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Old 03-30-2010, 09:57 PM   #121 (permalink)
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That's probably due to the amount of time you spend around the same buildings. In conquest half the map is generally levelled by the time you're in the low double digits and it just gets a bit stale.

In rush you dont just spend less time around the same set of buildings, you also need to apply a little more thought to the destructibility. You may WANT a hole in the back of an m-com building so you can clear it out and run in to defuse faster, but at the same time a lot of buildings can be collapsed to autokill an m-com. If a building gets utterly levelled in conquest it's just a bare spot on the map, in rush it's usually a single floor m-com building and generally only happens when the attackers are on their last tickets, making it just seem that much more epic.
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Old 03-30-2010, 11:21 PM   #122 (permalink)
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It's gotten to the point while I level that I just tag along with a light level medic or something and wait for them to die, grab their kit, res them, and play as a medic while I level something else
I am doing the same. Start as Eng or Recon, pick up some med kit, drop a med box as it gives tons of points, then get an Assault kit and drop ammo box, BOTH at the same time giving points, sometimes for the whole round.

In BF2 the box would disappear if you switched a kit after like 30seconds. BC2 lets the points roll on!


I agree with the hit detection, something is odd with it. BF2 was clear, but BC2 aggrivates most people I know at some point.

I play eitherAN94/HK416 with Smoke launcher to cover our approach, or screw the enemy snipers up. Smoke is something I have only seen one other player use. Smoke the Mcom, smoke other buildins and the enemy has no idea WHERE the guys are going to.

Or I play with the M-1 Garand, it is not as strong as it should be for only having 8 rounds and a lot of recoil, but its got nostalgia and occasionally I will get a kill


I also switch kits like a sniper on the ground, pick it up, use the mortar and detection balls, then switch to my med/assault kit again.
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Old 03-31-2010, 04:10 AM   #123 (permalink)
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Bought this game digitally from EAStore.com the other day ($20!!!!!!) and I must say it is AMAZING. This game is just pure fun. I definitely like it more than COD: MW2, and it pains me to say that.

Whenever I get pwned in this game, it's funny, but in MW2, it's annoying. The vehicles add a huge dimension to the game. Reminds me of the good ol' days of Battlefield 1942 w/ Desert Combat mod (and obviously Battlefield 2).

On a related note, I found out that I can still pilot the helicopters like they are on rails I guess it's like riding a bike!
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Old 03-31-2010, 04:33 AM   #124 (permalink)
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I am doing the same. Start as Eng or Recon, pick up some med kit, drop a med box as it gives tons of points, then get an Assault kit and drop ammo box, BOTH at the same time giving points, sometimes for the whole round.

In BF2 the box would disappear if you switched a kit after like 30seconds. BC2 lets the points roll on!


I agree with the hit detection, something is odd with it. BF2 was clear, but BC2 aggrivates most people I know at some point.
So if I drop a supply-box and switch back to my original class I'll level that original class?

On the hit detection thing... what do you mean by clear? I still get the crosshair notifier when I hit someone, and if anything on a low-pinging BC2 server I don't have that half-second delay that everything has on BF2. In BF2 it's exactly two G36E bursts as a medic to kill someone, even on a sub-90 ping server I can pop both of those off and switch to another gun before the death animation usually starts. On BC2 the delay is FAR less significant.

Although the knife does seem to have some serious lag-comp issues. Half the time I die to it I've already played my shanking animation.
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Old 03-31-2010, 09:33 AM   #125 (permalink)
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SVU is the most underrated gun in the game. I got it and 4 hours later I had 280 kills and 74 headshots. It's so fucking accurate with 4x (sniper rifle, after all) but damage is out of this world. Two to three hit kills. I don't even worry about people with m60s now. Fastest kill in the game.
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Old 03-31-2010, 02:04 PM   #126 (permalink)
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one slight nag I have is transitioning my brain from console to pc and back

on console it's super easy to drop an ammo box or med kit, just tap the directional arrow and *plop* there it is. On pc it's a 2 step process of selection and deployment. As far as I know there is no way to bind it to a one button action.

I literally have like twice the accuracy on the pc than I do on console, just looking at my bc2 stats for my pc username vs my ps3 username kind of makes that quite clear.
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Old 03-31-2010, 02:14 PM   #127 (permalink)
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Ahh, the days of hud_fastswitch.. I remember that in Counter-Strike.. getting used to the difference between hitting a number key and then clicking to select the weapon, versus immediately switching when you hit the number.
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Old 03-31-2010, 03:35 PM   #128 (permalink)
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I just picked this game up the other day. Although for xbox360, not PC. I must say, it's a hell of a lot of fun. I don't think I'll ever play mw2 again..
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Old 03-31-2010, 09:21 PM   #129 (permalink)
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SVU is the most underrated gun in the game. I got it and 4 hours later I had 280 kills and 74 headshots. It's so fucking accurate with 4x (sniper rifle, after all) but damage is out of this world. Two to three hit kills. I don't even worry about people with m60s now. Fastest kill in the game.
That's strange because the Chart lists it as a virtual clone of the T88 with a different reload time.

Personally as a recon I'm quite a fan of using various rifles with Red Dots if I'm playing Rush and sticking with my squadmates. It doesn't have quite the street-sweeping spampower of the various shotguns but a guaranteed instant kill at ordinary combat ranges is NOT something to sneeze at. Even the T88/etc are quite good if you've got a steady hand since they do damage on the scale of the 1911.

I'm still curous about the stats and behavior though. There has to be some kind of substantive difference between several weapons that are listed by those numbers as being clones. It's most pronounced with the shotguns, which are listed as being literal clones of each other except for reloading time and semi/auto.
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Old 04-01-2010, 10:05 AM   #130 (permalink)
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That's strange because the Chart lists it as a virtual clone of the T88 with a different reload time.
In my personal experience, the numbers are horseshit. Try out the SVU for three rounds of Rush or Team DM and a 4x and tell me its not the most amazing sniper rifle assault rifle you've ever used. It's also silenced and the T88 is not.
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Old 04-02-2010, 07:52 PM   #131 (permalink)
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The suppressor makes a huge difference, yes, especially since muzzleflashes and tracers are a big deal in this game. I think it's still a 3/4 shot kill though, takes me 2 headshots to kill someone which lines up with 25dmg and a 2x headshot modifier.
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Old 04-03-2010, 05:41 AM   #132 (permalink)
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Wow why is no one complaining about the AN-94? I got it last night and I can't find a reason to go back to any of the other assault rifles.
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Old 04-03-2010, 01:34 PM   #133 (permalink)
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it's the 1st of the top 3 assault rifles to unlock, it's the least accurate I believe.
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Old 04-03-2010, 03:32 PM   #134 (permalink)
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Jesus H, if there's rifles more accurate than this...GG. Screw the M60, this is where it's at. My K/D is consistently above 3 with this thing.
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Old 04-03-2010, 11:20 PM   #135 (permalink)
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Noobtubing is a problem, and the AN-94 is ok but only 4 points of damage over most of the ARs only at close ranges before falloff and has a slower rate of fire. An assault also has to reload and most importantly when you kill him (or his buddies) they stay dead.

The m60 is ~10 points of damage over everything else even at max range with a 100 round magazine and astounding accuracy even at high rates of fire, and on top of that medics can heal and revive the dead (or be revived if someone grabs their pack).

With magnum ammo's 1.25 damage bonus the AN-94 gets the m60's base stats and the M60 jumps to 31 points of damage up close and 25 out far.
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Old 04-04-2010, 02:05 AM   #136 (permalink)
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hence, why they are nerfing the m60. though I think the dev tweet said LMG's in general might be getting looked at.
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Old 04-04-2010, 08:45 AM   #137 (permalink)
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So I was looking forward to getting the M14 and wrecking faces with it, but I can't put a 4x scope and it. WTF. The M14 is used like a sniper rifle and I can't even put a scope on it. So lame. Hopefully they fix it.
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Old 04-04-2010, 01:57 PM   #138 (permalink)
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Wow why is no one complaining about the AN-94? I got it last night and I can't find a reason to go back to any of the other assault rifles.

Duude I totally agree. I've been owning with this ever since I unlocked it. I was hopeful that the M16 was going to be even better but I was sadly disappointed in its lack of stopping power. The M16 is only slightly more accurate than the AN-94 but noticeably weaker.

Also, an engineer armed with a G3 and a Carl Gustav is totally OP...I love it. Getting the G3 made playing an Engineer fun again. I got tired of the poor stopping power and range of the submachine guns but now with the G3 my tank bustin' days are back.
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Old 04-04-2010, 02:13 PM   #139 (permalink)
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I imagine it's because the m14 doesn't belong to a kit, so it doesn't get any accessories, just like all the other non-kit guns.
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Old 04-04-2010, 04:18 PM   #140 (permalink)
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Yeah I got the M16 but I keep going back to the AN-94. Really, really badass gun. It makes the assault kit fun.
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Old 04-04-2010, 04:40 PM   #141 (permalink)
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Also, an engineer armed with a G3 and a Carl Gustav is totally OP...I love it. Getting the G3 made playing an Engineer fun again. I got tired of the poor stopping power and range of the submachine guns but now with the G3 my tank bustin' days are back.
You're using the wrong unlocks in the wrong situations then. The starter and SCAR-L both do 20 damage up close at 600rpm, they're virtual clones of the AN-94. The AKS does only 16 damage but it's got 700rpm and better accuracy, with magnum ammo or the accuracy perk it becomes quite deadly. Then there's the UMP which is pretty mediocre up close but with the accuracy perk is amazing at longer ranges, good if you like RPGing M-Com stations.

Then there's the PP2000, drop magnum ammo on it and the damage goes from 12.5 to 15.6, which seems pretty mediocre until you remember that it's suprisingly accurate for it's 1000rpm firing rate. This thing is a bullet hose with magnum, in 1 second you've hosed someone down with ~17 bullets, if a little under half of those hit he's a dead man. Assuming no headshots.

I've got more kills as an engineer than I do as a medic, that's saying something.
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Old 04-04-2010, 05:37 PM   #142 (permalink)
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What's the best way to blow up an mcomm if you can't get into it? I see people physically demolishing the buildings where they cave in but I don't know how you trigger that.
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Old 04-04-2010, 07:00 PM   #143 (permalink)
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Enough artillery strikes and a building will be destroyed. It seems like only certain outposts on certain maps can be destroyed that way.. the first B on the sub base level, the first A on the snow rush map..
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Old 04-04-2010, 08:59 PM   #144 (permalink)
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What's the best way to blow up an mcomm if you can't get into it? I see people physically demolishing the buildings where they cave in but I don't know how you trigger that.
c4, tanks, 40mm grenades, mortar strikes, rockets, putting mines next to the wall and shooting them, take out enough wall segments and the building will drop. Only building I haven't been able to get drop I think are like the 1&2 level trailers, and the big complex one at the end of port valdez. Oh and the obvious ones that are standing without walls already like pretty much most/all downtown arica harbor.

the engi guns and the high RPM usually gives me some ammo probs, I'd rather follow an engi around as an assault and drop ammo boxes than try to manage that mess of ammo, considering you can probably empty your entire lives worth of ammo (2 reloads) in about 10 seconds (guestimate) after spawning) I've had too many situations with certain guns/classes (recon as well) where I just stay alive too long and get to the point that I've got zilch ammo and have to hoof it to catch up with the rest of the players (as recon) or run around with pistol/rockets until I can find an assault class running around if one isn't in my squad (as engi)

I like medic and assault the most.
Medic: for now... I'll see how they fare after the LMG adjustments coming up
Right now they are beasts for earning points since there is no shortage of damage to heal or people to res in normal mode, it's kind of hard to get my bearings in hardcore though with no obvious indicator of where people died at, without having a handy minimap, accessing the full map is a bit cumbersome and hogs the screen. Also, right now, the LMG's are just cannons of death, there's one, I forget, that has 200 bullets per reload.

Between the killing power and the dual support options to draw on for points (res and heal), it's what I play to get the most points out of my time if I'm just trying to get points to rank up.

Assault: the guns are just awesome for control/stopping power, the smoke launchers are really underutilized and I've singlehandedly taken open mcoms down in hardcore mode games with some creative smoke application. The fact that you never run out of ammo is great, so you're really only limited by your ability to outshoot your opposition and not get overrun. The only time I use 40mm's is if the map has a serious turtle problem or where destruction of walls come in handy when the other team is succeeding at locking down our vehicles. (fucking hate camper recons who just airstrike tanks as soon as they spawn in our camps) I dunno, depends on who I'm playing or what mode I'm playing, but I think Assault is my all around most comfortable class to play. I don't feel like an asshole with a 100 round clip who turns my teammates in to perma jesus as long as i'm alive at least, lol. As much as I love medics, I hate them equally. I have a real "can't beat em, join em" mentality about them sometimes.

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Old 04-04-2010, 10:43 PM   #145 (permalink)
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c4, tanks, 40mm grenades, mortar strikes, rockets, putting mines next to the wall and shooting them, take out enough wall segments and the building will drop. Only building I haven't been able to get drop I think are like the 1&2 level trailers, and the big complex one at the end of port valdez. Oh and the obvious ones that are standing without walls already like pretty much most/all downtown arica harbor.

the engi guns and the high RPM usually gives me some ammo probs...
M-Comm stations can be damaged by 3 things: Planting the bomb, direct hits from rocket launchers or explosive vehicle weapons, and carried special explosives (c4/mines).

Mines and c4 do the same damage, and if you use the double-ammo (explosive leg pouch) specialization you can HALVE an M-Comm's life with one batch of C4 or Mines. If you can plant you have enough time to drop all of them. C4 is a little more reliable, but mines lets you play as engineer and don't dissapear when you die so you can just shoot them to set them off.

Collapsing buildings is more involved than you'd think. You need to think of normal buildings as being made of two completely seperate parts: the easy-destructible walls and roof bits which just create a pre-calculated hole in the building and the special-rules framework that makes up floors, stairs, some inside walls, and fireplaces.

As near as I can tell you can collapse a building either by utterly overwhelming damage from light-explosives/mortars and vehicle weapons to any of the special-rules parts or by a calculated use of C4 on the inner loadbearing walls. The average building can survive a pretty amazing amount of mortar strikes and tank blasts, but get one recon in there with some leg pouches and it's going to Go Away.

Personally I like to go for all 3 strategies. Plant a bomb while dropping C4/mines and then pull back and tell your engineers to spam rockets at the M-Comm. Since you get points for hurting it and the other team tends to lemming-rush it during defusal time most are pretty willing.

As for ammo... It takes longer to restock from an ammo pack than it does to respawn and personally I ignore my KR in favor of objective points. In Rush mode when I play an Engineer or Recon I treat myself as a disposable amount of explosive damage to the M-Com.
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Old 04-04-2010, 11:18 PM   #146 (permalink)
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Yes you can go up in rank with another kit.

i.e.
My medic is maxxed out. But dropping a med pack or ammo pack is a sure way to get tons of points, or engineer/c4 near an mcom(not too close) to get defense poitns when they go off in nearby explosions.

So I spawn as sniper, use motion balls often to highlight, get points that way, try a mortar strike here or there for harassment, but really, search out kits of Assault or Medic. If I happen upon an engineer so be it, I layout a few mines.

I then pick up an assault kit, drop ammo pack, then a medic kit and drop meds.

Then I sit in the corner and rake in, Med points, Ammo points and Mine hits/double kill/tank kill/ defense double points on top of that, its like a slot machine when the score dinger is going!!!!!

This has helped me upgrade Eng and Sniper.

The only time I use an MG (since I too hate them) is when I pick up a kit, and its good to be a sniper Medic because you dont have that silly beret on top

I also use the assault kit with Smoke often, my points are low but its for my clan to win. I smoke the heck out of the map and sniper spots so they cant see either. I have practised to launch smoke from the spawn onto the objective by using trees or mountains as reference aim spots. I too am surprised how FEW people use smoke, non team players!


I get annoyed at the M60 sprayers, but with the M60s and Gustav's you just have to account it to noobness. Other guns require more skill to use and make it more challenging.

The AN-94 with the +handle to accurize its recoil is a killer rifle when using headshots.



I still use my M-1 garand when able in all classes, its more rewarding for my 1-2 kills per game
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Old 04-04-2010, 11:36 PM   #147 (permalink)
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<-- looks like it works again.

well, as cool as my rank is so far, I'm kinda miffed that there are no more unlocks to look forward to. It's essentially become a treadmill with no incentive or reward, it's purely for looks and really doesn't do anything besides give you some pointless experience bar to look at.

also, is it just me or does it annoy you when you login to see the little summary window showing your next unlock as "undefined" with like a broken graph or something. Definitely feels like the xp/unlock system was a bit rushed compared to some elements of the game.
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Old 04-05-2010, 02:43 AM   #148 (permalink)
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Does anyone know if they plan on adding more unlocks in a new patch? It would be pretty cool if they added more stuff to the game when the fix some of the glitches.

One thing that MW2 has on BFBC2 is the amount of unlocks are much higher adding more re-playability.
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Old 04-05-2010, 06:10 AM   #149 (permalink)
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I've seen a comm station blown to hell so that it collapses in the first couple of minutes in a match with no tanks nearby. I guess a recon got in there and demoed it? It seems like some people know where to do the damage because those stations collapse FAST sometimes.

Do the actual mcomm trunks take damage from grenades and other explosives? Sometimes when I hit the trunk with the UAV rocket it gives points for hitting the objective, but that only happens like 20% of the time, and I usually spam rockets at it. Why do I only get points for hitting it sometimes? Does splash damage not count?

BTW hardcore mode can be really fun on Rush. I love getting into an mcomm station as Assault with the 40MM shotgun attachment. Plant the charge, sit in a not so obvious place, throw down an ammo kit, and start throwing nades at the trunk. If anyone shows their face, 40MM shotgun to the head.

I think Assault is the funnest class so far, even more than Medic. I love the stopping power of the 40MM shotgun attachment and AN-94. Once I get into an mcomm station, I usually end up blowing it up myself 75% of the time. Defending against 3-6 people is pretty easy if you position yourself right.
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Old 04-05-2010, 07:09 AM   #150 (permalink)
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Yea Las. There are a few MCOMMs on a few levels I can go in with MK2 and leg pouches as recon, plant in 4 corners and against one of the walls, run out and denotate. If the building collapses, it immediately destroys the MCOMM, regardless of what health it had. So when the building goes down, so does the MCOMM.
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Old 04-05-2010, 07:16 AM   #151 (permalink)
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Yeah I'm just wondering in particular how much damage does it take to take one out. Shadowex's explanation helped out but it really seems like some people know exact spots to place them for a collapse. So is the collapse independent of wall damage? I've seen them taken out with tanks as well but it seems unlikely that a tank could be precise enough to hit specific places on the inside with shells.
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Old 04-05-2010, 06:18 PM   #152 (permalink)
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Like I said before I think there's a overall health meter for a building that hitting certain spots will do damage to because I've blown buildings by just hammering one wall as a tank. With C4 though just look at what would be the major load-bearing internal walls of a house in reality and it'll probably work. Or go legpacks and just coat most inside walls and pray >P
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Old 04-12-2010, 07:21 AM   #153 (permalink)
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I'm now at level 20 and have unlocked most of the items for assault, medic and engineer. I have to say that I'm getting a bit bored, hopefully there's some new content released in the next few months. I can see Valp and Isla getting very played out (and I'm still avoiding Valdez after playing it so much during beta).
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Old 04-13-2010, 07:11 AM   #154 (permalink)
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Laguna Presa and Nelson Bay are my two favorite maps. I HATE Valparaiso and Isla Inocentes. And Port Valdez. 75% of the time they are so annoying. The worst is Arica Harbor though...I don't get the love for that map. Pure, unadulterated annoyance right there.
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Old 04-13-2010, 09:32 AM   #155 (permalink)
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I love this game so much.



My K : D has dropped dramatically though, because I've gotten almost every pin and a substantial number of insignias, but I'm trying to get the last two 360 achievements. I was at 1.25 before the C4 madness. One is knifing five friends, which will be doable if I can ever find a friend online. The other is to get 20 Destruction 2.0 kills, which is freaking madness. I'm up to like 11 after nothing but 8 hours of C4ing every building I think people might be in. It's really tough to get 5 C4s out and detonate it without being seen and killed, and also placing them right to get the building down. AND hoping the person doesn't jump off the roof or out a window before it collapses.
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Last edited by Jinn; 04-13-2010 at 09:36 AM..
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Old 04-13-2010, 10:38 AM   #156 (permalink)
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My stats unexpectedly went up when I started playing Assault with the AN-94 on hardcore mode. On Rush I tend to win the game for my team when attacking almost every time. I figured I would be more valuable to the team as a medic but I guess not.

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Old 04-13-2010, 11:33 AM   #157 (permalink)
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I could never get into Hardcore. What makes the Battlefield series for me is the spotting system. It's been around forever, and it's a hell of a lot better than the 'active radar' systems of other shooters. To me, HC just encourages everyone to be a sniper or a long-distance AR gunner. I wish they could drop the deathcam (since that's why people like HC, they can stay hidden) but allow spotting, and have the radar pop up just as long as the spot lasts. That way you could spot distance enemies for nearby friends (as you would IRL, imo) while still alive, but add no intel once dead.
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Old 04-13-2010, 02:34 PM   #158 (permalink)
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Quote:
Originally Posted by Jinn View Post
I could never get into Hardcore. What makes the Battlefield series for me is the spotting system. It's been around forever, and it's a hell of a lot better than the 'active radar' systems of other shooters. To me, HC just encourages everyone to be a sniper or a long-distance AR gunner. I wish they could drop the deathcam (since that's why people like HC, they can stay hidden) but allow spotting, and have the radar pop up just as long as the spot lasts. That way you could spot distance enemies for nearby friends (as you would IRL, imo) while still alive, but add no intel once dead.
I'm actually in the minority. I would pay real money for a hardcore mode to be active like Call of Duty. All HC does in COD is make your health go down to like 30 from 100 so all the guns are more powerful.

This is what I want: BC2 with all vanilla settings including spotting, minimap, crosshairs, EVERYTHING, except I want the HC damage settings. I hate being forced into certain guns if you want to kill people at long range. The HC damage (or health, whichever way they do it) being higher makes the game funner for me, but I really miss the rest of the game being absent.
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Old 04-13-2010, 05:50 PM   #159 (permalink)
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I'm actually in the minority. I would pay real money for a hardcore mode to be active like Call of Duty. All HC does in COD is make your health go down to like 30 from 100 so all the guns are more powerful.

This is what I want: BC2 with all vanilla settings including spotting, minimap, crosshairs, EVERYTHING, except I want the HC damage settings. I hate being forced into certain guns if you want to kill people at long range. The HC damage (or health, whichever way they do it) being higher makes the game funner for me, but I really miss the rest of the game being absent.
This is exactly how I feel. I like all the features in regular mode except how many bullets it takes to kill someone. The damage in HC mode is way more realistic and at times much less annoying. The feature I miss the most in HC is spotting. Spotting is essential to squad combat and that's what BF games are all about.
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Old 04-13-2010, 07:00 PM   #160 (permalink)
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Yeah I'm just wondering in particular how much damage does it take to take one out. Shadowex's explanation helped out but it really seems like some people know exact spots to place them for a collapse. So is the collapse independent of wall damage? I've seen them taken out with tanks as well but it seems unlikely that a tank could be precise enough to hit specific places on the inside with shells.
Sorry I just noticed this, there is no "building HP", there are just specific 'load-bearing' areas based on the physics of the building. If you take out those load bearing walls with any explosive, grenades, C4, vehicles, it will come down. C4 is just easier because I can select which areas. For example, C on White Pass.. one on the front between door and window, one on each side wall, one on back wall and one on that little closet. It'll come down in one destroy. Same with every building on Arica Harbor, save the 'constructiony' ones at the top and bottom.

It's a bit of a science, but it's even easier if a building has been partially damaged. You can collapse a 3-story with one or two well-placed C4s if you put them in the right place. Throwing them upwards (high on the wall towards the second floor) helps too because it takes out level 1 and level 2 walls at that spot.

My major problem is that I end up killing them with C4 before it comes down, and theres no one in the building once it does.
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