Battlefield 2142 Vehicles : A Comprehensive Guide
==Common Controls==
[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): Periscope
[Shift] or [W][W] (Battlewalker or FAV): Boost
[E]: Enter or Eject
===Air Vehicles===
[W]: Forward Throttle
[S] (Gunship): Hover Thrusters; (Air Transport): Landing Thrusters
[A]: Yaw Left
[D]: Yaw Right
[Mouse Y-axis]: Control Pitch
[Mouse X-axis]: Control Roll
[Shift] or [W][W]: Afterburner
[E]: Enter or Eject/Drop Pod
==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 2142's hallmark vehicles in the Battlefield universe.
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 symbol on the HUD shows
the walker's heading, and a small white arrow 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 75° below. (This leaves
the legs vulnerable to attack by tricky recon soldiers with RDX.)
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 may also kill infantry who attempt to
get underneath the battlewalker [?]. Another underused function is the ability
to run (hold [Shift]) in order to get extra speed out of the vehicle.
The battlewalker is able to traverse slopes up to 45° (i.e. stairway at Suez
Canal building, slopes at Minsk), 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.
===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. (Still, it takes a few magazines to completely destroy
the 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, ratherthan both, for best effect.
Riesig vents:
http://img149.imageshack.us/my.php?imag … 729gs7.jpg
Bogatyr vent:
http://img83.imageshack.us/my.php?image … 013ws1.jpg
[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.
===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.
===Gunner===
1. Infantry-scaled Turret ([?]; 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, though the turret isn't locked with the tank.
===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 may be a weak point [?]. While the Nekomata
has superior mobility, it is taller than the Tiger. An engineer can sneak
underneath a tank to place motion mines which go off when an enemy hops inside.
[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 Japanese, the "nekomata" is a cat demon. After ten years of age, it acquires
its 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. The speed boost ([Shift]) may or may not be useful. (I personally
don't see much of a speed increase.) It can be driven offensively in certain
occasions: infantry make for quick kills on the way to an objective. Recon
soldiers can strap on some RDX and drive them into an enemy vehicle, ditching at
the last second to detonate the explosives. 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.
===Passenger===
The passenger uses his own weapons and equipment. He can only face 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.
Battlewalkers can crush FAVs underneath their feet.
[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 the 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 and capable of damaging vehicles.
===Passengers===
1. Infantry-scaled Turret (inf.; auto; instant; normal cooldown)
2. Drop Pod
Each passenger gets a turret gun as well as a drop pod. Groundhog passengers
get top-mounted swivel turrets, while Romanov passengers peer out from slots
along the sides.
===Drop Pods===
The drop pods (usable from positions 3–6) are the primary means of boarding
either Titan from the ground. They will launch the occupant up to 140m into the
air, with a maximum range of some distance [?] the same height above sea level.
The HUD indicator to the right of the crosshair indicates how high the pod will
travel. 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 [?] and 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, but any APC nearby a Titan should be suppressed, as a security
measure.
Drop pods make a useful emergency weapon, 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.
===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. Like 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.
To a lesser degree than the FAV, battlewalkers can crush APCs under their feet.
[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, first gain enough airspeed (the gauge on the upper
left should read about 600 m/s). Next, pull back on the stick by pushing up
with the mouse; you will have to keep pushing the mouse to maintain the climb.
If you cannot head skyward (especially if you are in the borderlands), abandon
the maneuver and try again; if successful, you should begin seeing the ceiling.
As you reach the peak of the loop, 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 options.)
Gunship loop:
http://www.youtube.com/watch?v=JEX3DfReCms
Though loops are possible, Immelmann turns are not since there is a roll
limitation, even when upside-down. It also is not possible to turn the gunship
from skywards to groundwards; instead, you'll spin in place. This negates the
possibility of hammerhead turns or other aerobatics.
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. 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. Heavy Cannon (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 a target, the missile can be guided
to another target nearby, such as is the case with Titan cannons.
===Weaknesses===
Both occupants are protected. Gunships are more durable than air transports, but
can still be taken down with ease. It takes about six [?] missiles for one
gunship to take down another.
[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!
===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] Drop 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. Basic hubs will likely not sit
still, so keep them equipped in hand or upgrade to advanced hubs.
===Weaknesses===
The pilot is the only person protected from infantry fire. The minigun offers
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.
===Drop 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 as yet unavoidable and shouldn't be punished.
[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 Drop Pod Bay
8. Right Drop 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. (Support gunners are able to place ammo hubs
near the guns, although they have infinite ammo. This is called "stat padding",
regardless of whether you use the guns or not.) 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
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. They are most vulnerable to
gunship rockets, anti-aircraft cannons, and engineer's rockets. 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. They are vulnerable not only to fire from the skies, but
also the other Titan's air turrets and infantry that have landed on the roof of
the Titan.
===Drop Pods===
1. Drop Pod
2. Drop Pod
The drop 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
225m 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.
==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.
===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.
==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. You can lock onto aircraft on 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.
===Weaknesses===
The anti-air battery is vulnerable in a similar fashion as the anti-vehicle
battery.
=OTHER NOTES= /3.0
===Active Defense===
- 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. Aircraft have a separate proximity alarm when too close to
buildings.
===Vehicle Damage===
- 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 20% armor will begin to fail, slowly losing armor
points as it catches fire. A klaxon will sound to warn its occupants.
- 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 10m. 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.
===Engineering 101===
- 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.
- 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 6th or 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===
- 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.
===Taking Flight===
- 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.
- 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.)
- 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.
- 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.
- 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.
- BLOC-3 missiles, I hear, plow through aircraft and snowflakes with equal ease.
===Random===
- Lamp posts are *nigh indestructible*! Why they don't make vehicles out of them
is beyond me.
==Common Controls==
[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): Periscope
[Shift] or [W][W] (Battlewalker or FAV): Boost
[E]: Enter or Eject
===Air Vehicles===
[W]: Forward Throttle
[S] (Gunship): Hover Thrusters; (Air Transport): Landing Thrusters
[A]: Yaw Left
[D]: Yaw Right
[Mouse Y-axis]: Control Pitch
[Mouse X-axis]: Control Roll
[Shift] or [W][W]: Afterburner
[E]: Enter or Eject/Drop Pod
==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 2142's hallmark vehicles in the Battlefield universe.
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 symbol on the HUD shows
the walker's heading, and a small white arrow 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 75° below. (This leaves
the legs vulnerable to attack by tricky recon soldiers with RDX.)
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 may also kill infantry who attempt to
get underneath the battlewalker [?]. Another underused function is the ability
to run (hold [Shift]) in order to get extra speed out of the vehicle.
The battlewalker is able to traverse slopes up to 45° (i.e. stairway at Suez
Canal building, slopes at Minsk), 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.
===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. (Still, it takes a few magazines to completely destroy
the 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, ratherthan both, for best effect.
Riesig vents:
http://img149.imageshack.us/my.php?imag … 729gs7.jpg
Bogatyr vent:
http://img83.imageshack.us/my.php?image … 013ws1.jpg
[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.
===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.
===Gunner===
1. Infantry-scaled Turret ([?]; 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, though the turret isn't locked with the tank.
===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 may be a weak point [?]. While the Nekomata
has superior mobility, it is taller than the Tiger. An engineer can sneak
underneath a tank to place motion mines which go off when an enemy hops inside.
[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 Japanese, the "nekomata" is a cat demon. After ten years of age, it acquires
its 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. The speed boost ([Shift]) may or may not be useful. (I personally
don't see much of a speed increase.) It can be driven offensively in certain
occasions: infantry make for quick kills on the way to an objective. Recon
soldiers can strap on some RDX and drive them into an enemy vehicle, ditching at
the last second to detonate the explosives. 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.
===Passenger===
The passenger uses his own weapons and equipment. He can only face 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.
Battlewalkers can crush FAVs underneath their feet.
[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 the 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 and capable of damaging vehicles.
===Passengers===
1. Infantry-scaled Turret (inf.; auto; instant; normal cooldown)
2. Drop Pod
Each passenger gets a turret gun as well as a drop pod. Groundhog passengers
get top-mounted swivel turrets, while Romanov passengers peer out from slots
along the sides.
===Drop Pods===
The drop pods (usable from positions 3–6) are the primary means of boarding
either Titan from the ground. They will launch the occupant up to 140m into the
air, with a maximum range of some distance [?] the same height above sea level.
The HUD indicator to the right of the crosshair indicates how high the pod will
travel. 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 [?] and 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, but any APC nearby a Titan should be suppressed, as a security
measure.
Drop pods make a useful emergency weapon, 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.
===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. Like 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.
To a lesser degree than the FAV, battlewalkers can crush APCs under their feet.
[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, first gain enough airspeed (the gauge on the upper
left should read about 600 m/s). Next, pull back on the stick by pushing up
with the mouse; you will have to keep pushing the mouse to maintain the climb.
If you cannot head skyward (especially if you are in the borderlands), abandon
the maneuver and try again; if successful, you should begin seeing the ceiling.
As you reach the peak of the loop, 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 options.)
Gunship loop:
http://www.youtube.com/watch?v=JEX3DfReCms
Though loops are possible, Immelmann turns are not since there is a roll
limitation, even when upside-down. It also is not possible to turn the gunship
from skywards to groundwards; instead, you'll spin in place. This negates the
possibility of hammerhead turns or other aerobatics.
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. 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. Heavy Cannon (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 a target, the missile can be guided
to another target nearby, such as is the case with Titan cannons.
===Weaknesses===
Both occupants are protected. Gunships are more durable than air transports, but
can still be taken down with ease. It takes about six [?] missiles for one
gunship to take down another.
[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!
===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] Drop 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. Basic hubs will likely not sit
still, so keep them equipped in hand or upgrade to advanced hubs.
===Weaknesses===
The pilot is the only person protected from infantry fire. The minigun offers
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.
===Drop 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 as yet unavoidable and shouldn't be punished.
[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 Drop Pod Bay
8. Right Drop 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. (Support gunners are able to place ammo hubs
near the guns, although they have infinite ammo. This is called "stat padding",
regardless of whether you use the guns or not.) 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
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. They are most vulnerable to
gunship rockets, anti-aircraft cannons, and engineer's rockets. 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. They are vulnerable not only to fire from the skies, but
also the other Titan's air turrets and infantry that have landed on the roof of
the Titan.
===Drop Pods===
1. Drop Pod
2. Drop Pod
The drop 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
225m 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.
==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.
===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.
==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. You can lock onto aircraft on 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.
===Weaknesses===
The anti-air battery is vulnerable in a similar fashion as the anti-vehicle
battery.
=OTHER NOTES= /3.0
===Active Defense===
- 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. Aircraft have a separate proximity alarm when too close to
buildings.
===Vehicle Damage===
- 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 20% armor will begin to fail, slowly losing armor
points as it catches fire. A klaxon will sound to warn its occupants.
- 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 10m. 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.
===Engineering 101===
- 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.
- 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 6th or 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===
- 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.
===Taking Flight===
- 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.
- 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.)
- 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.
- 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.
- 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.
- BLOC-3 missiles, I hear, plow through aircraft and snowflakes with equal ease.
===Random===
- Lamp posts are *nigh indestructible*! Why they don't make vehicles out of them
is beyond me.