It is used by the MEC and follows the same weapon layout as the F/A-18E/F. Fighter-Bombers ------------------ PROS: Very fast, capable of shooting down enemy aircraft and destroying ground targets with bombs and laser-guided missiles CONS: Weak armor, slightly less agile than pure fighter counterparts The fighter-bomber is a balanced type of aircraft, it can search and destroy ground and air targets efficiently, with heat-seeking missiles and dumb bombs fitted with glide fins. These aircraft are good at destroying enemies at choke points, or on bridges. They are designed for low-altitude bombing runs, with the advanced glide fins that slow the bomb down before impacting the ground. Make a new squad for your crew of two to use VOIP to the best of its ability. F-15E Strike Eagle ------------------------------ Producing about 25,000 pounds of thrust from each engine, the F-15E is fast, yet it still retains a large payload of 4 heat-seeking missiles, 5 dumb bombs, 900 20mm auto-cannon rounds, and 20 laser-guided missiles. It can pack a punch without degrading other factors. Used by the USMC. SU-30MKK Flanker-C ------------------------------ With an advanced Doppler radar and infrared optic and laser systems, the SU-30MKK can easily track 10 targets and get a shot at them. China began using these high-tech fighters in the turn of the millennium, where they began pushing it into training centers and on to the battlefield. Fitted with the same weaponry as the F-15E. SU-34 Fullback ------------------------------ The two-seat, long-range fighter bomber was designed to replace the aging SU-24 of the Soviet era. Used by the MEC, it is both advanced and deadly, with its armament and specifications meeting or succeeding its American counterpart, the F-15E. Fitted with the same weaponry as the F-15E. Transport Helicopters ------------------ PROS: Capable of carrying squad-size amounts worth of infantry all over the battlefield, fast, twin miniguns/heavy machine guns to defend itself, mostly protected from small-arms fire CONS: Weak-armored, vulnerable to most types of missiles, enemy aircraft, and even anti-tank troopers' rockets The ideal aircraft type for transporting infantry to the front-line. Best way to capture neutral control points at the start of the game. Use the miniguns/heavy machine guns for defense, not attack that is reserved for attack helicopters. HH-60H Seahawk ------------------------------ During the 1970s, the US Army needed a replacement for their aging UH-1 Hueys. The UH-60 was their answer, with the HH-60H being the US Navy variant. Armed with two twin miniguns, the Seahawk is one of the world's most advanced transport helicopters, with its high-tech avionics and defensive systems. Capable of holding 6 soldiers, the maximum amount allowed in a squad. NOTE: In real life, the USMC does not operate HH-60s, or any other variant. They usually use CH-47 Chinooks and the new V-22 Osprey. Z-8 ------------------------------ The Z-8 is a mid-sized transport helicopter used by PLA forces that was designed on the French Super Frelon helicopter. Same weapon specs as the HH-60H, but it is armed with heavy machine guns rather than miniguns. Mi-17 Hip ------------------------------ A Russian transport helicopter that's also capable of attack, air support, electronic warfare, and medical evacuation, the Mi-17 is MEC's versatile transport helicopter. It uses the same weapons layout as the Z-8. Attack Helicopters ------------------ PROS: Fast, hit-and-run type of vehicle, devastating against tanks, APCs and all other forms of ground units CONS: Weak-armored, extremely vulnerable to anti-aircraft missiles and enemy fighters The pilot is armed with the unguided rockets, while the gunner gets TV-guided missiles and the main auto-cannon. As with other vehicles in the game, attack helicopters are best used with a crew of two, one to pilot and the other to man the guns. The auto-cannon can quickly shred through light armor and infantry quickly. Make a new squad for your crew of two to use VOIP to the best of its ability. AH-1Z Super Cobra ------------------------------ Armed with 56 unguided rockets, 8 TV-guided missiles, 900 20mm auto-cannon rounds and heat flares, the AH-1 is fully prepared to go to battle as a fire support helicopter. Used by the USMC. Z-10 ------------------------------ Designed for air-to-ground type attacks, the Z-10 is China's premier attack helicopter. Uses the same weapon layout as the AH-1Z. Mi-28 Havoc ------------------------------ The latest addition to both the Russian and MEC air force, the Mi-28 is ready for battle with its extra-effective 30mm auto-cannon. Uses the same layout as the AH-1Z, except with an upgraded, 30mm "tank shredder" auto-cannon. ------------------------------------------------------------ 9. Effective Game Strategies [2.4] ------------------------------------------------------------ This section will explain to you some of the most effective game strategies in Battlefield 2, before we show you walkthrough of all playable missions. Put in no special order. On-Foot (Infantry): -------------------- -You can peer through your sights while moving, but your pace will be reduced to a slow walk. -High caliber weapons can penetrate through weak objects, such as flimsy pieces of metal. -Press Shift to descend a ladder more quickly, sliding down the rails rather than climbing down each and every step. -Shock Paddles can not only be used to revive teammates, but also engage in knife-like combat. -Body armor provided by the anti-tank, assault, and support kits add about 33% of extra health to the torso area, they are still exposed to sniper head shots. -As you might have noticed, while on foot, snipers do not have an on-screen cross hair to use, so you must use the optical scope; if you are a sniper, move with your pistol in hand and ready to use. -When using bolt-action sniper rifles like the M24, after firing a round down range, continue holding the left mouse button to continue peering through the scope, so you won't lose your target. After you release the left mouse button, the bolt will retract, and you will reload your rifle. -Increase the accuracy of the weapon that you are firing by laying in a prone position. This is especially effective for snipers, as accuracy is one of the most important factors in this game. -By using the right mouse button rather than the left when throwing a grenade, it will vary the amount of strength being applied to the throw, indicated by a bar at the right side of the screen. This usually takes slightly longer, so know which method to use. -Use the knife/shock paddles when engaging an enemy that is reloading at close range or for missions that have stealth in mind. -When you are entering a friendly minefield, on the right side of the screen will show a red, skull and crossbones icon, indicating that you are entering a friendly minefield, be on the watch out! -It only takes 2 C4s to destroy tanks, APCs, AA vehicles, and commander assets. Everything else only needs one. -Engineers can repair vehicles within seconds with his wrench. -A good idea is to pick up dead soldiers' packets and use them. You might want to just try them out, or if you need ammo or health, change, and revert back. In A Vehicle -------------------- -All the machine guns onboard vehicles have unlimited ammo, but they still retain the overheating issue. -The FAV's heavy machine gun can turn 360 degrees, while the DPV's heavy machine gun can only shoot facing forward. -When using the tank, switch to third person view when not using the main gun. Watch out for Spec Ops trying to place C4s on your tank! When you have a gunner, you should be better protected. -You can use RIBs to mine the shallow waters that regular vehicles cross. Mines placed there are very difficult to spot and are really good choke points for you to exploit. In An Aircraft -------------------- -Pressing S on the F-35B will send it into a hover. Be wary, it takes a few seconds for the thrust to be backed up to a vertical direction, and you are a big, fat, easy target for anti-aircraft. -If you choose to practice flying helicopters, choose a transport helicopter first. You can change the sensitivity of a push of a button in the options menu, under helicopters. -When entering a battlefield under an aircraft equipped with a HUD, be careful of allied units that are depicted by a X. -If you happen to be in a dogfight, it is really helpful if you follow the contrails of an enemy fighter during a tight, high-G turn. It makes it easier to track those agile enemy fighters. -Wait until an enemy fighter flies relatively level before letting off a missile. Be sure to patiently let it drop flares to assure it as a hit. -When targeting a tank, make sure to fire multiple missiles at it, if you are a pilot in an attack helicopter. -Flying over specific sections of a runway will provide more ammunition for your aircraft. Same goes for helicopters, except at a helipad. -If you are a gunner on an attack helicopter, coordinate with the pilot to help make your TV-guided missiles worth actually hit their target(s). -If you are planning to use your auto-cannon on an attack helicopter, change the view to outside of the cockpit (default: C), so you can get a better look at the enemy. -When you are piloting a transport helicopter full of teammates, you can hover over an enemy's or neutral control point and capture it from within the aircraft. Be aware of incoming anti-aircraft and even anti-tank missiles at the altitude for you to be capable of capturing bases. Using this strategy, you can quickly capture a control point in a very short amount of time. -Use the afterburner to assist in take-offs (default: Shift+W; double-tap W). This gives enemies less time to kill you and your aircraft. -Be careful if you are dropping bombs from regular fighters at low altitudes. They can impact near you, inflicting damage (sometimes serious amounts) to your aircraft. ------------------------------------------------------------ 10. Walkthrough: Environments/Battlefields [3.0] ------------------------------------------------------------ This section will give you a general overview of the levels playable in Battlefield 2 some strategies for the level, and some technical specifications. 1) Means first/major objective, 2) Means the second thing you should aim at, 3) Means the third thing to aim towards, etc. The strategies are mainly taken from a commander's viewpoint, though they can be effectively used by soldiers on the frontline. There truly is no one way to play the game, especially since it doesn't feature a strong single-player campaign. This walkthrough only provides for you one way to beat a level. The ways to win are endless when going against adaptive human players. ----------------------------------------------------- 10.1 Dalian Plant [3.1] ----------------------------------------------------- US Rapid Deployment forces are advancing to capture the Dalian Plant nuclear facility and force disruptions to the electrical grid in northern China. Elements of the Second Army of the People's Republic of China have moved forward to serve as an improvised defensive force. This location is of vital strategic important to both sides, for a major reduction of the generating capacity of the PLA forces would allow rapid consolidation of US units dispersed throughout this vast region. /------------\ |Dalian Plant| |------------| |16-Player | \------------/ Game Type: Conquest Double Assault Total Control Points: 4 Convertible Control Points: 4 ---------- Strategies: ____________ 1) Both sides should rush for the Reactor Towers at the beginning of the game, but the USMC DPV gives them a slight head start USMC: ----- 2) The USMC should attack the Main Entrance with its tank, the M1A2; pilot the Super Cobra and cut off the PLA troops in between the Construction Site and the Power Plant 3) Defend the southern-facing side of the Construction Site base, while pushing towards the Main Entrance, if it hasn't been captured already 4) Attack the Power Plant control point from the Main Entrance, Construction Site, and Reactor Towers PLA: ----- 2) China should attack the Main Entrance with its Type 98; if the NJ 2046 gets to the Reactor Towers and defeats the enemies there, use the Z-10 to form a offensive/defensive hub, providing close air support to the Main Entrance, Power Plant, and Reactor Towers 3) Attack the Construction Site from the three control points, the Main Entrance, Power Plant, and Reactor Towers Tips: ----- PLA: If you have a Z-10, should move it north of the Construction Site, flanking it and giving it a good look at the American main battle tank. Watch out for the roof top AA turret on the south-western building in the vicinity. Do this once you are moving in for the win USMC: If you have a Super Cobra, move it somewhere near the crane. Use it to defend the area, going farther south and west will bring you towards the Chinese AA system, if it is manned; use the cooling towers to cover your advance /------------\ |Dalian Plant| |------------| |32-Player | \------------/ Game Type: Conquest Head-on Total Control Points: 6 Convertible Control Points: 4 ---------- Strategies: ____________ USMC: ----- 1) At the beginning of the battle, send aircraft over to the Reactor Towers and South Docks, the two most important bases to the USMC 2) Use the F-35Bs to secure air-superiority, rather than bombing the Chinese forces, so you can provide and opening for the AH-1Zs to provide close air support 3) Move onto the Maintenance Building, pushing PLA forces farther and farther back 4) Stop Chinese forces moving away from the Main Entrance, but do not move in towards the control point, doing so would spread the defenders thinly PLA: ----- 1) Quickly arrive at the Reactor Towers and South Docks, capture them before the USMC arrive, even though it might be at the cost of a J-10 (you can load up a Z-8 and capture the bases as well) 2) Secure a firm foothold on the coastal control points, and deny the USMC of any aircraft or vehicles to launch an attack from, be very protective of the Reactor Towers, as they no longer spawn AA turrets 3) Keep a close watch of the water, the Marines can still launch a stealthy attack from it; Z-10s are excellent at destroying RIBs Tips: ----- PLA: It is worth a J-10 to get to one of the 2 coastal control points, it will secure an easily defendable area of the battlefield, while setting the USMC at a large disadvantage; when flying, avoid getting too near the USS Essex, its Phalanx air defense system is very effective against your aircraft USMC: Use the F-35B to target the enemy fighter and transport helicopter first, so that you can provide helicopter pilots with the only option of targeting ground forces /------------\ |Dalian Plant| |------------| |64-Player | \------------/ Game Type: Conquest Assault Total Control Points: 8 Convertible Control Points: 6 ---------- Strategies: ____________ USMC: ----- 1) At the game's start, call in an artillery strike on the road that the PLA forces use to move out of the mountains, and send a Super Cobra over to secure the position, while USMC forces move onto the coastal control points 2) Following right behind the Super Cobra is a SeaHawk full of infantry, to capture the Main Entrance control point, while F-35Bs establish air superiority in the region; the other SeaHawk should be hovering over control points, easily capturing them 3) Defend all the control points, especially the Main Entrance and Warehouse control points, they are most likely to come under attack; use the M1A2s that spawn at the South Docks and Reactor Towers to help reinforce the positions 4) If you lose a control point, defend the Maintenance Building and the three coastal control points, to maintain ticket drain on the Chinese forces PLA: ----- 1) Send a Z-8 and J-10 to the eastern control points to capture them before the USMC does, to gain an early advantage in the game 2) Secure the control points at the coast and defend them well 3) Use the J-10 and Z-10 to halt the US invasion Tips: ----- USMC: A quick, but powerful strike on the Main Entrance should stop almost all Chinese forces, if you can hold onto it PLA: If you lose the North Docks and Reactor Towers, construct an L-shaped defense line to hold off the US forces attempting to push through; if you get the opportunity, recapture the two control points ----------------------------------------------------- 10.2 Daqing Oilfields [3.2] ----------------------------------------------------- American forces striking south are now poised to seize this crucial logistic component in China's ongoing war effort, seeking to both divert petroleum resources while simultaneously hindering PLA mechanized efforts in this sector. The stakes are high in this head-on collision between advancing US brigades and the defending Chinese forces, with both sides advised to cautiously advance through this volatile landscape. /----------------\ |Daqing Oilfields| |----------------| |16-Player | \----------------/ Game Type: Double Assault Total Control Points: 3 Convertible Control points: 3 ---------- Strategies: ____________ USMC: ----- 1) Move for the Oil Cisterns, using DPVs, while splitting your team into 3 squads, one for each control point 2) Send a Super Cobra to follow the attack team that is on a DPV 3) The squad that ends up back guarding the base should be consisted of one sniper and one anti-tank soldier, while the last strike team should move in on the eastern border of the map, following the dirt path 4) Drop an artillery strike on the Chinese at the Old City, as well as a UAV scan, while the last strike team closes in on foot to capture the control point 5) The Chinese have no where to spawn, and they will most likely be going to attack one of your control points PLA: ----- 1) Rather than engage the US at the Oil Cisterns, place an artillery strike at it, while loading up a Z-10 and sending it over, to prepare the control point for assault 2) Send a squad over to the Refinery control point, using the train tracks on the western border as a guide 3) Once you have gotten near enough, get out and walk over to the southwestern side of the perimeter, there, you should find a patched hole, which you can destroy with just a few shots of the silenced pistol 4) Move along the side of the southwestern smokestack, and then run to the red shipping container next to the smokestack, where you can capture the control point 5) If it hasn't been done already, shoot down the American Super Cobra, denying them of the vehicles and air assets they need the most Tips: ----- Both: Always assault the Oil Cisterns control point with a full squad, probably defeating all of the remnant soldiers staying put there /----------------\ |Daqing Oilfields| |----------------| |32-Player | \----------------/ Game Type: Conquest Head-On Total Control Points: 7 Convertible Control Points: 5 ---------- Strategies: ____________ USMC: ----- 1) Immediately at the start of the battle, split the team up into 4 squads, 3 assigned to an individual control point to capture, while the other one mans the aircraft at the US Town 2) 2 of the squads assigned to capturing bases should take off in DPVs, and head for the Refinery and Gas Station Control Points, while the other squad should take the SeaHawk and head for the Power Station 3) Use this tactic to drain the Chinese tickets, with an M1A2 at each base; holding off the PLA ground forces should not be too hard 4) Be wary of the Chinese aircraft, they can wreck havoc on your tanks and infantry, so hold them back at bay with the M6 Bradleys that spawn at the US Town and Refinery to the Power Station and Gas Station, for protection against enemy aircraft PLA: ----- 1) Use the same beginning tactics as the Marines are, send ground forces to the Old City and Power Station, while a Z-8 heads for the Gas Station 2) The remaining squad should man the aircraft and provide close air support to your troops at the each of the control points, especially at the Power Station and Gas Station, until you can move in Type 95s into position for air defense 3) If the Marines are having a difficult time turning the battle around, consider an attack at the Oil Cisterns, but only do this if you have the area scanned and found the enemy presence at a low amount Tips: ----- USMC: Try to keep only the four control points to continue the ticket drain on the Chinese, and avoid spreading your forces too thinly, a PLA counter strike could be coming at any moment PLA: Only spread out to the Oil Cisterns once you are certain that your plan will not backfire, losing one or more control points and the ticket drain on the Americans Both: Drop supplies at each location to keep the defenders restocked on ammunition, health, and repairs /----------------\ |Daqing Oilfields| |----------------| |64-Player | \----------------/ Game Type: Conquest Head-On Total Control Points: 9 Convertible Control Points: 7 ---------- Strategies: ____________ USMC: ----- 1) At the beginning quickly split into squads and send them over to Gas Station, Refinery, and West Oilfield as fast as possible, with the DPVs 2) Using the available SeaHawk, send troops over to the Oil Cisterns and Power Station 3) Send vehicles over from the Refinery and the West Oilfield over to more effective control points on the map, and hold a firm control over half of the map 4) Watch over the East Oilfield, as the Chinese are likely to capture it and utilize the Z-10 that is going to spawn there, bring anti-aircraft vehicles over to support the position 5) When the coast is clear, move on to the East Oilfield and Old City to secure your win, permanently PLA: ----- 1) Move troops over to the perimeter control points, specifically the West Oilfield, Power Station, and the Old City, while a Z-8 is being sent over to the East Oilfield 2) Use the Z-10 to assist in close air support at other control points, where it spawns at the East Oilfield 3) Consider bombing the US troops at the Gas Station, since it spawns no defenses, just watch if the US brings in anti-aircraft weapons 4) Coordinate with the rest of your team to hold back the American forces, and secure and open victory Tips: ----- Both: If you happen to capture the Oil Cisterns, you will need more than the defenses spawned there, send some armor over to assist the position ----------------------------------------------------- 10.3 Dragon Valley [3.3] ----------------------------------------------------- Ancient legends of this “fairyland on earth” tell of a yellow dragon that helped the king channel flood waters into the sea. Currently, American military forces are converging upon this idyllic valley, to secure a foothold in the Minshan mountain range. Elements of the US Marines are on the offensive in this sector, while the forces of the People's Republic of China are called upon to defend ancient ancestral lands, in what promises to be a bitter engagement. /-------------\ |Dragon Valley| |-------------| |16-Player | \-------------/ Game Type: Conquest Double Assault Total Control Points: 4 Convertible Control Points: 4 ---------- Strategies: ____________ USMC: ----- 1) Keep one squad stationed at the Wood Yard, in case the Chinese are attempting a flank, and send a squad in a HMMWV (Humvee) across the river ford to the Hill Village, and secure it 2) Use the Super Cobra to protect the infantry at the Hill Village, while at the Hill Village, create a new squad composed of Spec Ops soldiers, and insert them via DPV, and send them towards the Refinery 3) If part of the insertion squad, see if the control point is infested with enemies or not, if so, get out and swiftly move through the patched holes in the eastern side of the facility, and towards the control point 4) A squad of three should convert the control point in a few seconds 5) Pin the PLA forces at the Power Station, with 2 tanks, a Super Cobra, and your troops 6) If opportunity arises, capture the control point PLA: ----- 1) Send all of your forces to the Power Station, while keeping your Z-10 back at the Refinery to guard it from rush attacks 2) After the Power Station has been captured, send the Type 98 and WZ 551 down to the Wood Yard, attacking it with brute force 3) Send down a rain of artillery shells at the Wood Yard, while Anti-Tank soldiers shell the position with rockets 4) After the Wood Yard has been captured, focus on containing the Marines at the Hill Village, while ever-so-slowly, pushing them back 5) Keep the Z-10 in between the Refinery and Power Station control points to defend them from any back-door attacks, while firing at the Hill Village with the artillery, send tanks from the Wood Yard and Refinery to hold the Marines back, until they fall down Tips: ----- USMC: Use the AH-1Z Super Cobra to destroy enemy units near the Power Station control point when you have the chance to PLA: Make sure to guard your flanks at the Refinery control point, without it, you will probably lose control of it from a quick attack squad /-------------\ |Dragon Valley| |-------------| |32-Player | \-------------/ Game Type: Conquest Assault Total Control Points: 6 Convertible Control Points: 5 ---------- Strategies: ____________ USMC: ----- 1) At the beginning of the match, fire artillery atop the Island Farmhouse control point and follow the attack with an M1A2, M6 Bradley, LAV-25, and the HMMWV (Humvee) 2) After the control point has been captured, and the two anti-aircraft turrets captured, send your Super Cobra into a defensive perimeter around the Island Farmhouse, to help repel the revenge-seeking PLA forces 3) Capture the Wood Yard control point with your armor, and attempt a sneak-attack on the Power Station or the Refinery control points with the SeaHawk, if successful, the Chinese will lose their only tank and commander assets 4) If the sneak-attack was not successful, send your forces towards the Hill Village control point 5) After assaulting the Hill Village with Marines, move on to the Refinery, if it hasn't been captured; if it has, move for the Power Station control point PLA: ----- 1) Man the anti-aircraft turrets at the Island Farmhouse, Hill Village, Wood Yard, and Power Station, to fend off any enemy aircraft; bring a rain of artillery shells on the Market Place control center, to halt any US movement, before they even can move 2) Send a large group of anti-tank troopers to the Island Farmhouse, to defend it from any US tanks and APCs; station a sniper at the Refinery control point, to defend it from any sneak-attacks the US has planned 3) Keep the Z-10 away from the Market Place control center, to be clear of the American anti-aircraft turret and M6, but move it anywhere within the central valley 4) If the Island Farmhouse is lost from your control, be aware that the Marines can move their forces in either direction, towards the Wood Yard or the Hill Village Tips: ----- PLA: Stationing a sniper at the Refinery control point will keep the area safe, as well as protecting the only Chinese tank that spawns there USMC: Wait until the anti-aircraft defenses at the Island Farmhouse are taken down before heading out, those heat-seeking missiles tear through aircraft armor quickly Both: It is a good idea to station an anti-tank soldier near the bridge/overpass at the Power Station control point, and keep him stocked with a Supply Drop at his location, the position where he is at can easily expose the positions of enemy armor /-------------\ |Dragon Valley| |-------------| |64-Player | \-------------/ Game Type: Conquest Assault Total Control Points: 11 Convertible Control Points: 10 ---------- Strategies: ____________ USMC: ----- 1) Quickly send out your Super Cobra attack helicopters and strike the enemy-held Vista Point, River Village, and Temple control points; use the F-35Bs to clear the skies of enemy aircraft, so the Super Cobra pilots can have some peace-of-mind; while the US armor is making its way to the control points 2) Spearhead the assault with ground forces, send them towards the Island Farmhouse and Market Place control points, as they have anti-aircraft crawling all over the place; attack the Market Place from the Mountain pass on the northeastern side of the enemy control point, when infantry begins over-running the Island Farmhouse control point, with the help of RIBs 3) Sneak-attack the Refinery control point with your SeaHawk: attack from the east or west of the control point, allowing a squad leader to be on the outset of the point, letting your forces spawn at him and quickly assault the control point 4) Pressure the remaining Chinese bases, from both the north and south faces, until the PLA cannot win PLA: ----- 1) Send J-10s to the north end of the map, providing air superiority (on a CAP mission); while sending the Type 95 spawned at the Hill Village to the top of the map, covering all of the undefended control points from an air strike 2) Engage any Marine vehicles by building a perimeter of anti-tank and engineer foot troops around the Vista Point, River Village, and Temple control points 3) Bring a Z-10 to the front line, to defend from any RIB assaults, and assist in holding back the American advance 4) Defend the crucial Refinery control point from any Marines trying to ambush the control point, if it is lost, all of the Chinese air assets will be lost, and letting the USMC secure air superiority and harass your ground troops Tips: ----- Both: Use the river fords to quickly access control points across rivers ----------------------------------------------------- 10.4 Fushe Pass [3.4] ----------------------------------------------------- China's rich mining areas in the northeastern highlands have become contested by rapidly deploying US and Chinese forces. The narrow canyons carved into this region channel both forces into inevitable head-on confrontations as each seeks to secure the prized uranium mines with their advancing forces. In the context of this double assault; success will favor the bold, given the constrained nature of this rugged battlefield. /----------\ |FuShe Pass| |----------| |16-Player | \----------/ Game Type: Double Assault Total Control Points: 3 Convertible Control Points: 3 ---------- Strategies: ____________ USMC: ----- 1) Send a DPV to the Island control point, while a squad should be advancing westward 2) Put a sniper at the edge of the map, east of in-between the East Mine Entrance and the Island control points, to watch for enemy movement towards the Island control point 3) Move your forces into the West Mine Entrance, while keeping a few back at the East Mine Entrance, and capture the base PLA: ----- 1) Send a few soldiers in an FAV and drive it to the Island control point, while the rest of your team loads into a tank and APC 2) Move the tank and APC across the double bridges, to the East Mine Entrance 3) Capture the base, and trap the Americans on the Island, bombard them with artillery and move in for the final kill Tips: ----- USMC: Use the high path near the East Mine Entrance to snipe away at enemy infantry approaching the Island control point PLA: Assault the East Mine Entrance from its back door, most of the US troops will be gathered around the Island control point, leaving their base open for capture /----------\ |FuShe Pass| |----------| |32-Player | \----------/ Game Type: Conquest Head-On Total Control Points: 6 Convertible Control Points: 4 ---------- Strategies: ____________ USMC: ----- 1) Send two teams in DPVs at the beginning of the game to the East Mine Entrance and the West Mine Entrance, while a third team heads for the Security Headquarters 2) Block Chinese troops that pour out from the south-facing exit of the Upper Camp control point, with a few anti-tank and Engineers sent by a transport helicopter 3) Deploy mines and position anti-tank troops from your team at strategic ambush locations, like the hills near the dam southwest of the Upper Camp, while attempting to capture the Bridge Camp 4) Hold the 4 control points and retain the ticket drain on the PLA forces PLA: ----- 1) Get to the Bridge Camp, while rushing to the East Mine Entrance and the West Mine Entrance 2) Control or destroy the bridge downhill from the dam 3) Pressure the Security Headquarters and capture it 4) Box in the Marines at the Power Plant, restricting them from any possibility of capturing a control point Tips: ----- Both: Use the attack helicopters provided to gain an advantage against the enemy soldiers and vehicles crossing over bridges /----------\ |FuShe Pass| |----------| |64-Player | \----------/ Game Type: Conquest Head-On Total Control Points: 10 Convertible Control Points: 8 ---------- Strategies: ____________ USMC: ----- 1) Use aircraft and fly over to control points, fighters to hold off the Chinese forces, and the helicopters for unloading troops at a drop zone 2) Bring a few squads to the Bridge Camp and West Mine Entrance, with the squad consisting of anti-tank and engineers 3) Once you control 7 of the 10 control points, head for the Upper Camp, and secure the position 4) Hold back the Chinese aircraft by sending an AA vehicle over to the control points near the Chinese Airfield 5) Pressure the Canyon Guard Post and watch the PLA tickets fall away PLA: ----- 1) Send out vehicles and aircraft to the control points, using the site's geographical advantage, and seize most of the control points early in the game 2) Destroy the eastern bridge near the US Airfield with warplanes and focus on taking out transport helicopters 3) Hold a defensive position around the bases you currently control, while boxing in American forces into their remaining bases Tips: ----- Both: Use the transport helicopter to quickly get to neutral control points and capture them quickly, a fully loaded transport helicopter can capture a control point relatively fast. Be aware of enemies that target you, if your helicopter is destroyed, all the occupants are killed as well ----------------------------------------------------- 10.5 Songhua Stalemate [3.5] ----------------------------------------------------- Newly formed Active Component brigades of the US Marines advance from the Russian plains into the territories of the People's Republic of China, where rapidly deployed Chinese forces mass to counter the assault. The stalemate situation along the Songhua River has deteriorated into reciprocal assaults by both sides, each seeking to capture this vital transportation artery. Stakes are high in this double assault that involves control of the main gateway to Southern Manchuria. /-----------------\ |Songhua Stalemate| |-----------------| |16-Player | \-----------------/ Game Type: Double Assault Total Control Points: 4 Convertible Control Points: 4 ---------- Strategies: ____________ USMC: ----- 1) Using speed, take a group of anti-tank soldiers over to the Temple control point; while a light jeep drives to the North Island control point 2) Hold onto the three control points (station men at the two front-line control points, but watch out for flanks), to drain the Chinese tickets 3) Look for a chance to take over the last control point, Central Front, using the Black Hawk at your disposal PLA: ----- 1) Use the same strategy as the Americans, or flank the West Perimeter and take the control point, limiting the US to only light jeeps and RIBs 2) Keep the USMC at bay, while continually pushing towards their bases from two angles Tips: ----- Both: Use the one tank on each side to your advantage; they will be very helpful to winning the battle if used correctly /-----------------\ |Songhua Stalemate| |-----------------| |32-Player | \-----------------/ Game Type: Double Assault Total Control Points: 6 Convertible Control Points: 6 ---------- Strategies: ____________ USMC: ----- 1) Go for the 2 central control points with most of your forces 2) Push the Chinese back to their Headquarters by capturing the Central Front control point 3) Use the helicopters spawned at the West Perimeter and Fish Factory to assault the Chinese HQ, in conjunction with ground forces: use speed to take over the Chinese HQ PLA: ----- 1) Use the same tactic as the US, or flank them utilizing the two transport helicopters and fly them across the northern and southern edges of the map, dropping them off at the Fish Factory 2) This forces the Americans to retake the Fish Factory, leaving the North and South Islands for capture; defend the Fish Factory well, to deter the US Mariners 3) The USMC are forced to defend their last control point, the West Perimeter; bombard their base with an artillery strike and use heavy armor and APC to defeat the last of the enemies Tips: ----- Both: Use the APC to attack and defend control points and strategic areas on the map. Put an engineer to repair the APC when needed. The APC is the most effective unit on this map; it is stronger than the RIB and can travel on both land and water. /-----------------\ |Songhua Stalemate| |-----------------| |64-Player | \-----------------/ Game Type: Conquest Head-On Total Control Points: 8 Convertible Control Points: 8 ---------- Strategies: ____________ USMC: ----- 1) Flank the Chinese HQ and Central Front with a squad of Anti-Tank troopers in a fast transport and an APC heading from the North Perimeter and engage any enemy armor and infantry 2) The remainder of your forces should head onto the North and South Islands 3) This should isolate the South Front control point PLA: ----- 1) Send units over to the North Island and North Perimeter control points and overrun the stationed enemies there, providing cover for your northern flank 2) Quickly capture the South Island 3) Drop troops over at the Fish Factory, while ground forces penetrate the West Perimeter's defenses Tips: ----- Both: There are numerous ambush locations scattered all over the battlefield, use them to your advantage ----------------------------------------------------- 10.6 Gulf of Oman [3.6] ----------------------------------------------------- A USMC Marine Expeditionary Unit (MEU) has landed on this Persian Gulf beach during the night in the hopes of quickly seizing the nearby MEC airbase. The stakes are high for both sides. The Marines face possibly being driven into the sea and destroyed. The MEC forces could lose a key airbase and open the door for US forces to take strategic oilfields. Both sides have been using the morning to prepare for the final assault. /------------\ |Gulf of Oman| |------------| |16-Player | \------------/ Game Type: Conquest Total Control Points: 4 Convertible Control Points: 4 ---------- Strategies: ____________ USMC: ----- 1) Send soldiers in a jeep to the Village control point, while the rest of your team loads up in a tank and the other jeep and head for the City control point 2) Drop artillery on the City control point and instruct your men to hold off until the artillery has ceased firing 3) Watch the rooftops of the adjacent buildings; they are most likely going to be used by the enemy 4) Hold on to the three control points, and defend from any invaders 5) Attempt to sneak in a few soldiers while the MEC are busy trying to take over one of your control points, but be aware that this is a daring move, it can backfire MEC: ----- 1) Capture the City control point and hold off the US invasion from there 2) Send a few Special Forces over to the Beach control point and destroy some of the commander's assets; while the remainder of your forces mine the City control point and attack the Village control point Tips: ----- Both: It is a good idea to keep one soldier back at base to watch for enemies trying to flank your main control point USMC: While defending your control points, use mines to aid you MEC: Use the tall structures adjacent to the City control point to ambush the American forces as they move in to capture the City control point /------------\ |Gulf of Oman| |------------| |32-Player | \------------/ Game Type: Conquest Total Control Points: 7 Convertible Control Points: 5 ---------- Strategies: ____________ USMC: ----- 1) Man the AA turrets that spawn at each base and defend the control points 2) Send out the fighters and head for the Airfield Base control point, strafe any air assets taking off 3) Send an artillery strike over to the Hotel, then follow with your armor (tanks, APCs, and helicopters), using the helicopters to clear the area and drop troops in 4) Have a UAV hovering over the Hotel control point to assist the troops on the ground that are taking over the base; watch for snipers and Anti-Tank troopers that may be hiding on the rooftop or in hills 5) Use the same strategy as you did to capture the Hotel control point as you are to capture the Construction Site control point 6) Defend the control points that are under your control, all of them are likely to be attacked by the MEC; strike the Airfield Base with artillery and bombing sorties until the battle is won MEC: ----- 1) Recon (using the UAV) the River Fort or Rock Fort, seeing which one is less guarded and attacking it; use the same strategy as the USMC to capture a control point 2) Once you have one of the bases, move onto the next one in the line, but be alert of enemy movement towards the other control points 3) Use the MEC aircraft to shoot down enemy aircraft and kill ground forces, but be on your toes, as US AA turrets line the beachhead Tips: ----- USMC: Use the F-35B's weaponry and maneuverability to defeat foes both on the ground and in the air MEC: Use the rooftops of the structures that are near each control point to easily ambush and destroy enemy forces /------------\ |Gulf of Oman| |------------| |64-Player | \------------/ Game Type: Conquest Total Control Points: 9 Convertible Control Points: 7 ---------- Strategies: ____________ USMC: ----- 1) Send troops over from the Village Fort to the Hotel and take control 2) Once the Hotel control point is under your control, attack the Village control point, and overrun it. 3) This effectively isolates the Construction Site control point, now you can either pound the base with bombs and artillery, camp, or take over the control point MEC: ----- 1) First, concentrate on taking over the River Fort control point, rather than the Village Fort, because you can get that any time, and you can easily suppress any enemy movement towards the Hotel by just camping on the rooftop 2) Attack any fort that is not under your control, by sea, air, and land, until you control all of the strategic points 3) Keep your aircraft on the mainland, to maintain air superiority and not get shot down by the Phalanx AA CIWS Tips: ----- USMC: If the Hotel has been taken by the MEC, make sure to clear the rooftop and attack from all directions to pin the enemy troops down; load up in a few light jeeps and head towards the Airfield Base and harass the enemy over their, it will effectively cut off their troops at other command points, making them open to capture MEC: Drop artillery on the back of the US Carrier once you control all of the convertible control points, it will soften up the enemy ----------------------------------------------------- 10.7 Kubra Dam [3.7] ----------------------------------------------------- Active Component brigades of the US Marines are deploying toward a key dam site in the Saudi desert, intent upon control of this strategic location. To counter the threat, MEC forces are advancing their own mobile brigades to blunt the US spearhead. This rough desert terrain contains a mix of terrain types, requiring the utmost tactical flexibility by both US and MEC soldiers. The ultimate objective of both sides in this battle is to gain control of the entire Kubra Dam sector. /---------\ |Kubra Dam| |---------| |16-Player| \---------/ Game Type: Conquest Double Assault Total Control Points: 4 Convertible Control Points: 4 ---------- Strategies: ____________ USMC: ----- 1) As soon as the game starts, send a jeep to the Upper Dam control point; the jeep should be holding 1-2 Anti-Tank troopers and the 1-2 Special Forces troopers 2) Instead on focusing on taking over the control point, the attack squad should focus on repelling the MEC attack-at-hand; the Anti-Tank troop(s) should focus on taking out the enemy vehicles and covering the Special Forces unit as they plant C4 charges on the bridge/road; use the jeep's machine gun to easily tear through enemy troopers as they approach your operation 3) The rest of the team should be heading for the Lower Dam control point, while some of the quick attack force jumps off from the top of the dam to reach the bottom, more quickly than climbing down the ladders (or sliding down them) 4) Either use the spawned SeaHawk to raid the last base or dig in at each control point and hold back enemy efforts to defeat you, three of the four control points will be enough to drain the MEC's tickets MEC: ----- 1) Using the same strategy as the Americans, quickly capture the Upper Dam using Vodnik that spawns at the Power Plant, capture, defend, and jump 2) Dig in at all three control points and repel the US invasion force; the US can flank the Power Station control point easily, so be ready to hold your main base Tips: ----- Both: Use the tower north-east of the Upper Dam control point to easily secure the surrounding area /---------\ |Kubra Dam| |---------| |32-Player| \---------/ Game Type: Conquest Assault Total Control Points: 8 Convertible Control Points: 7 ---------- Strategies: ____________ USMC: ----- 1) Organize your team into two separate strike teams, one heading towards the neutral Bridge Base control point, while the other should move towards the Material Station control point; send artillery and an air strike over to the Material Station before proceeding to capture the control point 2) Once the Bridge Base control point has been won, attack the Refueling Station, securing a foothold in the northern sector of this map 3) Your separate battle groups should individually head for the Power Station and Construction Site, effectively cutting off the troops stationed at the dam itself; use artillery and air strikes when needed 4) Hold the dam control points and defend on both the air and the ground, using AT mines, the F-18, and the M6 Bradley AA vehicle 5) Wait and harass spawning enemies at the Intake control point, then move in when the coast is clear MEC: ----- 1) Defend the Intake control point at the start of the battle by manning the AA turret and using the MiG-29 that spawns there, while just regular troops wait if any enemies are to flank the base by jumping out of their aircraft; spread a squad out at the dam, to fend off any approaching enemies 2) Try to hold the Material Station and Refueling Station as long as possible; if one or two of the control points is lost, retreat to the dam and fortify the Power Station, Lower Dam, and Construction Site control point 3) Hold all of the dam control points, while attacking oncoming enemies using snipers, anti-tank troopers, and the Mi-28 to harass enemy vehicles that come close to the dam Tips: ----- USMC: Use the area above of the Material Station (Supervisor Station in the 64-player map) to spawn infantry (station a squad leader there) MEC: Falling back on the dam might be better than controlling all of the convertible control points because you can harass the enemy troops that think they can capture the dam control points /---------\ |Kubra Dam| |---------| |64-Player| \---------/ Game Type: Conquest Assault Total Control Points: 9 Convertible Control Points: 8 ---------- Strategies: ____________ USMC: ----- 1) Using a similar strategy to the 32-player map, attack the Bridge Base control point, while another section of your team moves in to the Supervisor Station control point 2) Push the MEC in a north-to-south direction, using artillery to soften up each control point as you move along; alternatively, if the Intake is unmanned, consider dropping troops in via SeaHawk 3) Converge at the dam, using it as a strategic point, decide to either dig in or attack the Intake from multiple directions MEC: ----- 1) Deploy most of your troops at the frontline, specifically, the Supervisor Station and Refueling Station; remember to hold a few soldiers back at the Intake to prevent any flanking maneuvers 2) Use mines, anti-tank troops, the Mi-28 and bombing runs to reinforce these vital positions, consider cutting off the US at the Bridge Base by destroying the bridge that connects the Bridge Base and Refueling Station 3) Launch counterattacks if a base has fallen to the USMC Tips: ----- USMC: Capturing the Material Station and Construction Site denies the MEC of Tunguska AA vehicles, making the troops in the air have a lot easier job MEC: Use the Mi-28 to 'peek' over the top of the dam and destroy enemy vehicles using rockets and guided missiles ----------------------------------------------------- 10.8 Mashtuur City [3.8] ----------------------------------------------------- Leading elements of the US ground force must capture Mashtuur City, a primary Middle East axis of advance. In response, MEC units are rushing forward to hold the city at all costs. In this double assault upon a key urban asset; all elements of modern warfare are likely to be deployed, attempting to secure vital CPs that dot the city. Victory will go to the side that controls the majority of Mashtuur when hostilities cease. /-------------\ |Mashtuur City| |-------------| |16-Player | \-------------/ Game Type: Double Assault Total Control Points: 4 Convertible Control Points: 4 ---------- Strategies: ____________ USMC: ----- 1) Send a few soldiers to the North Bridge in a heavy jeep and focus on blowing the bridge to buy some more time for the Special Forces at the North Bridge 2) Call an artillery strike on the Hotel control point; while the rest of your team moves to capture the Road Construction control point 3) Continue to drop artillery on the Hotel; while engaging the Hotel when the chance comes MEC: ----- 1) Use the same strategy as the US, except mine the bridge rather than blow it up and put snipers and anti-tank troopers on the rooftop of the Hotel 2) Capture the Road Construction and blow this bridge, rather than the North Bridge 3) Keep the jeeps at bay using mines and anti-tank troopers, while an attack force advances through the city to capture the final control point Tips: ----- Both: Use mines to cover the narrow roads and alleyways /-------------\ |Mashtuur City| |-------------| |32-Player | \-------------/ Game Type: Double Assault Total Control Points: 5 Convertible Control Points: 5 ---------- Strategies: ____________ USMC: ----- 1) Immediately send troops in jeeps over to the Mosque and Backyard, while a third team consisting of Special Forces should blow the north bridge 2) Capture the Power Plant control center, this pins the MEC's troops down in the northwestern corner of the map 3) Send a team of Special Forces over to the Hotel by SeaHawk and destroy their commander assets 4) Fire artillery on the Hotel control point and use the heavy fire as cover to move in and capture the base MEC: ----- 1) Send a team over to the Power Plant control point, capture the base, and blow the south bridge to prevent any early raids using the jeeps 2) Cover the northern bridge and prevent the US from destroying it; it is the highway to the US-controlled territory 3) Rush from across the bridge and raid the Hill control point using a team loaded up in the transport helicopter 4) Attack the remaining bases, with them boxed in, it should be easier Tips: ----- Both: Use the ladders to gain a height advantage in this map; they are great for vehicle ambushes. Using the same thinking, watch the rooftops for enemy troops poking out to take a shot at you /-------------\ |Mashtuur City| |-------------| |64-Player | \-------------/ Game Type: Head-On Conquest Total Control Points: 7 Convertible Control Points: 5 ---------- Strategies: ____________ USMC: ----- 1) Capture the Mosque and Backyard as in the 32-player map 2) Blow BOTH of the bridges, forcing the enemy to come to you 3) Take cover and dig in, prepare for an onslaught of MEC troops: fortify yourselves in buildings and on their rooftops, especially on the ones that overlook the bridges 4) Drop troops in by helicopter to eventually take over the MEC control points MEC: ----- 1) Unlike the US strategy, at the beginning of the game, send most of your units over to the Hill control point and capture it 2) The US forces should be in disarray, capture back any bases they could have managed to take over, and wait while the US tickets begin to drain 3) Put artillery over the South Gas Station until the battle is over Tips: ----- Both: Drive jeeps on the perimeter roads to flank enemy positions where they wouldn't expect an invasion to take place ----------------------------------------------------- 10.9 Clean Sweep [3.9] ----------------------------------------------------- This vital entrance to the Persian Gulf is held by local MEC forces who have established a strong defensive presence on the scattered islands of the waterway. For the US Rapid Deployment force to clear the waterway they must first deploy air assets to disable a key MEC power station, after which the US force must enter the channel and capture the islands defended by these determined MEC fighters. /-----------\ |Clean Sweep| |-----------| |16-Player | \-----------/ Game Type: Assault Total Control Points: 4 Convertible Control Points: 3 ---------- Strategies: ____________ USMC: ----- 1) At the start of the battle, load up the F-15E with an anti-tank trooper and another soldier and jump out over the refueling station 2) Let one of the troopers take the APC (the one that doesn't pack AT weaponry), only if it is still there; capture the control point 3) Bomb the long bridge that connects the Small Airfield to the Control Center 4) Attack the Small Airstrip, while leaving some of your units back at the Refueling Station 5) Drop artillery and order air strikes down on the Control Center control point before sending your units into the base MEC: ----- 1) Station most of your troops at the Control Center post, and man the anti-tank and anti-aircraft stations and prepare for a large force of oncoming airborne, sea borne invasion 2) Use the Su-34 to achieve air superiority and destroy the RIBs and APCs that head over across the water 3) Have one trooper deployed at the Refueling Station that is manning the AA station and, if an enemy manages to parachute out of his aircraft, shred him with the APC Tips: ----- USMC: Focus on one control point at a time, to overrun the troops that are stationed there MEC: Be prepared to destroy the F-15E before it releases its payload, which is why someone always mans the AA turret /-----------\ |Clean Sweep| |-----------| |32-Player | \-----------/ Game Type: Assault Total Control Points: 6 Convertible Control Points: 5 ---------- Strategies: ____________ USMC: 1) Get all of your troops organized and move into the Control Center control point 2) Attack the Small Airstrip, but make sure to leave 2-4 troops behind to defend the Control Center 3) Leave 1-2 troopers back at this control point, and then move the rest of your force onto the Refueling Station 4) Defend the current control points; move on when the chance comes MEC: ----- 1) Send half of your force or more to defend the Control Center point, man all of the defensive turrets and units there; engage enemies while they cross the water 2) Occasionally send small raids to the US Airfield and destroy their commander assets Tips: ----- Both: Aircraft are very powerful in this map, use them well MEC: When defending the Control Center base, use mainly anti-tank and support units /-----------\ |Clean Sweep| |-----------| |64-Player | \-----------/ Game Type: Assault Total Control Points: 8 Convertible Control Points: 7 ---------- Strategies: ____________ USMC: ----- 1) Move most of your invasion force towards the Control Center base, while a small team of Special Forces should load up and head for the MEC Airfield at the other side of the battlefield, destroy the commander assets while the MEC Airfield is under your control 2) Start picking off control points one at a time, using scans and UAVs to find where the enemy is the weakest, it's usually the Communications Central and Abandoned Village 3) Always keep a small guard force before heading out to battle 4) Aid ground forces with artillery and airstrikes MEC: ----- 1) Station at least one trooper at each control point; put a squad at the Control Center, MEC Airfield, and a squad either at the Refueling Station or Communications Central 2) If the Control Center is controlled by the enemy, blow the bridge that connects it to the rest of the control points 3) Hold all of the control points Tips: ----- USMC: Use speed, this map was designed for that and special operations MEC: Send small teams of Special Forces to the US Airfield and cause havoc over there. Destroy the artillery, and the other commander assets, and fly out in the US' aircraft, so it will not be able to spawn until the aircraft get destroyed ------------------------------------------------------ 10.10 Sharqi Peninsula [3.10] ------------------------------------------------------ This vital position on the Persian Gulf possesses a TV station with a powerful transmitter, allowing it to aid propaganda support for the ongoing MEC campaign. US Rapid Deployment forces have captured this coastal position and now face a determined counterattack by converging MEC forces. This lazy seaside resort of villas, markets, and beach houses is about to become a modern battlefield as US forces attempt to hold onto their newly-captured communications prize. /----------------\ |Sharqi Peninsula| |----------------| |16-Player | \----------------/ Game Type: Conquest Assault Total Control Points: 4 Convertible Control Points: 3 ---------- Strategies: ____________ USMC: ----- 1) Engineers should mine the streets east and west of the Construction Site control point; use the crane to rain shells on the oncoming MEC forces 2) Hold the M1A2 back at the TV Station, to prevent rush attacks with its main gun and coaxial machine gun; troops at the Construction Site should try to pin down spawning MEC troops at the Hotel; keep at least one sniper and an anti-tank trooper back at the TV Station MEC: ----- 1) Send an artillery strike down on the Construction Site, while troops await battle outside of the Construction Site fence 2) Attack the Office Buildings or sneak attack the TV Station with close quarters combat units Tips: ----- USMC: Use the tall crane and the rooftop of the TV Station to snipe away at oncoming ground units MEC: Use artillery often in this map to soften up control points for capture /----------------\ |Sharqi Peninsula| |----------------| |32-Player | \----------------/ Game Type: Conquest Assault Total Control Points: 8 Convertible Control Points: 5 ---------- Strategies: ____________ USMC: ----- 1) Expect to see large enemy movement from the Outskirts and Club House, so fortify the Hotel and City Entrance, use the AH-1Z and the M1A2 to push back the MEC invasion force before they begin to capture the west-ward control points, the Hotel can be easily reached by RIBs from the Beach House control point 2) Watch out for the Mi-28 on this map, it is devastating not only because of its attack capabilities, but also because it can drop troops deep into US territory, so be sure all of the AA turrets are manned, and that at least one trooper is left to defend each control point, they can still jump out of a damaged helicopter MEC: ----- 1) While most of the attack force is invading the City Entrance and Hotel, load a squad leader in a Mi-28 and fly below the east cliffs that border the TV Station, and unload, the squad leader can then spawn assault and Special Forces (as well as the other classes) to capture the control point and destroy the commander assets 2) Before leaving the newly captured TV Station, keep a few troopers back to defend the base from a counterattack 3) The next target is the City Entrance and Surveillance Post, then move onto the Construction Site 4) This forces the Americans to live on the Hotel control point, and then move in for the win Tips: ----- Both: Use the spawned attack helicopter to defeat enemy units quickly, as well as flanking maneuvers /----------------\ |Sharqi Peninsula| |----------------| |64-Player | \----------------/ Game Type: Conquest Assault Total Control Points: 9 Convertible Control Points: 6 ---------- Strategies: ____________ USMC: ----- 1) One squad should be fully devoted to defending the TV Station; while the rest of the team defends the west control points 2) Use all of the resources provided to help defeat the MEC, watch out for paratroopers MEC: ----- 1) Send troops in a RIB to the northern edge of the cliff and unload, and flank the enemy troops at the Alleyway control point 2) Once the Alleyway is under your control, use it to invade the adjacent bases 3) Like in the 32-player map, force enemy troops to the southern end of the peninsula, where they can be easily overrun with the help of an artillery strike Tips: ----- Both: Whenever attacking a control point, let the squad leader stay behind to provide a frontline spawn point ------------------------------------------------------ 10.11 Strike at Karkand [3.11] ------------------------------------------------------ Control of the industrial facility and harbor at Karkand motivates this assault by US forces, where they find MEC forces marshalling to defend the industrial city and determined to meet the attack with stiff resistance. The terrain surrounding Karkand is sufficiently open to allow for sweeping fields of fire, but the open ground increases the danger posed by anti-vehicle missiles and sniping. It is vital for both sides to secure firebases in Karkand's sheltered city center. /-----------------\ |Strike At Karkand| |-----------------| |16-Player | \-----------------/ Game Type: Conquest Assault Total Control Points: 4 Convertible Control Points: 3 ---------- Strategies: ____________ USMC: ----- 1) Distract the most of the MEC troopers by sending six of your troopers down to the Hotel in the tank and APC, while artillery is being rained down; a team of two Special Forces should take the eastern route to the Market in a Humvee 2) Destroy the commander assets and capture the control point 3) Attack from the north and south, without any vehicles, the MEC will be at a large disadvantage MEC: ----- 1) Move all of the vehicles at the Market to the Hotel, but be ready to shift back to the Market or Square if the US decides to flank you, mine the roads east and west of the Hotel 2) Use artillery and vehicles to hinder the American advance; don't let them take the Market Tips: ----- USMC: Flanking the MEC might be a better choice than going straight into the fray. It all depends on how much the MEC is investing on defensive positions at the Market. Find the weak spot and exploit it MEC: Drive the tank behind a concrete barrier at the Hotel to cover it from some forms of damage /-----------------\ |Strike At Karkand| |-----------------| |32-Player | \-----------------/ Game Type: Conquest Assault Total Control Points: 7 Convertible Control Points: 6 ---------- Strategies: ____________ USMC: ----- 1) This map requires speed if you want the US to win, so immediately send a tank and APC over to the Hotel control point, and capture it before the MEC arrive with their armor; a Humvee should be rushing over to the Suburbs to take it before the MEC can retaliate 2) Continue to push east, eventually reaching the Train Accident, where you should stop; bombard their control point, the Gatehouse, with artillery until the day is won MEC: ----- 1) Put most of your units at the Hotel, they should be mostly comprised of anti-tank, engineers, support troopers: engineers should mine the streets, while the support and anti-tank troopers take up defensive positions as the seconds roll by; be sure that at least one person is stationed at each control point 2) Defend the control points in the city, if the US manages to take the area east of the river, fall back onto the Gatehouse and destroy the bridge, forcing the US to use the river ford to the south, where artillery can easily kill them Tips: ----- USMC: Speed is the most important factor to this mission if you are to succeed, use speed to capture all of the control points east of the river MEC: Use the tall building that is adjacent to the Square's rooftop as a recon point; you can see most of the map from there /-----------------\ |Strike At Karkand| |-----------------| |64-Player | \-----------------/ Game Type: Conquest Assault Total Control Points: 9 Convertible Control Points: 8 ---------- Strategies: ____________ USMC: ----- 1) Bring a rain of artillery shells on the Hotel at the beginning of the game, followed up by a column of armored vehicles 2) Capture the Square and Suburb using the same strategy and stage a sneak attack by sending an APC over the river ford to either the Cement Factory or the Factory 3) Squeeze the MEC troops in the middle and eventually capture the Train Accident MEC: ----- 1) Use the same strategy as in the 32-player map; build a defensive line at the Hotel, while snipers are stationed at the Suburb and the Square 2) Defend control points east and west of the river, and watch for sneak attacks Tips: ----- Both: Communications and teamwork in this map is very important, make sure to use them ------------------------------------------------------ 10.12 Zatar Wetlands [3.12] ------------------------------------------------------ The Zatar Wetlands along the Red Sea coastline possess vital natural gas resources but create a difficult battlefield for US and MEC forces. Small tributaries break the landscape into isolated islands whose soggy marshes inhibit heavy vehicles. As American forces advance, MEC forces possess an initial advantage in the air, making control of an abandoned airfield crucial early in the battle, after which supply line protection will become an additional consideration. /--------------\ |Zatar Wetlands| |--------------| |16-Player | \--------------/ Game Type: Conquest Double Assault Total Control Points: 3 Convertible Control Points: 3 ---------- Strategies: ____________ USMC: ----- 1) Send a DPV loaded with two anti-tank troopers and one engineer to the Central Island; use the M1A2 and LAV-25 to defeat the approaching enemies 2) Use the Super Cobra to blast away at enemy armor and infantry 3) Send a team of 1-3 Special Forces in a DPV to the Natural Gas Station and sabotage their artillery fire support, and take defensive positions around the flag, while allied armor rolls into the base MEC: ----- 1) Mirror the US strategy 2) Instead of moving head-on to the US armor, fortify the Central Island with the T-90 and BTR-90 3) Pound the Factory with the Mi-28 and artillery strikes to prepare the ground for invasion when the chance comes Tips: ----- Both: The Central Island is an important control point: it spawns the map's only attack helicopter and is required if you wish to drain the other team's tickets /--------------\ |Zatar Wetlands| |--------------| |32-Player | \--------------/ Game Type: Conquest Head-on Total Control Points: 7 Convertible Control Points: 5 ---------- Strategies: ____________ USMC: ----- 1) Load the SeaHawk up full of infantry and head for the Central Island at the start of the game; while ground vehicles can reach the Village and Factory 2) Use the Central Island's stinger to shoot down enemy aircraft while anti-tank troopers pick off enemy vehicles from a distance MEC: ----- 1) Use the same strategy as the US Tips: ----- Both: The attack helicopter that spawns at the Central Island is helpful at destroying enemy vehicles that near the control point, and you can always go back to the helipad to rearm and repair /--------------\ |Zatar Wetlands| |--------------| |64-Player | \--------------/ Game Type: Conquest Head-On Total Control Points: 9 Convertible Control Points: 6 ---------- Strategies: ____________ USMC: ----- 1) At the start of battle, spread out and capture the Airfield, Factory, and Village control points 2) After all three convertible control points on the west side of the map are captured; take over the Central Island control point 3) Use artillery and air strikes to defeat any of the enemies that arrived there before you and bring M1A2s and LAV-25s over to support the invasion 4) Repel the MEC, rather than attack them, just hold the west control points and the Central Island and watch the MEC tickets drop, watch out for sneak attacks at the Village and Airfield though MEC: ----- 1) At the dawn of battle, send FAVs and the MiG-29 out to the Central Island and Factory, taking them before the US can; the T-90 and BTR-90 should separately head for the Natural Gas Station and Farm control center 2) Put lots of anti-tank troopers at the Central Island and repel the force of US armor 3) Destroy the western bridges to make holding the control points easier Tips: ----- Both: Ejecting out of a fighter may be the most effective way to reach a far away control point ------------------------------------------------------------ 11. Unlockable Weapons [4.0] ------------------------------------------------------------ When playing in 'Conquest' mode, you can rank up, in turn providing you with more weapons that you can choose to outfit yourself with. Once you have reached a specified rank (while playing on EA's ranked mode, Conquest), you can select a new weapon to unlock for one of the seven classes. The following tables shows which classes get which unlocks and which rank provides you a chance to unlock a new weapon. ---------------------------------------------------------------------------------------------------------------------------- Kit Class: Spec Ops: Sniper: Assault: Support: Engineer: Medic: Anti-Tank: ---------- ---------- ---------- ---------- ---------- ---------- ---------- ---------- Unlock 1: G36C M95 G3A3** PKM Jackhammer SA80 Protecta Unlock 2*: FN Scar-L L96A1 FN F2000 MG36 MP7 G36E FN P90 *: Unlock 2 requires the Special Forces expansion pack **: No under-slung grenade launcher ---------- Ranks for unlock: ---------- Lance Corporal Corporal Sergeant Staff Sergeant Gunnery Sergeant Master Sergeant Master Gunnery Sergeant ---------- ------------------------------------------------------------ 12. Hacking/Unlocking Weapons [4.1] ------------------------------------------------------------ Without playing on ranked servers, you can still unlock weapons by using a modification. There are 2 methods, one for only Battlefield 2 v1.0, and the other working for all versions. Battlefield 2 v1.0 only method: 1. Navigate to your Battlefield 2 installation directory (default: C:\Program Files\EA GAMES\Battlefield 2\) 2. Get to the file 'unlocks.py' in the \python\bf2\stats folder 3. Backup the file by copying and pasting it in the same folder, and renaming the copy to something like '-orig-unlocks.py' 4. Open the file 5. Choose 'Select the program from a list' and choose Notepad 6. Find the text string: defaultUnlocks = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] 7. Change all of the 0's to 1's 8. Save the file Battlefield 2 v1.0-v1.41 method: 1. Go to your Battlefield 2 installation directory (default: C:\Program Files\EA GAMES\Battlefield 2\) 2. Find and enter the 'mods' folder 3. Enter the 'bf2' folder 4. Find 'objects_server.zip' in the list of files 5. Make a backup of the original 'objects_server.zip' file by copying it to the same directory and renaming the copy to something like '-orig-objects_server.zip' 6. Extract 'objects_server.zip' to a folder named 'objects_server' 7. Right-click the folder and go to 'Properties' 8. Under the 'General' tab, de-select the query 'Read-Only' and click OK 9. There should be a text box that asks whether you want to apply only to the 'objects_server' folder individually, or all of its sub-folders and files. Select 'Apply to this folder, subfolders, and files', then click OK 10. Open the new folder 11. Enter the 'Kits' directory 12. Go into one of the folders that corresponds to the side that you wish to modify kit weapons ('ch', 'Mec', 'US', and 'EU' if you have the Euro Forces booster pack) 13. Open any of the .con files, except for the side you chose_common.con and side that you chose_kits.con 14. There should be a text box that pops up asking you how to open the file. Choose to select a program from a list 15. From the list, choose: 'Notepad' 16. Find these 2 text strings: 'ObjectTemplate.unlockLevel 1' and 'ObjectTemplate.unlockLevel 2' (second one is if you have the Special Forces expansion pack) 17. Above each of the text strings, there should be ObjectTemplate.addTemplate weapon unlock. That is the weapon you will unlock 18. Modify the text string to 'ObjectTemplate.unlockLevel 0' for each of the unlocks you wish to have 19. Save the file(s) you modified 20. Make a copy of the entire 'Kits' folder, and paste it in the mods/bf2 directory 21. Drag the 'Kits' folder into the 'objects_server.zip' .zip file 22. It should replace the files ------------------------------------------------------------ 13. Battlefield 2 Widescreen & Custom Resolutions [4.2] ------------------------------------------------------------ This section will describe how to play Battlefield 2 in widescreen, or any resolution. Note that this tweak just 'stretches' the pixels, so things will most likely not look as well as it could (especially evident with the HUD). Since the Battlefield 2 game engine stretches the image on your screen, horizontal FOV isn't gained, but it can be fixed by using the Widescreen Fixer found here: http://imk.cx/pc/widescreenfixer/ 1. Find your Battlefield 2 shortcut (if there is no shortcut, make one) 2. Right-click on the shortcut, and select 'Properties' from the drop-down list 3. Under the 'Shortcut' tab, find the query 'Target:' 4. Right of it should be the location of the Battlefield 2 executable 5. Add '+fullscreen 1' (no quotes) after the shortcut; it should look something like this: "C:\Program Files\EA GAMES\Battlefield 2\BF2.exe" +fullscreen 1 6. After '+fullscreen 1', add '+szx xxxx' (substitute 'xxxx' for the number of pixels wide your screen is); it should look like: "C:\Program Files\EA GAMES\Battlefield 2\BF2.exe" +fullscreen 1 +szx 1440 7. Then, add '+szy xxxx' (substitute 'xxxx' for the number of pixels high your screen is); for example, mines looks like: "C:\Program Files\EA GAMES\Battlefield 2\BF2.exe" +fullscreen 1 +szx 1440 +szy 900 8. Click OK, and run the shortcut Alternatively, the v1.50 beta patches should address most problems with using widescreen monitors. ------------------------------------------------------------ 14. Changing Ticket Count [4.3] ------------------------------------------------------------ This is one way to change the ticket count per map/map size. 1. Get to your Battlefield 2 installation directory (default: C:\Program Files\EA GAMES\Battlefield 2\) 2. Enter the 'mods' folder 3. Select the mod that has the map you wish to modify (vanilla Battlefield 2 is the 'bf2' folder) 4. View the contents of the 'Levels' folder 5. Select the map you wish to modify 6. Find the file 'server.zip' and open it 7. In the .zip viewer, find the .con file 'Init.con' 8. Extract 'Init.con' to the map folder 9. Open the newly extracted 'Init.con' 10. Locate the text strings 'gameLogic.setDefaultNumberOfTicketsEx 16', 'gameLogic.setDefaultNumberOfTicketsEx 32', and 'gameLogic.setDefaultNumberOfTicketsEx 64' 11. Directly right of the text strings should be a number, either 1 or 2, 1 standing for either the MEC or China's tickets, and 2 standing for the US's tickets. The numbers 16, 32, and 64 stand for the map size 12. Modify the number right of the numbers 1 or 2 to the desired number of tickets for each side, divided by 2. For example, a line for a 16 player game with 200 tickets on each side would look like: gameLogic.setDefaultNumberOfTicketsEx 16 1 100 gameLogic.setDefaultNumberOfTicketsEx 16 2 100 13. Save 'Init.con' 14. Drag 'Init.con' into 'server.zip', overwriting the old 'Init.con' with the new file ------------------------------------------------------------ 15. Recommended Third-Party Add-ons & Extensions [4.4] ------------------------------------------------------------ Battlefield 2 Mods ------------------ All (at least the majority) of mods for Battlefield 2 are completely free. They add tens, hundreds of hours of additional gameplay. They might include updated graphics, new weapons, modified and new maps to play on, and more players to battle against in multiplayer mode. 56k Warning: Mod files are usually quite large, ranging from around 1GB to more than 2GB each. "Cream of the Crop": Point of Existence 2 Allied Intent Xtended Good: Nations @ War United States Intervention Sandbox Mod Project Reality (multi-player only, SP add-on available) Point of Existence 2 Summary: ======================================== "After a long, bloody war in the Sudan, the governments of the United States and Russia struck an uneasy cease-fire over the fate of Africa and its burgeoning industry. This peace would be short lived, for to the north a new conflict was brewing. Ukraine, a former satellite state of the Soviet Union, sought to gain back the power from which it once reveled in. As the snow fell in a heavy midwinter storm, Ukrainian troops moved towards the border of Belarus. Without warning, Ukrainian troops attacked with a speed and effectiveness not seen since the blitzkrieg of WWII. With their aggressive tactics, the Ukrainian army reached the capital of Belarus in a matter of weeks. The lightly armed and ill-prepared Belarusian army could do little to stop this onslaught of men and metal. The fall of Minsk signaled the end of resistance throughout Belarus. The bordering countries of Ukraine and Belarus began to wonder if they were as vulnerable to occupation as Belarus had been. The United Nations condemned these attacks as unjust and illegal but was unable to pass a mandate to take action against the expansionist aims of Ukraine. The UN's inability to act upon the actions of the Ukrainian army only strengthened Ukraine's resolve that they could not easily be stopped. Six months came to pass with no military action against Ukraine but rumors had started that Ukraine was systematically killing their former political competitors. With no clear evidence of the assassinations, the United Nations was still reluctant to take action. As time passed, more evidence surfaced of executions, illegal imprisonment, and torture; however, it was all unconfirmed information until a Kramaerican Photo reconnaissance satellite passed overhead. The satellite caught pictures of mass graves where the Ukrainian army had been dumping the bodies of political enemies and what appeared to be unarmed civilians. This information was promptly forwarded to the UN Security Council. With an unprecedented 93% majority, a mandate was drafted and signed. Troops would be sent into Ukraine and Belarus to bring those who had committed these crimes to justice. In an underground bunker, military advisers and command staff from around the world met to plan the attack. The principal military force to go into Ukraine would be led by Germany and the United States. They planned to hit Ukraine first in the hopes that if the Ukrainian public found out about the war crimes their government had committed in their name, the citizens would lay down their arms and greet the American and German troops as liberators. The plan consisted of a massive airborne assault and armored spear head from Poland. The German forces would rush to Kiev in the heart of the country, while the United States protected their northern flank from the Ukrainian troops based in Belarus. On a dim night in September, the invasion of Ukraine was started. Through the darkness came ten thousand airborne troops, dropping from the sky like a heavy rainstorm. The destiny of Eastern Europe now lies in your hands. It is time for you to choose which side of this epic conflict you shall fight on to prove your Point of Existence." --Mod DB (Mod Database) http://www.moddb.com/mods/point-of-existence-2 If you've ever played Battlefield 2142, this mod will make Battlefield 2 like it, and in some ways, better. It combines the good figures of Battlefield 2142 and Battlefield 2 and the outcome is this awesome mod. Artillery, high-tech attack helicopters, and a whole other array of cool things for you to try out, it all makes this one of the best mods out there. Personally, I liked Point of Existence 2 more than Allied Intent Xtended. POE2 (v2.5) - Client & Server: http://pointofexistence2.hypernia.net/ Home Page: http://www.pointofexistence.com/ ------------------------------------------------------------ Allied Intent Xtended Review: ======================================== "Allied Intent Xtended is the most feature rich single player experience there is for BF2. Building upon the great Allied Intent Mod, AIX aims to deliver an amazing array of content which is 100% bot compatible for use in single player and coop game modes. With a sea of multiplayer only or partial sp mods out there, AIX's main focus has always been about creating the best experience for SP that we possibly could. It's important to note that while AIX can be played in a multiplayer environment, the nature of this mod will make the conquest MP game modes unfairly balanced as things are created with bots in mind!" --Mod DB (Mod Database) http://www.moddb.com/mods/allied-intent-xtended A well done, feature filled mod that is worth the 1.5 GB of space required. You will be able to pull hundreds of hours of pure gaming enjoyment. There are a lot of players on the multiplayer servers, so you'll always have some enemies to take on. The AI works perfectly, there's no "running into the walls" kind of thing in this mod. I expect AIX v2.0 to be released soon, so wait a bit. From the screenshots, it looks much, much better than v1.0. Client: http://battlefield2.filefront.com/file/Allied_Intent_Xtended_Full_Client_Mod;95913 Maps: http://battlefield2.filefront.com/file/Allied_Intent_Xtended_Full_Client_Maps;95924 Server: http://battlefield2.filefront.com/file/Allied_Intent_Xtended_Server_Files;95925 Home Page: http://www.aixtended.com/index.html ------------------------------------------------------------ Battlefield 2 Maps ------------------ Maps that I recommend you install: Urban Raid v2.0 - http://files.filefront.com/Urban+Raid+v20/;8242752;/fileinfo.html (note: There's a rather low amount of tickets set by default; start a custom server or refer to section 14 to change it) Operation: Black Hawk Down v2.0 - http://files.filefront.com/Operation+Black+Hawk+Down+Single+Player+v20/;5381890;/fileinfo.html (note: Operation: Black Hawk Down does not accurately reflect the true battle, but it is still a fun map) Battlefield 2 Singleplayer/Co-op Map Pack (16/32/64) - http://www.fileplanet.com/hosteddl.aspx?/hst/f/r/freudsmo/Bf2SP64v2.zip ------------------------------------------------------------ 16. Tweaking Weapons Statistics [4.5] ------------------------------------------------------------ Tweaking weapon statistics can make the game more fun or realistic, completely based on how you want it to be. On the other hand, weapon statistic tweaking can cause major game instabilities. You'll want to know boolean algebra beforehand. Now, on to the actual weapon tweaking. Navigate to your Battlefield 2\mods directory, the default is: %ProgramFiles%\EA Games\Battlefield 2\mods Select the mod's weapons you wish to tweak. The vanilla Battlefield 2 mod files are under "bf2". For this section, I'll use "poe2", the Point of Existence 2 mod directory. Immediately make a backup copy of the archive, "objects_server.zip". Then extract the archive to a folder. Navigate into the "Weapons" subdirectory. Get into "Handheld" or "Stationary", depending on the weapon you wish to modify. Handheld weapons are like the M4, the G36, or the 92FS. Stationary weapons are the mounted M249 LMG, RPK74 LMG, etc. After opening the subdirectory, you should see a list of more subdirectories. Open the folder that corresponds to the weapon you want to modify. In my example, it would be "gerRif_G36C" (from the Point of Existence 2 modification). Then open the .tweak file inside of the folder using Notepad. From there, you can modify the weapon settings. The following is a short list of ObjectTemplate tweak lines that you can add or modify to your likings: ObjectTemplate.weaponHud.hudName "KILLMESSAGE_WEAPON_G36C" - This is the name that will appear on the kill list at the top of your HUD during gameplay. In this instance, it redirects to the Localization files which will be explained later ObjectTemplate.weaponHud.disableOnSprint 1 - Simply sets whether, when sprinting, the gun drops to a sprint position, where it cannot be fired ObjectTemplate.fire.addFireRate x - Sets the weapon fire rates. 2 defines full automatic, 1 defines burst mode, and 0 defines semi-automatic mode. There can be multiple copies of this line to allow for multiple fire modes ObjectTemplate.fire.burstSize x - Sets the size of bursts when you have a burst fire mode. For example, I might want to add a 2-shot burst mode to the G36C, so I would add this line, and change "x" to "2". It won't appear as 2 in-game, but the gun will fire 2 shots when in burst fire mode ObjectTemplate.ammo.nrOfMags 4 - The maximum number of magazines you can hold at one time. It includes the one you start with loaded in the gun. So, right now, this line would show as 1 magazine loaded in the gun, with 3 extra magazines for use later ObjectTemplate.ammo.reloadTime 4.291 - Simply how long it takes for you to reload the gun. The animations do not sync with it, so it might look a bit odd if you modify this variable ObjectTemplate.ammo.reloadWithoutPlayer 1 - Sets whether you want the gun to automatically reload, or if you want to have to manually hit the reload key ObjectTemplate.recoil.hasRecoilForce 1 - Sets whether you want the gun to have the effect of recoil ObjectTemplate.deviation.devModStand 1.4 - Sets how much bullet deviation the gun has when shooting from a standing position ObjectTemplate.deviation.devModCrouch 1.0 - Sets how much bullet deviation when crouched ObjectTemplate.deviation.devModLie 0.7 - Sets the amount of bullet deviation when in a prone position ObjectTemplate.deviation.devModZoom 0.25 - Sets the deviation when you're aiming down the sights of a weapon ObjectTemplate.zoom.addZoomFactor 0 - Sets how far you want the weapon to zoom when aiming down the sights. There can be more than one line to define different zoom levels. The zoom levels multiply, if you want 2x zoom, then input 0.5 ObjectTemplate.zoom.disableMuzzleWhenZoomed 1 - Disables whether there is a muzzle flash when shooting the gun while aiming down the sights ObjectTemplate.velocity 900 - Defines how fast the bullet travels. ObjectTemplate.minDamage 2 - A damage divider that changes damage at the maximum effective range of a weapon, detailed later ObjectTemplate.damage 35 - The damage a single bullet from the weapon does, at effective range ObjectTemplate.distToStartLoseDamage 75 - The distance a bullet begins to gradually lose damage ObjectTemplate.distToMinDamage 150 - The maximum effective range of a bullet. The bullet is weakest at this range. In this example, at the range of 150 units, the damage of a bullet would be 17.5 ObjectTemplate.damageMandownSoldiers 1 - Defines whether you can permanently kill a soldier after he is knocked unconcious/needs to be revived Save the file once you're done, and then repack and replace the contents of the "Weapons" folder back into your "objects_server.zip" archive. To change a weapon's name as it appears on your HUD, navigate to your %ProgramFiles%\EA Games\Battlefield 2\mods\[your mod]\Localization\ [your language] folder. Next, make a backup copy of the .utxt file you find there. Then access the .utxt file using Notepad. Find the string, "KILL_MESSAGE_WEAPON". From there, you can modify the weapon names according to the text string found in the weapon .tweak file, and change the names in the brackets to match the names you wish to use for your weapons. Save the file, and you're done. You can always revert to the backup that you made to pass by PunkBuster and play online. ------------------------------------------------------------ 17. External Links [5.0] ------------------------------------------------------------ Some cool and helpful sites you might want to take a look at: Official EA Site: http://www.ea.com/official/battlefield/battlefield2/us/ Updates: v1.41 (direct HTTP download): http://largedownloads.ea.com/pub/patches/BF2/1.41/BF2_Patch_1.41.exe v1.50 beta 2: http://www.fileplanet.com/198991/190000/fileinfo/Battlefield-2-Patch-v1.5-Beta-2 OR http://www.fileplay.net/file/5159/battlefield-2-v1-5-beta-patch-2 Changelog and Info: http://battlefield.ea.com/battlefield/bf/battlefieldnewsdetail.aspx?site_id=B8KOM4UD-5RHY-7JEIWHPH&storyid=48271 Secrets of Battlefield: http://www.secretsofbattlefield.com/ Battlefield 2 FileFront Site: http://battlefield2.filefront.com/ Battlefield 2 Single Player Bot Changer (v2.1) http://files.filefront.com/BF2+SP+Bot+Changer+21/;4239121;/fileinfo.html Widescreen Fixer*: http://imk.cx/pc/widescreenfixer/ Mod Client and Server File Downloads: AIX (v1.0) - Client: http://battlefield2.filefront.com/file/Allied_Intent_Extended;83569 Server: http://battlefield2.filefront.com/file/Allied_Intent_Extended_Server_Files;83570 POE2 (v2.5) - Client & Server: http://pointofexistence2.hypernia.net/ View the 'Recommended Mods' section for more information. *: Native widescreen support has been added with the release of the v1.50 beta patches. ------------------------------------------------------------ 18. Credits [5.1] ------------------------------------------------------------ Members: -------- Neo7 for his "How to Write a FAQ" walkthrough DarthWright's Crash Team Racing guide as a reference Gamera's Real World Vehicles FAQ as a reference yosup's Pokémon Emerald FAQ as a reference Jackal, insomniac, and Neo7 for the helpful advice on my first FAQ! Nevermore and PWizard Everyone who gave me advice on the message board I posted as "Authors..." And everyone else I might have forgotten Websites: --------- http://en.wikipedia.org/wiki/Battlefield_2 (general info) http://guides.ign.com/guides/677882/index.html www.CheatHappens.com for all of this to be written http://wiki.bf2s.com/weapons/comparison http://wiki.bf2s.com/vehicles http://ubar.bf2s.com/ranks.php http://www.widescreengamingforum.com/wiki/index.php/Battlefield_2 http://imk.cx/pc/widescreenfixer/ http://www.cheathappens.com/text/bfront2faq.zip.txt - Battlefront 2 FAQ http://www.cheathappens.com/text/poke_emerald.zip.txt - Emerald FAQ http://www.gamefaqs.com/computer/doswin/file/920407/39586 - A BF2 FAQ http://www.moddb.com/mods/point-of-existence-2 - PoE2 Summary Source http://www.moddb.com/mods/allied-intent-xtended - AIX Summary Source Other: ------ CheatHappens for inspiring me to write this FAQ ------------------------------------------------------------ Thanks for reading this FAQ on Battlefield 2 Questions, Comments, Feedback, or Suggestions? Email me at: superweapons1@live.com Alternatively, you can send me a PM (Private Message) at www.cheathappens.com.