From EncyClanPedia
Strategies and tactics for the BF2142 Support Class
The Sentry Gun
The A-12 Enforcer Sentry Gun is not nearly as powerful as the sentry guns in Team Fortress 2, but with intelligent placement it can still be very useful.
- Placement: Depending on how it is placed, the Sentry can fulfil three different roles: Support, Warning and Ambush.
- Support: If your are defending a choke point, the Sentry can add to your firepower. However if left on its own, the Sentry will quickly be destroyed
- Warning: If your back is unprotected, or you need to cover more than one entrance then the Sentry serves well as an intruder detection system. But be ready to respond quiclky when it activates, or the enemy will destroy it.
- Ambush: If you want a Sentry to kill enemies on it own, you need to be very careful with placement. The optimal situation is where the Sentry is facing in the same direction as the target is running, so he will be hit in the back without seeing the Sentry. This usually requires some kind of choke point where the direction the enemy will take is pretty well known.
- Movement and resupply: Like all other deployables, the Sentry Gun can be picked up with the "g" key and placed somewhere else. If destroyed it can be resupplied by your own ammo box or other such sources
- Titan
The layout of the Titan makes it a ideal place for Sentries.
- When guarding a corridor, the sentry can be used to increase your firepower
- Alternatively, it can be hidden in the alcoves with the consoles, facing the console from a corner. Enemies that has made it through the defence will often miss the gun in their eagerness to get the console destruction points, and be shot in the back
- If you have entered the silo by dropping down on the walkway from above, you will be in an ideal position to place a sentry. Either leave it to warn you of incoming enemies, or stay put and ambush them.
- If the walkway are mined, it is possible to drop a sentry from above and make it bounce off the wall. This takes a lot of practice, but when done right the sentry will deploy on the walkway below.
- If the enemies are attacking through the deck entrances you can place a Sentry in the corner at the entrance, facing into the cargo bay. Rushing enemies will often fail to notice it and get shot in the back.
- If one of the top corridors has been taken (corridor 3 or 4), the enemies will often completely ignore it and focus on remaining corridor. Place a Sentry in the exit form the fallen corridor facing the remaining one, where it will wreak havoc among the unaware enemies.
- If the Reactor room is occupied, you can gain an advantage by circling through corridors 3/4 and either place a Sentry in a corridor exit to cut down enemy reinforcements, or place it in the entrance to the Reactor Room to aid you in taking it back.
Dystek Pulse Meter
The Pulse Meter is a very useful tool that benefits both you and your squad, since the info is relayed to all squad members.
- When activated the Pulse Meter takes a snapshot and marks all nearby enemies with a red diamond on your HUD. It is important to realize that these diamonds are not updated until next time you trigger the Pulse Meter, so the enemy may have moved. The main difference to the UAV and IDS-1, is that the results does not appear on the minimap but instead on the HUD where they give a much better impression of the enemys placement in the 3D environment.
IDS-1
The Infantry Sonar is you own portable UAV, but requires that you own Northern Strike
- The scanner can be placed on vehicles, which can be an huge advantage for vehicles that hunt infantry like the Walkers, APCs and Goliath. Everybody in your squad can see it, so do not be afraid to deploy it on vehicles driven by squadmates.
- Like every other deployable, the IDS-1 can be picked again up with the "g" key or resupplied
- Try to hide the scanner, since enemies will destroy it as soon as they see it.
- The Scanner can be used to watch over control points, giving you a change to react before the enemy can capture it. But you need to keep an eye on the minimap.
- Use the scanner in combination with the shotgun to flank enemies and attack them from behind. Often the scanner reveals that the enemy are focused on a choke point, leaving their rear exposed.
EMP Grenades
The EMP grenades disable enemy vehicles for a short time, and disturbs the vision of troops.
They do not actually do any damage, but can keep an otherwise dangerous enemy pacified until others can take it down.
- When fighting vehicles it is always a good idea to use alt fire to ready the grenade, so you can just pop up, throw it, and go back into hiding.
- As a support class you are able to resupply EMP grenades. If you have both the Ammo Hub upgrade and the extra grenade unlock, you can keep up a continuous stream of EMP grenades for quite some time. So remember to drop your Ammo Hub before you start to EMP a vehicle.
The Clark 12-B Shotgun
The shotgun is a deadly weapon in the hand of a skilled user, but it will also get you killed fast if you don't understand how it works.
- The accuracy of the Shotgun suffer no movement penalties, so never stand still when using the shotgun.
- The best place to aim with the shotgun is the neck area. A direct head shot will see to many pellets miss, while a shot directly to the chest will not get any damage multiplier. A correctly aimed shotgun blast is usually a one-shot kill, although the hit-detection has been know to be off.
- Some suggest wearing light armour for added mobility. As a shotgun user your fate is decide in the first few milliseconds of an encounter. Either you escape virtually unhurt due to your ability to kill instantly, or you miss your shot and are gunned down by the opponents automatic weapon.
- While you lack the ability to heal yourself, there will often be an Assault corpse nearby. Swap kit, deploy the Med Hub and swap back to your won kit again.
- Patch 1.40 saw the shotgun get a significantly boost in its ROF. But is is still a good idea to aim for the sniper motto. One shot, one kill. Don't start unloading before you feel a kill is almost certain, always take the time to aim.
- As a shotgun user you have very little range, so you need to flank and ambush the enemy. The IDS-1 and Pulse Meter are the perfect tools for the job, allowing you to spot holes in the enemy's front-line. If you can get behind them you can wipe out a whole squad with a bit of skill.
- Always remember to reload the shotgun between battles, and if necessary resupply from your Ammo Hub
RDX Shotgun
Possibly one of the most underutilized weapons on the battlefield, the RDX Shotgun, (Or ESP..."Explosive Sticky Projectile") can be very effective in the right hands.
- It is not meant to used as a main assault weapon, rather as a supportive and defensive one.
- It works well for "flushing out" enemies in confined areas, such as Titan vents, or behind obstacles or silos.
- Except for the PK rockets, it can reach areas some weapons will never reach.
- Grenades can be more effective in some of the same situations, but in FF On servers, you don't have to be worried about errant, teamkilling bounces from the RDX Shotgun.
- The ESP does damage to all vehicles. On some it's major, like the FAV. On others minor, like a tank. But it still provides support and distraction when used properly.
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