++++++++++
} ASSAULT \__________________________________________________________________
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| (EU) | (PAC) |
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Name: Scar 11 | Krylov FA-37 |
Power: *** | **** |
Range: **** | *** |
Accuracy: *** | *** |
Overall: *** | **** |
|(UnlockA - 4) | (UnlockB - 4)
======================================================================
Name: Baur H-AR | Voss L-AR
Power: **** | ***
Range: **** | ****
Accuracy: *** | ****
Overall: *** | *****
|(Herzog - 1)| (NetBat Infantry ID - 2) |(PK74 Rocket - 3)
======================================================================
Overall: ** | ** | ****
| (AED6 Defribilator - 1) | (Advanced Med Hub - 2)| (SG34 Smoke - 3)
======================================================================
Overall: ***** | ***** | *
+ The Assault class is a mix of the Assault & Medic classes from BF2. This is
essentially a powerful combination because you get the firepower of an armed
soldier, with healing and resurrecting abilities plus sidebar weapons. The
assault class is premiere in both offense & defense, with an efficient and
accurate rifle.
- The Scar 11 rifle is slightly less powerful than the Krylov FA-37. Both
rifles tend to fire with similar recoil, although the Krylov is a tad less
accurate in full-auto mode. Both default rifles pack quite a punch and a near
30-round clip is equipped in each weapon making them ideal rifles to get the
job done. The Herzog Shotgun attachment is a rifle attachment that has 3
shotgun shells in each round. Unfortunately, the shotgun shells are not as
powerful as the support shotgun round, and generally one clip will take out one
enemy. The NetBad Infantry ID helmet displays a small status bar showing a
spotted enemy's class & icons equipped. The PK74 Rocket is definitely a useful
rocket weapon, but it takes practice. The item can be adjusted to detonate at a
set distance, or wherever the scope is zoomed in to. This is great for setting
a distance to explode around a corner say where 2-3 guys are proned and
waiting. The explosion has a tendency to do more damage to infantry. The
Defribilator is a necessary equipment assignment, as it allows you to revive
fellow players with full health. The advanced med hub upgrades the healing rate
on your medipak, and the SG34 smoke grenade displays a small cloud of gray
smoke. Unfortunately, the smoke radius and duration are both small.
> The Baur H-AR is the heavy version unlock of an assault rifle. It only has 20
rounds in a clip, and has more recoil than the other rifles, but each round has
the highest damage per hit. This proves useful in semi-auto mode, and somewhat
useful in automatic mode. The Voss L-AR is a light version unloack of an
assault rifle. This is definitely better as it has 40 rounds in a clip, does
decent to good damage, and the recoil is quite minimal. If you had to equip one
rifle, I would go with the Krylov or Voss. Please note that there is an
alternate Scar 11 skin that came with people who preordered BF2142 from Best
Buy. The stats are identical to that of the default Scar 11 rifle, except the
rifle's model is larger.
~ General Strategies ~
======================
- Reviving people equates to increased teamwork points and a better score, plus
it's the only way to save dead people.
- Avoiding the assault tree is your best option for the most balanced medic out
there. The only perks of the assault tree is the PK74 rocket which is superb in
hallway defenses aboard your own Titan. It takes some time to practice getting
use to setting the distance with the mousewheel and firing, but is the ultimate
anti-infantry rocket out there.
- Assault makes wonderful defenders on a Titan. Have them defend a hallway by
standing behind one of the side columns that protects the lower half of their
body. Just stand there and single-shot anyone who peeks their head around the
corner. Assault rifles have little recoil in semi-auto mode, and you will rack
up easy kills. Most support guys can apply the same strategy, but an Assault
man will be more accurate, and can also heal.
~ Assault Techniques ~
======================
- Assault in BF2142 is the most balanced class when it comes to infantry
combat. Imagine a class that has firepower of assault, healing abilities of
a medic, and can kick ass - yeah, that's Assault. There are 2 major flaws
with assault though:
(a) No anti-vehicle weapons
= That's right. They have no defense against any armored vehicle of any
form. Not even the PK74 rockets can do anything against vehicles (they
are designed as anti-infantry weapons).
(b) Too many people obsessed with the weapon unlocks
= Believe it or not, the two default assault rifles are actually
better than the 2 unlock assault rifles. My only exception would be
the Voss L-AR which is a tremendous unlock due to a high bullet count
per clip, and decent damage/accuracy to go along with it. Granted, the
Baur H-AR is a tempting offer, but the increased recoil, and very low
clip makes it an instant turn-down offer. The only upside of the Baur
is in semi-auto mode, where it dishes out the most damage per shot,
and is accurate, but why snipe with a friggin' Baur! It was designed
for assaulting. You want to be a precise shooter, be a sniper. Both
the SCAR-11 & especially the Krylov are useful assault guns in most
maps. If you have the Voss unlocked, use it over the defaults. If you
have neither, use the defaults. If you have the Baur, you'll probably
lose a few potential kills you could have had with the other rifles.
+ Medic first, assault last.
- One major aspect of 2142 is that defibrilators are no longer a default
option. BF2 vets remember how every medic out there always had defib pads,
and they would always revive everyone. Not the case anymore. While most
smart players always have the defib pads unlocked & equipped, you do have
a % of players who do not have defib pads. This means in general there are
less revivals in 2142, and less revival teamwork points. Don't let these
points go to waste. You help your team by reviving people, and since it is
more uncommon to get revived, take advantage of it!
- Drop medkits in hallways where a majority of defenders are. It will
prevent them from retreating if they take damage, and will raise their
morale in an intense "alamo-style" hallway defense.
+ PK74 Rockets work wonders in Titan Hallways
- If you have this nifty rocket attachment unlocked, use it. There are a few
key rules as to how it works though. First off, the missiles will refuse
to detonate on any distance shorter than 20 meters. Even if you hit them
directly on a target, you won't get the full explosive effect unless they
pass a distance of 20 meters or greater. Secondly, the distance of
detonation can be altered. If fired unscoped, they will detonate at 20
meters. If fired scoped, they will detonate where the red dot on the scope
is aiming. You can manually adjust the detonation distance by sliding a
mousewheel up or down on your mouse. In the Titan hallway as a defender or
attacker, simply scope to figure out the distance to the end of the
hallway, then tap it back 1-2 meters for detonation. This will cause the
PK74 rocket to detonate right at the corner, yielding tremendous damage to
infantry around that hall. Remember, PK74 rockets are anti-infantry, not
anti-armor.
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