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this is how you play battlefield

Bad company 2 guide

Assault

-backbone of squad -role: slayer, moving cover, destroying cover, providing ammo -provide support for team to take and hold objectives -provide a spawn point for teammates to take objectives

The assault kit is perhaps the most powerful kit on the battlefield. The assault can equip various weapons that do not excel, but are more than adequate at short, medium, and long ranges. At medium to long range it is key to burst fire the weapon. The best weapons for this kit are either the m14, m16, or f2000. The m14 is perhaps the best weapon in this game, sleight recoil, heavy damage, and a controllable fire rate. The m16 excells at long range and can be used almost as an anti-sniper weapon. The f2000 is great for clearing out objectives, although it lacks the firepower of the m14 it has the rate of fire to more than compensate. Smoke is the second best attachment on this class and should be used almost exclusively on rush, offense. Smoke provides moving cover for yourself and more importantly your squad. The greande launcher is good as well, but you should not have to worry about destruction as you should have an engineer and even perhaps a tank to clear anything that you need. The dangers of the assault class are reloading and using an unsilenced weapon. After every time you shoot your weapon you have to reload this can be particularly challenging when trying to hold an objective in rush or a building in general. Although there is no uav the mussle flash and sound of your weapon can be seen and heard. This makes it very hard for you to be stealty. However this can play into a very useful tactic. Instead of immediately going for the bomb plant, find cover. Camp in a very easy to reach spot. From here you can use cover to your advantage and pick off enemies buying enough time for your squad to rally around you and make the key push to secure the victory. Remember the most important part of assault is to hold a position at all costs!!! Use as much ammo as possible as you can always get more and make sure that no one in your squad is ever low on ammo. A good assault will pay attention to his hud and mini map so that they can control the battlefield. This includes the names of the people in your squad this will give you the information to attack, wait, or withdrawal. The assault should be concerned with their squads status as they are the primary spawn point for their teammates and if the assault goes down so does the squad. On defense the assault should equip one of the weapons available to all the classes (i.e. shotgun, Thompson, etc.). This allows the assault to use c4 and destroy cover. If the enemy has no cover to advance through, this limits there attack routes thus making it easier to defend for your squad. Once cover is removed one can fill the active slayer role, wearing down enemy tickets.

Engineer

-vehicles (destruction, control) -stealth -bomb planter

The engineer is one of the most key players on the battlefield. Although there weapons lack the fire power that an assault can bring it is made up in the arsenal of weapons an engineer can carry. The silencer is the most powerful attachment in the whole game. It allows you to stay mobile and get to the objective or behind enemy lines without any one noticing. Often times an engineer can sneak behind enemy lines and take out 3-5 enemies before the enemy team even knows what has happened. It is however; at this juncture that the engineer should worry about spawning teammates. At no other juncture in the game should an engineer worry about spawning teammates. That is the job for the assault and medic. The engineer is a tool of destruction. Explosives, mines, and a repair tool can make hell for the enemy team. An engineer that can sit back and provide heavy fire from a tank will accomplish much more than he ever could waiting or storming the enemy. The engineer should always be concerned about enemy vehicles and creating unorthodox entrances and passages for teammates. The explosives the engineer carries should be used as much as possible on vehicles and buildings. The engineer has 4 vital tools in their arsenal: 1. the repair tool 2. the silencer 3. tracer gun 4. at mines. The repair tool can add unlimited life to your tank. Keeping a tank alive can make or break the game and it is the engineers job to always be involved with the tank. The silencer allows for stealth as I mentioned above. This allows the engineer to infiltrate the enemy spawn and wreak havoc. The tracer gun is often over looked. An engineer that can master the tracer gun can single handedly hold back the enemy attack. The tracer gun allows you to destroy enemy vehicles from cover and makes shooting down enemy helicopters an after thought. Remember an engineer should always have rockets equipped when using a tracer gun!!! AT mines allow an engineer to forget about enemy vehicles for the time being and focus on enemy ground forces. Mines should always be placed on the sides of roads as they are harder for enemy tanks to spot and will do the most damage. When taking out an enemy tank it is wise to stay behind cover and attack the tank from different angles to keep the gunner guessing. It will take 3-4 rockets to destroy a fully healthy tank and keeping the gunner guessing will make this easier. Always attack the sides and back of a tank as this will deal the most damage. A tracer will make this much easier as one can lock on from behind a hill or cover and angle the rocket to hit the tank without the driver ever knowing where you were. The tracer also allows friendly helicopters to lock on to enemy vehicles. The negative aspects of the engineer is ammo. It is easy to run out of ammo quickly. Either primary, tracer, or rockets. This is where the engineer should let the engineer know that they need ammo. The engineer also cannot engage enemies from far range. Although it can be done it is not advised as the guns are outweighed by assault, lmg, and sniper rifles. A good engineer that accomplishes his tasks can undoubtedly change the battlefield and can turn a losing fight into a crushing victory.

Medic

-life -power -suppressing fire -spawning

The medic is by far the single most important kit on the battlefield. To keep your team alive is more important than anything else. Medics can give health to tactically hold the bomb site or revive your teammate when he goes down so that the 10 second respawn delay does not cripple your advance. Medics should be most concerned with cover and how to use this effectively. Your squad can push up for you and you should and must follow them. Always throw health packs down when you are preparing for a fight the extra two seconds of health can make or break your gun fight. A medic should only ever be concerned with his squads status. That is there health and their life. Medics should also spot enemies from afar and very rarely engage the enemy. Remember your job is to stay alive and keep your teammates alive as well. The medic will often work hand in hand with the assault as the classes are heavily reliant on each other. As a medic one should not be afraid to spray and pray as this is why you have 100+ bullet clips, but at the same time the medic should not be the one slaying. The medic should spot as much as possible and try to deal as much damage as possible. The medic should not be to overly concerned with slaying as the points form revives and dealing health to teammates will more than make up for any kills one may get. The h+ and r+ are key for the medic class as this will help keep your team alive and are more efficient than magnum ammo or body armor can be. When reviving a medic should always check their surrondings. Remember your teammate was just killed that must mean that there is an enemy near by. Also your teammate still has time before he “officially” dies. Wait a few seconds than revive this will keep your team moving forward and more importantly keep you alive. Do not be afraid to use your defribillators as a primary weapon. Often times whole squads will just vanish. It is your job to negate what the enemy has just done. Run around with your paddles ready to go when the time comes. A medic that revives as much as possible can demoralize the enemy team and make any of their efforts worthless. Use cover when moving and reviving and only expose your body for a short time. If a squad mate is out of reach let him die and respawn on you. There is no need to sacrifice all your momentum just to save one teammate. Remember you are the squad and if you go so does your squad!!! A good medic will always use sound judgement and should always consult the minimap and hud before doing anyting. The medic should follow the engineer and assault into an objective ready to assist but not kill. The negative aspects of the medic is that at close range they are very weak. Lmg’s are made to camp and hold positions for as long as possible and provide suppressive fire. Not having magnum ammo is hard to get used to, but the points from revives and healing will make up for this deficiency. A team of two or more medics constantly reviving themselves and others can cripple the enemies stronghold or attack. Remember the medic is not a slayer and should only ever be concerned with his teammates and allowing his squad to spawn!!!

Recon

-scope -one hit kill ability -destruction -visibility

The recon is perhaps the single most frustratingly annoying class in all of battlefield. This class encourages camping and being a bush wookie. However this class is often used correctly. A good recon (not sniper) will provide reasonable intel (or recon) for his team. The spotting system allows your teammates the information (or recon) they need to focus their attack or defense. Although being able to quick and no scope is frowned upon a good recon should be able to play the mid range sniper game. C4, mortars, and spotting are the tools that a medic should always use. A recon that consistenly lets his team know where the enemy is will by far and away do more destruction than sitting in a bush doing nothing. C4 and mortars can be used at any time to clear enemy emplacements or buildings, or even destroy the objective. C4 is also useful against enemy vehicles as it only takes 2 C4 to destroy a vehicle. This can be used to stall an attack or break past a defense. The recon should be the last in a squad to advance, but the first to provide assistance. Spot, spot, spot. That is the recons job, nothing else. O then comes the motion sensor. Although the motion sensor does not bring the destruction that rockets, noob tubes, or bullets do a motion sensor can offer your team more information than they will ever need. You have 3 use them!!! But remember you can only have one active at a time. The motion sensor allows your team to see where the enemy is and adjust to the enemy. The recon should follow this strategy: 1. storm (the objective throw a motion sensor) 2. fall back (find yourself a position where you can spot enemies that is out of the way and perhaps kill them) 3. destroy (as soon as you fall back call your mortars on a path where you think the enemy will be coming from this will deter them) 4. wait (at this point the first bomb site will be down and you may have to provide a spawn point for you teammates) 4. repeat. The relies heavily on the medic, but the medic does not reply as heavily on the recon. The recon should be in easy reach of the medic in case of reviving or in need of health. This also allows the recon to give more than enough intel (or recon) to his team. A good recon should not stay scoped in for long periods of time. Scope in on an enemy or groups of enemies and spot them. From that point take one shot if you miss scope out and assess the situation. Since you have to scope out to reload it is best to do this anyway. Take in your surroundings where your team, squad, and enemy is. Perhaps throw another motion sensor if an earlier one has run out. Check the status of your squad, you may have to provide as a spawn point and hide for 10 or so seconds. After this scope in again and take your second shot. A recon should never stay in the way back of the battle you are detrimental to your team and yourself. It is much easier to hit a still target than a moving target. Also an active recon will be revived more and rewarded more. The negative aspect of recons is the scope. It is hard to aim down sights when a target is right in front of you. Also if a bullet is not a one hit kill this can hurt you immensely. Your pistol will become your best friend. Make sure you keep your squad informed and don’t be afraid to pick up a medic kit to keep the momentum going for your team.

How to play as a squad.

You should work together. Each class is reliant on each other wether it is health, ammo, recon, or destruction. Each class needs each other. Do not be afraid to switch classes either depending on the situation and make sure you communicate. A team that communicates is a team that wins. An assault should switch classes when necessary to engineer to help destroy an enemy vehicle. You should have enough ammo to get by for a while like this. When assaulting an objective the recon should throw a motion sensor first. The assault should go in the main or often used entrance and at the same time the engineer should go in the back entrance. This can cause confusion towards the enemy and allow for at least one of you to still be alive. The medic should then enter at this point cleaning out the rest of the enemies if there are still some left at this point and revive his teammates. At this point the recon should have already called in his mortar strike and start spotting the enemies necessary. Once everyone in the squad is alive the bomb should be planted. As soon as the bomb is set the recon should throw a new motion sensor in the direction enemies are most likely to come from. The assault and medic should leave the immediate vicinity of the bomb and take up positions where they can defend the bomb. The engineer should remain within knifing distance of the bomb for immediate retaliation. Once the bomb has been taken gather as a squad replenish ammo and health and repeat this. Depending on the bomb smoke, 2 medics, or 2 engineers may be required. The recon should be the first to change their class as theirs is the most easily replaced.

also i dont own more than one account but if this one gets blocked i can always make another