wWWWWWWWWWWWw ,wWWWW ,wWWWWW wWWWWWWWWWWWw WWWWP�����WWWWW wWWWWWW ,wWWWWWWWW WWWWP�����WWWWW WWWW wWWWW �F�WWWW wWWWWP�WWWWW WWWW wWWWW ,wwwWWWWW� WWWW WWWWP� WWWWW ,wwwWWWWW� wWWWWWP�� WWWW WWWWWWWWWWWWWWWW wWWWWWP�� WWWW� WWWW WWWWWWWWWWWWWWWW WWWW� EEEEEEEEEE WWWWWWWWWWWWWWW WWWW WWWWW WWWWWWWWWWWWWWW EEEEEEEEEE EEEEEEEEEE WWWWWWWWWWWWWWW WWWW WWWWW WWWWWWWWWWWWWWW EEEEEEEEEE _______ ___ ____________________ _________________________ ______ | \ / \|__ __|__ __| | | ____| ___| | ____| | | _ \ | === / / A \ | | | | | | | ����| __| | ����| | | | \ | | === \/ ___ \ | | | | | |___| ====| | | | ====| |___| |_/ | |_______/__/ \__\|__| |__| |______|______|__| |__|______|______|______/ BATTLEFIELD 2142� VEHICLE GUIDE v1.4 12 April 2008 �2006 Nahum Reduta nayhem_5J5, the red<>diamond TABLE OF CONTENTS 1.0 Notes (To search for sections, type a 1.1 Legal Notices forward slash "/" followed by the 1.2 Version History section number in your search box.) 2.0 Vehicles 2.1 Common Controls 2.2 Battlewalker 2.3 Tank 2.4 FAV 2.5 APC 2.6 Gunship 2.7 Air Transport 2.8 Titan 2.9 Anti-Vehicle Battery 2.10 Anti-Air Battery 3.0 Northern Strike Vehicles 3.1 Infantry Fighting Vehicle 3.2 Speeder 4.0 Crashes 4.1 Ground Vehicles 4.2 Water Crossings 4.3 Air Vehicles 4.4 Infantry 5.0 Other Notes 5.1 Active Defense 5.2 Vehicle Damage 5.3 Engineering 101 5.4 Other Classes 5.5 Taking Flight 5.6 Vehicles as Family 5.7 Random 6.0 Thanks =NOTES= /1.0 ==Legal Notices== /1.1 This guide is copyright �2006 Nahum Reduta. No part of this guide may be reproduced in any form without prior written consent. This document is primarily hosted on GameFAQs. If you would like to host this guide on your site, please contact me. With permission, the guide must be reproduced in whole, and must be kept up-to-date. For corrections or additions, gmail me at nayhem with the subject line beginning "BF2142". All other correspondence may be considered junk and ignored outright. ==Version History== /1.2 v1.4: 12 Apr 2008 - Northern Strike vehicles (finally) added. - More detailed damage notes in the Weaknesses section for each vehicle. v1.3: 14 Dec 2006 - Added Crash section. - Added Vehicle vs Vehicle notes. - Patch corrections. - More gunship aerobatics. v1.2: 13 Nov 2006 - More fixes. - Landing pad and chain of command notes. - Some gunship aerobatics. v1.1: 06 Nov 2006 - What were meant to be HTML links, "infinity" symbols, and other Unicode high characters became mistranslated by GameFAQs' importer. Document is now ANSI standard. - Launch Pod behavior notes. - Some range and ammo corrections. v1.0: 02 Nov 2006 - I use the default keys in the guide, although I myself am an ESDF-style player. If I'm confused about keys in this guide, tell me. If you are not already an ESDF guy, try it. It's a much more useful setup than WASD or arrow keys. Also try using the numpad for voting, squad/spawn screens, and viewing the scoreboard or console. - Most of the positions should be correct. Actual weapons may be incorrect, especially for those vehicles that differ greatly between the two factions. Ammo counts would be useful, as well as the number of explosives or rockets needed to defeat each weapon. =VEHICLES= /2.0 ==Common Controls== /2.1 [X]: Active Shielding (does not defend against mines or any attacks inside its radius) [F9]: Cockpit view - default view inside vehicle [F10]: Chase View - view from behind, useful for navigating vehicle through tight spaces or rough terrain. [F11]: Front View - view from front, useful for checking threats to your rear [-]: Fly-by View - drops a static camera, useful for recordings or for identifying threats [C]: Cycle views [E]: Enter or Exit ===Land Vehicles=== [W]: Forward [S]: Reverse [A]: Turn left; (Nekomata) Strafe left [D]: Turn right; (Nekomata) Strafe right [Ctrl] (Battlewalker): Crouch; (Nekomata): Free Look [Shift] or [W][W]: (Battlewalker, FAV, or Speeder) Boost [Alt-Fire] (APC): Launch Pod The EU scheme is grey digital camouflage and sharp features. The PAC scheme is olive green and rounded features. Passengers typically dismount from a vehicle on the side they are facing. For example, the third rider in an FAV--sitting in the rear--will leave from the rear. One can quickly access the other side of a neutral or allied vehicle by entering it, switching to a seat on the other side, and exiting. ===Air Vehicles=== [W]: Forward Throttle [S]: (Gunship) Hover Thrusters; (Air Transport) Landing Thrusters [A]: Yaw Left [D]: Yaw Right [Mouse Y-axis]: Pitch [Mouse X-axis]: Roll [Ctrl]: Free Look [E]: (Gunship) Eject; (Air Transport passenger) Launch Pod EU air vehicles are black and have sharp features PAC air vehicles are light tan camo and have smooth features. When close enough to ground, occupants will exit the vehicle rather than use pods. ==Battlewalker== /2.2 All-terrain Anthropoid Armor - L-5 Reisig (grey; fires conventional bullets) - T-39 Bogatyr (green; fires blue bolts) 1. Driver 2. Weapons Officer The Battlewalker is one of Battlefield 2142's hallmark vehicles. Its bipedal structure allows it to traverse the sizable obstacles, rough terrain, and streams that traditional wheeled vehicles cannot. Still, it is vulnerable to balance issues--it is entirely possible to walk off a bridge or cliff. Regardless, it brings plenty of power to the front line. ===Driver=== P: (Riesig) Twin Miniguns (900 � 6; auto/normal reload; instant; short cooldown) (Bogatyr) Twin Plasma cannons (450; automatic; instant; short cooldown) S: (Riesig) Armor-piercing missiles (4 � 80; quick 1-by-1 reload; instant) (Bogatyr) Armor-piercing missiles (4 � 80; quick 1-by-1 reload; instant) [Shift] Boost [Ctrl] Crouch The battlewalker drives like a traditional tank, with the upper cabin independent of the walker apparatus. The yellow chevron symbols on the HUD show the walker's heading, and a small white triangle shows the orientation of the weapons officer. The driver has full view of the lower quadrant, and can fire the cannons or rockets from full horizontal to about 60� below. (This leaves the legs vulnerable to attack by tricky recon soldiers with RDX.) The miniguns are intended to be used against infantry and other light armored targets. Heavy armor can only be taken down with missiles. The Riesig's missiles take a straighter path longer than the Bogatyr's. Since the battlewalker is in a sense a giant soldier, strafing can be used to great degree. Circle around targets to avoid fire and conserve shielding. The most underused function of the battlewalker is its ability to crouch (hold [Ctrl]), like when unmanned. You can conserve shielding this way. Many times, the upper portion is open to fire, especially by tanks behind cover. Crouching helps to avoid such fire, and can also kill infantry who attempt to get underneath the battlewalker. By holding [Shift], the battlewalker can stride more quickly, as long as needed. [Note: Your ability to maneuver may be affected by your keyboard's ability to transmit simultaneous keypresses.] The battlewalker is able to traverse slopes up to 45� (i.e. stairway at Suez Canal building, slopes at Minsk and Shuhia Taiba), provided that they are tackled head-on. When the battlewalker is on unsteady ground, the cabin will shake. This usually means you are standing on some obstacle--like a roadblock-- or are on too steep a slope. Fix the situation by finding level ground or the battlewalker will tip over. [Note: Unsteadiness may also be solved by exiting the vehicle.] ===Weapons Officer=== P: (Riesig) Infantry-scaled Turret (600; auto; instant; normal cooldown) (Bogatyr) Infantry-scaled Turret (600; auto; instant; normal cooldown) S: (Riesig) Anti-Air EMP Missile (2 � inf.; slow reload; instant [needs lock]) (Bogatyr) Anti-Air EMP Missile (2 � inf.; slow reload; instant [needs lock]) The weapons officer aboard the battlewalker is able to cover the airspace above, as well as about 15� below horizon to assail infantry. As with any anti-air system, track an enemy aircraft for 1.5 seconds to lock on target. The upper turret moves more swiftly than the main turret, and can repel infantry. (A lone operator can switch to this position to better defend against sneak attacks by recon or engineers.) However, its movement is locked with the cabin; aiming may be difficult during motion. Though intended for air targets, the AA missiles can also pulse ground vehicles and infantry. Aim low, because their trajectory takes them upward. As of 1.25, the AA missiles are much more effective at tracking targets. ===Weaknesses=== Both positions on the battlewalker are protected. The battlewalker is one of the more difficult armors to attack, because of its unusual design. Still, it is vulnerable when struck in the proper places. Small arms fire is able to do almost direct damage to the vents underneath, unusual for conventional armor. (Each bullet inflicts 1% damage.) Anti-vehicles weapons can cause significant damage to the rear of the central carriage. The legs are otherwise the most vulnerable parts. RDX inflicts on average 30% damage regardless of placement. Motion mines cause 35% damage. Grenades do not cause significant damage. Riesig vents: http://img149.imageshack.us/my.php?image=bf21422006111307395729gs7.jpg Bogatyr vent: http://img83.imageshack.us/my.php?image=screen013ws1.jpg ===Versus Vehicles=== The battlewalker is tops among armor. It is intended to directly engage all other vehicles, save for the Titan. Five direct hits with missiles will usually take out a tank or APC, inflicting 15% damage each. The gunner can handle aircraft and, with some skill, can even stun ground vehicles. The battlewalker can also crush vehicles if it is able to get on top somehow. Given some crates or a small cliff, one battlewalker can even crush another. With the exception of Engineers directly underneath or Recon with RDX, no one weapon is able to defeat a battlewalker in one go. The closest competitor is a tank at distance. Battlewalkers cannot retaliate with missiles that fly wildly away. The main cannons can assail infantry, but won't affect armor at all. The battlewalker does have some trouble with the AV battery. Guns and missiles don't quite damage the machine from head-on. Splash damage is what usually kills the railgun user. [In German, "riesig" means "giant".] [In Russian, "bogatyr" means "knight errant" or "ronin". Bogatyrs were wanderers looking for adventure or wrongs to make right.] ==Tank== /2.3 - A-8 Tiger (grey treaded tank) - Type 21 Nekomata (green hover tank) 1. Driver 2. Turret Gunner The two tanks are the most dissimilar pieces of military machinery in BF 2142. One of the stages attests that the Nekomata is vastly superior, and I am inclined to agree. The Tiger is a classically designed tank, using treads for transport. The Nekomata is a hover tank, and as such is less affected by terrain; it is slightly quicker than the Tiger. With its fixed barrel, the Nekomata's profile is always smallest in the direction it is facing--when it strafes, it does not expose its side like the Tiger has to. Like the battlewalker, both reticules for the occupants alert each of the other's bearing. A good passenger scans the periphery for threats rather than enjoying the driver's view. Make sure to watch for Engineers behind you. ===Driver=== P: Main Cannon (1 � 40; slow reload; instant) S: Bilevel Zoom [Ctrl] (Nekomata) Free Look The tank's main cannon fires HEAT rounds that are effective in routing enemy infantry as well as vehicles. They travel with very high velocity, but are still affected by gravity at ranges beyond 50m. With zoom capabilities, the tank is most effective at assailing distant targets. Tank shells can travel through foliage and windows, striking as powerfully as if shot point blank. Tanks are typically outmaneuvered up close, although sheer firepower can help solve some close-quarters battles. Both tanks can run over infantry during normal driving or turns using their respective locomotion. However, nimble soldiers can still crawl underneath and perhaps escape death. Infantry struck by tank shells (directly, not by blasts) are instantly killed and cannot be revived. ===Gunner=== P: Machine Gun (inf.; auto; instant; normal cooldown) With a swifter cannon, the turret gunner can deal with infantry more effectively than the driver. Like the battlewalker gunner, vehicle motion affects the turret gunner. The MG is not centrally located on either tank--spinning the Tiger's turret or the Nekomata's body will displace the gunner. ===Weaknesses=== Both positions on the tank are protected. Both tanks have similar damage profiles. No vehicle cannon--except the Bogatyr's, the tank's main gun, or Titan ground defense guns--inflicts harm on the tank. Anti-air guns do not damage a tank. Tanks are vulnerable to attacks on the rear of the cabin--a single tank shell or anti-vehicle weapon will kill it. Tank battles are quite random: each shell inflicts either 25% or 50% damage, except against the rear vents. Anti-vehicle weapons inflict more damage against the sides and top of the cabin, and less against the turret. RDX causes more damage when placed on the cabin (50%+) than on the turret (25�50%). One particularly vulnerable area is the top of the cabin, which takes almost 70% damage from a single Demopak. Two packs placed on the treads should otherwise be sufficient. [Motion Mine] Grenades inflict at most 5% damage when underneath a tank. ===Versus Vehicles=== At close range, the Nekomata outclasses the Tiger. It has more freedom of movement and does not expose these areas during combat. The Tiger is able to spin its turret quickly, but should face its front armor just slightly away from its threat (to permit strafing). While the Nekomata has superior mobility, it is taller than the Tiger, giving it a slight disadvantage in size. On the other hand, the Tiger remains stable on slopes while the Nekomata drifts downward. A tank can engage a battlewalker with moderate success. Its low rate of fire is certainly a factor in tank losses. The gunner aboard the battlewalker has a chance of pulsing the tank with its missile, while the tank gunner cannot take action. Target the rear carriage to inflict 50% damage; the upper section and remaining carraige permits only 20% damage. The legs receive 30% damage from tank shells. The tank shines in long range engagement--it is ideally suited to attack distant targets, and should be used this way rather than in head-to-head combat. At long range, a battlewalker's missiles are inaccurate, while the tank's main cannon fires with only ballistic trajectory to account for. Where a battlewalker can be thought of as a giant assault soldier, a tank can be described as a huge sniper. With good spotting, a tank can even fire over cover, almost like artillery. APCs offer the most resistance against a tank, allowing only 45% to be dealt against its sides or rear. Its forward armor permits only 25% damage. Gunships are a major liability. The gunner can fire back and tick away, and the driver may get a lucky shot off, but it is usually up to the pilot how the encounter will end. Railguns can also pose a problem, having true aim. A tank shell will however penetrate with ease. [The German Tiger tanks--produced in two models--were used during WWII. They were designed to be more powerful and protected than the more common Panthers/ Panzers. Currently, Germany relies on the A4, A5, and A6 Leopard main battle tanks.] [In Japan, the "nekomata" is a cat demon. After ten years of age, it acquires its characteristic second tail and necromantic powers.] ==FAV== /2.4 Fast Attack Vehicle - MK-15 Bandit (grey, angular features) - UAZ-8 Ocelot (green, rounded features) 1. Driver 2. Turret Gunner 3. Passenger ===Driver=== P: Horn [Shift] Boost The FAV is meant to carry soldiers around ground, using its speed to outmaneuver and dodge. It is also a useful vehicle for anyone needing to reach trouble spots quickly, i.e. recons needing to sabotage assets, engineers needing to undo the damage. Holding down [Shift] gives you extra acceleration to speed towards or away from trouble. It only increases your top speed marginally. FAVs can be driven offensively in certain occasions: infantry make for quick kills on the way to an objective, for those of you seeking Wheels of Hazard pins or Crew Service Ribbons. Recon soldiers can strap on some RDX and drive them into an enemy vehicle, ditching at the last second to detonate the carbomb. However, speed can also kill. Head-on collisions are usually fatal to FAVs on both sides. Collisions with tougher vehicles and structures are also deadly. ===Gunner=== P: Machine gun (inf.; auto; instant; normal cooldown) The FAV turret is more stabilized than other turrets. It can inflict damage on other lightly armored vehicles. Unlike other vehicles, the gunner has no HUD indication of where his driver is headed. ===Passenger=== The passenger uses his own weapons and equipment. He can only scan the rear half of the vehicle. If an engineer, he can use his repair tool while the vehicle is in motion. ===Weaknesses=== The driver and gunner are mildly protected by the chassis, the Ocelot's gunner more so than others. The rear rider is fully exposed. Any occupant can be sniped or gunned down, whether or not the vehicle is moving. The FAV does not have active defense. A single tank shell or anti-vehicle weapon can wreck an FAV. Strikes to the interior will instantly destroy a fresh FAV. Battlewalker and gunship rockets cause severe damage. All other vehicle weapons and many firearms are effective against the FAV's light armor. Assault rifles and lesser firearms may not penetrate, but can strike the occupants through openings. A single pack of RDX or motion mine can clear the vehicle, if not destroy it outright. Grenades cause serious damage, more so if caught inside. Sentry guns and APMs can be triggered by FAV occupants and harm or kill them. ===Versus Vehicles=== Get away. One FAV can take on another--often the first to use their machine gun will win. [Strangely enough, ocelots are native only to the American continents. Despite this, BF2142 and the Metal Gear Solid series make references to Russian ocelots.] ==APC== /2.5 Assault Personnel Carrier - AMV-2 Groundhog (grey, sharp features, top turrets) - BTR-4 Romanov (green, rounded boat-like hull, side slots) 1. Driver 2. Weapons Officer 3. Left Side Passenger 4. Left Rear Passenger 5. Right Rear Passenger 6. Right Side Passenger ===Driver=== P: Infantry-scaled Turret (inf.; auto; instant; normal cooldown) S: EMP grenade (1 � inf.; slow reload; instant) The APC is much wider than it seems--it is easy to get caught on the corners of buildings or lamp posts. Use the chase view ([F10]) if driving is difficult. APCs will maul enemy infantry, but can only hold off armor until better-suited allies can take care of them. The EMP grenade takes twice as long to reload than its effect on vehicles. Alternate between EMP and active defense or the mortar for best effect. The sound of the launch system pressurizing will help you position the APC for assaults on the enemy Titan. Similarly, when driving away from a Titan, the launch system will depressurize. ===Weapons Officer=== P: Mortar (3 � inf.; slow reload; instant) The mortar fires HE shells in volleys of three, lobbing in a high arc. They are instantly deadly to infantry (they cannot be revived) and capable of damaging light armor. ===Passengers=== P: Machine Gun (inf.; auto; instant; normal cooldown) S: Launch Pod Each passenger gets a turret gun as well as a launch pod. Groundhog passengers get top-mounted swivel turrets, while Romanov passengers peer out from slots (limiting their vision) along the sides. ===Launch Pods=== The launch pods (usable from positions 3�6) are the primary means of boarding either Titan from the ground. They will launch the occupant up to 150m into the air, whatever is needed to reach the Titan decks. The HUD indicator to the right of the crosshair indicates how high the pod will travel. The launch system can be heard by all inside as it charges or releases pressure. Pods launch highest in the vicinity of Titans--otherwise, they only reach about 50m off the ground. To board a Titan, you must be at least 75m [?] to 150m [?] in order to reach the decks. If you are too close, you will strike the underside of the Titan, rebounding uncontrollably back to ground. Friendlies can use APCs to board their own Titans. Be aware, each faction's APCs will launch towards the other's Titan. Launch pods make a useful weapon of opportunity, causing plenty of damage to whatever it lands on. It can destroy aircraft outright. Care should be taken, as it is also possible to get yourself killed landing in inopportune places. Places to avoid include the tops of silos, the hover banks and shields on Titans, and vehicle turrets. APCs can only barely hold off battlewalkers and tanks. However, a crewful of passengers can use the pods to crush the enemy armor. The same goes for air transports. ===Weaknesses=== All of the occupants are protected. The front armor offers twice the protection compared to the rest of the vehicle. All weaponry should be directed at the sides, top, or rear of the vehicle. Anti-air turrets do not damage the APC. RDX inflicts at least 50% damage, except when placed on the wheels. Two packs or two motion mines are sufficient. APC's receive up to 5% damage from grenades. The guns can reach a bit towards vertical, especially on the Romanov, so infantry should be careful when hiding beside the vehicle. During Titan matches, APCs should be removed from the Titan perimeter using the ground assault cannons or by commandeering them. Stray APCs should also be claimed as early as possible whether or not you intend to use them. They will become a spawn point for later use, sometimes allowing for sneak attacks. ===Versus Vehicles=== APCs are quite durable, and can often force armor standoffs. Unless you are close enough to fire pods, you cannot win. The mortar does little damage (1% against heavy armor), and the EMP launcher reloads too slowly to completely lock down a vehicle. Even if the enemy vehicle is stunned, it can still fire its weapons. An APC v APC encounter is often a stalemate. Infantry within should wait until the opposing mortar is reloading before attempting AV or RDX strikes. The reach of the weapons systems allow APCs to engage air vehicles with some success. Using EMP to cause crashes is the best case. Mortar strikes may kill transport passengers, but usually won't destroy aircraft in one volley. An adept pod user can destroy an aircraft, launching or falling. Use the mortar against AV batteries. Splash damage from the mortar is more effective than direct strikes. [The Romanov sheep, named after the Russian royal family, is known as a prolific breeder. While North American and European sheep usually give single or twin births, Romanovs typically deliver a litter of 5�9 young. The groundhog is not quite as fertile, bearing 2�6 young. However, it does possess a comparatively strong skull for an animal of its body mass.] ==Gunship== /2.6 - UD-6 Talon (black) - Type 4 Doragon (beige) 1. Pilot 2. Weapons Officer You must be beside the gunship cabin to board it. Stay clear of the engines when they are on. ===Pilot=== P: Armor-Piercing Missiles (10 � 6; very slow reload; instant) [Ctrl] Free Look To pilot a gunship, press [W] for forward throttle and [S] for hover thrusters. While in forward throttle, the gunship can be pitched up and down to climb or descend. While hovering, the gunship performs like a helicopter, where pitching in either direction will result in motion in the opposite direction. With enough speed, the gunship can fly straight up, or even complete a loop. The tightest turns are made while the gunship is hovering. Use these maneuvers to get the edge in dogfights. To complete an inside loop, pull back on the stick by pushing up with the mouse; you will have to keep pushing the mouse to maintain the climb. You may need to use your hover thrusters to preserve enough clearance for the end of the loop. Keep pushing with the mouse until the loop is complete. (If you are having problems pitching back, try increasing the pitch factor in Control Options.) Gunship loop: http://www.youtube.com/watch?v=JEX3DfReCms Barrel rolls, Immelmann turns, hammerhead turns, and other aerobatics are made possible by using hover thrusters for these tight maneuvers. When using the forward thrusters, you will experience limitations in roll. Maneuverability (by Zagashi): http://www.youtube.com/watch?v=cbTKXrsCeIo Missiles fire from the wing pods, right then left--compensation may be needed for close targets. They can be fired as quickly as your trigger finger can pull. The missiles will track air targets, to better kill enemy aircraft. You will need to provide leading for the missiles in order for them to track. In order for the weapons officer to effectively use his cannon or guided missiles, you need to face prospective targets. Landing the gunship can be pretty tricky, as it is designed to fly fast and hard. First, you must bring your airspeed down to a crawl--any faster and the skids will buckle from under you. Then use the hover thruster [S] to descend at a safe rate. Once landed, you can continue steering the gunship with the left and right strafe keys ([A] and [D]). ===Weapons Officer=== P: Minigun (inf.; auto; instant; normal cooldown) Guided Missile (1 � 8; slow reload; instant) S: Weapon Toggle The cannon covers about half of the lateral area in front, and from in-line with the gunship to somewhere near vertical. It fires HE shells to damage both infantry and vehicles. The guided missile is aligned squarely with the gunship. Viable targets appear with range designations. Once fired, it can be controlled up to 600m--after this point, it detonates whether or not it has made contact. A meter on the bottom of the HUD shows how much distance you have left. Steering the missile is tricky as it is very responsive and accelerates as it travels. While the pilot is engaging one target, the weapons officer can engage another, as is the case with Titan cannons. In a pinch, the pilot himself can man the weapons position. The gunship will lose altitude, but with enough height the pilot can use both minigun and guided missile! Switch back to regain control. Example (by ebanpingvin): http://www.youtube.com/watch?v=sJfXbL3uOw0 ===Weaknesses=== Both occupants are protected. Gunships are less durable than air transports. They are vulnerable to many vehicle weapons except APC and FAV machine guns. Gunships are made more resilient to EMP as of patch 1.20, but can still be brought down. Explosives can be used against gunships near ground. Motion mines will track gunships like other vehicles. One RDX pack will destroy a gunship. Frequently visited landing pads are ideal locations for traps. The Titan hangar can be mined--motion mines will strike gunships because it lifts off before taking flight. ===Versus Vehicles=== Gunships are designed to take down other gunships and air transports. Each missile inflicts 15% damage against aircraft. They can succeed in assaulting ground vehicles as well. Each missile inflicts 10% damage in most cases. The gunner's guided missile can wreck a vehicle by itself. They are a pain to steer and can be deflected by active defense. However, should the target be acquired early, the gunner can cease guidance by switching back to the cannon. The missile will continue straight towards the target. Gunships can defeat battlewalkers only with cunning and maneuvering. Battlewalkers are invulnerable to the minigun and receive only 5% damage from unguided missiles. Gunships may be able to take out AA guns, but they are best avoided. Memorization of AA locations is essential. The gunner can remove an AAB's user without destroying the battery. With some skill, gunships can shoot down Titan weapons. This effort is made difficult by their small size and sometimes the shield protecting the rest of the Titan. Stay just below the range of the AA guns and above the ground cannons and you'll be fine. [The Japanese romanization of "dragon" is "do�ra�go�n". Dragons have claws rather than talons.] ==Air Transport== /2.7 - UD-12 Shepherd (black) - BTR-20 Yastreb (beige) 1. Pilot 2. Left Gunner 3. Right Gunner 4. Left Front Passenger 5. Left Rear Passenger 6. Right Front Passenger 7. Right Rear Passenger The air transport must be boarded near the cabin. No hanging from the rear fins! Also, beware of the engine exhaust--it is deadly hot. You can avoid burning to death by entering through the rear, even though there is no door! On Titan assaults, air transports serve as mobile spawn points. Because of this, transports spawn much more frequently than other vehicles. Like when squad leaders operate vehicles, new spawns will appear aboard as other passengers. In the early game, silos can be easily captured through air-dropping a few passengers and continuing on to other silos. Landing the transport aboard the enemy Titan will drastically help infiltration by providing a steady stream of freshly spawned soldiers. Take measures to protect the transport once landed. ===Pilot=== P: Horn [E] Enter/Exit or Landing Pod [Ctrl] Free Look To pilot a transport, press [W] for ascent thrusters and [S] for landing thrusters. The mouse acts like a stick, pitching or rolling the transport like a helicopter. By pitching backward, the transport moves backwards--this can help shake gunships off your six o'clock. The icon on the HUD can help you quickly determine if the transport is moving forward, climbing, or descending. If the level line is on the arrow side, you are moving forward; if it is on the concave side, you are climbing; if it is not on the icon, you are falling forward or backward. With gunners aboard, fly steadily over infantry to allow the gunners an opportunity to fire upon them with accuracy. The HUD shows where each gunner is facing. Landing the transport is easier than landing the gunship, but it is still possible to crash. Using the landing thrusters alone 50m above ground will still permit the craft to fall too quickly. Add short bursts of ascent thrusts to soften the landing. Once landed, you can continue steering the transport with the left and right strafe keys ([A] and [D]). The transport cannot land where boxes, trees, buildings, or other obstacles are in the way. Scope a landing zone ahead of time to make sure it is clear of clutter and enemies. For landings near obstacles, try using the chase views ([F10] and [F11]) to get a better look at your surroundings. Unless the transport is in immediate danger of being destroyed, it is inadvised for the pilot to ditch his craft. An early exit usually results in the craft crash-landing right on top of the pilot (and perhaps other passengers). If the pilot feels it is necessary to depart, it is common courtesy to shout "Bail Out" to the passengers. ===Gunner=== P: (Shepherd) Gatling Cannon (inf.; fast auto; short warmup; normal cooldown) (Yastreb) HE Chaingun (inf.; auto; instant fire; normal cooldown) S: Bilevel Zoom [E] Enter/Exit (see Launch Pods and Teamkills below) On each side of the transport are cannons scaled to assault infantry and aircraft. If you are the lone passenger, switch between the two to catch enemies on either side. ===Passenger=== Personal weapons and items [E] Landing Pod The passengers use their own weapons and devices. Positions 5 and 7 allow an engineer to repair the transport while aboard by aiming their tool at the floor. Explosives (RDX and mines) can be dropped from above, and detectors can be attached to the craft. ===Weaknesses=== The pilot is protected from infantry fire save for a door leading into the cabin. The miniguns offer some cover, but the gunners are otherwise open to fire. All other positions are vulnerable from the side they face. The rest of the transport will protect against small arms. The most vulnerable part is the center of the cabin. A single anti-vehicle weapon or tank shell inflicts 60% damage to an transport. Again, landing the transport aboard the enemy Titan will drastically help infiltration. To prevent this, the transport should be destroyed or piloted away from deck. From the moment an enemy transport is boarded, it is considered a team vehicle, unavailable for enemy spawns. Engineers can mine the rear decks and wait with rocket in hand. ===Landing Pods and Teamkills=== Landing Pods are only available for the four passengers, similar to the four rear positions on the APC. Some departures from an airborne transport happen without a landing pod. If the transport is moving, the dismounting soldier may be clipped by the guns and die instantly. Unlike the APC and Titan, the transport's Landing Pods fall without manual control. If you are attempting air drops over the enemy Titan, use the minimap (press [N] to zoom in) to help keep your craft above the Titan. ===Versus Vehicles=== Air transports can take down other air transports and gunships, but it takes time and good aim to do so. Dodging a gunship is tricky, but possible. Change direction and drop underneath to reduce the amount of time you are targetable. Conserve active defense for when you are flying directly towards a gunship. Gunners must deal with momentum effects as well as the movement of their target. The FAV is the only ground vehicle that the gunners can attack. The launch pods can be used to crush vehicles, especially battlewalkers and AA stations. AA stations are to be avoided at all costs. Your only hope against these (other than launch pods) might be to steer the wreckage of your craft their way. [In Russian, "yastreb" means "hawk". Shepherds have little to fear from hawks.] ==Titan== /2.8 Airborne Carrier and Assault Craft - MK-I (sharp features, alternating hover banks and ground cannons; grey with blue shields) - Type 2 (rounded features, three hover banks; black with red shields) Perimeter Defense 2. Stern 3. Bow 4. Starboard 5. Port Air Defense 6. Stern (rear/left) 7. Bow (fore/right) Left Launch Pod Bay Right Launch Pod Bay For completion purposes, the Titan Cannons are included here. When spawning aboard your team's Titan, you'll notice six consoles at the rear of the hangar. These control the Titan's ground assault and air defense cannons. The hangar is almost completely protected against enemies--the exterior cannons are vulnerable to counterattack, and console users are killed when the hull is destroyed. Unlike other vehicles, the Titan does not have a proper "first" position (perhaps because the commander directs Titan movement)--switching between consoles is thus done using keys [F2]�[F7]. Titan consoles can be manned by anyone, but they benefit most from having engineers nearby to repair them. Usable consoles have a green Titan symbol on the screen above them; damaged consoles will fizzle with electricity, smoke out, and display a red cross symbol. Unlike other equipment, cannons can be damaged to -100% by maintaining fire upon them. Repairing a console from 0% to 100% normally uses up one repair session before an engineer has to wait for his tool to cool down. (Remember, engineers, you get points for repairing only those consoles that someone else is using. Don't fret if your seat is taken.) The space in between the forward and rear ground consoles (or, between the pillar and wall) is a good place for an engineer to lie down with access to all six consoles. ===Perimeter Defense Cannons=== P: Heavy HE cannons (8 � inf.; short reload; instant) The four central consoles control the ground cannons. Going clockwise, you have the forward, left, right, and rear cannons. These cannons offer roughly 80� of coverage laterally and vertically, with a maximum range of 300m and minimum of roughly 25m [?]. They cannot fire upon anything directly beneath the Titan. There are also regions below the Titan that are blind to fire, roughly along the diagonals in relation to the Titan. Since orbital strikes are unavailable during Titan battles, the perimeter defense cannons replace their functionality. Each volley consists of eight HE shells, deadly to exposed infantry and effective against vehicles. They are heavily affected by gravity, so some compensation (as well as leading for moving targets) is necessary. Their most important function is to provide suppressive fire during silo assaults and to remove loose APCs from the Titan's surroundings. Neither Titan can attack the other with its ground cannons. It appears that the bow and stern cannons on one of the Titans has more angular range than the other, covering about 240�, significantly more than the side cannons. [1.40: Titan cannons now offer Titan defense points for infantry killed.] ===Air Defense Cannons=== P: Minigun (inf.; auto; long warmup; normal cooldown) The two consoles in the rear control the air cannons. The left console controls what I call the northeast sector--its range includes the forward and right regions of airspace and overlooks the launch bay. The right console defends the southwest airspace similarly--importantly, it overlooks the upper rear deck of the Titan. These Vulcan cannons offer high rates of high-velocity fire with little overheating. Given enough distance, they can attack the enemy Titan's ground assault cannons. Neither Titan can use their air turrets against the other. They can, however, blind players by lighting up the shield, and assail outbound aircraft. [1.40: Titan cannons now offer Titan defense points for infantry killed.] ===Launch Pods=== P: Launch Pod S: Launch Pod [E] Return to Hangar The launch pods are located on either side of the launch bay. Once inside, you can choose your initial launch vector, using the silo numbers or enemy Titan icon as guides. They reach a maximum altitude of about 150m and have a maximum range of 300m towards ground. In order to use them to travel to the other Titan, you need to be within about 200m and use the pods facing that way. (The measurements in game are between the Titan centers, not the pod bay and the landing sites. Pay attention.) You must be able to land on either the two landing decks on the rear, the barriers on either side, or the roof (where the air defense cannons can be attacked by infantry). Landing on the shield is fatal; anywhere else, you will either get stuck or ricochet back to ground. Pod on top of your own Titan in order to quickly deal with threats at the rear of the ship. When the Titan hull is destroyed, the pod bays cannot be used--you must use aircraft or jump through the shield barrier in order to depart. ===Weaknesses=== Perimeter cannons are vulnerable against gunship rockets, anti-aircraft cannons, and anti-vehicle missiles. Reclined tanks can also fire upon perimeter cannons; level tanks cannot. Air turrets are also vulnerable against gunship rockets and engineer's rockets. (Engineers can fire from just outside their deck's hangar shield!) Once the shields are down, they are also vulnerable to Demopaks. (Recons will have to jump to plant RDX.) The turret stations are directly above the reactor core; when it is destroyed, anyone using a station is killed. Personnel in the landing bays are also killed. However, the kills do not seem to be credited to whoever was responsible for the final blow. ===Versus Vehicles=== The perimeter cannons will pummel anything. They only have trouble against gunships that stay above the cannons' effective range. The AA cannons will rip apart aircraft, but the targets will be alerted. Opposing AA guns cannot damage each other, nor can they damage perimeter cannons. ==AVB== /2.9 Anti-Vehicle Battery - Rorsch Mk-S8 P: Railgun (1 � inf.; slow reload; quick warmup) S: Zoom and Stabilization This is the stationary gun with one cannon. It fires a polarized shell at tremendous speed and power. In zoomed-out mode, it moves slow and has wide variance. When zoomed in, it moves very slowly and carefully, with aim fixed directly upon the crosshair. Though it is meant to assail vehicles, it can also be used to pick out infantry from a distance for one-hit kills. Each impact strikes like a rocket. Since it is ground defense, it has limited recline-- about 20� above horizon. Because of its high range, AVBs can be used offensively against each other. Distant vehicles can also be struck, though the railgun projectile loses power over long distances. Though the railgun does not use detection of any sort, vehicles are still alerted when they are targeted. Patch 1.05 corrects statistics handling so AVB kills now count towards ground defense and the associated awards. ===Weaknesses=== The occupant has only partial cover--he is shielded from the front and rear, but completely exposed from the sides. The front plate can take a beating, but the tender equipment in the rear will kill the occupant when destroyed. Infantry can attack from the sides, even with knives. ===Versus Vehicles=== Use them. Watch for tank shells and APC mortars, though. Grenades, too. ==AAB== /2.10 Anti-Air Battery - Rorsch Kz-27 P: Plasma Cannons (inf.; slow auto; instant; normal cooldown) S: Anti-Air EMP Missiles (2 � inf.; very slow reload; instant [needs lock]) This is the stationary gun with two barrels that can recline. It has red muzzle flashes from alternating cannons. If you spend a second or so to lock on to aircraft, you can fire EMP missiles that track. Targeted aircraft will be alerted. You can lock onto aircraft in a Titan's launch bay, though you won't have much luck hitting them. Instead, try firing at the ground assault cannons for Titan Attack points. (These contribute to a special pin for destroying Titan cannons, not for the Titan Attack badges.) The range of the battery exceeds that of the Titan cannon. In a pinch, the AA cannons can be used against infantry. It is possible for one to stand in between the axes of fire, so shift to the side a bit to hit your mark. To prevent infantry from firing or knifing you, try spinning the turret in place. ===Weaknesses=== The anti-air battery is vulnerable in a similar fashion as the anti-vehicle battery. ===Versus Vehicles=== Use them against air vehicles. AA batteries can damage light armor, but are useless against heavy armor. =NORTHERN STRIKE VEHICLES= /3.0 The Northern Strike booster pack adds two vehicles, one used in the NS-exclusive Assault Lines game mode. Northern Strike vehicles contribute to special booster pack awards that give the player unlock credits rather than career points. They do not contribute to the core game's armor awards. ==INFANTRY FIGHTING VEHICLE== /3.1 - A-3 Goliath 1. Driver 2. Left Forward Gunner 3. Left Rear Gunner 4. Right Rear Gunner 5. Right Forward Gunner The Goliath IFV is built like a base. Though it has no more than 150% the armor of other vehicles, it has seven repair cells that effectively give the IFV near- limitless protection. It can withstand direct orbital strikes and eventually regain all of its armor. On top of this, the forward armor is specifically designed to resist motion mines. It provides critical support for frontline troops. Soldiers nearby are healed and kept supplied. Five gun positions provide excellent perimeter coverage. The Goliath serves as a mobile spawn point, so long as there is an available seat. Because all of the Goliath's weapons are limited in capacity, support soldiers can earn plenty of resupply points by tending to a Goliath. Also, engineers are encouraged to supplement the repair cells with their own tools, to avoid losing the Goliath to a sustained barrage. Tanks and gunships do not appear on Northern Strike Assault Lines maps. The Goliath does not appear on Titan matches or non-Northern Strike Assault Lines maps (so far, Highway Tampa). ===Driver=== P: Mine Launcher S: Scattergun The mines launched by the Goliath function differently from motion mines, even though they are similar in appearance. Only one can be kept active at any time, and it usually self-destructs before the next one is loaded. Once fired, it is active, and will home in on enemy vehicles near its flight path. The scattergun is like a more powerful shotgun. It causes grievous damage to enemy infantry at a longer range. Motion mines littered by the enemy are not a significant threat if the Goliath has most of its repair cells. Mines can be neutralized completely by the forward plating, resulting in no damage whatsoever. When using mines against a Goliath, place them where they will make contact with the sides and rear. ===Forward Gunners=== P: 30mm Cannon ===Rear Gunners=== P: Heavy Machine Gun ===Weaknesses=== All occupants are protected from small arms fire. The repair cells on the sides, rear, and top of the vehicle are the key to defeating the vehicle. They cannot themselves be repaired, nor can they be replaced once destroyed. Enemy players receive a strategic object destruction point for each cell destroyed. The cells can be destroyed with anti-vehicle weapons or RDX. With reduced repair capability, the Goliath can fall to heavy attacks. Railguns (AVB) and battlewalkers are effective Goliath-killers. Railguns in particular can be deadly in pairs--clear these out as soon as possible. Even with all repair cells in place, a full set of motion mines targeting the side or rear can destroy a Goliath. Using motion mine bait makes this task much easier, provided the engineer is afforded enough time to deploy all of his equipment. ===Versus Vehicles=== Only the driver's motion mine launcher can be used against heavy armor. The cannons can be used against light armor (FAVs, speeders), while the machine guns and scattergun can be used against exposed riders. Because the Goliath cannot effectively take on vehicles, it is best used to assist those who can, either by providing cover or through support actions. Railguns are very effective against the Goliath. Its front armor can protect against everything but splash damage to the operator, long enough for repair cells to be destroyed. Without all cells active, the railgun can destroy the Goliath given enough time. ==SPEEDER== /3.2 - Type 34 Hachimoto 1. Driver 2. Gunner Utilizing hover technology similar to the Nekomata, the Hachimoto is a swift vehicle, even more so than FAVs. Its speed alone can be fatal to enemy infantry. (Receiving the Operation Snowflake ribbon is dependent on the driver's ability to earn five roadkills once the 50 kill requirement is met.) On Northern Strike maps, the Hachimoto replaces the PAC's FAVs. ===Driver=== P: 30mm Cannon [Ctrl] Boost The driver's cannon resembles the Bogatyr's, and is able to chip away at heavy armor. Like the FAV, the driver can use the boost to speed past motion mines. Mines that are already chasing the speeder usually cannot be avoided, and will kill both occupants if given the chance. ===Gunner=== P: Grenade Launcher Guided Missile S: Toggle Weapon The grenade launcher is well-suited to attacking infantry. The guided missile works like the one found on gunships, but has less range (250m compared to 600m for the gunship) and uses the control settings (mouse sensitivity, etc.) for land vehicles. Unless all of a Goliath's repair cells are destroyed, a single missile will not destroy it without prior damage. It is otherwise able to defeat other vehicles like the gunship guided missile. ===Weaknesses=== The riders are only lightly armored against threats, and exposed all the while. The gunner in particular is highly exposed, with only his turret and portions of the cabin available as cover. Otherwise, the speeder is modestly armored, and perhaps more durable than the FAV. Because the speeder's propulsion cannot fully overcome its momentum at high speeds, minor collisions can add up to major damage. ===Versus Vehicles=== The speeder is best used to ambush other vehicles. It has enough firepower to hold its own, but must rely on speed and maneuverability to avoid taking fire. =CRASHES= /4.0 Many people complain about crashes in Battlefield 2142. The ones I'm concerned with here are vehicle crashes. Some consider crashing or ramming vehicles a cheap tactic, or at least poor skill with vehicles. I am inclined to agree, and so is DICE, since the victim of the crash seems to be awarded the kill more often than the aggressor. ==Ground Vehicles== /4.1 Vehicle collisions are typically limited to scuffles between armor, with neither receiving significant damage. There are plenty of exceptions, though: - Battlewalkers tend to have the most priority, since they are able to stomp FAVs and even tanks given the chance. - Accordingly, FAVs have the least priority, and at high speeds are destroyed outright. - Brushes against objects or over rough terrain will reduce vehicle health a few points at a time. With enough damage, they can even be taken to the danger zone and catch fire. - Tanks and APCs can travel down some steep slopes with care due to their length. Battlewalkers can also do so, apparently taking a big vertical stride. Taking such slopes obliquely will significantly damage most vehicles, except the Nekomata. - Going off a sharp edge will usually flip the vehicle over, resulting in its destruction. ==Water Crossings== /4.2 In any case, travelling through water is hazardous to vehicles. Vehicles caught underwater will gradually lose health and be destroyed. - APCs seem to have the easiest time travelling through shallow water. However, they cannot cross water that reaches above midway. - Battlewalkers can traverse deeper water due to their height. - FAVs will most certainly not survive immersion. - The Nekomata cannot cross water. It is much too heavy. It's a hover tank, not a hovercraft. - As no map using the Hachimoto contains water, its response to water is unknown. ==Air Vehicles== /4.3 - Collisions between aircraft are most certainly fatal. One exception is when one aircraft uses its skids against an aircraft below it. It will still take significant damage in most cases, but likely will not result in its immediate destruction. - Another case is when one aircraft has more damage than the other. Minor collisions can result in the sturdier aircraft surviving. - No aircraft can survive a collision with a ground vehicle. The ground vehicle likely will not survive unless it has damaged the air vehicle in advance. This knowledge can be useful for those wishing to quickly remove a dominant ground vehicle from action. - Aircraft suffer more from collisions with terrain or buildings than do ground vehicles. The tail is particularly vulnerable. Proximity alarms help prevent such crashes. ==Infantry== /4.4 - Collisions with vehicles are almost always fatal. A good number of teamkills are the result of players trying to board vehicles or mishaps with exiting air transports. - A "road kill" is any situation where the body of a vehicle inflicts fatal damage upon a foot soldier. These can either be impacts with a moving vehicle, or explosions from a destroyed vehicle. For instance, to earn road kills with the Titan, you need to use the cannons to destroy a vehicle near an enemy soldier. - Though difficult, aircraft are capable of "drive-by" road kills. Transports will have an easier time than gunships, since landings are easier with the former. - Engine exhaust is fatal to infantry regardless of team allegiance; be careful when boarding aircraft. - Battlewalkers make for one notable exception to collisions with infantry. Foot soldiers can find moderate safety between the legs of a battlewalker, and can even target the vents underneath for significant small-arms damage. Those that aren't careful can still be kicked around or stomped. =OTHER NOTES= /5.0 ===Active Defense=== /5.1 - Active defense is ideally used to defend against unavoidable threats. These include situations when mobility is impeded. Otherwise, motion is the best defense against many attacks. - Active defense does not work against gunfire, mines, RDX explosives, or collisions with vehicles or structures. Even with active defense on, attacks can still damage a vehicle to some degree. Only the pilot/driver (1st position) can turn on active defense. - Normally, the radar detector is your first clue to activate countermeasures. Active defense should be raised when the klaxon is continuous and has been so for some time. This indicates that a guided threat is definitely aimed in your direction. The radar detector cannot detect approaching vehicles (especially those at ramming speed), the Pilum Anti-Vehicle Rocket (the engineer's "Sniper Rifle"), or gunfire. - The motion mine detector raises a different klaxon than the radar detector. Because active defense cannot block mines, you should stop your vehicle as soon as possible ===Vehicle Damage=== /5.2 - Strikes from behind inflict more damage than those from in front. In the case of one-hit kills, a strike from behind will destroy a vehicle instantly, while a strike from the front will deplete the vehicle of over 90% armor, with the rest lost due to vehicle failure. - Vehicles with less than 18% armor will begin to fail, slowly losing armor points as it catches fire. A klaxon will sound to warn its occupants. It is impossible for a single engineer or landing pad to save a vehicle in this state. An exception is the gunship, which can hold on with less armor remaining. However, at 10%, vehicle failure is imminent in any case. - When struck with EMP, all vehicles come to a halt, regardless of shielding, though weapons can still be fired. Aircraft above 25m will crash to the ground. EMP mines activate when a vehicle comes within 1m. The support gunner's EMP grenades similarly stop a vehicle--he can keep a vehicle pinned if he has set an ammo hub nearby. EMP missiles must lock on to be of any use, though aircraft can still dodge them. - It is possible, but difficult, to kill exposed vehicle occupants with the knife. - While inside a vehicle, the lower command on the commo rose (hold [Q]) becomes "Bail Out". Issue this to passengers who aren't expecting to be dropped by air, or who aren't familiar with the workings of motion mines. - Anyone who dies inside a vehicle cannot be revived. - Lamp posts are terribly fatal to aircraft! - It is possible to instantly destroy your vehicle through prolonged contact with objects, especially those that are disrupting your mobility. ===Engineering 101=== /5.3 - The engineer is ideally equipped to deal with all sorts of vehicles. His weapons are capable of taking out FAVs, tanks, and gunships in one shot. Motion mines will generally kill the vehicle and its occupant, regardless of whether he bailed. - To reduce the alarm window of a targeted vehicle, an Engineer can fire his weapon slightly away from an intended target, then steer the projectile (by holding down the fire key) towards the target at the last possible moment. Make sure there is enough space for the projectile to maneuver, and that terrain won't interfere. One disadvantage of using this technique is that it is much more difficult to hit vulnerable areas of a vehicle. - The Pilum H-AVR will not alert its target vehicle, unlike the other two Engineer anti-vehicle weapons. However, the projectile can be heard well in advance of impact. - Engineers can repair FAVs and Transports from within (FAV 3rd position, or Transport 5th and 7th positions.) - Motion mines are best placed in areas that vehicle operators are not expecting them, such as around corners, just over inclines, or even underneath vehicles. - Engineers in 4th through 7th position aboard an air transport can "bomb" vehicles with mines. - Motion mines begin to hover when a vehicle comes within 15m, moving more quickly the closer the vehicle is. A distinct alarm will sound, accompanied by the mines levitating off the ground. If the driving position is vacated, the mines will begin to halt, and eventually return to ground. Mines can be shot away, but only a defuser, the Zeller rifle, other explosives, or mine bait will remove them. - Motion mines will attack air vehicles that are close enough to the ground. This is a good way to defend the Titan rear decks from enemy transports. You can also turn helipads into traps this way. - Motion mines can be placed on top of vehicles. However, if you try to drive a mined vehicle, the mines will detonate, leaving you rideless at best. - Mines placed underneath a parked vehicle will detonate upon operation regardless of who operates it. - The engineer's tracking device can be deployed anywhere. Like RDX, it can be affixed to vehicles, offering its occupants a way to detect approaching threats. It can be placed anywhere on a vehicle, including its underside. ===Other Classes=== /5.4 - While RDX can be used to destroy an enemy vehicle, it may also cause the occupants to ditch, expecting to survive sabotage. The recon can then commandeer the vehicle for himself. - The FAV can be used to quickly insert Demopaks in a useful location, though the car is lost in the explosion. - Support gunners are able to place ammo hubs near the Titan guns, although they have infinite ammo. This is a form of "stat padding", regardless of whether you use the guns or not. This is cause for administrators to wipe your record clean. (This has been fixed as of patch 1.05.) - Hubs or crates outside a vehicle cannot affect teammates inside. (Supply hubs and crates do supply the vehicle itself, of course.) - Advanced hubs can support other occupants of a vehicle or passengers in nearby vehicles. - Inside a vehicle, the "Need Pickup" message becomes "Get In", while the "Need Medic" message becomes "Need Repairs". The "Follow Me" message becomes "Bail Out". ===Taking Flight=== /5.5 - Air vehicles have extra roaming space at the border of every map to accomodate flying. If, however, you exit your vehicle, you are subject to the standard battle zone and will be punished accordingly for desertion. - One exploit allows the gunship pilot to place the gunner out of bounds, and makes for an under-handed way to clear a seat. This is a punishable offense, on par with teamkilling to obtain a vehicle. - To resupply and repair an air vehicle, return to a friendly or neutral landing pad. Memorize where these are since they are not marked on the map. The launch pads on the Titan work similarly, though you risk teamkilling those aboard unaware. (The passages to the Titan reactor will likely see a lot of action late in the game.) There are also some capture points with crates nearby that serve the same function. - Learning to land a transport will save your team a lot of grief. In single player, Verdun offers both gunships and transports for both factions, as well as tall obstacles. If landing aboard the enemy Titan is made difficult, hover above it (earning Titan air drop points in the process). - Conspiring to stat pad by switching seats repeatedly during Titan air drops is a major cause of record wiping. This is corrected in Patch 1.05, apparently by making Titan drops not count towards anything. - Selfish pilots simply abandon their ride midflight; consequently, anyone unlucky enough to spawn in the transport only has a short time to realize that he is about to die in a crash not of his making. Be courteous and land the transport, or give the occupants time to take the stick if you decide to eject. - Due to the intense nature of flight, it is impossible for a Commander to use his assets while being a pilot. Squad leaders have more leeway, needing only tactical rose commands and careful aim. - Aircraft have a separate proximity alarm when too close to buildings or terrain. - BLOC-3 missiles plow through aircraft and weather with equal ease. ===Vehicles as Family=== /5.6 - APCs from either team can be used to board either Titan. However, when an APC is in range of both Titans, an allied APC will preferentially launch pods towards the enemy Titan, and vice versa. If you need to board your own Titan using your own APC, drive it away from the enemy Titan. - UAVs can be targeted by either team. Apart from some educated guessing, there is no indication of which team a UAV belongs to. Make sure you don't destroy your own commander's UAV. =THANKS= /6.0 - Digital Illusions, CE for creating a wonderful and engaging game. - Electronic Arts, for distributing said game. - Planet Battlefield and BF2142 Fever, for quick references. - CJayC, Sailor Bacon and GameFAQs, for hosting this guide, as well as my prior Metal Slug guides. - Everyone I've fragged with/against on BF2142, and everyone on the GameFAQs forum. - BF Rules of Engagement, who work non-stop to keep the game clean of cheaters, griefers, dictators, and other wastes of space. - Wikipedia and Jeffrey Friedl's Japanese-English Dictionary, for trivia. ==Contributors== - Zagashi, "Gunship: Maneuverability 101" - ebanpingvin, "Battlefield 2142 gunship (beta :)" ==Hosts== - Jeff Veasey at GameFAQs - Leo Chan at Neoseeker - Dennis at Super Cheats - John Powell at battlefield.bestgamefiles.com ==No Thanks== - BATTLE NET, one of my former favorite servers, for unfairly banning me for stat padding. I don't know how getting aerated by an APC qualifies, so I'd appreciate some proof. - Those of you who enjoy teamkilling. The lowest circle of Hell is reserved for traitors. _______ Battlefield 2142� Vehicle Guide v1.4 �2006 Nahum Reduta "Why use big words when miniscule alternatives exhibit opportune utility?"