The AT Battlefield Bad Company 2 F.A.Q.

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The Sauce

Diamond Member
Oct 31, 1999
4,741
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"engineers riding in the transport slots repairing damage, the pilot had flares equipped so tracing was worthless."

1. How do you repait a heli from inside while riding?

2. What are flares and how would you use them to defeat a tracer?

Can't believe I have played to Lvl 30 and still learning basic things from this forum...
 

Zargon

Lifer
Nov 3, 2009
12,218
2
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flares a newer smoke deal for alt wep spec

you can repair by looking around in one of the non shooitng seats
 

GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
81
You would have to forgo the other vehicle specs (like VALT, the aternate weapon spec), and choose the VSMK spec (as the driver).

Deploy after being tracered to remove the tracer, using your alt-fire key.

You have to remove the tracer before they lock on and fire. If an engi has locked on and fired, the rocket in flight will not be affected. Also, after deploying smoke (flares on the chopper), they can go right ahead and tracer you again through the cloud of smoke.

Flares for the choppers was fixed in the last patch, before that it was bugged. Stupid DICE QA didn't notice, it worked fine on the colsoles.

A lot of this info comes from the Tracer Gun video in the OP under Video Boot Camp.
 
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GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
81
So, how is the community for this. With it dropping to 30 I was thinking about jumping in

Well off it's peak from release, but not a chance in hell of it disappearing before BF3 is out. That won't be for at least a year.

If you're asking will you have a problem finding a game on-line to play in, I forsee no issues there.

That's my take on it.

==================================================

Here with an opposing viewpoint is the General Manager of BattleStrats.com:

Why Battlefield Bad Company 2 Has Failed, Part 1

Why Battlefield Bad Company 2 Has Failed, Part 2

We're not afraid to admit it's not perfect.

==================================================

New Battlefield Blog Post: Tommy

==================================================
 
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coldmeat

Diamond Member
Jul 10, 2007
9,234
142
106
I'm way better at assault as medic than I am as assault. The LMGs seem OP to me. Teams usually seem to consist of 6 snipers, 8 medics, 1 assault, and 1 engineer.
 

TraumaRN

Diamond Member
Jun 5, 2005
6,893
63
91
I'm way better at assault as medic than I am as assault. The LMGs seem OP to me. Teams usually seem to consist of 6 snipers, 8 medics, 1 assault, and 1 engineer.

Well I agree, I try and play on a server, can't remember the name right now, but it limits snipers. Because as a general rule I've found not enough people play engineer, especially on some of the vehicle heavy maps.


And I read that article on why BC2 is failing.

My own two cents:

Likes: Great action, great maps, very good graphics, good variety of weapons, encourages teamwork, and most of the time a fairly epic sense of scale.

Cons: Not enough maps, no easy voice coms, sniper spamming makes the game lame. And the lag that sometimes bogs the servers down.
 

Bill Brasky

Diamond Member
May 18, 2006
4,324
1
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I'm way better at assault as medic than I am as assault. The LMGs seem OP to me. Teams usually seem to consist of 6 snipers, 8 medics, 1 assault, and 1 engineer.

I started out the game on medic and owned frequently, then I switched to assault. Just tonight I realized our team was short on medics so I tried to fill the gap... holy balls I was terrible. I'm pretty damn good at all the other classes now, but it seems I've completely lost my medic touch.
 

bunnyfubbles

Lifer
Sep 3, 2001
12,248
3
0
I think it would be pretty easy to alleviate sniper spamming.

What they need to do is tweak the scoring to vastly reward snipers that are actually contributing to the team. Take away or at least reduce the 50 points awarded for any old sniper kill. To offset that loss of point income, while encouraging team play in one fell swoop - greatly buff the bonus points for savior/defense kills. Buff the reward for defending an armed MCOM with a mortar strike. Buff the points rewarded for motion sensor assists.

Basically snipers that sit deep in their own spawn like dickless cowards won't be likely to score very many points and rank up.

Granted, these sniper fuckwads are a very special breed of asshole, I've actually seen someguys sit through an entire round of me just spamming smoke grenades into them and they'll just sit there, completely blind and unable to do anything and they'll just take it. Some of them totally lose it and rage so hard (which is an awesome feeling watching the raging idiot as he cusses me out in all caps while he tries to shoot/stab as if that does anything whatsoever to deter me, what with team damage off on normal servers) but alarmingly most will just take it as if they don't understand I'm not going to give up or that they're actually dumb enough not to realize they can leave the server and go be retarded somewhere else.

Don't get me wrong here, not all snipers are worthless pieces of shit, even some that do sit back in their own spawn might be ok. But I do know what I'm talking about, and the snipers I'm talking about are terrible baddies who can't even account for bullet drop at half the distances they're trying to shoot at in the first place and I'll one-shot-kill/head-shot them as an assault sniper with the regular scope + extra ammo or even the 4x ACOG sight.
 
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AznAnarchy99

Lifer
Dec 6, 2004
14,695
117
106
TBH when I first got this game I was excited for the VIP "Map Packs". Now what 5 months later and we still have the same maps but now they can be played on any mode? Shit that shoulda been released day 1.
 

fatpat268

Diamond Member
Jan 14, 2006
5,853
0
71
TBH when I first got this game I was excited for the VIP "Map Packs". Now what 5 months later and we still have the same maps but now they can be played on any mode? Shit that shoulda been released day 1.

It was all a ploy to compete against MW2 so that they could say their map packs were free.

The first new real maps probably wont come until BC2:Vietnam.
 

coldmeat

Diamond Member
Jul 10, 2007
9,234
142
106
I'd say about 90% of the rounds I play have one side that is really stacked. They just roll right through the mcoms.
 

TraumaRN

Diamond Member
Jun 5, 2005
6,893
63
91
I've got an idea for increasing team work...give points for partial defuse of the M-COM. And give MORE points for a full defuse. 50 points is worthless right now.
 

coldmeat

Diamond Member
Jul 10, 2007
9,234
142
106
I've got an idea for increasing team work...give points for partial defuse of the M-COM. And give MORE points for a full defuse. 50 points is worthless right now.

I was thinking this earlier. 50 points is way too little for defusing an MCOM, especially considering how long it takes.
 

bunnyfubbles

Lifer
Sep 3, 2001
12,248
3
0
So I'm working on getting all my guns to platinum and finished Assault and Medic and am now focusing on Recon. I got all my bolt actions to Platinum and had an awesome time insta-gibbing guys in CQC playing as an assault type sniper.

Now all I have left are the auto snipers - the T88 Sniper, the SVU, and the VSS. After getting all three of these weapons to at least 3 gold medals each, the SVU is probably my favorite but only because its more versatile than the VSS which can be very fun and extremely effective on the right map.

That being said, I'm extremely disappointed in the T88S. From what I can tell, and from what the stats show, the T88S and SVU are just about functionally identical with the same:
-max damage
-base damage
-rate of fire
-spread
-spray
-recoil
-10 round mag size

Sure, there are minor differences in reload time, but they're so close its negligible. Also, the SVU actually seems to have an advantage in that its initial damage doesn't start to fall until about twice the distance, although they both end up with the same base damage at the same range, so even that "advantage" won't matter.

What does matter is that the SVU is silenced. Now considering these two weapons will require an average of 3 bullets to bring down your target, having a silencer is a major advantage because you can fire away without worrying about giving up your position.

To add insult to injury, for whatever bizarre reason the developers decided to give 10 extra rounds in the SVU's reserve. So the T88S and SVU perform identically, however the SVU is silenced and has more ammo...gee, which one should I choose!?!?


I will say that I love the look of the T88S, particularly with a RDS or ACOG on it - it just looks very cool. But its too much bark and not enough bite, particularly when the SVU (and even VSS) has almost no bark whatsoever thanks to silencers :p

I guess I'm mostly just disappointed because they actually did a very good job at spreading different strengths and weaknesses around to each of the weapons that gives them a purpose or advantage over another similar weapon in at least one area...that is except for the case of the T88S vs. SVU.
 

TraumaRN

Diamond Member
Jun 5, 2005
6,893
63
91
So I've thought this Rush thing through concerning defusing.

A full defuse should honestly net you the same as if you blow up the M-COM, 250 points. Fair is fair.

A partial defuse should net you at least 50 points, and a partial planting of the charge should net 50 points.

Also if there are charges planted on the M-COMs and your reinforcements run to zero you should be able to play until it's either blown up or defused. It's completely lame that if it doesn't blow in time your team loses. If you are attacking that is.

And there needs to be something to help the sometimes epidemic of sniper spamming. Played Isla Innocentes last night. 32 player server, I was defending, attacking team had 10 snipers TEN! Basically it was constant mortar spam. They never got past the first stage but unless you put smoke down you couldn't move without being shot by some sniper. Just a painful 10 minutes.
 

maevinj

Senior member
Nov 20, 2004
928
11
81
And there needs to be something to help the sometimes epidemic of sniper spamming. Played Isla Innocentes last night. 32 player server, I was defending, attacking team had 10 snipers TEN! Basically it was constant mortar spam. They never got past the first stage but unless you put smoke down you couldn't move without being shot by some sniper. Just a painful 10 minutes.

I think they just need to put a limit on simultaneous mortar strikes you can have or perhaps the number of snipers that can carry mortars. I really don't like the idea of limiting the number of snipers, as I like to play sniper with the vss but use it in an attacking way and carry c4 to attack mcoms.
And i think smoke is heavily under-used in this game.
 

coldmeat

Diamond Member
Jul 10, 2007
9,234
142
106
I didn't know you could partially plant or defuse MCOMs. I thought it had to be done all at once or not at all. Maybe that explains why some people can run up and immediately arm one.
 

Zargon

Lifer
Nov 3, 2009
12,218
2
76
I didn't know you could partially plant or defuse MCOMs. I thought it had to be done all at once or not at all. Maybe that explains why some people can run up and immediately arm one.

we are talking about when you start to arm/defuse and you get killed in the middle

we would like pts for trying :)
 

GullyFoyle

Diamond Member
Dec 13, 2000
4,362
11
81
we are talking about when you start to arm/defuse and you get killed in the middle

we would like pts for trying :)

Actually, he may be on to something. I've seen instances where the arming or disarming seemed almost immediate, certainly shorter than usual. Was this just an illusion? Or is there some sort of additive property going on (started by one, continued by another)?

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Old News. Pic.

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Zargon

Lifer
Nov 3, 2009
12,218
2
76
might switch the callsigns to a new graphic...

pc_Zargon.png
 
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