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Assault Guide

by Perpetraitor

+=============================================================================\
| Battlefield 2142 | Guide | Assault Class                                    |
\=============================================================================+

+=============================================================================\
| 0.0 | Introduction                                                          |
\=============================================================================+

Version 1.1
By Perpetraitor (GameFAQs: Perpetraitor, BF2142: [UOIT] J100317358)
Email: [email protected]

This guide concerns version 1.5 of Battlefield 2142.

Updated July 2009: General revisions and additional strategies.

+=============================================================================\
| Table of Contents                                                           |
\=============================================================================+

0.0 Introduction

1.0 The Role of the Assault Class
-------------------------------------------------------------------------------
1.1 Heavy Assault Specialization
1.2 Medic Specialization
1.3 Heavy Medic Specialization

2.0 Assault Weapon and Item Descriptions
-------------------------------------------------------------------------------
2.1 Slot 1: Melee Weapon
2.2 Slot 2: Secondary Weapon
2.3 Slot 3: Primary Weapon
2.4 Slot 4: The Medical Hub
2.5 Slot 5,6: Assault Class Items
2.6 Slot 7: Grenades
2.7 Slot 8: Squad Leader Item

3.0 The Assault Kit
-------------------------------------------------------------------------------
3.1 The Default Assault Kit
3.2 The Unlocked Assault Kit
3.3 Unlocking the Assault Kit
3.4 Unlocking the Assault Soldier

4.0 Playing as an Assault
-------------------------------------------------------------------------------
4.1 Firing Your Weapons
4.2 Using Your Items
4.3 Tips and Strategies
4.4 High Point Rounds

5.0 Awards: Pins and Badges
-------------------------------------------------------------------------------
5.1 Pins
5.2 Badges

6.0 Credits and Copyright
-------------------------------------------------------------------------------
6.1 Credits
6.2 Copyright

+=============================================================================\
| 1.0 | The Role of the Assault Class                                         |
\=============================================================================+

The Assault class plays the main infantry role. The Assault is very effective
in medium and close combat. As far as long range is concerned, a Recon player
has the advantage, but a good Assault player with the right kit can be a force
to be reckoned with.

The following lists the possible combinations for the Assault class, but they
may vary depending on the situation and which unlocks you prefer more.

+=============================================================================\
| 1.1 | Heavy Assault Specialization                                          |
\=============================================================================+

The Heavy Assault Specialization utilizes the left Assault tree. Its purpose is
to assault the enemy and deal as much damage as possible. It should contain:

- Baur H-AR / Voss L-AR / SCAR 11 AR (EU) / Krylov FA-37 AR (PAC)
- PK-74 AR-Rocket
- Herzog AR-Shotgun
- Advanced Magazine (Northern Strike Unlock)
- Heavy Body Armor

+=============================================================================\
| 1.2 | Medic Specialization                                                  |
\=============================================================================+

The Medic Specialization utilizes the right Assault tree. Its purpose is to
revive dead teammates and provide cover and/or support. It should contain:

- Baur H-AR / Voss L-AR / SCAR 11 AR (EU) / Krylov FA-37 AR (PAC)
- AED-6 Defibrillator
- SG-34 Grenade / CM3-N Radar Grenade (Northern Strike Unlock)
- Heavy Body Armor (Optional, but recommended)

+=============================================================================\
| 1.3 | Heavy Medic Specialization                                            |
\=============================================================================+

The Heavy Medic Specialization utilizes both sides of the Assault trees. It
combines both aspects of the Heavy Assault and Medic Specializations. It should
contain:

- Baur H-AR / Voss L-AR / SCAR 11 AR (EU) / Krylov FA-37 AR (PAC)
- AED-6 Defibrillator
- PK-74 AR-Rocket / Herzog AR-Shotgun
- Advanced Magazine (Northern Strike Unlock)
- Heavy Body Armor

+=============================================================================\
| 2.0 | Assault Weapon and Item Descriptions                                  |
\=============================================================================+

The following is a list of the possible weapons and items that can be equipped
in the Assault kit. Some weapons will vary depending on which side you are on,
whether it be EU or PAC.

+=============================================================================\
| 2.1 | Slot 1: Melee Weapon                                                  |
\=============================================================================+

BJ-2 Combat Knife
-----------------

The weapon of choice for the cunning soldier looking to humiliate his prey.
Kills using the knife will yield the fallen soldier's dog tags as a trophy.

Note: Ideally, an Assault player should always shoot to kill. Only when out of
ammo or on an unsuspecting player should an Assault player knife his enemy.

+=============================================================================\
| 2.2 | Slot 2: Secondary Weapon                                              |
\=============================================================================+

P33 Pereira Pistol (EU)
-----------------------

The EU's primary sidearm, while accurate over short range, it should only be
considered a last resort in today's confrontation.

Takao T20 Pistol (PAC)
----------------------

The PAC's primary sidearm, while accurate over short range, it should only be
considered a last resort in today's confrontation.

Note: Ideally, an Assault player should always use his primary weapon to kill.
Only when out of primary ammo or on an unsuspecting player should an Assault
player use his pistol.

+=============================================================================\
| 2.3 | Slot 3: Primary Weapon                                                |
\=============================================================================+

SCAR 11 AR (EU)
---------------

The combined effort of multiple US and European arms manufacturers, the SCAR 11
has become the standard issue Assault Rifle due to its robust firepower and
ability to perform in cold weather conditions. The SCAR 11 maintains a high
rate of fire even in arctic conditions, using an integrated heat distributor to
prevent apparatus freezing. Electronically-fired, each tungsten-core round
boasts an impact velocity of over 800 m/s, penetrating even the latest body
armor technologies.

Krylov FA-37 AR (PAC)
---------------------

Employed by frontline infantry in a similiar capacity as the EU SCAR 11, the
Krylov FA-37 fires a comparable caseless armor-piercing round with considerably
more recoil due to its lighter weight, hollow graphite stock. The PAC assault
rifle is equally effective in winter environments, utilizing a built-in thermal
dispenser. Appreciably damaging, but less accurate when fired fully automatic,
the Krylov FA-37 is often operated in single-shot mode, precision enhanced via
a fixed-position optical sight.

Baur H-AR
---------

The Baur H-AR (Heavy Assault Rifle) is a bulked-up edition of the SCAR-11,
firing high-caliber, tungsten-core ammunition for maximum damage potential.
Manufactured with HM-3 composite metals, the weighty, but powerful Baur H-AR is
found most often in front line conflict.

Voss L-AR
---------

Ergonomically designed with a fibre-reinforced polymer shell, the Voss L-AR
(Light Assault Rifle) is a close cousin of the Krylov FA-37, sacrificing
incapacitation capabilities for increased portability and firing longevity.
Used primarily in supportive, high movement scenarios, the Voss L-AR uses lower
caliber ammunition allowing for a higher volume of cartridges in the clip,
enabling prolonged suppressive assault.

+=============================================================================\
| 2.4 | Slot 4: The Medical Hub                                               |
\=============================================================================+

MHUB-21
-------

Within its medical equipment and supply package, the MHUB-21 Medical Hub
includes a nitrate cauteriser, naproxin dosages, providone iodine wipes,
benzalkonium chloride, a bulb syringe, trauma shears, petroleum gauze,
occlusive dressings and adhesive bandages.

Advanced Med Hub
----------------

An upgraded version of the standard issue Medical Hub, the Advanced Med Hub
includes an additional supply of antibiotics, health revivers and muscle
stimulants including soloxil, dyphatine and quivinol, expediting a medic's
health provision capabilities. Using the Advanced Medic Hub, an infantryman can
heal his teammates inside and near the vehicle he's sitting in.

"You got a healing point!"
--------------------------
Each time you heal a teammate for 50 hitpoints, you will get a healing point.
Healing points can carry over to fellow soldiers. For example, if you heal a
teammate for 25 hitpoints, and another teammate for another 25 hitpoints, you
will get a healing point.

Note: Multiple Med Hubs and/or Supply Crates can speed up the healing process.

+=============================================================================\
| 2.5 | Slot 5,6: Assault Class Items                                         |
\=============================================================================+

SG-34 Grenade
-------------

Impact detonated, the SG-34 Smoke Grenade can be used as a screening,
diversionary, signaling, or offensive device, dispersing a cloud of dense
potassium chlorate-based smoke.

CM3-N Radar Grenade (NS)
------------------------

The CM3-N Radar Grenade is an updated version of the SG-34 Smoke Grenade.
Soldiers on the battlefield wanted to located possible threats before covering
the area in smoke. By using parts from the IDS-1 'Infantry Sonar'it was
possible to add a short range radar sweep to the grenade.

AED-6 Defibrillator
-------------------

The portable AED-6 (Automated External Defibrillator) resuscitates casualties
using an embedded, rhythm-tracking microprocessor to determine ventricular
fibrillation or tachycardia and emit, via wet-gel secretion paddles,
appropriately leveled, biphasic charges.

Note: After three consecutive revives, the AED-6 Defibrillator will become
overcharged, and you must wait for the charge meter to decrease before you can
revive teammates.

"You got a revive point!"
-------------------------

When you revive a teammate you may get a revive point. However, if you revive
the same teammate later on and he has not respawned since then, you will not
receive another revive point from reviving that same teammate.

Herzog AR-Shotgun
-----------------

Mounted in an under barrel configuration, the 20-gauge Herzog Shotgun adds
substantial short range stopping power to any assault rifle's standard
repertoire. The Herzog utilizes the same Universal Ammo as the PK-74 AR-Rocket,
allowing for intercompatibility between the two weapons.

PK-74 AR-Rocket
---------------

The PK-74 AR-Rocket is fabricated from a fiberglass-zinc amalgam and filled
with a highly explosive compound. When attached to the soldier's standard
Assault Rifle it results in a compact and lightweight rifle rocket, ideal for a
portable launcher. The Universal Ammunition, shared with the Herzog Shotgun,
features variable fusing allowing for both impact and airburst detonations.

Note: Herzong AR-Shotgun and PK-74 AR-Rockets use the same ammunition.

Advanced Magazine (NS Unlock)
-----------------------------

The Special Ammo Magazine Expansion utilizes the compression compound LNDT-F04
to expand the magazine capacity of any Assault's rifle rocket and shotgun
add-ons and the number of magazines carried from three to four.

Without Advanced Magazine unlocked: 3(3)
With Advanced Magazine unlocked: 4(4)

If you have unlocked the Advanced Magazine you will automatically spawn with
4(4) for your attachments. However, if you pick up another soldier's kit that
was equipped with attachments, it may be at the default capacity 3(X) until you
reload the attachment.

+=============================================================================\
| 2.6 | Slot 7: Grenades                                                      |
\=============================================================================+

FRG-1 Grenade
-------------

Hand-thrown, the FRG-1 is a modernized Fragmentation Grenade which yields a
small but highly lethal explosive radius. By substituting the traditional TNT
filler with the RDX chemical compound, PNC (polyethyl nitrate cyclobutane) the
grenade offers a lighter grenade with enhanced effectiveness.

+=============================================================================\
| 2.7 | Slot 8: Squad Leader Item                                             |
\=============================================================================+

SLS Beacon
----------

The SLSB (Squad Leader Spawn Beacon) allows players to quickly deploy at the
beacon's current location via drop-pod. Your squad must have at least one other
member in order to deploy the SLS Beacon.

RD-4 Otus
---------

The airborne RD-4 Otus is a short-range Reconnaissance Drone used to identify
the location and movement of enemy forces behind cover using sonic
differentiation and acoustic analysis to identify and track human heart
rhythms. Enemy targets are transmitted to the squads NetBat System. Your squad
must have at least two other members in order to deploy the RD-4 Otus.

SD-8 Accipiter
--------------

The SD-8 Accipiter is a flying Sentry Drone with assault capabilities, armed
with an optical tracker and multi-barrel rotating cannons. Targets are acquired
by the squad's NetBat System, allowing all members of the squad to utilize the
drone. Your squad must have at least three other members in order to deploy the
SD-8 Accipiter.

+=============================================================================\
| 3.0 | The Assault Kit                                                       |
\=============================================================================+

The following lists the potential weapons and items you may equip in your kit
when you are playing the Assault class.

+=============================================================================\
| 3.1 | The Default Assault Kit                                               |
\=============================================================================+

If you do not have any Assault unlocks at all, you will spawn with the
following kit in its respective numbered slot:

1. BJ-2 Combat Knife
2. P33 Pereira Pistol (EU) / Takao T20 Pistol (PAC)
3. SCAR 11 AR (EU) / Krylov FA-37 AR (PAC)
4. MHUB-21
5. N/A
6. N/A

Note: If you have unlocked player abilities and/or Squad Leader Items,
they may be equipped and you will spawn with what you have equipped.

7. FRG-1 Grenade
8. SLS Beacon / RD-4 Otus / SD-8 Accipiter

+=============================================================================\
| 3.2 | The Unlocked Assault Kit                                              |
\=============================================================================+

If you have unlocked the entire Assault Kit, you may spawn with the following
kit in its respective numbered slot:

1. BJ-2 Combat Knife
2. P33 Pereira Pistol (EU) / Takao T20 Pistol (PAC)
3. SCAR 11 AR (EU) / Krylov FA-37 AR (PAC) / Baur H-AR / Voss L-AR
4. Advanced Med Hub
5. PK-74 AR-Rocket / Herzog AR-Shotgun / AED-6 Defibrillator /
   SG-34 Grenade / CM3-N Radar Grenade
6. PK-74 AR-Rocket / Herzog AR-Shotgun / AED-6 Defibrillator /
   SG-34 Grenade / CM3-N Radar Grenade

Note: Slots 5 and 6 cannot be equipped with the same item.

Note: If you have unlocked player abilities and/or Squad Leader Items,
they may be equipped and you will spawn with what you have equipped.

7. FRG-1 Grenade
8. SLS Beacon / RD-4 Otus / SD-8 Accipiter

+=============================================================================\
| 3.3 | Unlocking the Assault Kit                                             |
\=============================================================================+

At first, the default Assault kit may not have much to offer, but as you unlock
more of the Assault kit, you'll find that it can make a huge difference in your
gameplay. Not only will you be racking up more kills, but you will also be
extending the amount of time you stay alive, and also extending the amount of
time you and your teammates stay alive, an important factor in Conquest mode.

It is highly recommended that you spend your first unlock point unlocking the
AED-6 Defibrillator. Unlocking the Advanced Med Hub is optional, but not
necessary. The PK-74 AR-Rocket and Herzog AR-Shotgun unlocks can greatly
increase the effectiveness of the Assault class, as an Assault can now improve
in close-range combat, long-range combat, or both.

Therefore, the following should be unlocked in this order:
1. AED-6 Defibrillator
2. Advanced Med Hub (Optional)
3. Herzog Shotgun
4. NetBat Infantry ID
5. PK-74 AR-Rocket

The use of field upgrades is highly recommended in order for an Assault player
to become familiar with the potential unlocks before permanently unlocking.
Unlocking up to the PK-74 AR-Rocket will allow you to try out the Baur H-AR and
the Advanced Magazine. Unlocking up to the Advanced Med Hub will allow you to
try out the SG-34 Smoke Grenade and the Voss L-AR.

However, if you already have experience with the Baur H-AR or the Voss L-AR,
and wish to unlock it, be sure to have the AED-6 Defibrillator unlocked before
you beging unlocking items up to a weapon to speed up your progression.

+=============================================================================\
| 3.4 | Unlocking the Assault Soldier                                         |
\=============================================================================+

If you are starting a new soldier, you will want to try to get as many points
as you can in order to gain ranks and unlock points.

Therefore, the following is recommended to be unlocked in this order:
1. AED-6 Defibrillator
2. FRG-1 Grenade
3. Herzog Shotgun
4. Sprintcor 20 Enhanced Endurance
5. Staminar 9 Recovery System
6. Netbat Infantry ID
7. PK-74 AR-Rocket

The rest is up to you. You can unlock the Baur H-AR, the Voss L-AR, and
continue unlocking from there, or you can start unlocking the rest of the
player abilties and Squad Leader unlocks.

+=============================================================================\
| 4.0 | Playing as an Assault                                                 |
\=============================================================================+

The following gives examples as to how you can become an effective Assault
soldier, or how to improve your abilities, while on the battlefield.

+=============================================================================\
| 4.1 | Firing Your Weapons                                                   |
\=============================================================================+

+=============================================================================\
| Against Infantry                                                            |
\=============================================================================+

The Assault class can be very effective against infantry. However, due to the
recoil and magazine capacity of some rifles, firing in full auto is not
recommended when engaging your enemies at medium and far ranges. The only
exception is when using full auto is in close combat. When engaging infantry in
medium and far distances, single shots or short bursts are highly recommended.
Switch your rifle to single shot or full automatic by taking out the weapon
and then selecting it again, either through your inventory or through the
keyboard shortcuts.

SCAR 11 AR:
-----------

The SCAR 11 AR has a magazine capacity of 30, and 5 magazines. It has a small
amount of recoil, making the SCAR 11 AR useful in all types of situations.
For short range, use full auto. For long range, use burst.

Krylov FA-37 AR:
----------------

The Krylov FA-37 AR has a magazine capacity of 30, and 5 magazines. It has a
small amount of recoil, making the Krylov FA-37 AR useful in all types of
situations. For short range, use full auto. For long range, use burst.

Baur H-AR:
----------

The Baur H-AR has a magazine capacity of 20, and 6 magazines. It has a large
amount of recoil. The Baur H-AR should be used in burst-fire mode, this has
to be performed by the user. Either using single-shot multiple times in
succession or holding the trigger long enough for a few shots will yield
successful results. Due to the recoil, aim for the torso, and let the recoil
raise your aim up to the head, where your last shot should be placed. For
short range, use full auto. For long range, use single-fire.

Note: The Baur H-AR can be very effective in long-range combat.

Voss L-AR:
----------

The Voss L-AR has a magazine capacity of 40, and 4 magazines. It has very
little recoil. In most situations, the Voss L-AR can simply be used full
auto. This is all due to the large magazine and little recoil.

Note: The Voss L-AR can be very effective in close-range combat.

PK-74 AR-Rockets:
-----------------

If accuracy is not necessary, or dealing splash damage is the best option, then
PK-74 AR-Rockets can be used. They can be fired when zoomed in and when not
zoomed in. When you zoom in, you can see the distance from you to whatever you
are aiming at. When you fire, your rockets will travel the designated distance
and will explode if it hits something along the way or it reaches its target. 
PK-74 AR-Rockets will not explode within 20m. You can increase and decrease the
distance that the rockets will travel, after you have zoomed in.

If an enemy is behind cover, aim at whatever they are taking cover behind and
increase the distance by as little as possible (+2m). Then aim a bit above the
enemy and fire. It may require a full magazine of PK-74 AR-Rockets to eliminate
an enemy, depending on the enemy's life, and how much damage each rocket did.

Even if you shoot PK-74 AR-Rockets at an enemy within 20m, they will take
damage. Shooting anywhere on the body will deal an average of 30 damage.
However, if you shoot at the head, it will deal 70 damage. This can be useful
if you have no other available ranged weapons.

+=============================================================================\
| Against Vehicles                                                            |
\=============================================================================+

Most of the time, an Assault kit will do very little damage against vehicles,
regardless of what is equipped. Your best bet is to avoid the vehicle entirely.
The only way to really do any damage against most vehicles is to attack its
weak spot. However, an Assault's best bet is to avoid vehicles entirely unless
they have access to a weapon or vehicle that can effectively damage and destroy
other vehicles.

If ever found to be in this situation, running under a walker and shooting 
at its vent(s) will damage the walker, dealing approximately 1 damage per
bullet. Beware the walker may try moving to evade you, or crouch to try and
squash you.

The only vehicles an Assault kit can effectively damage and destroy with PK-74
AR-Rockets are:

- Fast Attack Vehicles (approximately three shots)

PK-74 AR-Rockets will do damage to these vehicles. However, this will require
practically all of your PK-74 AR-Rocket ammunition.

Additionally, PK-74 AR-Rockets will do damage against Rorsch turrets. Direct
hits require three shots against a fully armored Rorsch, but you may only need
two or less to kill the enemy inside the turret.

Using vehicles can become very helpful for an Assault soldier. Effective use of
a vehicles' Active Defense can greatly prolong your time spent on the 
battlefield. Generally, you are safer inside a vehicle than outside one.

+=============================================================================\
| Against the Titan                                                           |
\=============================================================================+

Your rifles will do damage to Titan consoles, but they will require a lot of
your ammunition. It will take all of a rifle's ammunition to take down one full
health console. If there are other teammates attacking the console, the Assault
soldiers should not attack the console. In this situation the Assault's
responsibility is to keep an eye out for enemies entering the corridor,
defending the console until reinforcements arrive, as well as healing and
reviving teammates in said corridor.

+=============================================================================\
| 4.2 | Using Your Items                                                      |
\=============================================================================+

Using the SG-34 Grenade:
------------------------

You will  the SG-34 Grenade will give you two grenades. They are replenishable.
Using the SG-34 Grenade will create a cloud of smoke, with a radius of 5m. The
SG-34 Grenade lasts approximately ten seconds.

Using the CM3-N Radar Grenade:
------------------------------

You will receive one CM3-N Radar Grenade when you spawn with it equipped. They
are not replenishable. Using the CM3-N Radar Grenade will create a small scan
on the minimap, revealing any enemies inside the grenade's radius of 10m. The
CM3-N Radar Grenade will immediately start scanning as soon as you throw it,
regardless of where it lands. Once it lands, it will emit a small cloud of
smoke (similiar to the SG-34 Grenade), and stop scanning. The CM3-N Radar
Grenade lasts approximately fifteen seconds (five seconds for scanning, and
ten seconds for smoke).

Using the Med Hub:
------------------

Although you may not hear a request for it, some of your teammates may be in
need of medical assistance or a revive. If it is safe to do so, bring out your
Med Hub to see if they can be healed. If it is not safe to do so, you can
simply drop the Med Hub and fight.

Using the AED-6 Defibrillator:
------------------------------

If you are not playing the Assault class and you see a dead teammate, check for
an Assault kit nearby. If this is the case, pick up the kit. It is possible
that the kit may have an AED-6 Defibrillator. If so, try to revive your fallen
teammate. Make sure to revive your teammates whenever possible within reason.

Note: Before reviving, take a quick look around you for enemies who may be
waiting for you to revive your teammates. It is better to eliminate the enemy
soldiers and not revive your teammates than to revive your teammate and give
your enemies extra kills.

When you are attempting to revive a fallen teammate do the follwing:
1. Check the area and make sure it is safe to revive said teammate.
2. Move up to him as close as possible (1m or less), and crouch or go prone.
3. Take out your AED-6 Defibrillator and revive your teammate.
4. Switch back to your main weapon, scan the area for nearby enemies, and then
move away from the teammate you just revived. The enemy may have used your
downed teammate as bait, and are waiting to ambush you.

Note: If there is a vehicle on top of the teammate you are trying to revive,
move the vehicle out of the way, if it is possible. Sometimes a teammate cannot
be revived because there is no nearby kit for him to spawn with. However, do
not give up after the first try.

Teammates killed with the Rorsch or primary Engineer weapons cannot be revived.

If you are close enough, the AED-6 Defibrillator has the ability to kill enemy
soldiers. Use this as a last resort. However, you may find it more efficient to
use the AED-6 Defibrillator as a weapon, if you are already holding it,
attempting to revive a teammate, and are already within close proximity to an
enemy soldier, where switching to another weapon will be too late.

+=============================================================================\
| 4.3 | Tips and Strategies                                                   |
\=============================================================================+

This section has been added by request of Coryney. A section on how to get high
points as an Engineer can be found in the Engineer guide.

In General:
-----------

Make the most out of your primary weapon, and only reload when it is safe to do
so. Generally, when your magazine is less than half, you may need to reload.
You may never know when you will require a full magazine. An experienced
Assault player can take down multiple enemies even before reloading, as well as
healing himself at the same time to continue fighting.

When you are reloading or stationary, try to stay behind cover, either through
crouching or going prone. Maintaining a low profile will keep you alive longer,
and may even benefit you in the long run by catching any nearby enemies off 
guard.

If you have just defeated an enemy Assault player and are in desperate need of
health, pick up the enemy kit and deploy the Med Hub. Then, pick up your own
kit and hold out your Med Hub. This will recover your health twice as fast.

Healing and Reviving:
---------------------

Reviving and healing teammates on the Titan can result in more points, as well
as continuing the assault/defense of a position. Having an extra teammate
around can greatly increase your chances of survival as well. Additionally,
if teammates are constantly taking fire, your constant revival and healing
can accumulate much sooner than you think.

In order to achieve high point rounds, an Assault player should have confidence
in his abilities and be able to take offense when necessary. A good Assault
player can also help out teammates while in a vehicle, like an Armoured
Personnel Carrier, healing those inside and outside the vehicle (provided you
have unlocked the Advanced Med Hub).

Assaulting / Defending the Titan:
---------------------------------

When you board the enemy Titan, you can land on the top, and head to the
vents. Be careful when you drop down in case there are any enemies defending
that vent. If there are any teammates nearby, have them enter first. It may
seem selfish, but if they are killed by an enemy, you can immediately enter
and try to catch them off guard. If you are successful, you can then revive
your teammate and continue into the Titan.

The same above can be said for when you are defending your Titan. Repeated
patrolling from the rear of the Titan back to the Titan hangar can flank
unsuspecting enemies and alert you of their intentions.

When moving around the Titan, always be alert for APMs, RDX, and Sentry Guns.
On the roof, you may be able to hear the sound of squad beacons and infantry
sonar (IDS). Destroy them as soon as possible to deny your enemy any additional
benefits these items may provide.

Assaulting / Defending a Flag / Silo:
-------------------------------------

Generally, before assaulting a Flag / Silo, make sure the capture area is
clear. If there is an enemy in close proximity, they may be contesting the
area. Eliminate any threats before capturing the point. You may encounter APMs
or RDX around the point. In this situation, crouch/prone by the APMs.

Stay as far away from the RDX as possible while still neutralizing/caputring
the point. If there is no safe spot from RDX, you may have to refrain from 
capturing the point at that time. Instead, search the nearby area for any enemy
infantry, as they may be defending the point. Neutralizing them will
effectively render the RDX useless, but keep in mind that they still have the
potential to be detonated.

When capturing a point, maintain a low profile and if possible, perform a sweep
around the point while you are capturing. During this time, you may need to
reload your weapons and/or heal any teammates assisting you in the capture.

While you are neutralizing the point, keep an eye out for any enemies that may
spawn at that location. Once you have neutralized the point, you can begin to
plan your next objectives, but always be on the lookout for any threats.

Being a Squad Leader / Squad Member:
------------------------------------

With proper use of the Med Hub, your chances of survival as an Assault player
are much greater than any other class. By joining a squad, your chances of
survival can increase even more compared to going lone wolf. An experienced
Assault player is the ideal candidate for a Squad Leader.

As a Squad Leader, you will want to stay alive as long as possible in order to
lead your squad, as well as provide a spawn point for them. As a Squad Member,
you will want to keep your squad alive, especially your Squad Leader, in order
to maintain full combat effectiveness of your squad. Never stray too far from 
your squad, as part of the role for an Assault player (Squad Leader or Squad 
Member) is to ensure his squad stays alive and has as much health as possible 
at any given time. In most cases, an Assault player should watch the rear of 
the squad. This especially applies when there is only one Assault player in 
the group. Ideally you will want to avoid these kinds of situations. Having 
too many Assault players is far better than having none.

The only exception to leading the squad may be if you are the Squad Leader, 
have multiple Assault Squad Members, and are confident in your own and your 
squad's combat abilities, as well as if they know what to do when you are down.

+=============================================================================\
| 4.4 | High Point Rounds                                                     |
\=============================================================================+

A good Assault player can easily earn many points in a round, not to mention
points awarded from other pins and badges. As an Assault, the majority of your
points earned in a round can be broken down into three sections:

1. Capturing strategic points
2. Killing enemies
3. Reviving and healing teammates

The primary role of the Assault is to aid in attacking a position. With his
teammates by his side, an Assault can prolong the lifespan of his teammates
while increasing his score through neutralize and capture points. Generally,
an Assault player should have no trouble capturing a strategic point provided
that he is aware of his surroudings and will not have to deal with any vehicles
other than Fast Attack Vehicles.

Assault players can be very useful in Titan matches. Killing an enemy while
in a Titan can result in three points: the kill, Titan attack/defend, and for 
following a Squad Leader order.

+=============================================================================\
| 5.0 | Awards: Pins and Badges                                               |
\=============================================================================+

The following are pins and badges than can only be awarded as an Assault. Pins
may be awarded numerous times. You will be awarded a pin or a badge only when
certain conditions have been met:

+=============================================================================\
| 5.1 | Pins                                                                  |
\=============================================================================+

Emergency Rescue Pin
--------------------

Career Points Awarded: 5
In A Single Round: 8 Revives

+=============================================================================\
| 5.2 | Badges                                                                |
\=============================================================================+

Assault Service:

Badge Level  | Career Points Awarded | In A Single Round | Global Requirements
------------------------------------------------------------------------------
Bronze       | 20                    | 12 Kills          | N/A
Silver       | 500                   | 20 Kills          | 15 Hours
Gold         | 1000                  | 30 Kills          | 50 Hours
------------------------------------------------------------------------------

Medic Excellence:

Badge Level  | Career Points Awarded | In A Single Round | Global Requirements
------------------------------------------------------------------------------
Bronze       | 20                    | 08 Heals          | N/A
Silver       | 500                   | 10 Heals          | 10 Hours
Gold         | 1000                  | 15 Heals          | 60 Hours, 400 Heals
------------------------------------------------------------------------------

Note: If you have not earned any badges, but have met the global requirements
for the gold level badge, it is possible to earn all three level badges in the
same round provided that you meet the requirements for the gold badge in a
single round.

+=============================================================================\
| 6.0 | Credits and Copyright                                                 |
\=============================================================================+

I hope you enjoyed this guide and that it will help you become a better player.
See you on the battlefield!

+=============================================================================\
| 6.1 | Credits                                                               |
\=============================================================================+

References:
http://www.totalbf2142.com
http://battlefield.ea.com/battlefield/bf2142/
http://www.bf2142central.com/content/view/18/43/
http://www.online-gaming-forums.com/BF2142_Weapons.html
Electronic Arts (EA)

Thanks to DICE and EA for a great game, and to GameFAQs for hosting this guide.

+=============================================================================\
| 6.2 | Copyright                                                             |
\=============================================================================+

Battlefield 2142, Battlefield 2142: Northern Strike, and all of its contents,
are a trademark of Digital Illusions Creative Entertainment (DICE), and
Electronic Arts (EA). This document may not be reproduced under any
circumstances, except for personal or private use. This FAQ may not be placed
on any website unless permission is given to do so. Use of this guide on any
other website of as a part of any public display is strictly prohibited, and a
violation of copyright. All rights reserved.

Copyright 2007