Monday, October 22, 2007

The Ultimate Team Fortress 2 Guide Written by |CBW|Spive

The Ultimate Team Fortress 2 Guide

Written by CBWSpive
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Version 1.0
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E-mail: Spive@CBWGaming.com
Website: http://www.canadianblackwatch.com/
Website: http://www.cbwgaming.com/
Copyright 2007 CBW The Canadian Black Watch Clan
Team Fortress 2, after years of waiting and a few detours along the way, it's finally here. Here at CBWGaming.com, we're hoping to assemble the ultimate TF2 guide and keep it updated with the latest information, tips and strategies. At this point we've broken our guide into 3 parts:

The Game

TF2 is a online only multiplayer game developed and published by Valve
Corporation. The game is team-based and currently has two game modes,
Capture the Flag and Control Point. In Capture The Flag, each team tries
to capture the other team's "Intelligence" which is in the form of a
briefcase full of documents. The intelligence can be captured and score a
point for their team by moving their player over the intelligence and
running back to your own team's intelligence room. If the player dies with
the intelligence, it lies on the ground for 1 to 2 minutes before being
returned to it's original location. If your team's intelligence is lying
out in the open, protect it from being picked up again by the other team -
if they touch it again before being killed, the 1-2 minute clock starts all
over again and you'll need to protect your intelligence that much longer
before it is returned to it's home. Control Point gametype has teams
trying to capture and hold 3 to 5 control points on the map - control them
all and your team scores a point. Each gametype has an overtime mode where
if the team score is tied after the game time runs out, it's sudden death.
Players don't respawn during this period and the way to win for your team
is to either eliminate all the enemy players or complete the map objectives
before your opponents or the sudden death time runs out.


The whole gang

What do I need to play TF2?
Can your PC play TF2? Valve's recommended specs are...

Minimum: 1.7 GHz Processor, 512MB RAM, DirectX? 8 level Graphics Card, Windows® Vista/XP/2000, Mouse, Keyboard, Internet Connection

Recommended: Pentium 4 processor (3.0GHz, or better), 1GB RAM, DirectX® 9 level Graphics Card, Windows® Vista/XP/2000, Mouse, Keyboard, Internet Connection

If your PC meets the minimum requirements, then you need to pick up a copy of Team Fortress 2. (You can also get Orange Box for the XBox 360 now and for PS3 later in 2007) You can get it a couple of ways right now. First is via Valve's online store on their Steam platform
( http://www.steampowered.com/v/index.php?area=game&AppId=440&cc=CA ) .
The standalone game is $29.95 or you can get it in their Orange Box package which contains Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Portal and Team Fortress 2. Orange Box costs about $50. Either way, you will need to install the Steam application which manages all the games you've purchased from Valve. Steam can automatically keep your games patched up to the latest version without you have to go searching around the internet for update files. Once your Steam account is setup and TF2 is installed, now you need to get online...


Heavy Weapons Guy vs a Scout

How do I play TF2 online? Easy - fire up Steam, click on your Games tab at the top and double click on Team Fortress 2. Once the game loads, you see you have an option to "Find Servers" - click on that. On the "Internet" tab, click on Refresh button and wait until the server lists loads. You can click on any server that looks good to you - maybe one that is currently running the map you like or more importantly one that has low latency (ping).

CBWGaming.com runs some excellent servers that are well administered and low latency to most gamers in North America. http://www.cbwgaming.com/index.php?pg=server You can find those servers in your Internet tab if you sort alphabetically and scroll down to CBWGAMING.COM or in the Favorites tab, enter their IP:Port information directly.

This should give you a basic guide to the game and how you can get up and running. Next we'll move onto the player classes and how to play them.
Team Fortress 2 Player Classes: Part 1
Classes - TF2 has built upon the class system introduced in the original
Team Fortress Classic. The classes are a great example of "rock - paper -
scissors" in that each class has it's strengths and weaknesses that can be
exploited by other classes. For example, the Heavy Weapons Guy is very
strong and has a powerful weapon, however he is slow and can be easy
pickings for a sniper or spy. The best teams will be well balanced between
classes to achieve the objectives of the map and gametype. There are 9 classes that can be played....




Scout


Health: 125
Weapons: Shotgun, Pistol, Baseball bat

Strengths: Fastest moving player in the game... by far. This is the perfect class for running intelligence back for the score or to run ahead of your team to start capturing control points. His speed makes him a hard target to hit (snipers) and he can often run right around enemy players before they get a shot off. The scout can double jump which can allow him
to clear large gaps and change direction in mid air.

Weakness: Low health and lack of a big time weapon is his weakness.

Tips:
1) Don't hang around for a fight... keep moving. If you need to duke it out, use your speed to your advantage - a circle strafe is your friend against anyone who is packing more firepower than you are... which is just about everyone!

2) Every map has a couple of spots where your double jump can be used effectively. A key one is the middle bridge on 2Fort. Head out to the battlements and double jump onto the center bridge roof and then again onto the enemy battlements. With any luck you can slip right into the ramp doorway and be on your way to grab the enemy intelligence.



Soldier


Health: 200
Weapons: 4-shot Rocket Launcher, Shotgun, Entrenching tool (Shovel)

Strengths: Possibly the best all-round class. The Soldier has above average health which makes him durable in a firefight and his rocket launcher can dish out some real damage.

Weakness: Relatively slow moving class makes him sniper bait as well as taking a while to get into the action on those control point maps. The soldier's rockets travel slowly so that if you are trying to hit someone at range, your target has plenty of time to get out of the way.

Tips:
1) This class can "rocket jump" by pointing your rocket launcher directly down to the ground, hit the jump and fire key at the same time. You can jump higher if you crouch while performing this maneuver. If you time it right, you'll find yourself able to "jump" up to second story levels - for example the Battlements in 2Fort. This takes some health off your player so you will want to execute properly the first time.

2) When using the rocket launcher, don't aim at the player's body - instead aim at their feet. The blast damage will hurt nearly as much and with any luck you can launch your enemy into the air in time to have a second rocket waiting at their feet when they land. You can also use the rockets to blast players off ledges and walkways by aiming at the walls behind them.

http://www.youtube.com/watch?v=QbZOeGyd61E




Pyro


Health: 175
Weapons: Flamethrower, Shotgun, Fire Axe

Strengths: The flamethrower has a very short range, but great for getting people coming around corners and groups of enemies. You can see the fear in your enemies as they flee from your 20 foot flame. Once you light your enemy on fire, it continues to burn them, removing about 5-10hp every couple of seconds until the victim dies or the flame gets extinguished. In a recent update, Valve made the pyro's flamethrower more potent which now gives him the killing power of any other main class in the game. Although the character model for the pyro is pretty fat the character moves fast so he's up to the front lines in a hurry.

Weakness: You may become frustrated at the lack of kills you get with this class. As mentioned it's great for spreading fear among the enemy, the flamethrower's lack of range and instant killing power may frustrate you if you're used to dealing out instant death via the soldier or heavy. A medic, health packs on the ground and more obviously a good dip in the water will extinguish the the Pyro's flame on the victim.

Tips:
1) If you're traveling in the open, break out the shotgun until you get back into tight quarters where the flamethrower's full potential can be dished out.

2) As mentioned above, as Pyro you'll want to avoid hanging out near water where your victims can extinguish themselves.

3) If you see multiple targets of opportunity, take out medics first as they can put out flames with their healing gun.

4) Pyros are the #1 spy detecting class. With friendly fire off, Pyros should be flaming everyone in their vacinity to help reveal enemy spies.

5) As a pyro you cannot be set on fire, although you still take damage for a enemy pyro's flamethrower you will not burn afterwards. So when fighting another pyro it is usually best to take out the shotgun.



Demoman


Health: 175
Weapons: Grenade Launcher, Sticky Grenade Launcher, Whiskey Bottle

Strengths: Great class in tight quarters and for defending/attacking bottlenecks. The grenades explode on contact before the first bounce with an enemy or after a few seconds on the ground so this class can keep a key doorway or opening packed with explosions for a long time. Their secondary weapon, the sticky bomb, can be used to defend control point/intelligence or any key bottlenecks. Load the area up with sticky bombs and detonate them as your enemies pass by them by pressing the alternate fire key.

Weakness: Lack of a long range gun is his biggest weakness - makes the demoman extremely vulnerable in the open. He is defenseless at far range.

Tips:
1) Since the Demoman's sticky bombs can stick just about anywhere, put them on the inside or doorways and ceilings (off the ground) to make them less obvious.

2) Your stickies can be shot at and moved by projectile weapons (shotguns, rockets, pistols) so guard against your traps from being tampered with.

3) Another tip is to use your sticky bombs as a full time weapon... launch them at your enemy and as they fly towards your target, detonate them.

4) Hold your primary fire button down to launch your sticky bombs further.

5) Similar to the soldier, the Demoman has his own version of the "rocket jump". The procedure with the demoman is to lay a sticky bomb (or two... careful - this is going to hurt) on the ground where you want to jump from. Step on the stickies then jump and detonate them at the same time... you won't be able to reach the same heights as a rocket jump, but this will help you get into a couple of nice positions.

http://www.youtube.com/watch?v=ua1eAxHTPpk

Team Fortress 2 Player Classes: Part 1

Classes - TF2 has built upon the class system introduced in the original Team Fortress Classic. The classes are a great example of "rock - paper - scissors" in that each class has it's strengths and weaknesses that can be exploited by other classes. For example, the Heavy Weapons Guy is very strong and has a powerful weapon, however he is slow and can be easy pickings for a sniper or spy. The best teams will be well balanced between classes to achieve the objectives of the map and gametype. We covered the Scout, Soldier, Pyro and Demoman in the previous page - now the remaining classes.


Heavy Weapons Guy


Health: 300
Weapons: Minigun, Shotgun, Fists

Strengths: The most health in the game (300)... by far. This guy can take a lot of damage before he goes down. His Minigun can dish out a lot of rounds for an extended period of time although accuracy really drops off at any sort of range. A good class for defending or plowing through a bottleneck.

Weakness: Very slow moving class makes him cannon fodder for snipers. His minigun takes a couple of seconds to spin up to speed before the bullets start firing so those pesky scouts have a fighting chance to run right around you before you get any rounds off.

Tips:
1) If you pair a Heavy up with up a Medic, they can be a nearly unstoppable force. Get a medic's attention by pressing your "Medic!!" key and if the good doctor is worth his salt, he'll hook up with you to go do some damage.

2) If you sense that enemy contact is inevitable, spool the minigun up to speed by pressing the alternate fire button - this makes sure that you can start unloading rounds into the enemy
without waiting for the gun to rev up to speed from scratch.

http://www.youtube.com/watch?v=mY5qJHZCz2I



Engineer


Health: 125
Weapons: Shotgun, Pistol, Wrench

An extremely versitile class that is a necessary part of any good defense. The Engie can has a few special abilities at his disposal - he can build a sentry gun, a dispenser and a teleporter. The engineer spawns with 200 "metal" and he can spend this metal to build and/or upgrade his creations. To build, scroll through your weapons until you get to the Build menu where you will be able to select "1" to build a sentry. Position your sentry, keeping in mind that it can only cover an angle of about 90 degrees. Once you position your sentry and click build, it takes about 10 seconds for it to auto build. You can now begin the upgrade process... the first upgrade gives
your sentry double machine guns and the second upgrade gives it a rocket launcher. To upgrade your sentry, select your wrench and hammer on your gun with it. Each strike of your wrench takes metal from your engineer and goes towards upgrading your gun and it takes 200 metal to upgrade your sentry gun to each successive level. Your engineer can collect metal from weapons lying on the ground, dispensers and destroyed sentries, dispensers and teleporters. After your sentry has been upgraded to the third level, your only concern is to protect your gun and keep it "alive". If your gun takes damage, have some metal on hand and bang it with your wrench to
repair it up to full health.

Dispensers are built in a similar manner as sentries - cycle your weapons to the build menu and select dispenser. Once you build your dispenser (which costs 100 metal), it can give the engineer metal as well as all players health and ammo. An ideal location for your dispenser would be
close to your sentry gun and in an area where you teammates can easily access it. One strategy you see often, if you have time as an engineer, is to build your dispenser first and your sentry gun second. By having the dispenser up first, you have a steady supply of metal to keep your gun upgraded and repaired - as well as a steady supply of health and ammo for yourself as you build.

The last build item is a teleporter which costs 125 metal. The engineer needs to build an entrance and the exit before the teleporter will function. Ideal entrance positions are near your spawn with an exit location as close the front as possible without risking the destruction of
the exit half of your teleporter.

Once you've got your builds in place, now you need to watch over your creations and keep them healthy. Spies are a dreaded enemy of the engieer because spies have a "sapper" weapon which they can place on your builds and destroy them after 5 seconds. Sappers take longer to destroy higher level sentries. Once a spy has laid the sapper, you'll hear an audio alert and see your sentry gun/dispenser flashing in the top right hand corner of your screen. Imediately bang the effected build a few times with your wrench to eliminate the sapper but watch your back while your doing it - a spy is close at hand.

Don't be a selfish engineer!! You can help upgrade and repair your teammates builds as well.
Engineers are fun to play... nothing brings a smile to my face like seeing my "baby" rack up the kills.

Strengths: Great defenders of intelligence/control points as well as bottlenecks. No defense is complete without a couple of engineers and their sentries covering their base. Dispensers can be a critical peice of any defense with it's ability to heal teammates and supply them with ammo at critical points on the map.

Weakness: Low health makes the engineer designed for letting his sentry do
the fighting.

Tips:
1) Always build the dispenser first, as it will give you more metal to build other things, and is a big help in healing medics and teammates.

2) At the very beginning of any level, immediately drop a Entrance Portal, run back into the spawn to refill your metal to 200, THEN head out into the fray.

3) Team up with another Engineer to drop a level 2 sentry quickly then work on the second gun.

4) Sentry placement is everything as an Engineer. Pick a poor location and the sentry will be easily taken out by a Soldier or Heavy in no time at all. Your sentry gun has a limited range.. let's say 40 or 50 yards. Don't set it up where it can be hit from out in the open from a distance without locking on to the attacker and fighting back. Ledges, just outside of doorways and in corners are decent starting points for sentries.

5) A good plan is to build your dispenser and sentry gun right next to each other. This way if you can build the dispenser first followed by your sentry, you'll be replenished continually by your dispenser and be able to get your gun up to level 3 in no time.

http://www.youtube.com/watch?v=i68cEsALWt0



Medic


Health: 150
Weapons: Medi Gun, Syringe Gun, Bone Saw

The medic is a support class which can be used on offense or defense. Use the medi gun to heal your teammates from a short distance and try to avoid getting hit while they deal the damage. After you get about a minute and half worth of heals in you get the UberCharge (which is activated by your "alternate fire key") and gives you and your Medi Gun target invulnerability. You get rewarded for healing by getting a kill-assist for every kill your Medi Gun healing recipient gets. The syringe gun .... shoots syringes.... they are low damage and medium distance. The syringes lose height as they travel and are really an emergency defensive weapon. Medics are primarilty designed to let the heavier classes do the fighting while they support their teammates.

Strengths: The medic is an integral part of any good team - Combine a medic with a Heavy/Soldier/Demoman and the pair can do a LOT of damage. The medic has decent health and can also self heal at a slow rate.

Weakness: Has little in the way of offensive weapons... the syringe gun is for emergency defense only.

Tips:
1) At the spawn, try to pair up with the heaviest class possible to maximize your usefulness. No sense in hooking up with a scout when he'll outrun you on the way to the front lines and his offensive firepower is limited compared to a soldier or heavy.

2) Use your Ubercharge to make you and a heavy class invulnerable for a push through a bottleneck. Sometimes this will be the only way to bust into enemy territory to take out those pesty sentries that have been holding your team back.

3) Don't wait too long to use your UberCharge. Too many times you will see medics get their Uber fully charged and not use it in a timely manner only to die along with a wasted uber.

4) A medic can charge their Ubercharge faster by healing wounded teammates (vs boosting healthy teammates). In some control point maps, there is a "Setup" period of about 45 seconds. Hook up with a Soldier or Demoman and have them injure themselves by firing rockets into the feet (Soldier) or detonate sticky bombs near themselves (Demo). This will increase the speed at which you get your Uber on. If you act quickly off the start, you'll have your Uber fully charged by the time the setup period is over. Once the gates open up, enable your Uber on a Soldier or Heavy and bust through the opening.


Sniper


Health: 125
Weapons: Sniper Gun, Machine Pistol, Machete

When you select the alternate fire key, your sniper gun zooms in through the scope which leaves you suseptable to surprise attacks from the side and rear (did we mention that spies love snipers?). When you are zoomed in, your gun shines a laser on your target which can alert your firends and enemies that a sniper is near. If you remained zoomed in, your gun "charges" to full power in a few seconds which gives your next shot extra power. While zoomed in, your movement is slowed - which is another example of the ying and the yang in this game.

Strengths: Head shots to most classes is an instant kill. The sniper is great for covering choke points from afar - stop the enemy before they can even get to your side of the map is always a good strategy.

Weakness: When your zoomed in, your peripheral vision is nill. This makes snipers prime targets for spies, and there's almost nothing you can do about it - expect to get knifed several times a map as a sniper.

Tips:
1) When zoomed in, hide your laser dot where the enemy can't see it. For example in 2Fort when sniping across to the enemy battlements, keep your dot on the outside metal wall or the outside of the ledge. When the enemy moves into view, quickly move your fully charged sniper sight onto the target for a powerful shot.

2) Keep moving... even if it's just side to side at random. A still sniper is an easy target - not only for opposing snipers but for spies.

3) Use your ears... when zoomed in, your peripheral vision is gone. Use sounds to listen for incoming enemy's weapons and explosions to give you time to unzoom and take defensive action.




Spy


Health: 125
Weapons: Revolver, Cigarette Pack (disguise kit), Electro-sapper, Cloak
Watch, Butterfly Knife

An extremely fun, but challenging class to play. The spy is a purely offensive character - not by using brute force but cunning. One of the spy's key abilities is to disguise himself to look like a player on the other team. Open up the cigarette pack by scrolling through your weapons and choose the class of player you want to disguise yourself as. To your teammates, you will look like a spy with a mask over your face - to the enemy you will look just like them. When the enemy puts their crosshairs over you, the name of a player on their team will show above your head. While you're disguised, enemy sentry guns won't shoot at you which helps you get behind enemy lines. You'll stay disguised as long as you don't shoot your gun or slash your knife - the moment you do, you lose your disguise. Another ability of the spy is the ability to go invisible (or cloak) for up to about 10 seconds - use the alternate fire key to activate/deactivate your cloaking watch. This is great for getting behind enemy lines. Once you’re in the midst of your enemy, you can start doing your damage. You have an Electro-Sapper which you can place on enemy sentry guns, dispensers and teleporters which destroys them after about 5 seconds if they're not repaired by the engineer. Using cloaking, disguise and your best acting skills can often get you into the intelligence room where you can grab the goods and make a run for your side of the map. Spies are primarily for disrupting the enemy lines by destroying engineer equipment and using your butterfly knife on the backs of your opponents for a one hit kill.

Strengths: The ability to cloak and disguise yourself allows the spy to get behind the enemy to take out snipers and sentries. Stealth is their biggest advantage... use it rather than trying to get into firefights.

Weakness: Don't try to shoot it out with anyone. The pistol is weak and you'll be overpowered by every other class in the game in terms of firepower. While cloaked, don't bump into the enemy or you'll lose some of your invisibility for a moment, giving away your position to the enemy.

Tips:
1) When going disguised, pick a class where there are a lot of those players on the opposing team. This will help you blend in with the enemy. Two classes to always avoid - they are easiest to spot as spies - Scouts and Heavies. A real Scout is extremely quick and a real Heavy is noticeably slow. As a Spy, you still travel at your Spy speed which is much slower than a Scout and significantly faster than a Heavy. The enemy will see a Scout running the same speed as most other classes and start opening up fire on you knowing without a doubt that you are a Spy. Same goes for the Heavy.

Additionally, choose a defensive class that wouldn't look out of place hanging around near the back lines such as a Pyro, Engineer, Sniper or even a Medic.

2) Disguise is not enough... you'll need to act the part. How many scouts do you see running empty handed back to your own spawn? It's a dead giveaway. Always be asking yourself, is this what I would be doing if I was really this enemy player?

3) Use your cloaking properly. Use it to get past choke points and to run away after a timely stab or electro sapper. Get behind cover before uncloaking and change classes after you've been discovered or taken offensive action. Also, try to use your cloak to get as deep into enemy territory as possible, uncloak and then start running back to the front lines. You'll be heading in the same direction as the enemy and it's much easier to come up from behind a player than way for a quick knife in the back.

I hope you've enjoyed our guide on TF2 player classes. Next update will be on the maps and strategies.
For any questions, please come to our forums at http://www.cbwgaming.com/forums/index.php
Copyright/Distribution/Reproduction Guidelines -

This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted by CBW The Canadian Black Watch Clan and CBWSpive. Do not edit this FAQ nor borrow its contents in any way. If you want to use some information in your own guide, simply ask me. If you want to place this guide on your website download the file and host it, unaltered, on your own web server. Please give all proper credit for the guide.

Any site out there has permission to host my FAQs (following the above terms), however, these are a list of current sites that host my FAQs officially:

- http://www.gamefaqs.com/
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Copyright 2007 CBW The Canadian Black Watch Clan

Sunday, May 20, 2007

BF2 Bomber Teamwork Guide ( a SimonSays Guide )

BF2 Bomber Teamwork Guide ( a SimonSays Guide )

Good communications between bomber and pilot are great for this. While piloting I keep my nose higher than normal for a nearly level fairly low pass on the enemy units. I have my bomb scope up to light up the vehicles and manned emplacements. I see a wad of targets? I cry lock lock lock and take a long straight pass over them. This serves to let the bombadier know I have a lock whether or not he does and that I'm expecting a missle. He can then communicate No lock or what so that I can adjust my altitude and flight path to get him a lock on the next pass. I also communicate where I see ground targets and if I'm going to make a long pass (five to ten seconds to get ready) or a short pass (Look hard, shot at any moment). Pilots have to keep in mind that their communications are about a seoond or so behind for the other guy to here.

The higher altitude starts with steeper angles can be a great counter against maps with lots of cover. be it trees or many buildings, a steep dive neutraizes the cover. Pilots must remember not to fly as if they are going to drop their own bombs. Fly nose high to make sure your bombadier can see targets. Communicate the lock lock lock with him so he can say locked or "kiss this" or "no lock".

Both pilot and bombadier should be able to bring up the big map at any time. When the cry "We've lost an outpost" goes up, both parties should be able to look at the map and communicate which flag is lost and go there to make a regular bombing run as well as a missle shot. Probably only 25% of general ILG missle shots at a flag render a kill, but that is more than good enough numbers to justify the attempt with or without a lock. You don't see any vehicles? Take a shot at the flag or surrounding immediate area where you would hide if you were taking the flag.

Bomber pilot. Remember that you are a bomber pilot. You are flying a big fat slow turning slow moving bus. Do not go after the enemy fighter as a general rule. Your primary mission is to stay alive and take out ground vehicles. Make every enemy solder equal getting into a vehicle with death. Under ideal circumstances, you will be in communications with your fighter and he can keep your tail clear. Also, if he calls for help, you can usually shake his tail without too much danger. Remember that if you are tailing an enemy aircraft that is tailing your fighter not to fire missles blindly. 1st: Make sure the enemy fighter has dropped his flares already. 2nd: Fire the missles one at a time and wait for impact. Why? Because spare missles or missles that get lost in the enemy flares will automatically lock on the next plane which is your fighter or your helicopter off in the distance.

If you have to go evasive because someone is on you, say so to your bombadier. Going Evasive will let him know he can switch from bomb view to real view and look behind your craft with F10 F11 or F12 and see what the heck is going on and tell you. As to your evasive maneuvers, there is lots to try, but I am not nearly a veteran let alone expert in that area so I leave it to others to talk to you about.

Pilot, it is your job to know where every single stinger emplacement is. Fly smart. If you are going over a stinger emplacement, go over it as an attack run and be ready to flare. You should also know how many Mobile AA spawn on the map and see how many are currently on the map under your control.

Everything dead and you are bored? ILG Missles can take out everything C4 can take out. This means bridges in certain areas and command assets. This leads us to the bombadier section of my yackity yack. Bombadier, you have the job of a triage surgeon in the seat you are using. A steady hand and lightning fast decision making to do on who lives and who dies. You can fire a missle at any time whether or not you have a lock. Where will the missle go? In general wherever you aim it to with your cursor. This means that even if you have a lock and you fire, you can screw up the shot by yanking your cursor around elsewhere. So you have to fire and keep the cursor on the target. Truth has been spoken above about having a lock on one target but the missle goes to another. Thats just a factor of the game. Don't let it nerve you and remember one of the famous bombadier mottos "Catch ya later" and just ask the pilot for another pass on that target.

As to the promised assets. You will never get a lock on these, which makes them tougher. Which separates the good teams from the great teams that should be in the bomber. Both pilot and bombadier have to know where the assets are. Pilot has to make a standard pass on it as if he sees the lock. Bombadier has to aim the cursor at it and hold it steady on. Assets are a one hit kill for ILG and the bombadier will see the point for the kill. The pilot does not get any points for this.

Air to air goodnight kiss. If you are in bomber mode and following the enemy aircraft and he is making no evasive moves, he is unaware that you are behind him. Have fun. Make sure your bombadier knows what you are trying by calling for a goodnight kiss. Pop your nose higher so that your bombadier can try an ILG non-lock shot on the aircraft just like with the command assets. The ILG takes a jet down in one hit and gives it no warning. You can also hit helicopters the same way.

As bombadier, communicate your missle load status to your pilot. Don't wait till the "I'm out or I'm reloading". Each shot should be followed by something like "3 in the tubes, four in the rack (reloads)" When down to the last missle, you may want to fire it off during dead time for a reload, but if the environment is target rich, you may also want to use every missle possible.

Pilot, if you are fairly secure that the ground Stingers are down and that there are no enemy aircraft around, you can alter your speed for more bombing run time. Dropping your thrust to 75% will give your bombadier two to three missle shots on a pass. It also puts your aircraft on a giant serving plate. If someone decides to slice up the goose, it wouldn't be difficult. The easiest times I've had killing the bomber was when it was going slow. Use speed variance with extreme caution.

A great guide with videos is available at BF2S in their WIKI area. It is somewhat dated but in any case an excellent write up. I highly recommend it as a read and the videos as must see TV.
http://wiki.bf2s.com/tactical-guides/lgm-use

Oh, best kits for bomber/bombadier. Well the Pilot should in most cases be a medic. This helps repair both of you when the aircraft goes out of bounds too long. The bombadier can be anything but in general I recommend AT and here is why. If an important flag falls, the bombadier can parachute out of the aircraft over the flag and recapture it. Then if he gets to high ground (like the top of a grain canister) or a really clear area (like a runway) then he can wait there, holding down his E key, while the hotshot pilot in the bomber tries to hit him. The plane will pick up the bombadier. Now if the bombadier dies in his attempt to take the flag, he can always spawn on his pilot/squad leader.

I hope this helps any and all,

|CBW|Simon

Tuesday, March 6, 2007

Battlefield 2 Expert Pistol 'how I did it' ( a Simonsays guide )

Some of my general rules that I went by and requirements to set the stage in my favor. My requirements were a server running a 64 person map with only 32 slots and way less than 32 people in and the map preference would be one with close quarter combat situations such as Karkand, Iron Gator or Warlord. For this I chose WTF (a clan server) because they had four players. I knew they would shortly go ranked and it would be a very long first round of Warlord.

1:I will not use any weapon except pistol.
2:Focus on defense and then flag capture.
3:Ideal spots to be would be palace defense/attack

The reason I chose Special Operations character was the silencer on the pistol and the Zip Line. I also wanted the C4 so I could blow assets and attack vehicles such as tanks if I absolutely had to.

With the zip line, you can travel from TV Station to calling tower to roof of Mosque to ramp runway beside palace wall, take ladder to roof and zip line to side balconey of 2nd floor palace. Likewise in the other diretion you can zip to roof across main street and cover plaza, and then Roof of building over insurgent hideout and then to fire escape across alleyway to roof of that building and zip to roof next to palace security. So without a vehicle, a zip line has a GREAT transportation method on this map if you control TV station.

With that in mind, you may find an I/O server and a server that has FF on full so that clays and mines are dangerous for both sides to use.

Instead of hitting players head on, try to back door as many of them as you can. Lay hidden in a high traffic area and wait for one to run past, right click to get the pistol 'iron sighted' and let the rounds rip. You should see the flaring sites to know you are hitting the guy. The silencer will not give him an audio alarm of what is going on so with those few seconds, you can kill him. Then? Wait for 10 seconds for a medic. If no medic, get the hell out of there to your next spot or flag.

And that was about it. I joined a squad that I knew would be pro-active to be in the action and with that, I knew I had a spawn point right into the thick of things if I died. I died a lot.

Best of luck with your attempts. Prepare yourself for many trys and don't let failure get you down. If you do not purposely try for this award, I believe it is one that you cannot just 'get'. Trying and focus are the keys to it for me.

This guide is dedicated to the gamers of
The Canadian Black Watch http://www.canadianblackwatch.com
CBW Gaming CBWGAMING http://www.cbwgaming.com

Tuesday, February 27, 2007

Battlefield2 Command Points Advanced Theory ( a SimonSays Guide )

Battlefield2 Command Points Advanced Theory ( a SimonSays Guide )
By |CBW|Simon
http://www.canadianblackwatch.com

_ _ _ _ _ _ _ _ _ _ _
Version 1.0
_ _ _ _ _ _ _ _ _ _ _

E-mail: simonhawke@earthlink.net
Website: http://www.CanadianBlackWatch.com
Copyright 2006 |CBW| The Canadian Black Watch Clan

My forum guide reading research has shown common threads of thought and in practical testing of 18,000 command points I find it to either be completely true or at least to a 99% and the last 1% doesn't matter enough to affect the outcome of a commanders score.

As commander, you get a mathematical percentage of points that your team gets. The math is 1 Command Point = (1 any point / number of people on your team at the time the point was made). For example, at the start of a round you are commanding. if there are 10 people on your side and each of them get 2 points, you get 2 command points (command points = 20 points total / 10 players) Now if the last half of the same round the number of players goes to 25 and they each get 1 point, you get 1 for that time. Your total score so far is 3. (Command points = {20 points total / 10 players} + {25 points total/25 players})

Completely separate from this is the x2 modifier to your command score as a reward if your side wins the battle.

Do you get points for answering calls for UAV, Supply Drops or Vehicle Drops? No.

Do you get points for artillery or cartillery kills, spotting the enemy or any personal kills you make in any fashion? No.

Do you get points for ordering your men to defend a position and they listen to you? No.

Here are some advanced command concepts for command points and winning the round for you to ponder:

If your side completely butchers the other side, your reward is only the x2 win. So if you win with a final score of 245 to 0 or 2 to 0, you still get the same reward BUT IN MOST CASES you get many more points on the 2 to 0 score. Why? Because that means more tickets were used. Each of those tickets can be thought of as either a life, or your side getting a kill. The longer the game goes on, the more killing there will be and as will follow, more points awarded to your guys and therefore to you as commander.

Supply Crates can cost you points. If you have a supply crate and no one asks for it, think x2 about dropping it. Each time a person uses a supply crate as opposed to a Medic, Engineer or Support person that means that those people are not getting the 1 point for Heal/Repair/Supply and if they don't get their point, you don't get yours. Why would you ever drop a supply crate then? To win the damn game and to support your troops. You want to support them but you do NOT want to keep them from supporting each other.

Artillery can cost you points. For every enemy you kill, that is a ticket the other guys lose off of the big score board. That means you are one kill closer to the end of the game and YOU DON'T GET POINTS FOR THEM. If your guys kill those people/tickets, you do. So why would you ever use artillery? Again, to win the damn game and support your troops. Protect flags, soften the enemy up and allow your boys a fighting chance to make a beachhead somewhere. What you do NOT do is start butchering the enemy at their last spawn with artillery as this will only server to totally shorten the game and also you are just being a bully and stealing points from your own guys. Again, use the artillery to protect and support. Do not use it if it is not necessary as it will only serve to shorten the game that you know for a fact you are already going to win. Let the ground pounders slug it out and give them UAV. Stop general supply drops unless you see a blatant need for them or someone asks.

Finally, what perks does command then have? A couple of loopholes in the EA award system that I don't understand but think they could have easily blocked them and chose not to. A few people consider this the cheap way out, and others don't care. Some will call it stat padding but I will explain at the end why I disagree. We've been talking about command points above. A Commander gets no Team Points or Combat Points (the other two kinds of points from command that show up on the Global Points system and allow you to go up in rank) but you still get statistical award points that allow you to earn Badges, Ribbons and Awards. What this means is although you get no Combat Points for the knife kill you made, you still get a statistical knife kill. If you got seven of them in a round, you would be awarded your Basic Knife Badge (if you didn't already have it). If you kill an enemy trooper near a flag? You get attributed a defense point for your Valorous Service Award. If you repair your damaged assets? You do get repair points to your Meritorious Service Award. If you need your Basic Sniper Combat Badge and you kill ten enemy with artillery (eleven for the SF Badge), you will be awarded your Basic Sniper Badge. If you sit at a Machine Gun or TOW emplacement and kill ten enemies with artillery (and you already have your Basic Ground Defense Badge) you will be awarded your Veteran Ground Defense Badge. As to why I don't feel EA considers this stat padding is as follows. Certain badges and Ribbons cannot be so easily achieved as commander. The Armor Ribbons and the Knife Badges and so forth all state something like "X amount of kills WITH a ____" so you don't get your armor ribbon if you are sitting in a tank and doing all your killing with artillery. You also don't get your knife badge by holding the knife while you are killing with artillery. So EA has blocked certain awards from being achievable by the Command Perk method. In the end, it is your decision to make as to whether or not you will do this. Some servers have very strict rules in place for Command personnel to follow so be sure to read the rules and abide by whatever the server you are on states, or find another server to play on.

I would like to point out a few things I did not easily find out, but think them important so will share them here.

The commander has the ability to right click spot an enemy. Even if the commander doesn't know exactly where the enemy is, a couple of right click spots in an area will either reveal the enemy OR question marks. The question marks mean that there is no one within a small area around it. When a commander spots an enemy, the spot comes up on everyone’s radar and large map UNLESS the dot is a hazy dot. That means that after a commander does a single pass scan of an entire area (satellite scan) he sees troop movements and every enemy position but all of his men don't. EA possibly wanted it that way so that the commander had to direct or take an active communications stance with his troops. Most commanders immediately start right click spotting all these enemy agents BUT on the commanders own scope, these hazy dots DO NOT go solid. If they do not go solid, then the troops WILL NOT see it on their radars. They will hear you calling out spots, but will not see this. As commander, you have to wait for the haze to go away before you can use the spot method. Also as a side note, sooner or later you will right click spot on someone and it will be a WHITE dot. This will be the enemy commander. Always make sure you let your boys know this. Harassment and death will take the enemy commanders mind off supporting his troops.

I hope you all find this guide enlightening. I am open to debate on any subject in here and corrections as well. My desire is not to put out any misinformation, but nothing is 100% when you do most of the proof research alone.

_ _ _ _ _ _ _ _ _ _ _
Common Questions -
_ _ _ _ _ _ _ _ _ _ _

None as of yet. Simon@CanadianBlackWatch.com Subject: Command Theory Question

|CBW|Simon
_ _ _ _ _ _ _ _ _ _ _
Copyright/Distribution/Reproduction Guidelines -
_ _ _ _ _ _ _ _ _ _ _

This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted by |CBW|Simon. Whatever you do, DO NOT edit this FAQ in any way. DO NOT steal anything from this FAQ. If you want to use some information in your own guide, simply ask me. If you want to place this guide on your website download the file and place it on your own web server. Basically, you can post this on your website as long as it's in ORIGINAL form. Aside from that, all proper credit is due when necessary.

Any site out there has permission to host my FAQs (following the above terms)

============================
Thank You -
============================
I'd like to thank the following people and clans for their help in making this paper
possible:

|CBW|The Clan - My brothers in arms.
|CBW|SnkEys990 – The best BF2 commander I have ever served under.
|CBW|Slydog1 – Always a great security backup. What I miss, Sly puts a spot on immediately.

Saturday, February 24, 2007

Battlefield2 Knife Guide ( a SimonSays Guide )

Battlefield2 Knife Guide ( a SimonSays Guide )
By |CBW|Simon
http://www.canadianblackwatch.com

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Version 1.2
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E-mail: Simon@CanadianBlackWatch.com
Website: http://www.CanadianBlackWatch.com
Website: http://www.CBWGaming.com
Copyright 2007 |CBW| The Canadian Black Watch Clan

_ _ _ _ _ _ _ _ _ _ _
Table of contents
_ _ _ _ _ _ _ _ _ _ _

+: Message from the author
+: Authors knife stats
+: Contributions
+: History of this Guide
1: Introduction
2: Control Basics and Tips
3: Knife Situations
4: Missing with the Knife
5: Best Kit for Knife
6 :Knife Duel
7 :Knife Against Guns
8 :Knife Maps
9 :Knife Pistol servers
10:Badges
11:Rankes
12:Stats
13:Common Questions
14:Servers I play on
15:Copyright
16:Thank You


_ _ _ _ _ _ _ _ _ _ _
Message from |CBW|Simon
_ _ _ _ _ _ _ _ _ _ _

I often use google searches, forums and movie links to learn new or
alternative tactics in Battlefield2. Many times I have come across
the requests for help with the knife badge but I have never found a
complete knife guide. I thought that by writing this guide, it would
allow me to learn more about other player’s tactics when they write
in to either dispute my methods or report an obvious exclusion.

I remember when I set off one weekend to get my basic knife badge
and managed to get it in my first attempt by use of stealth.
During the game, my adrenaline was running high and I was excited
and on edge the entire round. Once I completed my goal and the round,
I wanted to relax and not go through that intense game again for a
bit. I focused on some other weapons and didn't get back to the
knife for a couple of weeks. Once I got back to the knife and
focused on more kills for my veterans and expert badges I found that
I was almost the only one I would see consistently knifing a person
or three each round. The excitement is still there, but I'm used to
it now and it doesn't wear me out by keeping me on the edge of my
seat. There are probably thousands of people that can do better with
the knife than I, but since they haven't written a guide, you are
stuck with me.

I am glad to take this opportunity to give something back to the BF2
community that has provided me with so much fun over the past few
months. I dedicate this guide to the people out there who help
others, be it by guides or forum posts. Also, to all the people who
have had to tolerate my battle cry on team speak of "Taste my blade!"

_ _ _ _ _ _ _ _ _ _ _
|CBW|Simon's current knife stats
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5/21/06 - Basic
6/28/06 - Veterans
7/2/06 - Expert
7/26/06 - 300
3/31/07 - 803

Player ID 68617844

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Contributions
_ _ _ _ _ _ _ _ _ _ _

As previously stated, there are probably thousands of people that
can do better with the knife than I. Also, I may not remember
everything I know or have learned. If you have an idea and email
it to me, I will review it and consider adding it to the guide
(with proper credit to you). If you have questions of knife
situations, I will try to answer them individually. If they keep
coming up, I will add them to the guide.

_ _ _ _ _ _ _ _ _ _ _
History of this Guide
_ _ _ _ _ _ _ _ _ _ _

Created: 7/27/06
Update: 9/22/06 Release V:1.0
Update: 11/12/06 Release V:1.1
Last Update: 3/31/07 Release V:1.2

_ _ _ _ _ _ _ _ _ _ _
Whats New
_ _ _ _ _ _ _ _ _ _ _

1.1 : Added Whats new section
Added UAV section to knife situations. Codenamed Cerebro
Added suggestions for combat zone. Codenamed You Are My Density
1.2 : Modified web addresses to match current whereabouts
changed date on copywrite info
Added Flash Bang to knife situations. Codenamed Walk Into The Light

_ _ _ _ _ _ _ _ _ _ _
- 1) Introduction -
_ _ _ _ _ _ _ _ _ _ _

This guide is for the Battlefield 2 player that wants to learn to
use the knife effectively. We all know that the pointy end goes
in the enemy, but in this guide you will be shown how to shop for
targets of opportunity and to become lethal in close quarters
situations. The tips in this guide can be used to help you achieve
the Basic Knife Badge as well as the Veteran and Expert Badges, but
for some of you, this guide will change a small part of the focus
of your play. You will be a knife player. Some would say this is
one of the extremely hated player types, as what you will learn to
do take skill, daring and stealth. Being knifed is one of the more
shameful things that can happen to a player in game ranking second
only to being paddled by a medic.

_ _ _ _ _ _ _ _ _ _ _
- 2) Your Knife Controls -
_ _ _ _ _ _ _ _ _ _ _

It is no mistake that your knife control is default tied to the 1
key. Think about it. The weapon kills in one hit, body armor or
not. The weapon needs no reloading and is instantly ready. Every
single kit comes with the knife. The 1 key is fitting but if you
want to really be ready for all situations, get a mouse with a few
extra buttons on it and assign one of them to be the alternate
weapon key for the knife. My own Mx518 gaming mouse from Logitech
is set up to pull the knife, pistol, gas mask and also changes my
mouse sensitivity so I can alter the mouse when I'm in a tank (very
sensitive) or if I'm the gunner in a chopper (very slow and steady).

The quick pull has allowed me to survive many meeting when I run
out of ammo, or just allowed me to alter my plans when a knife
opportunity presents itself.

_ _ _ _ _ _ _ _ _ _ _
- 3) Knife Use Situations -
_ _ _ _ _ _ _ _ _ _ _

What are great knife situations? Any situation you have a high
chance of killing your opponent without him even realizing you are
there.

Your fly is open: There are many times you will see the oblivious
solo enemy perhaps wrench repairing a tank, or command asset, or
even a singular enemy using the sparrow missile emplacements
looking for a helicopter. You can shoot these people, and if we
are talking about a distance that will take you 10 or 15 seconds
to run, but this is where your knife is crying for blood. They
are focused on a task and are deserving of a blade shaped reality
check.

I'm late, I'm late: There is the enemy player that runs past your
cover and continues on, unaware of you. A bullet may get you two
points, but a knife kill gets you the same points and a sense of
accomplishment. They make it easy on you and most of the time run
in a straight line and then stop and lie down to fire at some
target off in the distance.

The wolf in sheep’s clothing: If you see several enemy bodies
and you hear one cry "Medic" (I have my English only speak
enabled) then lie down IN the bodies, letting them mask your
presence. When the medic comes, wait for the revive, and then
kill them both. Be careful not to get paddled.

Back door Susie: Ever come around a corner to find two or more
enemy engaged in a firefight facing away from you? Nothing is
more impressive than sticking two or three people in under three
seconds in front of witnesses.

I'm Batman (BF2 Special Forces): Snipers love to go up ladders
or stairways and lay claymores at the entrance to their lair.
Use the grapple of the AntiTank or Assault and let them figure
out how you got up and snuck in behind them and stuck them.

I'm Spiderman (BF2 Special Forces): Much like the Batman in
reverse. You see enemy below you and you use your zip line to
swoop in behind them and put yourself in position for the Back
door Susie.

Avon Calling: I have had a couple of situations where I spawn
into a point and notice two or more enemy on the flag. You may
already spawn on top of them and if you move fast enough, they
will hesitate to shoot at you if you move in-between them.
Twice in my life, I have repelled a three person flag attack with
the knife. Without having to reload, nor hit more than once, it
was the only way other than a grenade that I could have done it.
The added advantage that they are probably sitting still and prone
on the flag helps.

Cerebro: With any map, there will be UAV times. Use the UAV
runs as they occur to map out where your potential targets are.
Think like them too. If you see two targets moving to a friendly
flag, that may be where you want to spawn next if you happen to
die soon. If you see a stationary blip in a spot you know to be a
great sniper nest, you may have a setup for a Back door Susie.
Watch the UAV runs and keep a situational awareness of where
these little red dots are, where they are going or if they are planted.
Don't be afraid to request UAV. You need to be a Squad Leader to
do that and use your default T key to get the SL commo rose.

You Are My Density: If you are looking for the basic knife badge,
you want to go to areas of dense enemy activity and tight combat
quarters. You do not want to be in the middle of it, but preferrably
coming up from behind. You may want to hitch a ride with a chopper
heading to a spot but going over enemy territory, or possibly take a
boat or fast attack vehicle the long way around to approach from
behind. You may think about being a Special Operations and
blowing up the enemy UAV specifically so you can be as undetected
as possible. If you are hunting for awards then the situation and a
really good day are all you need. Don't go to low traffic areas and
wait for the action to come to you. You will burn too much time and
lose your chance of getting the necessary kills in a round.

Walk Into The Light: If you know you are entering a room with a
high chance of having enemy troops around, toss in a flash/bang
from your Assault kit first. The blinding light lasts for 10 to 15
seconds. If you are lucky, three or four enemies will be wandering
around totally blind. Add a knife to the mix and hilarity will
ensue.

_ _ _ _ _ _ _ _ _ _ _
- 4) Knife Miss - Issues -
_ _ _ _ _ _ _ _ _ _ _

Some people tell me that they try to knife someone and they see and
hear the hit, but the other person lives. I have to describe to
you what is happening here. Sometimes you will fight people and
disparity between your pings may be large. You at a ping of 122
and the opponent at a ping of 10. Your opponent will appear to be
three places in programming language. The first place is where he
see's himself and this gets reported to the server. The second
place is where you see him and this is from what the server reports
to you. The third place is somewhere in the middle, where the
server currently sees them to be. If on your computer, it appears
you hit him, you will see the hit and hear it as these graphics are
a function of your computer. As it turns out, he wasn't in knife
range though so he continues on his merry way probably completely
oblivious to your attack as he won’t hear or feel the hit that you
saw. Try again. the bigger the disparity, the larger the difference
of where he really is. When stationary, this isn't important, but on
moving targets, it is. Remember that the first attack may not kill
when you are attacking a moving target. Plan for the miss and the
continuation of the chase and follow-through attack.

_ _ _ _ _ _ _ _ _ _ _
- 5) What is the best kit to use -
_ _ _ _ _ _ _ _ _ _ _

For every player and for every map, this will be a different answer.
Use your kit and the map surroundings to your advantage. If there is
plenty of foliage cover, be a Sniper with the ghillie suit and use the
cover to sneak up and kill your targets. If there is no cover and you
are taking fire at odd times, use the Support or Assault kits as you
will have some body armor. In Special forces, remember that the Batman
or Spiderman are very kit oriented attacks and require the grapple or
zip lines.

In specific cases, you can also use mines from the Engineer kit to
protect you from Tanks and APC's or claymores from the Sniper kit to
prevent being someone else's Back door Susie.

After a while, you will find that no matter what kit you have chosen,
that the knife situations will present themselves, so don't hesitate
to experiment with whatever works best for you.

_ _ _ _ _ _ _ _ _ _ _
- 6) Knife Duel -
_ _ _ _ _ _ _ _ _ _ _

There comes a time when you try to knife someone and he runs out of
ammo while trying to shoot you. Also, he may realize you are trying
for a knife kill and offer you mano y mano combat. If he also pulls
out his knife then you have some choices to make as to whether or not
you just shoot him. I hope you choose to go through and fight it out
Thunderdome style. Bob, weave and jump. Feign forward, backward and
thrust. Of all my knife kills, I have been offered honorable combat
once or twice so far. I remember those situations to this day where
as I normally don't remember many specific instance in a days worth of
BF2 gaming.

_ _ _ _ _ _ _ _ _ _ _
- 7) Knife Against Gun -
_ _ _ _ _ _ _ _ _ _ _

Up close, the knife vs gun debate is a hot issue. My own personal
feelings are that I've missed too many people up close with the gun
because the person didn't sit still and let me kill them and I wasn't
able to hit them more than once or twice before they shot me.
Personally, I would prefer to dance with them and let them take pot
shots at me while I move in for the blade kill. This gives them an
adrenaline rush that will work in your favor. I have seen people time
and time again overreact because they are being attacked by someone
with a knife. This may give you the needed time to finish your
opponent. Any time a close quarter combat situation presents itself,
ask yourself if it should be gun or knife and be prepared to pull the
blade at a moments notice. If your opponent is a sniper and holding
his rifle, use the blade.

Medium range, unless the target is not looking at you or if he is
otherwise engaged in another target, you need to think about your gun
or a feign. I often run in the opposite direction or half way around
an object that is between me and the target which will obstruct his
view and then double back. Usually the target will go to face you and
you can attempt the Back door Susie. Medium range is very dependent
on the situation and surroundings. Contemplate the gun as a backup
plan.

Distance, forget it. See if there is a way to close with the target
discretely. The farther away a target is, the better a time it is
to hunt for someone else.

_ _ _ _ _ _ _ _ _ _ _
- 8) Maps -
_ _ _ _ _ _ _ _ _ _ _

Every map is a knife map. My own favorites are the ones that promote
close quarters combat. For instance in Special Forces, the Iron Gator
when one side has the mess hall and the other side has the forward
hanger bay, the battle between those two points are fast as you contact
the enemy within three seconds of spawn if you run to the other p
osition. Also, between those two points are four different choices of
travel. There is always a possibility to back door someone there. The
other strong Special Forces map for me is Warlord. When one side has
the third floor of the palace and the other side has the second floor,
there are multiple choices for paths between the two points. Many
opportunities for fast and multiple knife kills come up here. Make
sure your team is not nade spamming before you run forward to do your
deed. Also, if you have killed two or three already in a tight area,
remember the Wolf in Sheep’s Clothing.

For Vanilla BF2 maps, I've done a lot of good work on Strike At Karkand.
The Hotel has a lot of alley ways that allow for CQB. I have also had
a lot of luck and actually got my own Basic Knife on Songhua Stalemate
as a sniper. The two sides on that map (Chinese and US) appear to use
the same character for sniper. This gives you a moment delay as when
you approach someone and are not shooting, they assume you may be on
their side and delay for that important moment. Sharqi Peninsula at
the construction site is also a great fast one to get a couple of blade
kills in if the enemy has the flag point there. Please do not camp the
spawn area and not attempt a flag capture. This is just flat out
camping and not really what the game is all about. Some servers even
have strong rules against such behavior. There are also so many knife
kills out there that this practice is unnecessary.

Since the release of the Infantry Only mode, you can now play on servers
that will guarantee you will not be vehicularly harrassed while in pursuit
of scalps. I have found these servers to be filled with medics and snipers
both of which make my knife tingle with excitement.

_ _ _ _ _ _ _ _ _ _ _
- 9) Knife/Pistol servers -
_ _ _ _ _ _ _ _ _ _ _

Unranked servers I don't have an issue with. Ranked servers are against
the Rules of Engagement set up by Electronic Arts. Play on them and
possibly have your stats wiped if you are caught. If you are going to
listen to anyone regarding this route, then take my advice here: The
awards are not real and are worth nothing to other people. Go this route
and they are worth nothing to you as well.

_ _ _ _ _ _ _ _ _ _ _
- 10) Badges -
_ _ _ _ _ _ _ _ _ _ _

-> Knife Combat <-
_ _ _ _ _ _ _ _ _ _ _
- Basic = 7 Knife Kills in 1 round
- Veteran = 50 Global Knife Kills
- Expert = 100 Global Knife Kills

_ _ _ _ _ _ _ _ _ _ _
- 11) Ranks That require Knife Badges -
_ _ _ _ _ _ _ _ _ _ _

First Sergeant - Basic Knife Badge
Brigadier General - Veteran Knife Badge

_ _ _ _ _ _ _ _ _ _ _
- 12) Stats -
_ _ _ _ _ _ _ _ _ _ _

Knowing where you are in your quest for your Knife Badges may motivate
you. Here are some stat sites that will let you view your current
knife kills.

http://www.bf2player.com/
http://www.bf2s.com/
http://bf2stats.formitron.com/
http://www.bf2tracker.com/
http://www.bf2stats.nl/
http://www.gameslave.co.uk/bfparser.cfm?
http://www.spielerstats.de/

_ _ _ _ _ _ _ _ _ _ _
- 13) Common Questions -
_ _ _ _ _ _ _ _ _ _ _

None as of yet. Simon@CanadianBlackWatch.com Subject: Knife Question

_ _ _ _ _ _ _ _ _ _ _
- 14) Servers I Play on -
_ _ _ _ _ _ _ _ _ _ _

When you read this you were the learner, now you are the master? Thou
be drawn against heartless hinds? Turn thee then Benvolio and face
thy death.

CBW: Current site http://www.CanadianBlackWatch.com
and http://www.CBWGaming.com
Server: 69.65.31.139:16567 Canadian Black Watch BF2 Ranked

SourceOfEvil: Current site http://www.SourceOfEvil.com
Server: 69.65.15.212:16567 (Ranked) =SoE=
Server: 66.102.113.61:16567 Euro Force Ranked Server

Don't be saddened. Just because you get that "I wanna stab the fat man"
look in your eye, doesn't mean I'll knife you. Often times I will just
fill you full of lead. So do yourself a favor, don't let me know you
are coming for me till after the blade slips between 5th and 6th ribs
from behind me.

_ _ _ _ _ _ _ _ _ _ _
- 15) Copyright/Distribution/Reproduction Guidelines -
_ _ _ _ _ _ _ _ _ _ _

This FAQ/Strategy Guide/Walkthrough is my own published work, and
copyrighted by |CBW|Simon. Do not edit this FAQ nor borrow its contents
in any way. If you want to use some information in your own guide,
simply ask me. If you want to place this guide on your website download
the file and host it, unaltered, on your own web server. Please give all
proper credit for the guide.

Any site out there has permission to host my FAQs (following the above
terms), however, these are a list of current sites that host my FAQs
officially:

- http://www.gamefaqs.com/
- http://www.canadianblackwatch.com/
- http://www.cbwgaming.com/
- http://cbwgaming.blogspot.com/

============================
- 16) Thank You -
============================

I'd like to thank the following people and clans for their help in making
this FAQ
possible:

|CBW|The Clan - My brothers in arms.
|CBW|Whipsaw - Always my cohort in treacherous humor attacks.
|CBW|Spive - For your leadership, tolerance, guidance and friendship.
|CBW|D@rknyte - The rock. Be it the one I hide behind if we are on the
same team or the one that lands on my head if we are not. Thank you for
recruiting me back in 2001.

=HF= HellsFury clan at http://www.hellsfury.net for having hosted a
BF2 Special Forces server that taught me the strength of teamwork
and cooperation in BF2, not to mention many killer map strategies
and much advice.

=HF=Alfaeagle - Great clan and great fun. Thank you.
=HF=Linkster - aka, Mr. Kills-a-lot. One of the best players I've met from
skill to attitude.
=HF=Spider-HF- - aka The Butcher. Humor and death on foot or in sky.

=SoE= Source of Evil clan at http://www.sourceofevil.com for hosting an
awesome server with rotating games from BF2 SF AF and EF. Also one
of the founding members of the BF2player.com server alliance.

=SoE=Dgrillo - Thanks for putting up a server and not putting up with
cheaters and the likes. A clean server with fun gamers
is getting harder to find.


"The cutting edge of technology is covered in the blood of those
who buy first" |CBW|Simon

Copyright 2007 |CBW| The Canadian Black Watch Clan