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 v1.3 14 December 2006 �2006 Nahum Reduta [GFAQ] nayhem_5J5 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.) 1.3 Errata 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 Crashes 3.1 Ground Vehicles 3.2 Water Crossings 3.3 Air Vehicles 3.4 Infantry 4.0 Other Notes 4.1 Active Defense 4.2 Vehicle Damage 4.3 Engineering 101 4.4 Other Classes 4.5 Taking Flight 4.6 Vehicles as Family 4.7 Random 5.0 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 v1.3: - Added Crash section. - Added Vehicle vs Vehicle notes - Patch corrections. - More gunship aerobatics. v1.2: 13-11-2006 - More fixes. - Landing pad and chain of command notes. - Some gunship aerobatics. v1.1: 6-11-2006 - 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: 2�11�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. ==Errata== /1.3 [I plan on keeping these to a minimum. If I am unsure of anything, I'll mark it with [?]. Most often these follow guesses of range. Please tell me if in these cases I'm right or wrong.] =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 ===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 or FAV): Boost [E]: Enter or Eject The EU scheme consists of earth tones and sharp features. The PAC scheme is one of green, smooth designs. ===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]: Enter or Eject/Launch Pod EU air vehicles are black and have sharp features PAC air vehicles are light tan camo and have smooth features. ==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=== 1. (Riesig) Twin Miniguns (900 � 6; auto/normal reload; instant; short cooldown) (Bogatyr) Twin Plasma cannons (450; automatic; instant; short cooldown) 2. (Riesig) Armor-piercing missiles (4 � 80; quick 1-by-1 reload; instant) (Bogatyr) Armor-piercing missiles (4 � 80; quick 1-by-1 reload; instant) 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. 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. 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.] The Riesig, though it comes with six cases of ammunition, will not reload on its own. [?] ===Weapons Officer=== 1. (Riesig) Infantry-scaled Turret (600; auto; instant; normal cooldown) (Bogatyr) Infantry-scaled Turret (600; auto; instant; normal cooldown) 2. (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. ===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. The "crotch", appropriately enough, is one of the weakest points. Small arms fire is able to do almost direct damage to the vents underneath, unusual for conventional armor. (Still, it takes a few magazines to completely destroy a healthy battlewalker.) The leg joints are less vulnerable, with the inside of the knees the spots to target. Three RDX packs should be affixed to one of the legs, rather than both, for best effect. 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. Four direct hits with missiles will usually take out a tank or APC. 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 do much damage 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=== 1. Main Cannon (1 � 40; slow reload; instant) 2. Zoom 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=== 1. 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 are vulnerable from attacks to the rear--a single tank shell or anti-vehicle rocket will kill it. The Tiger is able to turn its turret to the rear, but should face its front armor in the direction of its threat. Its treads are only slightly less vulnerable than its rear. An engineer can sneak underneath a tank to place motion mines which go off when an enemy hops inside. ===Versus Vehicles=== Head to head, the Nekomata outclasses the Tiger. It has more freedom of movement, fewer vulnerable areas, and does not expose these areas during direct combat. While the Nekomata has superior mobility, it is taller than the Tiger, giving it a slight edge in target size. 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. 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 minor error due to ballistics. With good spotting, a tank can even fire over cover, almost like artillery. Tanks have resilient top armor, allowing them to survive individual pod attacks. The main barrel does not have 3D collision, so any infantry caught in this area can be shot. 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 truer 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=== 1. Horn 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=== 1. Machine gun (inf.; auto; instant; normal cooldown) The FAV turret is more stabilized than other turrets. Unlike the previous 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 gunner more so than the driver. The rear rider is fully exposed. Any occupant can be sniped or gunned down, whether or not the vehicle is moving. The FAV is the weakest vehicle, taking only one ordnance hit to destroy. For best effect, strike at its back or cabin. Speed will not help an FAV avoid motion mines--if a driver drives at top speed into a mine, he will most likely die. Though you can crawl underneath an FAV, mines are more readily apparent due to the chassis' height off the ground. ===Versus Vehicles=== Get away. An 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=== 1. Infantry-scaled Turret (inf.; auto; instant; normal cooldown) 2. 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=== 1. 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 vehicles. ===Passengers=== 1. Machine Guns (inf.; auto; instant; normal cooldown) 2. 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. Landing 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. It seems that the rear armor is thinner than the rest. The wheel wells and the underside are also vulnerable. The guns can reach a bit towards vertical, especially on the Romanov, so recon soldiers should be careful beside the vehicle. As with the tank, it is possible to crawl underneath and place motion mines out of sight of the enemy, though likely not when the vehicle has been boarded. ===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, and the EMP launcher reloads much too slowly. Even if the enemy vehicle is stunned, it can still fire upon you if it is aimed at you. An APC v APC encounter is often a stalemate. 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. Your best bet against AV batteries is the mortar, using its splash damage to kill. [In Russia, the House of Romanov was the second--and last--imperial dynasty. Notable among them is Anastasia, daughter of Nicolas II and the missing heiress. Russia thereafter was a Socialist state until the end of 1991. The Romanov family lives to this day, with some campaigning for constitutional royalty.] ==Gunship== /2.6 - UD-6 Talon (black) - Type 4 Doragon (beige) 1. Pilot 2. Weapons Officer The gunship has the smallest boardable area--you must be in front of or beside the cabin in order to jump inside. ===Pilot=== 1. Armor-Piercing Missiles (10 � 6; very slow reload; instant) 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. While hovering, the gunship performs like a helicopter, where pitching backwards will move the craft backwards. 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 bottom of the gunship, so 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 short bursts of the hover thruster 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=== 1. Minigun (inf.; auto; instant; normal cooldown) Guided Missile (1 � 8; slow reload; instant) 2. 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 250m--after this point, it detonates whether or not it has made contact. 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! Just be sure to switch back to regain control. Example (by ebanpingvin): http://www.youtube.com/watch?v=sJfXbL3uOw0 ===Weaknesses=== Both occupants are protected. Gunships are more durable than air transports, but can still be taken down with ease. They are vulnerable to vehicle weapons. ===Versus Vehicles=== Gunships are designed to take down other gunships and air transports. They may succeed in assaulting ground vehicles as well. The guided missile is about equivalent in power to Engineer weapons, allowing them to kill tanks from behind in one go. However, they are a pain to steer. Gunships can defeat battlewalkers only with cunning and maneuvering. Battlewalkers are invulnerable to the minigun, and face the same targeting issues with guided missiles. Gunships may be able to take out AA guns, but they are best avoided. 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 Passenger I 5. Right Passenger I 6. Left Passenger II 7. Right Passenger II 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! ===Pilot=== 1. Horn 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 6. 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. On Titan assaults, air transports serve as mobile spawn points. Because of this, transports are the only vehicles that spawn instantly and at regular intervals. 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. ===Gunner=== 1. Minigun (inf.; auto; short warmup; normal cooldown) On each side of the transport are miniguns scaled to assault infantry. If you are the lone passenger, switch between the two to catch enemies on either side. The EU transport fires standard rounds at a high rate, while the PAC transport fires HE rounds at a lower rate. ===Passenger=== 1. Normal weapon 2. Normal function [E] Launch 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 the engineer's vehicle detector can be attached to the deck. ===Weaknesses=== The pilot is the only person protected from infantry fire. 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 transport as a whole is only roughly twice as durable as an FAV, and noticeably less so than a gunship or APC. The most vulnerable part is the center of the cabin. 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. ===Launch Pods and Teamkills=== One unfortunate bug in the transport causes about 1 in every 7 drops to occur without a pod, causing the passenger to be clipped and teamkilled. Drops without pods may also occur when near ground, with unlucky soldiers either dying from the fall or being crushed by the transport. Though irritating and inconvenient, these teamkills are unavoidable and shouldn't be punished. ===Versus Vehicles=== Air transports can take down other air transports and gunships, but it takes time and good aim to do so. 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) - Type 2 (rounded features, three hover banks) 1. Forward Ground Assault (8 � inf.) 2. Rear Ground Assault (8 � inf.) 3. Left Ground Assault (8 � inf.) 4. Right Ground Assault (8 � inf.) 5. Air Defense (Northeast) (inf. auto) 6. Air Defense (Southwest) (inf. auto) 7. Left Launch Pod Bay 8. 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 launch bay. These control the Titan's ground assault and air defense cannons. The launch bay 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, to switch seats/positions, you have to get up and move. 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 beyond 0% by maintaining fire upon them. Repairing a console from 0% 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 every console. ===Ground Assault Cannons=== 1. 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.) Since orbital strikes are unavailable during Titan battles, the ground assault 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. ===Air Defense Cannons=== 1. 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 cannon--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. ===Launch Pods=== 1. Launch Pod 2. Launch Pod 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 decks. 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=== Ground turrets are vulnerable against gunship rockets, anti-aircraft cannons, and engineer's rockets. With a repairman or two at your back, you do have a chance. Air turrets are also vulnerable against gunship rockets and engineer's rockets. (Engineers can fire from just outside their deck's shield!) Once the shields are down, they are also vulnerable to infantry assault. (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. However, the kills do not seem to be credited to whoever was responsible for the final blow. ===Versus Vehicles=== Titan ground 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. The AA guns cannot damage each other. ==AVB== /2.9 Anti-Vehicle Battery - Rorsch Mk-S8 1. Railgun (1 � inf.; slow reload; quick warmup) 2. 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. 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 1. Plasma Cannons (inf.; slow auto; instant; normal cooldown) 2. 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. 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. ===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 do damage against FAVs and may stun other ground vehicles, but are otherwise just a nuisance. =CRASHES= /3.0 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== /3.1 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 due 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== /3.2 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 water. Battlewalkers also have an advantage 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. ==Air Vehicles== /3.3 - 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 activated defense. 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. Therefore, they have proximity alarms. ==Infantry== /3.4 - Collisions with infantry are almost always fatal. A good number of teamkills are the result of players trying to board vehicles or mishaps with exiting air transports. - Though difficult, aircraft are capable of road kills. Transports will have an easier time than gunships, since landings are easier with the former. - 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. =OTHER NOTES= /4.0 ===Active Defense=== /4.1 - 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. The few things that active defense cannot defend against are mines, RDX explosives, and impacts with vehicles or structures. Even with active defense on, attacks against vulnerable areas can still damage a vehicle to some degree. Only the pilot or 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. ===Vehicle Damage=== /4.2 - 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 an engineer to save a vehicle in this state. - 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 25m. 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. ===Engineering 101=== /4.3 - The engineer is ideally equipped to deal with all sorts of vehicles. His default weapon is capable of taking out FAVs and tanks 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. - 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. An air transport can "bomb" ground vehicles with an engineer in 4th through 7th position. - 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 vehicle is vacated, the mines will begin to halt, and eventually return to ground. Levitating mines can be shot away, but only an engineer can use his defuser to 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. - 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. - 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=== /4.4 - 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. - 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) - Medic or supply hubs outside cannot affect teammates inside a vehicle. (Supply hubs do supply a vehicle, of course.) - Advanced hubs can affect other passengers in a vehicle or passengers in nearby vehicles. They do not heal nor supply their holder, however. Weird, huh? ===Taking Flight=== /4.5 - 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 any landing pad. Memorize where these are since they are not marked on the map. The launch bays on the Titan can be used like those on land, 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. Squad members cannot be expected to adhere to objectives while flying since speed will often save them from attack. - Aircraft have a separate proximity alarm when too close to buildings or terrain. - BLOC-3 missiles, I hear, plow through aircraft and snowflakes with equal ease. ===Vehicles as Family=== /4.6 - 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. - Anti-air systems for each faction will not target friendly vehicles, even if they are piloted by the enemy. - UAVs can be targeted by either team. Make sure you don't destroy your own commander's UAV. ===Random=== /4.7 - Lamp posts are *nigh indestructible*! Why they don't make vehicles out of them is beyond me. =THANKS= /5.0 - 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, especially the GFAQ clan. - 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== - Leo Chan at Neoseeker.com - Dennis at Super Cheats.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 v1.3 �2006 Nahum Reduta "Giggety giggety goo!"