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{{Classification}}
 
{{Classification}}
  +
{{See|For other installments, see [[Specializations]]}}
   
 
'''Specializations''' are a game mechanic introduced in ''[[Battlefield: Bad Company 2]]''. The provide players with special benefits and abilities. Three tiers of specializations available: '''Primary''', '''Secondary''', and '''Vehicle'''.
 
'''Specializations''' are a game mechanic introduced in ''[[Battlefield: Bad Company 2]]''. The provide players with special benefits and abilities. Three tiers of specializations available: '''Primary''', '''Secondary''', and '''Vehicle'''.
   
All specializations, excluding weapon altering specializations such as a sight or [[12 Gauge Slugs|12-Gauge slugs]], are coupled with the player. This means that if the player acquires a stolen kit in the field, the specializations the player spawned with will still be active.
+
All specializations, excluding weapon altering specializations such as a sight or [[12 Gauge Slugs]], are coupled with the player. This means that if the player acquires a new kit in the field, the specializations the player spawned with will still be active.
   
 
Vehicle specializations do not stack if there are multiple people in the same vehicle with different specializations. All active specializations will only apply if the driver/pilot has it equipped.
 
Vehicle specializations do not stack if there are multiple people in the same vehicle with different specializations. All active specializations will only apply if the driver/pilot has it equipped.
   
Specializations also appear in ''[[Battlefield: Bad Company 2: Vietnam]]'', though it lacks the "high-tech" specializations to fit with the time era, these being the [[Sniper Spotting Scope]], the [[4X Rifle Scope]] and the [[Red Dot Sight]].
+
Specializations also appear in ''[[Battlefield: Bad Company 2: Vietnam]]'', though it lacks the "high-tech" specializations to fit with the time era, these being the Sniper Spotting Scope, the [[4X Rifle Scope]] and the [[Red Dot Sight]]. The Alternate Weapon Package is also replaced with V-Flame.
   
===Primary Specializations===
+
==Primary Specializations==
 
{| border="1" cellpadding="1" cellspacing="1" style="width: 760;"
 
{| border="1" cellpadding="1" cellspacing="1" style="width: 760;"
 
|-
 
|-
|'''Image'''
+
!Icon
|'''Name'''
+
!Name
|'''Effects'''
+
!Unlocked at
|'''Type'''
+
!Description
  +
!Effects
 
|-
 
|-
 
|[[File:Light Spec.png]]
 
|[[File:Light Spec.png]]
| style="text-align: center; "|[[Lightweight Combat Equipment]]
+
| style="text-align: center; "|Lightweight Combat Equipment
|''Obtained at Rank 5''. Gives a 10% faster sprinting speed, useful for flanking enemies or bases, or evading snipers.
+
|Rank 5
  +
|''Designed to maximize the carrier's mobility during battle by employing more compact equipment options. This setup dramatically spreads load and allows for a more efficient carry.''
  +
|10% faster sprinting speed.
 
|-
 
|-
|[[File:Ammo Hip.png]]
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|[[File:BFBC2 Ammo Hip.PNG|x45px|center]]
| style="text-align: center; "|[[Ammo Hip Bandolier]]
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| style="text-align: center; "|Ammo Hip Bandolier
|''Obtained at Rank 6''. Doubles the carrying capacity of ammunition for primary weapons and sidearms except for the [[Tracer Dart Gun]]. Useful for players without Assault Kit back-up or with weapons that have a high fire rate such as the [[MG3]] and the [[PP-2000 Avtomat]]. Should not be used when playing as the Assault Kit since they have an infinite amount of [[Ammunition Box|ammunition boxes]].
+
|Rank 6
  +
|''This upgraded ammunition pack allows a soldier to stow double the amount of magazines resulting in extended time in contact before resupply.''
  +
|Doubles the reserve capacity of ammunition for primary weapons and sidearms, except for the [[Tracer Dart Gun]].
 
|-
 
|-
 
|[[File:Grenade Vest.png]]
 
|[[File:Grenade Vest.png]]
| style="text-align: center; "|[[Grenade Vest]]
+
| style="text-align: center; "|Grenade Vest
|''Obtained at Rank 7''. Doubles the carrying capacity of all grenades including the [[40mm Grenade]], [[40mm Smoke Launcher]], the [[40mm Shotgun]], and regular [[Hand Grenade|hand grenades]]. Useful for an Assault Kit player that needs to clear out an area or provide cover with smoke grenades.
+
|Rank 7
  +
|''This enhanced Load Bearing Vest doubles the amount of 40MM and hand grenade ammunition a soldier can carry into battle thus extended the time between resupply.''
  +
|Doubles the reserve capacity of all grenades, including the [[40mm Grenade]], [[40mm Smoke Launcher]], the [[40mm Shotgun]], and regular [[Hand Grenade|hand grenades]].
 
|-
 
|-
 
|[[File:Leg Pouch.png]]
 
|[[File:Leg Pouch.png]]
| style="text-align: center; "|[[Explosives Leg Pouch]]
+
| style="text-align: center; "|Explosives Leg Pouch
|''Obtained at Rank 8''. Doubles the carrying capacity of all explosive weapons that are kit specific ([[AT4]]/[[RPG-7]]/[[M2 Carl Gustav]], [[Anti-Tank Mine]]s, [[C4]]). Very useful to players as Engineers when vehicles are on the map.
+
|Rank 8
  +
|''Supplementary pouches allowing soldiers to double the amount of explosives and rockets carried into battle. This permits longer time in contact before resupply.''
  +
|Doubles the carrying capacity of all explosive weapons, excluding grenades ([[AT4]]/[[RPG-7]]/[[M2 Carl Gustav]], [[Anti-Tank Mine]]s, [[C4]]).
 
|-
 
|-
|[[File:Red dot.png]]
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|[[File:RedDotScopeAR.png|x45px|center]]
| style="text-align: center; "|[[Red Dot Sight]]
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| style="text-align: center; " rowspan=4 |Red Dot Sight
|''Obtained at Assault: 14000 Exp, Engineer: 13500 Exp, Medic: 15000 Exp, Recon: 12500 Exp''. Aiming sight designed to be used in close-quarters combat as it offers less obstruction than iron sights. Useful on most weapons except the [[MG36]] as it has one built in and using this specialization will have no effect on the weapon.
+
|14000 Assault EXP
  +
|rowspan=4 | ''A highly effective optical sight providing enhanced point and shoot capability for close quarter combat. It does not emit a laser and therefore is considered a "passive" aiming device.''
  +
|rowspan=4 | Replaces sights with [[red dot sight]]. Has no effect on [[MG36]] as it has one built in.
 
|-
 
|-
|[[File:X4 Opt.png]]
+
|[[File:RedDotScopeSMG.png|x45px|center]]
| style="text-align: center; "|[[4X Rifle Scope]]
+
|13500 Engineer EXP
|''Obtained at Assault: 17000 Exp, Engineer: 13500 Exp, Medic: 18000 Exp, Recon: 8000 Exp''. Increased zoom sight designed for medium to long ranged combat. It has a disadvantage at close range as it takes longer to pull up than iron sights or a Red Dot Sight. Useful on every weapon except SMGs as they perform poorly at longer ranges.
+
|-
  +
|[[File:RedDotScopeLMG.png|x45px|center]]
  +
|15000 Medic EXP
  +
|-
  +
|[[File:RedDotScopeSR.png|x45px|center]]
  +
|12500 Recon EXP
  +
|-
  +
|[[File:ScopeAR.png|x45px|center]]
  +
|style="text-align: center; " rowspan=4 |4X Rifle Scope
  +
| 17000 Assault EXP
  +
| rowspan=4 | ''4x optical rifle sight that increases magnification and accuracy for aimed shots at medium ranges.''
  +
| rowspan=4 | Replaces sights with [[Rifle Scope|4x scope]].
  +
|-
  +
|[[File:ScopeSMG.png|x45px|center]]
  +
|13500 Engineer EXP
  +
|-
  +
|[[File:ScopeLMG.png|x45px|center]]
  +
|18000 Medic EXP
  +
|-
  +
|[[File:ScopeSR.png|x45px|center]]
  +
|8000 Recon EXP
 
|-
 
|-
 
|[[File:Sniper x12 opt.png]]
 
|[[File:Sniper x12 opt.png]]
| style="text-align: center; "|[[12X High Power Scope]]
+
| style="text-align: center; "|12X High Power Scope
|''Obtained after gaining 10000 Exp in Recon''. Recon Kit-exclusive attachment that gives increased efficiency at long range combat. Useful on maps with very long sight lines between bases.
+
|10000 Recon EXP
  +
|''A highly efficient compliment to sniper rifles, this 12x optical sight intensifies zoom power while also providing substantially longer range accuracy. It allows greater stand off striking capability and target engagement.''
  +
|Recon-exclusive attachment, replaces scope with [[Ballistic Scope|12x scope]].
 
|-
 
|-
 
|[[File:Medkit improvement.png]]
 
|[[File:Medkit improvement.png]]
| style="text-align: center; "|[[Medic Kit Improved Heal|Medkit Improved Heal]]
+
| style="text-align: center; "|Medkit Improved Heal
|''Obtained after gaining 12000 Exp in Medic''. Medic Kit-exclusive specialization that increases the speed at which medkits heal teammates by 50%, allowing faster healing. Useful in conjunction with Medkit Improved Range if the player wishes to take on a healing role.
+
|12000 Medic EXP
  +
|''The Advanced Medical Kit allows for quick and accurate diagnosis of injured soldiers. It substantially increases the rate of healing to med kits already deployed on the battlefield.''
  +
|Medic exclusive specialization, increases the speed at which medkits heal teammates by 50%.
 
|-
 
|-
 
|[[File:12 Gauge.png]]
 
|[[File:12 Gauge.png]]
| style="text-align: center; "|[[12 Gauge Slugs]]
+
| style="text-align: center; "|12 Gauge Slugs
|''Obtained at Rank 16''. Shotgun-exclusive attachment where instead of a spread shot, the player's shotgun will now fire a single heavy slug, much like a sniper rifle. Useful in non-urban environments, but still has enough power at close range.
+
|Rank 16
  +
|''A 12 gauge Sabot round designed to give shotguns added range in operations outside of Urban areas. It substitutes high power for enhanced range and precision accuracy.''
  +
|Shotgun-exclusive attachment, replacing buckshot ammunition with [[12 Gauge Slugs|slug ammunition]].
 
|}
 
|}
   
===Secondary Specializations===
+
==Secondary Specializations==
 
{| border="1" cellpadding="1" cellspacing="1" style="width: 760;"
 
{| border="1" cellpadding="1" cellspacing="1" style="width: 760;"
 
|-
 
|-
|'''Image'''
+
!Icon
|'''Name'''
+
!Name
|'''Effects'''
+
!Unlocked at
|'''Type'''
+
!Description
  +
!Effects
 
|-
 
|-
 
|[[File:Shotgun ammo.png]]
 
|[[File:Shotgun ammo.png]]
| style="text-align: center; "|[[Extended Shotgun Magazine]]
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| style="text-align: center; "|Extended Shotgun Magazine
|''Obtained at Rank 9''. Shotgun-exclusive attachment that doubles the maximum ammunition capacity of shotgun magazines. Best used if the player has an Assault Kit or with Ammo Hip Bandolier as the player will only have one more full magazine of ammunition otherwise.
+
|Rank 9
  +
|''Custom modified shotgun loading tubes and magazines that expand ammunition capacity. This diminishes the need for reload and extends the operator's capacity to maintain fire on target.''
  +
|Shotgun-exclusive attachment that doubles the maximum ammunition capacity of shotgun magazines.
 
|-
 
|-
 
|[[File:Body Armor.png]]
 
|[[File:Body Armor.png]]
| style="text-align: center; "|[[Ceramic Body Armor]]
+
| style="text-align: center; "|Ceramic Body Armor
|
+
|Rank 13
''Obtained at Rank 13''. Increases health by 25%. Useful for going into major combat zones. Counters Magnum Ammunition and Improved Demolitions.
+
|''Referred to as trauma plates, ceramic body armor is inserted into soft ballistic vests providing added protection against enemy fire and preventing damage from reaching fatal proportions during combat.''
+
|Increases health by 25%. Does not reduce damage from fall damage and melee attacks.
'''Note:''' Ceramic Body Armor doesn't reduce damage from fall damage and from melee attacks.
 
 
|-
 
|-
 
|[[File:Mag Ammo.png]]
 
|[[File:Mag Ammo.png]]
| style="text-align: center; "|[[Magnum Ammunition]]
+
| style="text-align: center; "|Magnum Ammunition
|Obtained at Rank 15. Increases bullet damage by 25%. Useful on all weapons. Counters Ceramic Body Armor.
+
|Rank 15
  +
|''A considerably heavier bullet, its mass and elevated muzzle velocity provides greater damage and increased range.''
  +
|Increases firearm (including the [[M2 Flamethrower]]) damage by 25%.
 
|-
 
|-
 
|[[File:Improved Demo.png]]
 
|[[File:Improved Demo.png]]
| style="text-align: center; "|[[Improved Demolitions]]
+
| style="text-align: center; "|Improved Demolitions
|''Obtained at Rank 17''. Increased damage dealt by all explosives by 25%. Useful for the Engineer Kit's Launchers and the Assault Kit's 40mm Grenade Launcher. Counters Ceramic Body Armor. Also improves the damage of the Recon kit's Mortar Strikes.
+
|Rank 17
  +
|''A refined explosive compound it greatly increases the amount of energy delivered onto target. It adds to the destructive power carried by mobile infantry and engineers.''
  +
|Increased explosive weapon damage (including Recon's [[Mortar Strike]]s) by 25%.
 
|-
 
|-
 
|[[File:Sniper spotter.png]]
 
|[[File:Sniper spotter.png]]
| style="text-align: center; "|[[Sniper Spotting Scope]]
+
| style="text-align: center; "|Sniper Spotting Scope
|''Obtained after gaining 17000 Exp in Recon''. Recon Kit-exclusive attachment that automatically spots any enemies in the scope that are within a 75 meter range. Useful for Recon players that communicate well with the squad or team.
+
|17000 Recon EXP
  +
|''A pivotal advancement in enemy tracking devices, this computer assisted Spotting Scope can pin-point and communicate enemy positions in real-time to the rest of the Combat Team.''
  +
|Recon-exclusive attachment, automatically spots any enemies in the scope that are within a 75-meter range.
 
|-
 
|-
 
|[[File:Medkit radius.png]]
 
|[[File:Medkit radius.png]]
|
+
| style="text-align: center; "|Medkit Improved Range
<p style="text-align:center">[[Medic Kit Improved Range|Medkit Improved Range]]</p>
+
|21000 Medic EXP
|''Obtained after gaining 21000 Exp in Medic''. Medic Kit-exclusive specialization that increases the range for a medkit to heal teammates from 3.5 to 7 meters, allowing players to be further in proximity from kits and still be healed at the same rate. Useful in conjunction with Medkit Improved Heal for a healing role.
+
|''A modification that extends the range of previously deployed medical kits on the battlefield. Provides longer range healing to seriously injured personnel.''
  +
|Medic-exclusive specialization, increases medkits' healing range from 3.5 to 7 meters.
 
|-
 
|-
|[[File:Marksman Training.png]]
+
|[[File:Marksman Training.png|x45px]]
| style="text-align: center; "|[[Marksman Training]]
+
| style="text-align: center; "|Marksman Training
|''Obtained at Assault: 24000 Exp, Engineer: 21500 Exp, Medic: 28000 Exp''. Improves the hip-fire accuracy for LMG's, Assault Rifles, and SMG's in addition to the sidearm chosen with the Kit by reducing the spread by 25%. Also reduces the max amount of spread when aiming down the sight and reduces movement penalties while shooting. Useful for all weapons, especially the [[F2000]] as it lowers the spread the weapon has at range because of its high fire rate.
+
|24000 Assault EXP
  +
|''Assault Rifle modification that uses a fully adjustable fore grip and telescopic stock to custom fit a weapon to its operator. When properly set, it greatly improves handling characteristics and increases the accuracy of aimed fire.''
  +
|Assault-exclusive specialization, reduces spread for Assault Rifles (including [[M1 Garand]], [[M14 EBR]], and [[G3]]) and sidearms by 25%.
  +
|-
  +
|[[File:SMG Marksman.png|x45px]]
  +
| style="text-align: center; "|Marksman Training
  +
|21500 Engineer EXP
  +
|''Specially made silencer designed to diminish harmonics resulting in improved noise reduction in addition to increased accuracy of aimed fire.''
  +
|Engineer-exclusive specialization, reduces spread for SMGs (including [[M1A1 Thompson]]) and sidearms by 25%.
  +
|-
  +
|[[File:LMG Marksman.png|x45px]]
  +
| style="text-align: center; "|Marksman Training
  +
|28000 Medic EXP
  +
|''This heavy machined barrel provides a heightened level of accuracy during operations when used in conjunction with marksmanship principles and firing from the prone.''
  +
|Medic-exclusive specialization, reduces spread for LMGs (including [[M1A1 Thompson]]) and sidearms by 25%.
 
|}
 
|}
   
===Vehicle Specializations===
+
==Vehicle Specializations==
  +
===Passive===
  +
 
{| border="1" cellpadding="1" cellspacing="1" style="width: 760;"
 
{| border="1" cellpadding="1" cellspacing="1" style="width: 760;"
 
|-
 
|-
|'''Image'''
+
!Icon
|'''Name'''
+
!Name
|'''Effects'''
+
!Unlocked at
|'''Type'''
+
!Description
  +
!Effects
 
|-
 
|-
 
|[[File:Armor spec.png]]
 
|[[File:Armor spec.png]]
| style="text-align: center; "|[[Active Armor Upgrade]]
+
| style="text-align: center; "|Active Armor Upgrade
|''Obtained after gaining 2300 Exp with vehicles''. Reduces damage taken from all weapons by 25%. Useful with transport vehicles like [[HMMWV|Humvees]] and [[UH-60 Black Hawk|Black Hawks]] as they are weaker and can be normally taken out with one rocket.
+
|2300 Vehicle EXP
| style="text-align: center; "|Passive
+
|''An armor upgrade package that enhances a vehicle's resistance to anti-armor munitions. This upgrade helps decrease the effects and damage of otherwise lethal hits.''
  +
|Reduces damage taken from all weapons by 25%.
  +
|-
  +
|[[File:Damage Spec.png]]
  +
| style="text-align: center; "|Improved Warheads Package
  +
|3600 Vehicle EXP
  +
|''With hardened steel warheads and quick burn explosive compounds, this upgrade substantially increases the effectiveness of the vehicles' primary weapons. In turn it allows a vehicle to provide a considerable Force Multiplier to mission requirements.''
  +
|Increases damage of all vehicle weapons by 25%.
  +
|-
  +
|[[File:Tank Motion sensor.png]]
  +
| style="text-align: center; "|Electronic Warfare Package
  +
|1200 Vehicle EXP
  +
|''The next technological advancement in vehicle sensors, these enhanced tracking devices mark the position of enemy units in direct proximity of the vehicle and display them on the mini map. Added security when infantry support is unavailable.''
  +
|Reveals any enemies and set explosives (landmines or C4) on the mini-map within 20 meters of the vehicle.
  +
|-
  +
|[[File:Reload spec.png]]
  +
| style="text-align: center; "|Quick Reload Package
  +
|5000 Vehicle EXP
  +
|''These enhanced ammunition racks diminish the time needed to re-loading the vehicles' primary weapons. It reduces the vulnerability to enemy attacks during reload stops.''
  +
|Decreases vehicle weapon reload time by 15%.
  +
|}
  +
  +
===Active===
  +
{| border="1" cellpadding="1" cellspacing="1" style="width: 760;"
  +
|-
  +
!Icon
  +
!Name
  +
!Unlocked at
  +
!Description
  +
!Effects
 
|-
 
|-
 
|[[File:Smoke spec.png]]
 
|[[File:Smoke spec.png]]
| style="text-align: center; "|[[Smoke Countermeasures Package]]
+
| style="text-align: center; "|Smoke Countermeasures Package
|''Obtained after gaining 6500 Exp with vehicles''. Creates either a smoke cloud around vehicles (does not apply to weaponless vehicles like Humvees and [[Patrol Boat Light|PBL's]] ), a volley of smoke grenades at the target location ([[UAV-1]]), or drops multiple flares (helicopters). It is most useful with helicopters because the flares will destroy any planted tracer dart, but it also is useful on tanks as rockets will not be able to lock on until the smoke clears. The drawback on heavy and light tanks is that a giant smoke cloud hints away at where one is located as they usually stay within the cloud, allowing a crafty player to plant C4 on the tank and blow it up with relative ease if not spotted and taken out in time.
+
|6500 Vehicle EXP
| style="text-align: center; "|Active
+
|''A smoke grenade system consisting of 6 launchers. When fired it generates a 360 degree smoke screen around the vehicle. It obscures equipment and personnel from aimed enemy fire.''
  +
|Adds alternate fire ability to armed vehicles:
  +
*Ground vehicles: creates a 360-degree smokescreen around the vehicle (15s cooldown)
  +
*Helicopters: drops multiple flares (10s cooldown)
  +
*[[UAV-1]]: launch a volley of smoke grenades at the target location (10s cooldown)
  +
All abilities will remove any tracer darts planted on the vehicle upon activation.
 
|-
 
|-
 
|[[File:Optics spec.png]]
 
|[[File:Optics spec.png]]
| style="text-align: center; "|[[High Power Optics Package]]
+
| style="text-align: center; "|High Power Optics Package
|''Obtained after gaining 8000 Exp with vehicles''. Allows the vehicle to have a greater zoom. Useful for "tank-sniping" far away targets like other stationary tanks or M-COM stations. Can also be useful for [[Attack Helicopters|attack helicopter]] pilots if they do not have a gunner so they can hit ground targets easier with their rockets.
+
|8000 Vehicle EXP
| style="text-align: center; "|Active
+
|''A High Power Optics Package that provides an armored vehicle driver the ability to engage and destroy targets from greater range. It effectively provides stand-off distance while still permitting accurate fire.''
  +
|Allows the vehicle to have a greater zoom.
 
|-
 
|-
 
|[[File:Alt Weapon spec.png]]
 
|[[File:Alt Weapon spec.png]]
| style="text-align: center; "|[[Alternate Weapon Package]]
+
| style="text-align: center; "|Alternate Weapon Package
|''Obtained after gaining 10000 Exp with vehicles''. Adds another weapon for armed vehicles: co-axial [[machine gun]] for main battle tanks, [[TOW]]/[[9M133 Kornet|Kornet]] for IFVs, a Hellfire missile for attack helicopters, and a tracer for the Hellfire missile if in the gunner seat. Useful for when extra firepower is needed in a battle zone or where support is limited.
+
|10000 Vehicle EXP
| style="text-align: center; "|Active
+
|
  +
|Adds another weapon for armed vehicles:
  +
*Main battle tanks: co-axial [[machine gun]]
  +
*IFV: [[TOW]]/[[9M133 Kornet|Kornet]]
  +
*Attack helicopters: [[Guided Missile|Hellfire missile]]; co-pilot gets a tracer for the Hellfire missile if pilot has specialization.
  +
*[[UAV-1]]: machine gun
 
|-
 
|-
|[[File:Damage Spec.png]]
+
|[[File:Alt Weapon spec.png]]
| style="text-align: center; "|[[Improved Warheads Package]]
+
| style="text-align: center; "|V-Flame
|''Obtained after gaining 3600 Exp with vehicles''. Increases the overall damage output of all vehicle weapons by 25%. Useful in large tank-on-tank battles or for attack helicopter missiles as they can be difficult to line up if the pilot is not skilled.
+
|10000 Vehicle EXP
| style="text-align: center; "|Passive
+
|
  +
|Adds a [[Flamethrower]] on the [[M48 Patton]] and [[T-54]]. (''Vietnam'')
 
|-
 
|-
|[[File:Tank Motion sensor.png]]
 
| style="text-align: center; "|[[Electronic Warfare Package]]
 
|''Obtained after gaining 1200 Exp with vehicles''. Shows any enemies and set explosives like mines or C4 on the mini-map within 20 meters of the vehicle. Useful when traversing on popular attack routes such as main roads, but most players prefer other specializations as mines are somewhat easy to spot if one is paying attention, and C4 is rarely used in a similar way.
 
| style="text-align: center; "|Passive
 
|-
 
|[[File:Reload spec.png]]
 
| style="text-align: center; "|[[Quick Reload Package]]
 
|''Obtained after gaining 5000 Exp with vehicles''. Decreases the cool-down for vehicular weapon reload speed by 15%, allowing all vehicular weapons to fire faster. Useful on attack helicopters as their missiles take a while to reload when comparing to their usual attack run speed. Also useful for the [[UAV-1]] as its Hellfire missile takes 25 seconds to reload.
 
| style="text-align: center; "|Passive
 
 
|}
 
|}
{{Specializations/BFBC2}}
 
   
  +
==Trivia==
  +
*The Marksman Training is described as a weapon attachment. This is misleading, as the Marksman specialization is coupled to the player, not their weapon. The specialization is still in effect if a user were to acquire a new weapon, but only if the weapon is the same type. This is to say, if a player were to spawn as with the Engineer Marksman Training for SMGs and acquire an a kit with an assault rifle, they would not experience the effects of the marksman specialization.
  +
  +
*The [[Recon]] kit is the only class not to have a marksman specialization because sniper rifles are already pinpoint accurate when aiming down the sight or scope.
  +
  +
*The description for Assault Marksman Training mentions a [[Foregrip]] being attached to the weapon as well as an adjustable stock, though neither appear on any weapons when the specialization is equipped. Similarly, the custom [[Suppressor|silencer]] mentioned in the description for Engineer Marksman Training and the [[Heavy Barrel|heavy machined barrel]] in the description for Medic Marksman Training also do not appear.
  +
  +
*The description for Medic Marksman Training mentions firing form a [[Prone]] position, although the ability to do so is not present in ''Battlefield: Bad Company 2''.
  +
  +
*Unlike other optics, the 12X Scope is ''not'' partnered with the weapon. If the player using the specialization is to acquire a new rifle on the field, it will possess a 12X Scope regardless of whether or not its original owner equipped it.
  +
  +
*The Sniper Spotting Scope, although believably considered an optic, is coupled to the player, not the weapon.
  +
  +
*12 Gauge Slugs were originally unlocked at rank 12, but the unlock rank was later changed to 16 as it was originally intended due to a glitch in the rank-up code.
  +
  +
==See Also==
  +
*[[DICE-Boom]]
  +
  +
{{Specializations/BFBC2}}
 
{{Features/BFBC2}}
 
{{Features/BFBC2}}
 
[[Category:Specializations of Battlefield]]
 
[[Category:Specializations of Battlefield]]

Latest revision as of 21:05, May 17, 2019

BF1 Check green
For other installments, see Specializations


Specializations are a game mechanic introduced in Battlefield: Bad Company 2. The provide players with special benefits and abilities. Three tiers of specializations available: Primary, Secondary, and Vehicle.

All specializations, excluding weapon altering specializations such as a sight or 12 Gauge Slugs, are coupled with the player. This means that if the player acquires a new kit in the field, the specializations the player spawned with will still be active.

Vehicle specializations do not stack if there are multiple people in the same vehicle with different specializations. All active specializations will only apply if the driver/pilot has it equipped.

Specializations also appear in Battlefield: Bad Company 2: Vietnam, though it lacks the "high-tech" specializations to fit with the time era, these being the Sniper Spotting Scope, the 4X Rifle Scope and the Red Dot Sight. The Alternate Weapon Package is also replaced with V-Flame.

Primary SpecializationsEdit

Icon Name Unlocked at Description Effects
Light Spec Lightweight Combat Equipment Rank 5 Designed to maximize the carrier's mobility during battle by employing more compact equipment options. This setup dramatically spreads load and allows for a more efficient carry. 10% faster sprinting speed.
BFBC2 Ammo Hip
Ammo Hip Bandolier Rank 6 This upgraded ammunition pack allows a soldier to stow double the amount of magazines resulting in extended time in contact before resupply. Doubles the reserve capacity of ammunition for primary weapons and sidearms, except for the Tracer Dart Gun.
Grenade Vest Grenade Vest Rank 7 This enhanced Load Bearing Vest doubles the amount of 40MM and hand grenade ammunition a soldier can carry into battle thus extended the time between resupply. Doubles the reserve capacity of all grenades, including the 40mm Grenade, 40mm Smoke Launcher, the 40mm Shotgun, and regular hand grenades.
Leg Pouch Explosives Leg Pouch Rank 8 Supplementary pouches allowing soldiers to double the amount of explosives and rockets carried into battle. This permits longer time in contact before resupply. Doubles the carrying capacity of all explosive weapons, excluding grenades (AT4/RPG-7/M2 Carl Gustav, Anti-Tank Mines, C4).
RedDotScopeAR
Red Dot Sight 14000 Assault EXP A highly effective optical sight providing enhanced point and shoot capability for close quarter combat. It does not emit a laser and therefore is considered a "passive" aiming device. Replaces sights with red dot sight. Has no effect on MG36 as it has one built in.
RedDotScopeSMG
13500 Engineer EXP
RedDotScopeLMG
15000 Medic EXP
RedDotScopeSR
12500 Recon EXP
ScopeAR
4X Rifle Scope 17000 Assault EXP 4x optical rifle sight that increases magnification and accuracy for aimed shots at medium ranges. Replaces sights with 4x scope.
ScopeSMG
13500 Engineer EXP
ScopeLMG
18000 Medic EXP
ScopeSR
8000 Recon EXP
Sniper x12 opt 12X High Power Scope 10000 Recon EXP A highly efficient compliment to sniper rifles, this 12x optical sight intensifies zoom power while also providing substantially longer range accuracy. It allows greater stand off striking capability and target engagement. Recon-exclusive attachment, replaces scope with 12x scope.
Medkit improvement Medkit Improved Heal 12000 Medic EXP The Advanced Medical Kit allows for quick and accurate diagnosis of injured soldiers. It substantially increases the rate of healing to med kits already deployed on the battlefield. Medic exclusive specialization, increases the speed at which medkits heal teammates by 50%.
12 Gauge 12 Gauge Slugs Rank 16 A 12 gauge Sabot round designed to give shotguns added range in operations outside of Urban areas. It substitutes high power for enhanced range and precision accuracy. Shotgun-exclusive attachment, replacing buckshot ammunition with slug ammunition.

Secondary SpecializationsEdit

Icon Name Unlocked at Description Effects
Shotgun ammo Extended Shotgun Magazine Rank 9 Custom modified shotgun loading tubes and magazines that expand ammunition capacity. This diminishes the need for reload and extends the operator's capacity to maintain fire on target. Shotgun-exclusive attachment that doubles the maximum ammunition capacity of shotgun magazines.
Body Armor Ceramic Body Armor Rank 13 Referred to as trauma plates, ceramic body armor is inserted into soft ballistic vests providing added protection against enemy fire and preventing damage from reaching fatal proportions during combat. Increases health by 25%. Does not reduce damage from fall damage and melee attacks.
Mag Ammo Magnum Ammunition Rank 15 A considerably heavier bullet, its mass and elevated muzzle velocity provides greater damage and increased range. Increases firearm (including the M2 Flamethrower) damage by 25%.
Improved Demo Improved Demolitions Rank 17 A refined explosive compound it greatly increases the amount of energy delivered onto target. It adds to the destructive power carried by mobile infantry and engineers. Increased explosive weapon damage (including Recon's Mortar Strikes) by 25%.
Sniper spotter Sniper Spotting Scope 17000 Recon EXP A pivotal advancement in enemy tracking devices, this computer assisted Spotting Scope can pin-point and communicate enemy positions in real-time to the rest of the Combat Team. Recon-exclusive attachment, automatically spots any enemies in the scope that are within a 75-meter range.
Medkit radius Medkit Improved Range 21000 Medic EXP A modification that extends the range of previously deployed medical kits on the battlefield. Provides longer range healing to seriously injured personnel. Medic-exclusive specialization, increases medkits' healing range from 3.5 to 7 meters.
Marksman Training Marksman Training 24000 Assault EXP Assault Rifle modification that uses a fully adjustable fore grip and telescopic stock to custom fit a weapon to its operator. When properly set, it greatly improves handling characteristics and increases the accuracy of aimed fire. Assault-exclusive specialization, reduces spread for Assault Rifles (including M1 Garand, M14 EBR, and G3) and sidearms by 25%.
SMG Marksman Marksman Training 21500 Engineer EXP Specially made silencer designed to diminish harmonics resulting in improved noise reduction in addition to increased accuracy of aimed fire. Engineer-exclusive specialization, reduces spread for SMGs (including M1A1 Thompson) and sidearms by 25%.
LMG Marksman Marksman Training 28000 Medic EXP This heavy machined barrel provides a heightened level of accuracy during operations when used in conjunction with marksmanship principles and firing from the prone. Medic-exclusive specialization, reduces spread for LMGs (including M1A1 Thompson) and sidearms by 25%.

Vehicle SpecializationsEdit

PassiveEdit

Icon Name Unlocked at Description Effects
Armor spec Active Armor Upgrade 2300 Vehicle EXP An armor upgrade package that enhances a vehicle's resistance to anti-armor munitions. This upgrade helps decrease the effects and damage of otherwise lethal hits. Reduces damage taken from all weapons by 25%.
Damage Spec Improved Warheads Package 3600 Vehicle EXP With hardened steel warheads and quick burn explosive compounds, this upgrade substantially increases the effectiveness of the vehicles' primary weapons. In turn it allows a vehicle to provide a considerable Force Multiplier to mission requirements. Increases damage of all vehicle weapons by 25%.
Tank Motion sensor Electronic Warfare Package 1200 Vehicle EXP The next technological advancement in vehicle sensors, these enhanced tracking devices mark the position of enemy units in direct proximity of the vehicle and display them on the mini map. Added security when infantry support is unavailable. Reveals any enemies and set explosives (landmines or C4) on the mini-map within 20 meters of the vehicle.
Reload spec Quick Reload Package 5000 Vehicle EXP These enhanced ammunition racks diminish the time needed to re-loading the vehicles' primary weapons. It reduces the vulnerability to enemy attacks during reload stops. Decreases vehicle weapon reload time by 15%.

ActiveEdit

Icon Name Unlocked at Description Effects
Smoke spec Smoke Countermeasures Package 6500 Vehicle EXP A smoke grenade system consisting of 6 launchers. When fired it generates a 360 degree smoke screen around the vehicle. It obscures equipment and personnel from aimed enemy fire. Adds alternate fire ability to armed vehicles:
  • Ground vehicles: creates a 360-degree smokescreen around the vehicle (15s cooldown)
  • Helicopters: drops multiple flares (10s cooldown)
  • UAV-1: launch a volley of smoke grenades at the target location (10s cooldown)

All abilities will remove any tracer darts planted on the vehicle upon activation.

Optics spec High Power Optics Package 8000 Vehicle EXP A High Power Optics Package that provides an armored vehicle driver the ability to engage and destroy targets from greater range. It effectively provides stand-off distance while still permitting accurate fire. Allows the vehicle to have a greater zoom.
Alt Weapon spec Alternate Weapon Package 10000 Vehicle EXP Adds another weapon for armed vehicles:
Alt Weapon spec V-Flame 10000 Vehicle EXP Adds a Flamethrower on the M48 Patton and T-54. (Vietnam)

TriviaEdit

  • The Marksman Training is described as a weapon attachment. This is misleading, as the Marksman specialization is coupled to the player, not their weapon. The specialization is still in effect if a user were to acquire a new weapon, but only if the weapon is the same type. This is to say, if a player were to spawn as with the Engineer Marksman Training for SMGs and acquire an a kit with an assault rifle, they would not experience the effects of the marksman specialization.
  • The Recon kit is the only class not to have a marksman specialization because sniper rifles are already pinpoint accurate when aiming down the sight or scope.
  • The description for Assault Marksman Training mentions a Foregrip being attached to the weapon as well as an adjustable stock, though neither appear on any weapons when the specialization is equipped. Similarly, the custom silencer mentioned in the description for Engineer Marksman Training and the heavy machined barrel in the description for Medic Marksman Training also do not appear.
  • The description for Medic Marksman Training mentions firing form a Prone position, although the ability to do so is not present in Battlefield: Bad Company 2.
  • Unlike other optics, the 12X Scope is not partnered with the weapon. If the player using the specialization is to acquire a new rifle on the field, it will possess a 12X Scope regardless of whether or not its original owner equipped it.
  • The Sniper Spotting Scope, although believably considered an optic, is coupled to the player, not the weapon.
  • 12 Gauge Slugs were originally unlocked at rank 12, but the unlock rank was later changed to 16 as it was originally intended due to a glitch in the rank-up code.

See AlsoEdit

Template:Features/BFBC2

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