alex2142hp

Some Gamers GUIDE
Created by alex2142hp on Sun 12 of Apr., 2009 02:00 EST
Last post Sun 21 of Mar., 2010 03:56 EST
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By alex2142hp alex2142hp on Sun 21 of Mar., 2010 03:56 EST

ALL [MIA] CLAN WEBSITE LINKS

http://miaclan.net/ is the Main website for the clan



http://www.miagaming.net/ This community will support Multi-Player RPG, RTS, MMORPG and more. We are a sister site of the MIAClan.net gaming community. The MIAClan.net gaming community houses all our our FPS gaming information.



http://younggunz.net/index.php This community is Young GUNZ ages 17 and under.



http://clanopedia.com/tiki-index.php Since the recent rejection from Wikipedia, we have decided to have our own Wikisite for games, clans, guilds, corps, etc...



http://addictedtoarcades.com/ Welcome to the hottest arcade site on the planet, featuring over 5000+ FREE games that you can play, share, and bookmark for whenever you're bored!



http://ciaevecorp.com/ MIAClan.net EVE Division



http://HackStoppers.com - A community dedicated to track down hackers and stop them in their tracks.



Thank you
By alex2142hp alex2142hp on Thu 27 of Aug., 2009 10:07 EST

TF2 Beginner Guide





Meet the Pyro






Meet the Medic








TF2 Trailer

How To Play Team Fortress 2 - A Beginner's Guide

What Is Team Fortress 2? Team Fortress 2 is the long-anticipated sequel to Team Fortress Classic (TFC), a popular add-on to the original classic game Half Life.  The Team Fortress series of games is unique in the way that fast action is mixed with strategy to provide a thinking man’s online shooter that also appeals to the hardcore ‘itchy trigger finger’ fans.  With unique graphics and improved technology, Team Fortress 2 has the potential to become the best class-based multiplayer game ever made. This guide is meant to inspire more people to play Team Fortress 2 by telling you everything you need to know to get started playing today. The Point of the Game    Team Fortress drops you into an ongoing battle between the Reds and the Blues.  Each team starts off in their own base with the mission of capturing the opponents’ flag, which logically resides in a place known as the Flag Room, deep inside the opponents’ base. The game is timed and the team that has captured the most flags is the winner.     Those familiar with another popular Half Life mod, CounterStrike, may notice some striking differences when they first go to play a Team Fortress game.  The most dramatic is that one shot will rarely kill you.  Unless you’ve been shot directly in the head by a sniper, a single hit in Team Fortress will only damage you.    Another big difference from CounterStrike is that when you are killed, rather than sit out the rest of the game, you respawn back at your base. I’m a huge fan of this, as you also then have the option to change your class and better attack the enemies weaknesses. What You Need to Know to Play When you first join a Team Fortress game, you will be prompted to choose which character, or class, you want to be. The classes are: Demoman – Lobs explosives

Engineer – Builds sentries

Heavy – Machine gun

Medic – Lethal injection

Pyro – Flamethrower

Scout –Speed

Sniper – Sniper rifle

Soldier – Rocket Launcher

Spy - Stealth Each class has different strengths as well as weaknesses that can be exploited by other classes. Experienced players will often start someone as a scout to try to steal the flag before the opponent’s defenses are set. Even if the scout is unsuccessful, they can usually see how the opponent is planning to defend the flag and relay that to his teammates so that they can choose the proper player classes to take out the defense.    If you’re inexperienced, I’d recommend going with the soldier as he is an all around character with equal amount of offensive and defensive skill. In any case, once you’ve picked your class, it’s time to play. To ‘capture the flag’, your team must pick it up from the opponents’ Flag Room and carry it back to your own Flag Room.  If the flag carrier is killed while carrying the flag, it will remain at the spot it was dropped for a set amount of time. If no one on either team grabs the flag within a set amount of time, it instantly returns to its Flag Room.
By alex2142hp alex2142hp on Thu 27 of Aug., 2009 10:04 EST

The Ultimate Left 4 Dead Guide

The Ultimate Left 4 Dead Guide



The Ultimate Left 4 Dead Guide


Valve is back with its first major release since it's wildly successful Half-Life:Episode 2, otherwise known as Orange Box. Left 4 Dead ("L4D") pits 4 human players called Survivors against a city full of zombies known as the Infected. The Surivivors are immune to a zombie virus that has spread through the region over the last 2 weeks. These four lucky Survivors cover a broad demographic group - Bill the crusty old Vietnam war vet; Louis the assistant manager at a local electronics store; Francis the tattoed biker who doesn't look like he's shy around a Harley; and Zoey the young female urbanite. There is no character classes in L4D - all the Survivors have the same gameplay characteristics.



The story starts in the games opening movie...







...and the players find themselves on the roof of a downtown building which is the start of the first of four campaigns. Every campaign has about 5 maps each ending in a final stand at the end of each campaign.



No Mercy - urban setting with lots of dark, abandoned buildings

Blood Harvest - moves outside into the forest

Dead Air - back into the city for battles on rooftops

Death Toll - the final campaign takes place back out in the countyside



Valve has opted for a different take on the shooter this time around. No 32 player, 16 vs 16 team matches here. L4D can be played either in Single player, where you choose one of the Surivivors to play and the three remaining humans become your AI teammates. In Campaign mode, you go online to fight as Survivors in a 4 player coop. In Versus mode, you get 4 Survivors vs 4 Boss Infected - all humanly controlled.



L4D is available on Nov 18th, 2008 on PC (either through Steam or retail) and XBox360. You can play the demo now via Steam or grab it on XBox Live.



System Requirements



Minimum



Supported OS: Microsoft Windows XP / Vista / Vista64

Processor: Pentium 4 3.0GHz

Memory: 1 GB

Graphics: 128 MB, Shader model 2.0, ATI 9600, NVIDIA 6600 or better

Hard Drive: At least 7.5 GB of free space

Sound Card: DirectX 9.0c compatible sound card



Recommended



Supported OS: Microsoft Windows XP / Vista / Vista64

Processor: Intel core 2 duo 2.4GHz

Memory: 1 GB

Graphics: Shader model 3.0, NVIDIA 7600, ATI X1600 or better



Xbox 360



Internet connection and Xbox Live Gold Membership required.





Without further ado, lets get to the guide. We've broken this guide down to a few different sections...















By alex2142hp alex2142hp on Thu 13 of Aug., 2009 09:42 EST

Call of Duty: World at War Combat Training


Call of Duty: World at War Combat Training


In the past, Call of Duty opened with a tutorial level. World at War cuts right to the chase, leaving you to figure out everything yourself. Luckily, you've got us to send some advice your way. A lot of this applies to the single player experience, so keep that in mind.



Learning the Essentials
 

Navigating
In the lower left corner, you have a radar-like compass. This will tell you where friendlies are, among other things. You'll see a star-decorated emblem on-screen, and that's showing you where your next objective is, which is what you should be headed toward.
 


Look, Move, Combat, Interact



These are the four configuration sub-menus, located under "Controls." If you didn't visit them prior to starting your game, do so immediately upon starting it. It's important to spend some time with these menus, and following that to familiarize yourself with the controls in-game. Unless you've never played a FPS before, you're already used to things like primary fire and grenades, so we'll focus on the features that aren't as common.


Toggle Crouch, Toggle Prone



Since Call of Duty doesn't cater to the run-and-gun types, you should quickly befriend the Crouch and Prone commands. You can use them in various ways, but the Toggle method is perhaps the most natural. Assign each function to a key you can easily strike, then test them out in-game. Crouch will lower your profile and let you duck behind cover, while Prone lowers you further still and lets you crawl quietly. It's also good to go Prone near a great hiding spot when you're severely wounded, and need time to recover.



Stocking Ammunition
If you're carrying a gun that eats ammo like there's no tomorrow, you shouldn't wastefully spray its bullets. Target with your sights whenever possible and kill with a minimal amount of shots. This will help you hone your aiming skills, and it'll lead to less frustration.

When it comes to collecting ammunition or obtaining new guns, never be afraid of backtracking. Your objectives are rarely timed, and guns don't disappear, even if you've died. Additionally, you should replace your handgun with a larger gun as soon as possible. To do this, simply switch weapons, pick up something fancy, and you're done.

One more tip: reload your gun before you search for more bullets. If your gun isn't fully loaded but your reserve capacity is maxed, you won't be able to pick up more. However, as soon as you reload, you'll be able to replenish your stock.
 


Aim Down Sight (ADS)



With Crouch or Prone, you'll set yourself up to dole out the kills, but your accuracy won't be that great until you use Aim Down Sight. The best combatants are capable of using ADS while running around too, and you want to be the best you can be, don't you? Better start practicing, then! Use ADS as often as possible, but apply common sense to the situation, too. As aforementioned, it increases your accuracy by letting you aim with sights, but it also slows you down. Thus, there are some situations where spraying with lower accuracy is better.


Lean Left and Right



Occasionally, you'll find a spot to hide in, but won't be able to see your enemies from it. When this happens, it's much better to lean than it is to simply move away from your cover. Too many soldiers don't use this functionality, and everyone should. Be careful, though; a quick sniper can pop your skull if you lean out for too long. As in ADS, don't be afraid to use this, but do so with discretion.


Throwing Enemy Grenades



When they realize where you're hiding, your enemies might lob a grenade into your area. If it lands close by, you may have an opportunity to pick it up and throw it back. This requires lightning-quick reflexes, but can be incredibly useful. It basically grants you the destructive power of an extra grenade for free, and also saves your bacon. If you can't get the timing down, there's only one other option: run for cover!


PART 1: Secure the Village



When you're reunited with your compatriots, you'll be handed a pistol, but there are some other weapons nearby. Turn right and examine the crates, then pick something up. It won't take long before they go charging ahead, so start to follow them. Along the way, you'll pass another hut (directly northwest of the one you were found in) that has a Type 100 and a Death Card inside. At the very least, collect the latter, then exit. Find cover, then use the Crouch and/or Prone commands to make your presence less obvious.



You'll be heading south-southwest along the coast. This trip is a good primer in sticking close to walls and using cover. If you test out everythingcrouching, going prone, leaning left and rightyou can make it through here with minimal damage. Most of this walkthrough will assume you've a grasp on these functions, as they're essential to efficient gameplay. If you strictly run and gun, you'll have a much harder time, so learn these tactics now.


Getting back to your mission, this assignment follows a pretty linear path. When you reach the first checkpoint, clear out the enemies ahead and then follow the walkway at your left. Eventually you'll reach a hut, and one of your comrades will force out the man inside. He leaves the doors open, so walk in there, crouch by the window, and use ADS to take out the enemies outside. When you're done, leave the hut and continue forward (north). Walk over fallen enemies along the way to pick up extra ammunition.


PART 2: Regroup With Second Squad



You're now running into the wilderness. You'll be ambushed shortly after your climb starts, so be ready for that. Proceed forward over the hill, and you'll see a firefight.


PART 3: Rescue Second Squad



The second squad has been spotted and ambushed, so you'll need to take out the enemies. Find a good spot to crouch on the hilltop and fire on them from there. Within a few minutes, the path should be clear. Walk down to the water and start heading northwest.


PART 4: Proceed to Extraction Point



Shortly after you reach the next checkpoint, you'll be temporarily blinded and ambushed. You can take cover in the small hut but an enemy soldier will eventually try to occupy it, so be careful. Eliminate the soldiers coming in through the woods, then keep going north-northwest, fighting all along the way.



PART 5: Plant Charges in Ammo Bunker with Roebuck



When you come upon a truck, they'll tell you to punch a hole in its gas tank. Walk up to its rear and hit Use to make this happen. It'll be sent rolling into the extraction point, and tons of enemies will emerge. Walk up to the fence, take cover, and eliminate all of the soldiers.


Once the coast is clear, walk into the fenced-in area and head left, and you'll descend into the bunker. Kill the single soldier within, walk up to the charges, and press Use to activate them. Exit and face off against another wave of foes,


Melee Attack



If your aggressive foes don't have any grenades, they may try to run into your hidey-hole and blow your face off. When they're up close and personal, you can use a Melee Attack against them and conserve your bullets. In situations like these, it's kill or be killed, so this is another function you should be plenty familiar with.


PART 1: Call in a Rocket Strike on the Tree Line



As prompted, press your Equipment button, aim for the shoreline, and depress your primary fire button. When you've successfully called in the strike, you'll see a small, green beam of light radiating from the ground. Shortly thereafter, the bombs will drop.


PART 2: Push Through the Japanese Defenses



Run south-southeast toward the beach, then make your way through the charred field. One of your companions will use his Flamethrower to burn a bunker with a foe inside. Afterward, you'll move up and come upon a another bunch of soldiers, and one of them will be hiding snugly in a bunker (to the south-southeast). To eliminate the threat of his machine gun, call in another bombing on him. While you're waiting for it, select a new gun or two from the bunker wall, dispatch as many foes as possible, then get up and run east.



When you enter the trenches and see a friendly tank rolling by, run straight ahead and you'll find a M1897 Trench Gun on the wall. If that's not your style, you can turn around and run northwest to enter a collapsed bunker, which holds a Deployable Type 99. For a while, you're going to be trudging through narrow trenches, so you should be crouching and leaning to hit enemies. Fight your way through them toward the southeast.


Once the trench is clear, run forward with caution, as a banzai attacker will charge screaming with a bayonet. Start heading southwest, taking out soldiers in the trees and tall grass as you go. The latter will try to stab you, so be ready with your Melee Attack or fully-loaded guns.


PART 3: Gain Entrance to the Japanese Bunker



When you trigger this objective, turn to face the foliage at your right (north-northeast). You should see a log-lined entrance to a bunker (the same one you bombed earlier). Walk in, restock ammo for your trench gun, then head out into the crossfire.


Hide underneath the center of the truck (by going prone), and you'll be able to shoot soldiers, but they usually won't be able to get you. You can also call in air strikes on the machine gunners in the bunkers, and they won't get you either. Thin out their ranks a bit, then head southwest to descend into the bunker.



Weave your way through until you re-emerge into the open, then take a hard right (so you're heading southeast). You'll find another Death Card in the brush. Several soldiers in a row will charge forward and try to stab you, so have your Melee Attack ready. Run ahead and enter the large bunker at your right (southeast) and you'll trigger the next objective.


PART 4: Eliminate Japanese in and Around the Mortar Pit & Call in Rocket Strike on Tanks (2 of 2)



Climb the nearby ladder, and man one of the west-facing machine guns. Lay waste to the soldiers on the groundswitching from gun to gun whenever they overheatand follow up by calling in air strikes on the Japanese tanks.



PART 5: Regroup With Your Squad



Proceed to the emblem on your map, then watch the resultant cut scene.




Slowly walk forward with your teammates until you reach the first checkpoint, which is near a smoldering plane. Wait for it to be inspected, then fight back against the soldiers who run out of the brush to your right (north). When the fight is over, run all around the area to pick up any ammo hidden by the water.


Fight your way through, and follow the winding waterway until you're heading west. Wait for your comrades to throw grenades, then climb the hill.


PART 2: Assault the Bunkers



When you've reached the top of the hill, look left. You'll see a big, steel-blue field gun. On the ground near it, there are several Type 100s which you can collect. After gathering them, find cover nearby. The fencing and crates work well enough, but you should use leaning to shoot from behind them, as anything else leaves you open to enemy fire.


Once you've killed off enough enemies to move forward, proceed southwest to the center of the field, where a bunker waits. There are soldiers inside using Type 100s. Mow them down as you walk straight through, pick up their discarded guns (reloading first if needed), and continue southwest.



Follow the emblem on your compass toward the west. You will come under heavy fire. Hide yourself well, and steadily fight your way forward. If you keep moving west, you'll eventually enter a short but wide trench, and receive your next objective.


PART 3: Lay Suppressing Fire on the Bunker



Your enemies are south-southwest of you, and if you have the right guns, you can pick most of them off from afar using your sights. When they're downed, run southwest, and dual machine guns will start firing at you. A comrade will rush in with a Flamethrower, but he will die.


PART 4: Retrieve the Flamethrower & Flame the Bunker



Run out to where your fellow soldier collapsed and pick up the Flamethrower, then keep running south and hide behind the truck wreckage. Recuperate from any damage you may have taken, then charge the left (south) side of the bunker. Enemy soldiers won't be able to fire on you there. Run around the corner when you're ready, and flame them out.


The left (south) wall you were hiding near will collapse. Walk through it and charge through the bunker. You'll fight a few more soldiers along the way. When you exit through its other side, you'll clear a checkpoint.


PART 5: Advance Towards the Airfield



Progress west across an open field. An airplane will come crashing down in front of you. Kamikaze soldiers are hiding in the the patches of grass to your left and right. If you haven't already, switch out your Flamethrower for a gun. Have your Melee Attack ready, too.


PART 6: Clear the Building



After you clear the open fields, you will see a huge, bombed-out building nearby, and fires burning everywhere. There are a lot of soldiers waiting there, and they will man the mounted machine gun too. Slowly make your way southwest, using the different types of cover the trench, truck, logs, and so on while taking out enemies all along. It will take time, but eventually things will quiet down and you will be able to storm the building.



When you run in, more soldiers will emerge. You will see stairs in front of you, but if you run off toward the right, you can pick up a Death Card from on top of a crate. Afterward, ascend the stairs, then run out into the open. You'll emerge in an open field of wrecked tanks and billowing smoke. Make your way west, staying close to your fellow soldiers.


By alex2142hp alex2142hp on Tue 11 of Aug., 2009 06:24 EST

Call of Duty 4 Modern Combat Guide

page 3 >


Call of Duty 4 Modern Combat Guide 

 

Prologue
Act I
Act II
Act III
F.N.G.
Black Out
Safehouse
Ultimatum
Crew Expendable
Charlie Don't Surf
All Ghillied Up
All In
.
The Bog
One Shot, One Kill
War Room
.
The Hunted / Death From Above
Weathering the Storm
Game Over
.
War Pig
Sins of the Father
.
.
Shock and Awe
.
.
 
Hidden Laptops
Mile High Club


F.N.G. (F---ing New Guy)

 

Murphy's Law of Combat
Professional soldiers are predictable; but the world is full of dangerous amateurs.


The stage "F.N.G." (which is an abbreviation of f@!#ing new guy - the most dangerous type of soldier) will run players unfamiliar with Call of Duty 4. All the narration in F.N.G. isn't done because the guys at Infinity Ward decided to hire their voice acting buddy from England — the narration serves a purpose in educating you about the fundamentals of the game (except stealth).

 



Once you get the hang of the assault rifle, sidearm, and knife, you can go to the hangar and meet the unit C.O. (Price). He will narrate some more and ask you to clear the training course in 60 seconds or less (go over time and you either fail or you try again).

 



The best record is 15 seconds from the time you fast-rope until you hit the finish circle. Unless you happen to be an absolute god of aiming, sprinting and turning, you will most likely only get your time down to about 18 to 22 seconds.


Don't worry about beating the best time (unless you are earnestly achievement crazy) — memorizing a course and being flexible on the battlefield are two entirely different mental exercises


Basics for the F.N.G. (F@!#ing New Guy)


Check your basic controls by going into the pause screen and clicking options. Depending on your platform and choice of human interface, you will find some control schemes more comfortable than others. Some big differences for some players on the console controllers will be:



  • Ducking controls situated on the right joystick instead of the left joystick.

  • Sprinting is sticky and done exactly like in Killzone; unfortunately, the duck key is also sticky and not placed on the L2/Left Trigger equivalent.
  • Sniping and fine aim are done with the same key; snappy target acquiring basically means standing still to fast-select targets that are "bunched together" close to the target reticule.
  • Press the duck key to duck. Hold the duck key to go prone. Prone players are invisible to unalerted enemy A.I. in campaign mode.
  • Changing to the sidearm is faster than reloading, unfortunately, that same tactic will leave you empty if you are facing off against more than one enemy.
  • There is always one type of special grenade (90% of the time in campaign, it is the flashbang). Special grenades and grenades are restocked for a player if the player dies and restarts from a checkpoint, on the Normal and recruit difficulties.
  • In-game cheats (the hidden laptops) can be earned on any difficulty, but the cheats can only be activated if the game is cleared.
  • Silent weapons are not heard by enemies, but enemies will notice dead bodies. Only the "Bad Year" cheat will completely get rid of bodies for purposes of stealth.


Some other notable basics from countless first-person shooters come to mind, such as:
 

Murphy's Law of Combat
You are not Superman; marines and fighter pilots take note.

Do not attempt to Rambo your way through this game. First off, no human can withstand the impact of modern small arms fire without substantial assistance from body armor. Secondly, only John Rambo can walk into a Vee-Cee village forty years after the United States hauled out to rescue the six quadrillion P.O.W.s still plying the illegal opium fields of the local Vee-Cee commander who is also known as, "The Butcher of Bang-Phoung" or some other crap without getting a scratch.

On normal difficulty, getting hit by one or two rounds will be enough to cut your tour of duty short. On hardened or above, one stray hit will be enough to kill you.
 

Murphy's Law of Combat
If the enemy is in range, so are you.

This is very important, although many players are still oblivious to it. If an enemy is shooting at you, that means they can see you. However, this also means that they are vulnerable if you choose to fire back.

When taking hits (as opposed to 'taking fire'), your HUD will blink in the direction you are taking the damage from. Break line of sight and counter-attack when your health has regenerated.
 

Murphy's Law of Combat
When in doubt, empty your magazine.

Enemies will sometimes enter a mode called "Last Stand". This mode is something players can earn while playing online, whereby a dying soldier will unload his handgun and make a last-ditch effort to kill his attackers.

Sometimes, you will see enemies who are shot but crawling because they are not fully dead. Instead of checking their pockets for loose change (and then having fun while storming the castle), you should instead, empty the rest of your magazine into the body to make sure they are honestly dead.

An enemy on last stand can confuse you in tight firefight (conflciting reports of damage), allowing active enemies to kill you.
 

Murphy's Law of Combat
A sucking chest wound is God's way of telling you to slow down.

Players regenerate life over time. If your HUD is red and bloodied, you need to pull back to a safe place and recuperate. Otherwise, the next hit will most likely kill you.
 

Murphy's Law of Combat
The only thing more accurate than incoming enemy fire, is incoming friendly fire.

Although you have to try hard to kill friendlies, it can happen if you maintain a trigger pull and sweep over your own S.A.S. squad (like with a mini-gun). Although killing non-vital NPCs like the generic privates and such won't penalize you, getting into the habit of not firing on NPCs with green names will save you the trouble of not having to restart from a checkpoint due to friendly fire.
 

Murphy's Law of Combat
If it's stupid but it works, it's not stupid.

You can ridicule the enemy behavior as being remarkedly unintelligent, but this is not reality per se. Still, the computer is not letting you walk over it without a fight. Exploit the enemy artificial idiocy by running away. Enemies may lose sight of your player and begin to look around aimlessly.

Either way, you can use it to your advantage. If you back up say, around a corner, you can turn around and drill the sucker when he rounds the bend. This usually happens once you realize most enemies won't bother trying to find you once they lose track of you.

At the same time, enemies are infinite in Call of Duty (unlike Medal of Honor). Until you occupy the spawn point (generally a building), enemies continue to pour out like a badly cliche'd clown car.

You can exploit this by adopting the Battlefield 1942 experience and simply marching towards a strategic point. Once secured, buildings no longer spawn enemies.
 

Murphy's Law of Combat
Grunt math: walking point = sniper bait.

Your player is generally the man on point for most missions. However, in the rare cases you have allied NPCs who are armed, they can help you draw enemy fire by walking point. The only problem arises when they are shot by your own gunfire or take too much damage and get killed from enemy gun fire. In both cases, the mission is failed and you restart.
 

Murphy's Law of Combat
Try to look unimportant, the enemy may be low on ammo.

Stealth plays a larger role in COD4 than in previous games. By staying prone (console players should hold the duck key) amidst tall grass or "shadowed grass", most enemy patrols will ignore and bypass you. However, this only comes into play in a few stages; most of the time, your weapons are not silenced, and therefore, any attack you make alerts the whole compound.
 

Murphy's Law of Combat
One enemy is never enough; two is far too many.

As mentioned, switching to your sidearm is faster than reloading. However, the tactic will not work if you still have enemies left after emptying your sidearm. Be sure to work close in close quarters combat and use the knife (or melee) button to quickly dispatch enemies. Stabbing enemies is faster than switching to your handgun, but only works up close.

Similarly, enemies will melee your character; on normal and above, one melee will generally kill the target (regardless of the attacker).
 

Murphy's Law of Combat
When you have secured the area, don't forget to tell the enemy.

Call of Duty uses the simple concept of "securing territory" to advance the allied NPCs. Securing an area means a certain number or type of enemies need to be killed before the game moves on.

For example, in The Bog, enemies will continuously rush the disabled tank until you take out the RPG soldiers on the rooftop. Once that's done, you can move away from the tank to the subsequent task. Moving away before those soldiers are killed will mean mission failure.
 

Murphy's Law of Combat
The important things are always simple; the simple things, always hard.

Keep cool and above all, don't lose your head. Get into the rythym of moving, scouting, taking cover, aiming, shooting, reloading, and repeat until you come out of it alive. Sometimes even the most basic things are forgotten when you're taking fire from an unknown source.

Proceed slowly and methodically through each area; after a while, you will note that you do not always need to secure an area in order to pass to the next section.
 

Murphy's Law of Combat
The explosive radius of a hand grenade is always one foot more than you can jump.

Grenades in Call of Duty are to be greatly feared. They kill you and enemies if in range (except on recruit) and even exposing a tiny area of your body to grenade blasts mean you die (such as a partially concealed doorway).

The game allows you to press the grenade key by moving towards the grenade indicator to throw it back. However, if you do not have the time or inclination to throw back explosives, you should find a means of escape. Once the grenade indicator is gone, you are effectively out of its kill range.

Note - you do not have the same danger indicator with damaged vehicles. Damaged vehicles will eventually explode and do the same damage as grenades, but there is no warning with damaged vehicles.
 

Murphy's Law of Combat
Don't forget, your weapon was made by the lowest bidder.

If you are overly concerned about ammunition, take the enemy's weapons. Otherwise, your starting weapons are generally well-suited to the mission at hand. The only exceptions are the sniper missions in the middle of the game.

An automatic weapon is always preferable, and as you play, you will note that the ammunition of some guns are shared. Picking up an M4A1 and a G36C sounds like a plan, until you realize both weapons use the same stock of ammunition. Take different weapons and you will effectively have two stocks of ammo to draw from. This helps in intense firefights. 

 

S.A.S. Speed. Aggression. Surprise.

- Andrew Sterling, Cold Winter

This mission should be easy. You have three nearly invulnerable NPCs who pretty much sweep the whole vessel clear of enemies while you go around searching for secrets. This is what IGN recommends, since sure-shot NPCs mean you don't do any of the dirty wet-work yourself.
 

Upon landing, follow your team through the ship interior and down the stairs to a hallway. A drunk Russian will come out of a bunkroom and will (most likely) be shot dead by your trigger happy gunmen.
 

Laptop 1 of 30 - Check the bunkroom from where the drunk Russian comes out from. The laptop is to your left when you enter the room.

Check the bunkroom for a secret and then continue following your team back outside, through the container ridden mid-section. Everyone regroups to assault the rear bulkheads, so head there when you're done exploring.
 

Inside the ship, the enemies start coming constantly once you get to the bottom of the engine room. If you were smart, you would've reloaded your magazine long before descending. When the team lines up to flashbang into the first cargo hold, you should get yourself ready for yet another secret.
 

Laptop 2 of 30 - When the team lines up to assault the first cargo hold, you need to note that the stage's second secret will be in the cargo hold. Enter the hold and descend the first set of stairs; the laptop will be out in the open and to your left.

Once you're done with the secrets, the rest of this stage is unsurprisingly straight forward. If you ever get lost, you should check your HUD radar. Head towards the gold objective marker.Just don't forget to take things slow, as many of the enemies show their A.I. love for grenades.
 

Enemies here should not give you too much trouble, unless you get close for no reason. Locate the radioactive container (the Geiger ticking will alert the attentive). Head into the container and locate the clipboard.
 

Stay targeted on the clipboard as the NPC C.O. continues his scripted report. Once the clipboard turns gold, hold the reload key (or use key) to grab the objective and follow the team back to the extraction point. Note that during your escape, tap the jump key after each rumble — otherwise, you remain crouched while moving and that won't do at all.

 

Black Out
 

Just remember, of the 33 kinds of snakes in Vietnam, 31 are poisonous.

How do we tell them apart, sir?

I think with those ratios, you could afford to come to prejudicial sweeping generalization — like killing them all.

-A squad leader to his pilots, Chickenhawk (1983)

This stage is kinda lucky — once you start, you can go right ahead and grab a secret! Otherwise, you can follow your team through the makeshift terrorist camp, kill Russian separatists, and generally be unhelpful to your allied NPCs.
 

Laptop 3 of 30 - At the start of the mission, there is a shack to your left housing two terrorists. Head over there and Final Solution the place. The laptop is inside the shack.

Since it's so dark, you will have an NVG tutorial here. Press the NVG shortcut to activate your image enhancement goggles. Below are two shots of the same bridge without and with light enhancement.
 

Note that strong light sources such as lamps and even flashlights will blind you, so use the goggles only when needed. Alternately, you can over-correct the brightness (or gamma) via your video settings and effectively see in the dark. Either method works.

Follow the team to the clearing and meet up with the NPC Kamarov and some Russian allies. These guys are generally expendable, so you can be a little careless with these guys. Take the M21 sniper rifle and follow the NPC Price to the sniping point.
 

From the sniping point, gun down all the enemies in the houses and take out the machinegun nests so your allies can advance. Once that's done, you can move into the next building along the mountain path.
 

Head through the building and give some more covering fire to your allies from a second sniper point. Again, if you are lost, the gold objective marker will always be omnipresent.
 

After doing both sniper tasks, fend off the chopper troops and head over to the powerstation. Rappel down the rope and start heading for the informant's building.
 

Erase the skeleton crew left to guard the NPC Nicolai and waste everyone. Head back out of the building via the back door (first level) and exfil to the chopper.
 

Laptop 4 of 30 - After rappelling to the informant's building, enter and locate the second floor. The bathroom on the building's second level holds your secret.

Charlie Don't Surf
 

You either surf or you fight!

-LTC Bill Kilgore, Apocalypse Now (1979)

For this stage, you jump into the Marine Corps., on the way in to raid and zap the crazy beret wearing dude who killed ya in the last stage. On landing, follow the NPC Vasquez to the ominous looking Ba'th Party building seen in the image below.
 

On a breach and clear, you need to take point to lead your dumber than a box of rocks NPCs down into the weapons ridden basement to secure it. Flashbang the basement and head in to clear it out. With some luck, your NPCs will come down and attack with you. There's no squad command system to aid you here.
 

Laptop 5 of 30 - The building you suspect where Al-Asad is has a weapons filled basement. Locate a corner room and investigate it for the hidden laptop.

Clear the basement and take your share of weapons. You may not need it yet, but take a Dragunov or similar sniper rifle and perhaps the AK74-Grenadier.
 

Leaving the basement is more dangerous than entering, since there are enemies who spawn only after you enter the rooms to the stairs. This means clearing the room with grenades won't work (since they are not there). Go in with a full magazine and fire to dsiable them; once they stagger, stab them repeatedly in the eyes and throat until they are no longer fit for service.
 

Outside, you will be under constant assault from the rooftops and streets. The key to getting by these strongpoints is to approach them, erase the nest, and then occupy the building in "game terms".
 

Laptop 6 of 30 - Take a look at your mini-map. Place the TV station marker on your map north. With the main boulevard to your left, head south (use your main HUD's compass) and locate the sniper ridden building seen in the image below and right. The house's insides are blue. Check the second level for the laptop.

Negotiate your way towards the gold marker — you should come across a wide boulevard guarded by a technical (pick-up truck with machinegun on its bed). Before that though, you may want to look for the hidden laptop.
 

The main boulevard will have many enemies, so it will take some time and dying to get across. Once you cross over the main street, notice the building on your right. There's a secret up there too, but you don't need to go there if you don't need to.

Keep your eye on the skyline for a radar dish. That marks the TV station you need for the mission to end.
 

Laptop 7 of 30 - The house with the secret will be by a large pile of wrecked cars. Locate the stairs on the side of the building and head upstairs. The laptop will be on the rooftop. Be sure to grab some snniper rifles if you need the weapon.

The fight for the TV station will be difficult since the battleground will be enclosed. No space to run from grenades, so you need to be alert for the tell-tale klinking and be ready to throw back the explosive eggs.
 

Sweep through the hallways and load up on any weapon. Use up all of your ammunition as you need to, since the firefight in the main studio will be intense (and the last where enemies will appear).
 

Take the side rooms if you need to, but the enemies who stop the flow of respawns are the ones on the top armed with sniper rifles and RPGs. Chuck grenades to the balcony if you can, use up the URGL rounds from the AK74 (if you took it). Otherwise, snipe, brain, or otherwise kill the rest of the opposition and follow the NPC Vasquez to the end of the level.
 

This mission pretty much involves finding and keeping a tank alive. When you first start, jig to the right and follow the fence to some stairs. This leads under the murderous fire so you can enter a basement and get at the enemy emplacements.
 

Fire back and clear a brief window you can cross from the basement into the buidling's cellar. You can get to the fortified position from the stairs. Clear out the area but do not leave until you have the secret. If you want to proceed, head back downstairs and out to the back of the building.
 

Laptop 8 of 30 - The second level of the apartment has a secret room friendly soldiers will breach into. Inside, you should find the laptop. Again, look for the silhouette of the sickle and AK-47.

There is a tremendous firefight downstairs once you clear the fortified area of the terrorists. Don't get killed by wandering too far forward. Fry the enemies on the ground, then the ones on the bridge and try to establish some safe zone where your allies can occupy so you have a safe spot to retret to.
 

Sooner or later, enemy armor will appear on the bridge and a luckless NPC will carry the Javelin weapon in and get zapped. Head to his dead body and take the Javelin weapon.
 

A Javelin is a top down attack missile that is barely man-portable. It has infinite ammo for the purposes of this game. Hold the fine aim button and locate the enemy armo by following the green arrows. Once you have a box, keep the weapon sight centered on the target and fire when the lock-on is achieved. Destroy all the enemy armor to go to the next section.
 

Laptop 9 of 30 - The marketplace has a secret laptop. Locate the refrigerator and look at it as if you were going to open it. Turn around 180 degrees and walk straight to a wall. The laptop is behind a stack of boxes.

The marketplace is quiet and has no enemies. However, the next section more than makes up for that lack of conflict. Your immediate goal is to prevent the tank from being overrun by enemy RPG soldiers and the like. The best way is to down the enemies from behind cover. The enemies to stop this human wave crap are the enemies with RPGs who appear on the building's roof.
 

Once done, you head west and blow the ZPU (AA gun). Fight off the enemies and head into the shop with the AA emplacement. Place the det-pack on the holographic spot and be sure to go behind the wall before blowing the gun. Once done, place the IR marker on the indicated spot and regroup at the tank.
 

 

By alex2142hp alex2142hp on Tue 11 of Aug., 2009 05:51 EST

Guide: Battlefield 2142

 



 


GENERAL STRATEGY HINTS


Go Prone

When you are prone, you accomplish two very important things. First, you are a smaller, more difficult to hit target. Never under-estimate the benefits of crawling while you are prone for this reason. Sure, it takes longer, but if it keeps you from getting killed because you aren't seen, it's well worth it. Second, your weapon is more steady and therefore accurate and you will get more kills. I have heard that you can also go prone when running down a steep hill, and you will slide down instead of falling and getting injured.


Take Cover

Use cover to your advantage. Don't just stop in the middle of the road or street and start firing or you won't last long.


Use Sprint Wisely

No, not your cell phone, wiseguy - when you double-tap your "move forward" key, or hit the "sprint" key (default is SHIFT) you will "sprint" at a much faster pace. On the lower left corner of your screen, you will see how much sprinting power that you have. Different units have different amounts. Use your sprint power wisely by sprinting to some cover, and waiting for your power meter to replenish fully, then sprint to the next cover, and so on. That way, you will be ready in case you have to sprint farther than you thought, or have to sprint back to cover.


Use Single Shot

If you select again a weapon you have already selected, you can switch between single-shot or full automatic mode. Most players leave their weapons in full auto. However, there is an accuracy penalty when in full auto. In single shot mode you are more accurate with each shot, and this is doubly true if you are prone. At very close range, it won't make much difference, but at more than 10 yds, consider going single shot and going for the head.


Use Short Bursts in Full Auto

Even if you prefer being in full auto all the time, use short, controlled bursts rather than just holding down the fire key. You'll be much more accurate and it will give you time to re-orient your crosshairs, which will climb higher and higher as you fire. If your enemy is prone, shoot a few yards ahead of them so the rise will get them right in the head!


Use Your Sights

When you right-click, you look through the gunsights, which makes you more accurate, especially at longer range.


Shoot for the Head

Even if you aren't a sniper, fire at someone's head rather than at their body, which may have body armor depending on the unit class of the enemy and may take several rounds to penetrate.


Fire Wisely

Shoot only if you have a chance at actually taking your enemy down. Don't just fire at them because you can see them, because now they can see you. Wait until they are within a range that you could actually get a kill before opening fire.


Use Grenades

If your enemy has good cover, or you can't tell exactly where he is, toss a grenade his way to flush him out or soften him up for a rush attack.


Reload Often

Don't wait for the automatic reload if you are running low on ammo. Get to a stopping point with some cover, and reload so that you won't get stuck in the middle of a firefight with no bullets.


Switch to Pistol When Reloading

If you find yourself out of ammo in your main weapon, and your enemy is still not down, it is faster to pull out your pistol and use it than to wait on the reload.


Switch to Knife at Close Range

If you are at very close range, try switching to knife. In most cases, it will take out your enemy quicker than firing at them.


Use Teamwork

Teamwork is the key to this game. If you go lone wolf, you aren't going to get far against a coordinated attack. Join a squad, pick a unit that isn't already being used in the squad, stick with your squad, and by all means TALK to your squad members. It's far better to have 6 guys descend on an entrenched position than one. Enemies drop quicker when there are several of your teammates firing at them.


If All Else Fails, Bunny Hop!

This sounds ridiculous, but it helps. If an enemy is shooting at you, and you are on the move, JUMP! They stand a much lower change of hitting you when you are jumping than when you are standing, walking, or running.


If You Aren't a Shooter, Do Support!

If you aren't that good at getting in the middle of a firefight and taking down your opposition, play a support role. Never under-estimate the value of having someone on a squad who can revive dead teammates, repair vehicles, or re-supply ammunition. But a word of caution - if you are playing a support unit, don't be the first guy to rush into an enemy position. You don't have the firepower to defend yourself as well as the Spec-Ops and Assault guys. Let them go first, and you keep them covered.


Know Your Maps

This comes down to Practice Practice Practice. Know your maps and where you should and should not go when assaulting a position. This is an invaluable tool in the game.


Be Patient

Avoid what Rupert calls the IGGYS Syndrome, or the "I'm gonna get you, sucka" syndrome. This is where you are so focused on getting a particular enemy that you forget to look around and see who else is around you who can get YOU.


Be Flexible

Different situations require different units. For example, if you are in a street-fight map and your team has access to very little armor, you aren't going to get much use out of an engineer. By the same token, if there is lots of enemy armor, your going to be invaluable as an anti-tank unit. Be flexible and willing to change your unit class to address the situation.


Don't Waltz in the Front Door

When attacking a position, don't just waltz in the front door. That's where the enemy will be expecting you! Go the back or side way and flank your enemy. You're much more likely to surprise them and take them out.


Watch Your Screen

Surprisingly, there are a lot of people who still choose to use text messaging only, and not VOIP. So watch your screen. Your teammates or Squad Leader may be talking to you!


Watch the Uniforms

With the ever-present red tag bug that just won't go away, it is all the more important to watch the uniform of the person you are shooting at. The Chinese/MEC uniforms are dark, while the US uniforms are light. Look for the uniforms first, and the red tag second, and you will be ahead of the game.


Shoot Vehicles in the Back

The rear of the vehicles is the weakest point. Go for the rear first!


Don't Shoot Armored Vehicles with Your Gun

You're wasting ammo and giving away your position. Your gun won't penetrate an armored vehicle. Use your grenades or call for an anti-tank unit.


CLASS SPECIFIC STRATEGY HINTS


Spec-Ops Class

-C4 Sticks to everything.

-Don't get too charge happy at enemy positions - you don't have any body armor. Let the assault guys be the first at the flag and follow right behind them.


Sniper Class

-Stay low and hidden whenever possible, which means staying where you don't create a profile against the sky where you can easily be seen from a distance.

-Shoot for the head. If you don't have a head shot, don't bother because likelihood is that you will only get one shot if you hit them in the torso.


Anti-Tank Class

-This is some people's favorite class because it has a decent gun, plus the ability to take out armor.

-Keep a support class guy nearby for when you run out of rockets.

-Don't waste your rockets on the front of an armored vehicle. See if you can flank him or get him from the rear, where you will be more likely to destroy the vehicle.


Assault Class

-Some members will tell you that this is the only class to play if you are fighting other infantry. You have body armor that the Spec-Ops guys don't, and a reasonably powerful weapon with a grenade launcher. What more could you want?


Medic Class

-You can use your wands to kill an enemy at close range, but don't wait until you are right behind him - he'll hear the charge and turn on you.

-You can heal from any position, including prone.

-Don't be the first guy charging the flag - you need to be there to revive them when they get blown away!


Support Class

-In close combat (<10 yds) don't use your sights, and aim for the upper thighs.

-In combat with enemies who are 10-50 yds, go prone, aim for the upper thighs if upright. Use short bursts of about 5 shots per burst.

-In combat with enemies who are more than 50 yds away, HIDE or use your pistol. You probably aren't going to kill them with the SAW. Surprisingly, the pistol is more accurate at this range.

-Drop ammo packs early and often. You will get re-supply points. Dropping at a recently capped flag will normally get you some points.

-Don't rush the flags. Your SAW is so inaccurate it is best used to cover the guys who are rushing the flag.


Engineer Class

-In close combat (<10 yds), be patient and aim your shotgun carefully. Go for the head.

-In combat with enemies who are 10-50 yds, use your pistol, use your grenades, and use cover carefully.

-Pick up mines laid by the other side that are in the way of your vehicles. You get points!

-Don't mine an entire entrance. Your guys won't be able to get through.

-You can repair in any position, including prone.

-Keep in mind mines need about 5 seconds to activate, so don't think you can use them like a spec-ops C4 package to take down a moving tank.

-If you are doing a lot of repairs, you will need to �reload� your wrench occasionally, either from a support class buddy, or from a supply drop.


VEHICLE STRATEGY HINTS


Get Cozy With an Engineer

If you aren't in the engineer class, keep tabs on who else in your squad is an engineer because you need their help after a firefight to maintain the utility of your vehicle. If there aren't any engineers (and they are scarce!), stay close to a repair facility where you can get repairs, or call for a supply drop so you can get repairs that way.


Watch Your Six

If you are in a vehicle, take advantage of your camera views and watch around you. The Spec-Ops guys can sneak right up behind you and get you with C4 if you are looking the other way through your gun portal.


Practice Vehicle Etiquette

Let's face it - there are only so many vehicles on the screen at once, and they are in demand. If you notice someone waiting for a particular vehicle to spawn, it's probably because he just got killed in that vehicle and is ready to hit the enemy with round 2. Be courteous and don't try to nudge your way into the vehicle first. Remember, you are all on the same team! This is doubly true with helicopters, since it truly takes 2 people to run one, and the team is much more effective if the pilot and gunner can communicate. Since the only way this will happen is if they are on the same squad, give a 2-man team waiting for the helicopter the nod, rather than trying to force your way into the group. Also, keep in mind that if you see a stationary vehicle with someone manning the gun, he is probably there for a reason (like defending a flag), and doesn't want you to hop in and drive it off. Chat with the gunner before driving off with his vehicle.


Use Vehicles Wisely

Some people will use any equipment available as transportation to get from point A to point B, and just abandon the equipment once they are there. Tanks, APC, Helicopters, and jeeps are routinely used for transportation only. This is a bad strategy because it deprives other players of the real value of that equipment.


Use Stationary Vehicle Guns

The guns on any vehicle - even the jeep - are better than your shouldered gun, so don't hesitate to use a mounted gun on a vehicle to protect a flag, even if there isn't anyone driving.


Shoot Wisely

As noted in the general strategy hints, since the mounted guns (with the exception of the tank's main gun) are automatic only, use short bursts and aim lower than you want to hit. You will be more accurate, and the "heat" meter won't get too high and freeze your gun up in the middle of a firefight, which can be terminal for you. With the Blackhawk mini-guns, you have to plan ahead because they take a second for the barrels to start spinning. Keep in mind that you can take an enemy out while he is in a vehicle, so if you concentrate on the driver or gunner first, you can stop an attack without having to destroy the vehicle.


Keep moving

A stationary vehicle is a sitting duck. If you are firing at someone, keep moving so they can't shoot you as easily. Circle them while firing if possible. Otherwise, unless you are capping a flag, keep moving so you don't become a target.


Steal Enemy Vehicles

Don't hesitate to take an enemy's vehicle if they get out, or if it spawns at their flag. As long as you are using that vehicle, another one won't spawn for them, which gives your team an advantage. If you are an engineer, you can take even heavily damaged vehicles and fix them.


Be a Gunner

Tanks really need a gunner on top to keep them informed about what is happening around the tank. So if you see a tank with no gunner, don't hesitate to jump on board and help your buddy out.


Duck!

When you are a gunner on a tank, you can duck inside the turret with the CTRL key. Use this whenever you are in a fight with another armored vehicle. Your machine gun won't penetrate the armored vehicle anyway, and it keeps you from getting blown to bits by heavy armor.


Run!

If you hear the vehicle alarm, that doesn't just mean you need repairs, it means it is about to BLOW! So get out immediately and RUN! If you just stand there outside the vehicle, or wait too long to get out, the explosion of the vehicle will kill you.


Use the APC Portals

In an APC, if you aren't in the #1 position, you are inside, but you can see out of the portals. You can fire at anything you see through the portals, so use them. You can alternate sides or rear of the vehicle by pressing the F2-F5 keys to keep the APC protected, and it will help keep those pesky Spec-Ops guys from blowing up your APC.


Use Your Helicopter Camera Views

When you are a gunner or a pilot in a helicopter, take advantage of the "C" key which will get that pesky nose out of your view where you have an uninterrupted view of what is around you. As a gunner, you will be able to see (and therefore shoot) a lot more without the nose in your way.


Use the Helicopter Missiles

This is an art. As the gunner, when you right-click, it opens up a camera view for you to fire an armor-piercing missile, which is guided by your mouse. Don't worry too much about mouse guiding, however, because the missile moves so quickly that you can only make very minor (and very quick) adjustments in trajectory. The missile camera is a very small field of view, and requires that the chopper be very steady. This can only be done accurately if the pilot and gunner are communicating, because the pilot has a small window in his view called the "gunner view," which is the camera view of the missile. The pilot must line this up on a target and keep it steady, and tell the gunner so he can switch to the missile and fire it off. If done right, this can make your chopper a very deadly weapon indeed.


Practice Offline

If you want to truly learn how a vehicle operates, such as the helicopters or the jets, start a "local" server, and join the game. The game won't start because there is only 1 player, but you can use all the equipment you want without fear of another player (in multi-player) or a bot (in single-player) getting it first. Whatever you do, DON'T PRACTICE IN AN ACTIVE ONLINE GAME. Sometimes you can find empty servers, or servers where the game hasn't started due to insufficient players, and that's a great place to practice, but don't handicap your team by jerking off in a piece of valuable equipment that could be used to attack the enemy.

 


By alex2142hp alex2142hp on Tue 11 of Aug., 2009 05:32 EST

Little About Battlefield Heroes





Battlefield Heroes is a download 4 free, play 4 free WWII cartoon shooter. It can run on almost any computer. When the official version is released anybody can download it and play it. Their are some characteristics that got passed on from previous battlefield games but not much. This game has a lighter attitude and is not as serious. The respawn time is shorter so dying isnt as frustrating. So far its only 3rd person.



Factions



Their are two factions or sides to this game. Their are the Royals which are supposed to represent the British and then their is the National Army which is supposed to represent the Germans. Both sides have equal weapons and vehicles so the game is very balanced.



Classes



Commando

Their are three classes to both side. First their is the commando. He is sneaky, fast and can go invisible, sort of. But he has the least health. He carries a sniper rifle and a knife and a dynamite, which you can put onto jeeps or tanks and destroy them



Soldier

The soldier is the all around balanced player. He carries a submachine gun and a shotgun. His special ability is to heal himself and others in his proximity. Also carries dynamite.



Gunner

This is the slowest of all the characters and the most powerful. He has the most health and carries around a mini gun and a shotgun. Compared to others he is really slow. His special ability is to block off damage with a shield for a couple of seconds. Also carries dynamite.



Customization



In battlefield heroes their are battlefunds and victory points. Battlefunds are mainly used to customize your character by buying clothes, special abilities and emotes. The level of customization is incredible, the clothes you can buy depends on your character. Emotes are stuff like hand signals and "need a medic" and "need a ride". Abilities include super speed to extra health. Victory points are used to buy weapons. Their are cheap weapons that only last a certain amount of day and more expensive weapons that last forever. Weapons that you can buy include rocket launcher, grenades, and better guns.



Maps



Their are three maps so far. They are Victory Village, Seaside Skirmish and Buccaneer Bay. Victory Village is a close quarters town with only 1 jeep on both sides. Seaside Skirmish is a town by the shore with Jeeps, tanks and planes. Buccaneer Bay is similar to Seaside Skirmish but it has a pirate ship. Arghh!, and similar number of weapons and vehicles.



Vehicles



First of all the vehicles are evenly balanced and they are basically the same for both sides. Jeeps, their is the American style WWII Jeep for the royals and for the national army their is the Volkswagen Jeep look alike with a dark gray paint job. The jeeps can carry two extra passengers. Tanks, for the Royals, their is the Sherman tank and for the Nationals, their is the Panzer Tank. Their is a space for a gunner/passenger. When your in a group of three or four tanks your basically indestructible.Planes, for the Royals their is the Supermarine Spitfire, and for the Nationals their is the Bf-109. People can sit on the wings and shoot off of them. Basically all the vehicles are the same for both sides with different paint.



Gameplay



You win the game by lowering the enemies tickets to zero. By capturing bases and having more bases than the other team you increase the rate at which the other team loses tickets. Both teams start with fifty. The game also spawns you to the nearest allied flag closest to the combat. You can also assign yourself missions like kill 10 enemies in one round to get victory points.



Opinion



I give Battlefield Heroes a 7/10. It is a light and fun cartoon shooter. It has a very nice and joyful atmosphere. To get the permanent weapons you have to play and win a lot to give yourself some kind of advantage. Also I wish the player can pick where they spawn. So far I couldn't use the first person point of view even though it is a first and third person shooter. When your in a group of three or four tanks your basically indestructible. For a free game, its probably the best out their.

 


Battlefield Heroes Trailer


By alex2142hp alex2142hp on Tue 11 of Aug., 2009 05:07 EST

Guides: Battlefield 2

Battlefield 2/2142 Strategies


Squad up.




  • Check your ammo regularly and reload, don't carry an almost empty weapon. If you run out of ammo in a fight, either hide and reload, or switch to the pistol or knife.

  • When running low on ammo, keep an eye out for dropped packs from dead soldiers, and be prepared to swap. Even though the loadout may not be your favourite it'll generally be better than completely running out of ammo.

  • Keep some sprint energy just in case.

  • Never walk out in the open, and stay close to objects that will stop a car.

  • Before killing a target, spot it onto the map with your (by default) 'q' key. If you screw up and they kill you then at least your team mates know where and what they are.

  • Use voip. Tell your squad what they are up against, what you're going to do and what you want them to do.

  • When dead you can't spot enemy onto the map, so write short text messages for your team. E.g. 'sniper on crane above dam', or just keep talking through the VOIP.

  • Aims for the upper-chest/neck area, fire a burst, re-adjust the sight to the chest and repeat until you or the enemy is dead. Strafe if possible.

  • When in doubt, throw a grenade or a flash bang before moving in to cap a CP.

Squads

  • If you are a squad leader, don't fly a plane unless your whole squad is flying.
  • If in a squad, stay and work as a squad.
  • Invite people to your squad if you are leader, don't leave it up to them.
  • Don't be the only person in a Locked Squad.
  • When joining a squad, choose your kit to compliment those already in the squad. If the squad is primarily in armour then be an engineer. If the squad is on foot and is missing a medic, then become one. Most squads can do with a supply person; especially those based on spec ops, anti-tank and possibly armour. You can ask the squad leader if they want you to respawn with a particular kit.

COMMANDER

  • Don't fly while commanding.
  • Listen to what your soldiers want, and guess it in advance if you have a ready supply drop.
  • Don't spot enemies excessively, place a UAV around multiple enemies and only spot enemy troops that are flanking.
  • Stay at your most critical flag and defend it with C4.
  • Artillery takes 15 seconds to fall and runs for 10 seconds. If the enemy is advancing, place the artillery where they are going not where they are.
  • Use voip. Some team mates do not notice the red artillery symbol on the map (often when busy), so announce to your team where it is going. Use the radar and voip to tell squads where nearby enemy are, when the UAV is busy elsewhere. If a control point has just been captured, then tell them whether the area is clear.

Anti-Tank

The Anti-Tank class is very effective at point blank range with a shotgun. It is effective against anything at long range, even infantry.

  • Watch your ammo. Shotguns need reloading often, so make sure your clip is far from empty. You do not have many rockets, so use them wisely.
  • At long range you can kill infantry with rockets, but they have far more ammo than you and faster reload. Don't go up against a sniper unless you are taking them by surprise, and don't go for a second shot.
  • Aim low against a buggy trying to road kill you. Rockets have a habit of going through buggies if aimed high.
  • If you are lone wolf then do not attack armour out in the open unless it is severely smoking. Always attack when they are looking away. Use cover, and remember that bullets from armour can go through many objects.
  • Try to squad with two other anti-tanks and a support to resupply you. Spread out and coordinate your attacks.
  • Against blackhawks aim for the gunners near the front of the chopper. If not they will mow you down after your first shot. After the gunners are dead you can safely finish it off. Watch for parachuters since you need multiple rockets to take it down.
  • Aim for the head with the shotgun; it does make a difference.
  • Take a high vantage point over your targets. Armour cannot shoot or see at a high angle, and often they will look around for you rather than driving off. APCs are an easy kill this way.
  • Be careful leaning over railing to kill someone below, as there is a good chance a rocket will detonate on the railing.

ASSUALT

The Assault class has quite a bit of firepower and their main aim is to kill enemy infantry. With this though, has come the abuse of the grenade launcher. The grenade launcher is an extremely skillful weapon when used appropriately. Unfortunately this doesn't always apply and many resort to using it at close range as a one-hit kill weapon. Future patches will try to resolve this abuse. The unlock, the G3, does away with the launcher for regular grenades. For those with BF2:SF the F2000 has a grenade launcher once again as well as the flashbang in place of the smoke canister.

  • To use the grenade launcher takes a bit of practice. The grenade travels in an arc, and not a straight line. So to aim at something in the distance, you have to aim above the target, so that the end of the arc leads into the target.
  • A well placed grenade launched at a jeep can kill the driver and passengers. It can lead to the jeep exploding if partially damaged.
  • Use the grenade launcher on armoured vehicles as a distraction; Unless the APC/Tank is severely damaged you won't blow it up. Distracting an enemy armour can give the opportunity for an Anti-tank kit to destroy it.
  • Smoke grenades can be used to cover a retreat or distract infantry.
  • Don't rely on the grenade launcher for attacking infantry. Most of the time you will get caught out reloading. Instead, if there are a group of infantry unaware of your presence, use the grenade launcher (long range of course) and then switch to assault rifle for mop-up.
  • Because Assault is heavily armoured, the extra weight affects sprinting. Always look for where you can get cover if needed. This is true of all classes, but more so the Assault and Anti-tank classes
  • Be careful with flashbangs, most of the time you'll blind your teammates also. If in a squad, then notify your squad before hand.
  • Flashbangs can come in handy for defending against an incoming attack. Just keep your eye out in the distance if holding a flag, and like before, don't forget to tell your squad.

Engineer

Engineers are very effective in armoured situations. The Jackhammer shotgun is also very effective in close combat such as stairwells and the Iron Gator, but stay close to a medic. As a Lone Wolf the engineer can be very effective with mines.

  • Squad up with another engineer and have a tank or APC each and stay close to each other. If one tank is severely damaged, park yours between it and the enemy so you take some hits while you are automatically repairing them, and alternate when you have taken a couple of hits. Always stay close, don't drive off scared.
  • Mine placement. Don't put them near your uncappables or where your team is likely to travel through at speed. Do put them where your enemy is likely to travel through at speed. Try not to place them in obvious positions such as the middle of a bitumen road, instead go for a bush next to the road at a choke point, long grass, shallow water, a dip in the road etc.
  • It doesn't hurt to warn your teammates of mines as a team message. If you have spare time and a friendly vehicle is coming in the distance, then go stand on the mine and let them know.
  • Use the spanner to remove mines in bad places, and always remove your enemy's.
  • Repair your commander's assets, but watch for the spec ops player who just blew them up.
  • If you get out of tank to repair it, be certain there are no enemies around, and try to do it under or next to a building (away from planes). Also equip your spanner prior to using a vehicle, for more efficient repairing.
  • A risky yet useful job is to repair armour while it is fighting similarly matched armour, but don't stand where you could be run over.
  • If an enemy vehicle is busy in combat, sneak up and put a mine behind it. Chances are it will reverse onto the mine. You can lob them off a building. It is possible to place a mine on top of a stationary vehicle. As soon as it moves the mine explodes, just as it would if it was run over. Although placing mines on vehicles is effective it is also an unrealistic exploit, so don't do it.
  • If you are out in the open and a distant car looks like running you over, drop a mine between you and the car, but give it enough time to arm.

SNIPER

In long range battles, there is no opponent more fearsome than the sniper. The sniper dispenses quick, lethal justice from concealed locations, leaving the enemy wondering just what hit them. The M95 unlock is the most powerful gun in the game and can even shoot through the armoured glass of most vehicles. The USMC's M24 is equally powerful, but has less armour penetration. Both China and the MEC snipers carry automatic sniper rifles which are less effective at extremely long ranges but are useful in medium-long range battles.

  • Stay concealed. Snipers are given a highly effective guille suit which allows you to hide in many places which the other classes would never consider. Experiment with different locations, you will be quite surprised at its effectiveness. Often, hiding spots in plain sight lead to people walking past without a second glance.
  • Good sniping locations are a tradeoff between concealment and the amount of the battlefield in view. Unintuitively, rooftops are often not the best sniping spots due to poor cover. You will be an easy target for enemy snipers hiding on the ground.
  • Similarly, do not snipe from ridges or the top of a hill - you will cast a distinctive silhouette against the skies behind you. It is a good idea to use a bit of altitude to help you spot enemies though. If you do have the higher ground, get yourself just below the ridgeline and use some cover.
  • Cranes are popular sniper nests. However, do not be fooled by the actions of lesser snipers than yourself. Although cranes offer a good overview of the battlefield, you will be too far above the action. This makes it harder to land each shot. In addition, you will be clearly visible against the skyline to anyone on the ground.
  • Do not stay in one spot forever. Sooner or later, one of your victims is going to figure out your location and come looking for revenge. Move as soon as you think your position has been discovered. If you hear bullets landing nearby, pick up your things and run to another spot immediately. Dont waste time trying to kill the person shooting at you. They will have the advantage as you will have to look for them first. Some other kits have extremely accurate weapons. Do not underestimate them. If you are very effective from the same position, expect to receive some artillery.
  • If you find yourself in a close range battle, dont bother switching to pistol. The pistol does too little damage to be very effective. Instead, take a single shot with the sniper rifle. It is still an awesomely powerful gun and you can often take down an enemy at short range with a single shot if they are slightly damaged. Once you have taken a shot with the rifle (and the enemy is still alive) you have two choices. If the shot landed and they are still alive, pull out your pistol and start pumping away. If the shot did not land, switch to knife and try to stab them (the knife is a one hit kill and is often the better option than the pistol against healthy opponents).
  • Make each shot count. You do not need to kill a person with each bullet (although this would be prefferable). Everytime you hit a target, that player is effectively removed from battle as they will have to desperately search for health or will be killed very quickly.
  • Against stationary targets, always aim for the head. People sitting in tank turrets or vodnik/hummvee guns are excellent targets once the vehicle stops moving.
  • If you are facing enemies who are moving around constantly, the safest option is to simply aim for the body. Often, this will net you a decent number of kills as many players run around just short of full health (from falling of short heights, stray bullets etc). In addition, body shots are easier to line up for most people, allowing you to shoot more bullets in a shorter period of time. Of course if you think you can get a head shot every time, then feel free to do so.
  • In general, dont waste shots on people who are sprinting perpendicular to you position. Without lots of practice, you will miss 9 times out of 10. Wait for them to slow down or stop. If they are gone from sight, ignore them. Plenty of other targets will come by shortly, you cannot take down everyone. If however they are running directly towards (or away) from you, attempting a headshot is your best option.
  • If you're feeling especially skillful, try to time your shots along with other loud sounds nearby (tank or artillery shells, gunfights, etc). Often, the only thing giving away a well concealed sniper is the sound of his gun.
  • Claymores are a directional mine. They explode at a 45° angle away from the direction you placed it. For example, if you throw a claymore down directly in front of you, anyone that comes at you from that direction will get the full force of the blast. It is a good idea to lay a claymore while facing the direction you think an enemy soldier will come from. After laying a claymore, do not walk over it - go directly away from it.
  • Claymores are detonated by proximity - they are set off by movement in front of them. This makes it impossible for an enemy to pass one in an enclosed space without setting it off. Lay one where it will be too late for someone to notice it before it goes off. Around corners, behind foliage, in hallways, and at the top of ladders are often good areas

Support

Support are primarily, as the name implies, support for the team. This is by handing out ammunition and laying down suppressing fire. Special Forces also adds a Tear gas launcher to the loadout. The Support unlock is very powerful, however it gives off a unique sound which can give your position away. It should also be fired in short bursts.

  • Hand ammo out when team mates ask. They may just save you later on.
  • Don't rush. Even though there is temptation to do so, remember that you are SUPPORT. You are most effective going prone in a good location with plenty of cover, mowing down infantry so that your teammates can then rush the area.
  • Because you have effectively unlimited ammo, try throwing grenades over walls to clear an area that you suspect has enemy infantry, before a rush with your squad.
  • (SPECIAL FORCES SUPPORT)Tear gas has a timed explosion. So it's possible to fire it and have it explode in mid air. With careful timing and angle, it's possible for it to hit a group of infantry or vehicles like jeeps with no time to equip a gas mask.
  • (SPECIAL FORCES SUPPORT)The tear gas can be used effectively against Tanks and APC's to inhibit their vision. (even though the actual gas doesn't affect them) This is handy for an Anti-tank to take it out, or simply to cover your retreat.

 

 

By alex2142hp alex2142hp on Mon 06 of July, 2009 17:01 EST

BFHeroes

I have been playing BFHeroes the last few weeks and i think its a great free game if anyone want to sighn up here is the link http://www.battlefieldheroes.com/groups/3409 plus we will be hosting our own server


By alex2142hp alex2142hp on Sun 12 of Apr., 2009 02:07 EST

Info About Me

HI i m alex2142hp


I mostly play BF2142 in a hoover tank rank #36 in the world and going up the ladder there are 2 ways of blowing up a tank with a tank, 1 is rear shot kills him instantly, 2nd front attack try to shoot him towards the back side of the tank twice and u win


I m also in a clan called Mercenaries International Alliance or MIA is a strong group of over 150 mature members and growing from several different countries. We have just recently added a Young Guns section for younger players, which will allow them a safe environment where they can play and chat while joining our growing community. We are running several monster gaming boxes on the East and West coast of the USA. We currently have 8 BF2142 servers,BFHeroes,4 COD4 servers,4 COD W@W Servers ,2 BF2 servers and a EVE Corporation. We have divisions setup for all these games.And soon we will have Bad Company 2 servers as well.If you are interesting in joining, go to www.MIACLAN.net and click on "Member Application"




URL=http://www.battlefieldheroes.com/heroes/199380228IMGhttp://cdn.battlefieldheroes.com/signatures/199380228/1/IMGPlayer profile at BattlefieldHeroes.com, Free Shooter Game/URL


 


 




 

Here are all of our servers and games we support





 



 


If any clan is interrested to be a part of a Alliance with us please send me a pm on our site @ www.miaclan.net my forum name alex2142hp.


Thank you







 


 



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