Posts: 1 - KR:
Seen: 8 months ago
Hi folks,

Some friends of mine recently convinced me to install BF2 to play online. Even though I have been playing FPS since around 1998, I've always been a Counter-Strike kind of person (I know, right) and never had the opportunity to play BF2. So, I'm as familiar as one could be with FPS mechanisms but I'm struggling to find tips and tricks to improve my BF2 skills (aim, movement, tips and tricks about maps and weapons,...).

Given that the game is now over 10 years old, I assume that such resources (ballistics analysis [damage, range, recoil,...], gameplay tips [such as, in CS "your run faster with you knife out and one secondary attack in the back is lethal ; in older versions of the game, you could climb a cliff/get no fall damage if you were sliding on it ; ...],...) exist somewhere and are just waiting for me.

I'm also looking for ways to improve video settings (higher resolution, better field of view, depth of field...) because even though everything is set to the max, the game still looks like complete garbage and I can't distinguish between a tree and someone standing in these trees from a distance.

Any idea where I could find the precious information I'm looking for?

Thank you :)
Posts: 212 - KR:
Seen: 1 month ago
Stick your head in the wall when u spot nades tot reduce the damage.

Revive your teammates. Play as medic to learn and practise.

Take cover

Check your corners

Try to keep moving

Always aim before u shoot


Donated: $50
Posts: 188 - KR:
Seen: 3 weeks ago
There are many 'youtube' videos out there. Simply 'google' bf2 tips etc and they will magically appear before your eyes. If that is not enough 'squad-up' with someone and share what you know with each other. BF2 was supposed to be a 'team-oriented' game.
A personal tip from me. You get killed far less using squad VOIP to communicate than when you use the in-game chat feature :) lol
Posts: 40 - KR:
Seen: 3 weeks ago
double click your bf2.exe icon....update servers.......join a
rinse and repeat
Posts: 12 - KR:
Seen: 4 months ago
Posts: 59 - KR:
Seen: 6 months ago
I tried to do a lot of digging over the past 2 days on the only community I ever belonged to before I found A place where I used to play BF2 on, SL on, Command on, & Admin on. I dug until late at night, not gaming, hoping against hope that I might find the posts that had all of the things I learned or taught, where a good friend / player of mine took the time to do write ups to help anyone from new players to veterans. Alas, I failed to find any of the old posts with all the relevant helpful tutorials.

Then I found this:

TACTICS: Commanding
For BF2. :2

Tag line: The primary function of the commander in BF2 is to support the team's squad-leaders. As a commander, your goal should be to provide pertinent tactical information to your SLs and to provide material support for the troops...


The primary function of the commander in BF2 is to support the team's squad-leaders. As a commander, your goal should be to provide pertinent tactical information to your SLs and to provide material support for the troops. If support comes in the form of arty, so be it. Great, you can get some kills in and piss off the other team when the screen goes yellow, but that should never happen unless you‘re actually helping your guys on the ground.


The Basics:
You can command even without assets, it’s just not as convenient. If the evil spec-ops have blown your equipment, then quit your whining and go back to basics. Coordinate your squads, spot enemies for your team, and drop supplies and vehicles.

A commander who doesn’t talk to his squad leaders is a terrible commander. Period. Remember: Your primary function is to provide information.

As a commander, you have a couple of methods of communication at your disposal:
You can type something out for the whole team. To do this, click the "team" option below the chat box in the bottom-left corner of your screen, type out what you have to say, and hit enter.
You can type out something to a specific squad. This is similar to the team chat. Highlight the squad you want to send a message from on the left side of the screen, then hit the "squad" option below the chat box, etc...
Most importantly, you can talk to all of your squad-leaders at once by using the V key. It's a lot easier to talk through the command channel. If you don't have a mic, go get one.
You can use the pre-recorded comments. Right-click on a squad’s stat bar, then pick the appropriate comment. They usually get the point across if you don't want to want to talk.

You're the commander, therefore it is your responsibility to ensure that your squads have orders that will help your team win the battle. If you're lucky, you will have squads that are capable of covering vital points on the map by themselves.

How to issue an order:
1. Give a verbal or written order to a squad through the channels listed above. You can make this order even clearer if you...
2. Paint a line. You can give the squad a line to their objective by selecting the squad, then going to the map, right-clicking the objective, then picking the proper order from the list that comes up.
When to issue an order:
1. Decide which squads are your "tactical" squads and which ones are your "fodder" squads. Your tactical squads are the ones that are self-directed and the ones that follow orders well. Your fodder squads are the ones that don't seem to accomplish much or those that are oblivious of your orders.
2. Decide which points on the map are most important. These may be flags or they may be choke-points.
3. Assign your tactical squads to the most important points if they haven't already done so themselves.

-- Your tactical squads can cap flags. Your fodder squads might defend them. --

The map:
You can zoom in with a magnification of x1, x2, and x3. To zoom-in, click on the area you want to focus on, then use either the scroll wheel on your mouse or click the x3 button on the screen. Once zoomed in, you can use the WASD keys to slowly move about the map. The only two zooms you I use are the x1 for a look at the overall situation and x3 for spotting the enemy and placing supply/vehicle drops. For the rest of this post, I'll call the x3 option "zoomed-in."

Spotting enemies:
One of the most useful abilities of the commander is to spot enemies. Spotting allows you to inform your troops about enemies even when your UAV is employed elsewhere.

The precise method for spotting: Zoom-in, right click on the enemy in question, and hit spot. If you've just done a scan and you remember approximately where the enemy is, you can usually get away with spotting zoomed out. Otherwise, you'll have to zoom in and find precisely where the enemy is before spotting.

The fast method for spotting: Keep the map zoomed out and pepper an area with "right click and spots". If there is something there, then it will usually show up. If there isn't an enemy, then there will be question marks.

When you have a tactical squad heading to a flag, spot everything possible. This is one of the key differences between an average commander and an excellent commander.

Note: When you’ve just done a satellite scan, you have to wait for the red dots to fade before you can actually spot them. It’s annoying to have to wait, but it’s also annoying when your commander is raving in Arabic and nothing is showing up on your map.

Requests from squad leaders:
SLs don't always have the time to pick a precise location for their request, and if you blindly hit affirmative without checking, that jeep might just end up in a tree.

Here's how to do it right:
1. Check to see if it's from one of your tactical squads. If so...
2. Zoom-in to place the supply/vehicle drop in a useful position.


Commander’s assets:
As a commander, it's your responsibility to know how to use the commander's assets efficiently -- these things don't magically make your team into a fighting force. You need to know how to use your assets to provide your team with more high-quality information and to give them added agility and fire-power.

Satellite scan:
So, the sat scan bar is full up, and you've pressed the button to run it. The red dots that you can now see sprawled across the screen each represent an enemy unit. How can you use this information for the benefit of the team?

1. Check to see if anybody is capturing one of your flags.
2. See if the enemy is heading towards a flag completely unopposed.
3. Tell your squad leaders about the above situations! Redirect a tactical squad if you need to, or just order them to have a squad-member or two spawn at the flag and defend it.

4. Next you’ll want to advise your tactical squads of any opposition they might have at the flag they’re heading towards. Information is the key to success for those guys -- give it to them! If there’s only a guy or two, then spot them out so that your squad doesn't get an nasty surprise. If there’s a lot of opposition, you might put up UAV or tell them to go to a less heavily defended flag; perhaps you should even put down some arty.

Q: Why would I wait to get a bunch of kills?
A: Those kills you could be getting might not further any strategic goals.

Remember: As a commander, your goal is to provide support for your squads. It is not to go out and rack up tons of kills. You should put arty on a target when you have a tactical squad approaching a heavily defended flag, an opposing squad is camped somewhere where you don’t want them, or if the enemy is trying to take a flag and you have the time to blow them into little pieces beforehand.

Also: It’s best to advise your squad leaders when you’re putting arty on something. It’s unbelievably annoying when you TK people that hopped onto the flag when there's a big red picture of artillery right there on the mini-map. Inform, inform, inform.

At worst, an arty strike will land 15 seconds after you launch it. That means that if a flag has already been neutralized, you are quite possibly too late to keep it from getting captured! If you plan on keeping the enemy from neutralizing a flag, pay attention and launch just before they get there. This can often be done in conjunction with the satellite scan -- you see the enemy approaching, you launch the arty on the flag, and it lands just when they get there.

As commander, your job is to provide quality information to your troops. With that in mind, the UAV is an immensely powerful tool at your disposal. However, if you position the UAV incorrectly, you may be wasting much of it's potential.

To effectively place a UAV, first you must determine where the heaviest action is. After that, you must try to determine where the action will be headed. Finally, place the UAV between your troops and their objective with your troops just on the edge of its coverage.

By having the bulk of the UAV's coverage in front of your troops, they will be able to see what's headed towards them and plan accordingly. They'll be able to see if their advance is clear, and where they'll be taking fire from. What your troops probably don't need to know is that there aren't any enemy units behind them.

If the UAV is about to finish up, try to spot notable enemy units so that your troops won't be completely in the dark once the UAV goes down.

Supply/Vehicle Drops:
In order to let your team make the most of a supply crate or a vehicle drop, you have to do a bit more than click blindly on the map.

Some things to consider when you want to place a supply or vehicle drop:
If you drop supplies square on a flag that you want captured, then the enemy gets to use them, not your troops.
If you drop them in the open, then your troops may be exposed to enemy fire if they try to reach the supply crate/jeep.
Will the drop be accessible to your troops? After all, vehicle drops are pretty useless when they land on something, flip, and burst into flames. The same goes with supply crates in trees.
What will happen if the enemy gets in a position to use them? Will they be exposed to fire from your team? If so, that’s good; perhaps you’ll lure them into the open.

I usually try to place a drop on or just a bit behind the current lines, preferably somewhere sheltered. It gives my troops a good place to fall back to without being exposed to any more enemy fire while still giving access to the contested area. If I have a tactical squad approaching a flag that has some opposition, I'll try to place supplies in a position where the squad will be able to make use of them once they're at the objective. Just make sure you place the supplies well and try not to give away their position when you're doing that.

Other uses:
If a lone wolf is trying to cap one of your flags, drop a vehicle on him! This will only work if the fool is in the open, but it is extremely satisfying.
Supply drops can repair your assets. Just place them next to your destroyed sat scanner, UAV trailer, or arty and within moments they’ll be as good as new!


So, in conclusion: As a commander, your primary purpose is to provide information. You need to give as much support to your tactical squads as possible via your commander’s assets. Action commanding has no place on TTP!

The key word for all of this is COMMUNICATE!
Posts: 59 - KR:
Seen: 6 months ago
I certainly hope that was of value. I can dig up others if need be. If unwanted, please let me know.
Posts: 59 - KR:
Seen: 6 months ago
Doh, I found the one on Squad Leading:

TACTICS: Squad Leading
[list]Tagline: How to lead a squad...

...TTP style.


The latest article in the TACTICS series takes a look at what it takes to be an effective squad leader for your team. The first section gives you some tips to make your squad a tight-knit unit that's ready to roll. The second section reviews how to give orders that will confer the greatest advantage to your team. The third section gives some ideas for basic squad tactics for use on the battlefield, since versatility is the key to success on a varied and often unpredictable battlefield.


Part One: An Introduction to Squad Leading
As a squad leader, you have one of the most important roles to fill on the battlefield. At its most fundamental level, squad leading is having a purpose behind every step, and then having your squad members trust you enough to follow. After that, a good squad leader will know how to give orders which will help his team win the game, and how to lead his squad to complete those objectives in a timely fashion. To be a truly outstanding squad leader, you'll have to know a variety of strategies and then continue to adapt them to deal with every situation.

Filling your Squad:
One of the first steps to having an effective squad is to have a full squad. Once you have more than the core medic/support combo, you can begin to assign kits to adjust to individual situations. If you're lacking squad members, try to invite unsquadded players first. If that doesn't fill your squad up, then invite the players in one or two man squads. If a player in your squad proves time and time again that they aren't capable of being a team player, then you may want to consider kicking him out and inviting another player who may perform better.
To check to see which players on your team are unassigned, hit Tab to bring up the player list, right-click, and then click on the squads tab. All of the players on your team who aren't in a squad will be under "unassigned". You may have to scroll down to the bottom to find them.

To invite players to your squad, hit Caps Lock to bring up the squad screen, then the manage squad button near the bottom. After that, just check the box next to the player's name who you want to invite into your squad and hit "apply".
Kicking a player is similar to inviting. Once you're into the squad management section, check the box next to the player's name who you wish to kick from the squad, and then hit "apply".

Clear Expectations and Concise Communications:
Once you have your squad put together, you need to make sure that your squad members know what you expect of them. It doesn't matter if you have a group of veteran players or rookies; if you make your intentions clear, then you ensure that everybody in the squad is working towards the same goal. Encourage limiting radio chatter to information pertinent to the battle. This prevents important information being overlooked when you're in the middle of a firefight, like the tank headed in your direction, and highlights information you need your squad to pay attention to, like a change in objectives.

When your squad is assaulting a flag, your job, besides for being a spawn point, is to coordinate the battle. Tell your squad members what kits are needed, enemy positions and approaching threats, and remind them to get on the flag area. The squad chat doesn't need much other than that while in the midst of a battle.

Keeping the Squad Together:
Having a cohesive unit is vital because it allows the squad to hit an objective with all of its potential force. If you want your squad to head to the next flag and there's only one jeep, either wait until everybody can be transported at once or set out on foot; it makes no sense to have half of a squad assaulting a flag and the other half of the squad somewhere else on the map. Similarly, if you're already in a jeep and driving to a flag, insist on having dead squad members hold off on spawning until you're in position. If somebody has been separated from the group, it may even be worth it to have them suicide and take the -2 points in order for them to be ready to spawn when you need them. Setting objective markers and spawning on green both play into the larger goal of getting your squad to play as a single, cohesive unit.

Communicating Orders:
The most vital thing you'll have to communicate as a squad leader is what your squad's current objective is. If you keep your squad close to your position, giving an order can be as easy as saying something over the mic and heading off in the proper direction. However, if your squad has somehow been scattered or if it just needs a concrete visual, then you'll probably want to set an objective marker.
There are a couple of ways to set an objective marker for your squad. One way is to go to the squad screen, right-click on your map, and select the appropriate order. If you can see your next objective, then you can aim at the objective, hold "T" to bring up the commo rose, and then select the command from there. Then there's the option of having your commander set the mark for your squad, which means you only have to press Page Up to accept the mark.

Spawn Point:
One of the most tangible roles of the squad leader is acting as a forward spawn point. It's always worth your time to remind people to "spawn green," especially if you have some non-regular players in your squad. Of course, this also means that one of your highest priorities at an objective is to stay alive, not to get points. Always keep a medic within sprinting distance, and try to position yourself so that your squad members will have easy access to the flag without spawning in the line of fire. Again, you should always have your squad members spawn on your position unless there's a compelling reason for them to spawn somewhere else, such as having a tank available at a nearby flag or a lone enemy attempting to neutralize a flag. If that's the case, then it's simple enough to order them to spawn in at the appropriate flag.

Once your squad has completed an objective, make sure that you give out some well-deserved praise. Make no mistake, a squad with high morale will perform better and enjoy the game more than a squad that's just going through the motions. You should also give some feedback to your squad members if you noticed errors in the last skirmish. However, you should make sure that you're helping to improve their game, not just tearing them apart because they make an honest mistake.

Requesting Support from your Commander:
As a squad leader, you have a direct channel to your commander through the "v" key. Use it! Even the best of squads will need help at some point or another. Your commander can provide that help if only you ask him for it. He can put up a UAV or spot enemies so that you know what sort of resistance you'll have at an objective. Vehicle drops can help keep your squad mobile. Supplies can help your squad hold a position if you're stuck in a prolonged assault or just pinned down. Not least of all, there's always artillery to soften up any positions that the enemy has well-fortified.

To actually make the request, you can either make a verbal request or put a request at a position on the map. The process is very similar to placing attack markers. You can hit Caps Lock to get to the squad screen, then right click on the map and select the appropriate request. Holding "T" and selecting the proper option will also send a request at wherever you're aiming. A verbal request will probably take you less time to make, but can cause some complications if you don't make it clear enough. Be sure to specify a location for the support and include your squad number for identification purposes.


Part Two: Deciding Orders
Once you have an effective squad put together and functioning, your next step is to put your squad to work for your team. A skilled squad leader will always know where his squad will make the most difference in the battle, whether that be assaulting or defending a flag. There are three steps to giving orders: first, you need to evaluate which flags are vital to control the map, second, you need to determine which flags your team is already covering, and third, you need to decide how you'll want to complete your objective.

Identifying Key Flags:
The most obvious way to identify which flags are most important is to know what sorts of assets are positioned there. Armor is more valuable than jeeps. Attack helicopters and jets are more valuable than armor. Commander equipment is most valuable of all. Another thing to consider is the tactical value of a flag. You may want to capture a flag just because it is a good stepping off point to a high-value flag, Construction Site on Kubra for example. The final factor to consider is ticket bleed. On some maps it's important to just capture flags and stop ticket bleed before moving on to assaulting valuable flags.

Determine your objective:
After determining which flags on the map are of high value for your team to hold, you need to determine which flag your squad should cover. The easiest way to do this is to check your map. If half of your team is assaulting a flag while another important flag doesn't have anybody near it, then go for the abandoned flag. Or, if your team controls all of the key flags on the map, then check to see which flags your team isn't defending. You should always avoid letting your team cluster up at one point; it lets the enemy escape around to the side and it also opens you up to the possibility of a devastating artillery strike. You should also inform your commander about your plans to see if he has any input on the matter. If you receive orders to head somewhere else, then your decision has been made.

Decide how to complete the objective:
Once you know what you want to do, there's always the matter of deciding how to do it. If your goal is to capture a flag, there are always several different ways of carrying out an assault; you can run a purely infantry squad, make use of any available armor, or even try a rush past the other team's forces with a fast-attack tactic. If you know a wide variety of tactics which you can employ while squad leading, then your squad can respond more effectively to a wider variety of situations.

After you've completed your objective, then you get to begin the cycle again. Is the flag you're at valuable enough so that you should put your squad on defense and wait for the enemy to counter-attack, or does your team have higher priorities? You're the squad leader, make a call.


Part Three: Examples of Tactics
As you gain more experience as a squad leader, you'll develop your own style and set of tactics. Tactical versatility is extremely important for squad leaders; if you can direct your squad members in any situation and have them come out on top, then your team has a much better chance of winning than if you can only function in a limited set of circumstances. However, if you're just starting off, then the following tactics make for some good starting points for running a squad.

Ground Pounding:
The mainstay of any team will be the basic infantry squad. As an infantry squad, you can advance steadily on your objective and deal with each threat as it comes up. At its core, the squad should include two medics and a support gunner. After that, you can call for kits depending on the situation; on a map with lots of armor, perhaps three AT players are necessary. If your squad will be going into close quarters combat, then assault kits may be called for. As the squad leader, it's up to your discretion.

Incorporating Armor in your Squad:
Armor can be a valuable asset when used to back-up an infantry squad. However, it's a liability when there are jets on the map. When you decide to play with a tank or APC in your squad, it's best to have at least one other person playing engineer to keep the armor in good repair and to remove enemy mines. When you're on offense, use the tank's bulk to help cover the rest of the squad's advance. Armor will also help to repel infantry while the rest of the squad is capturing a flag. On defense, armor can usually provide enough firepower to keep a flag clear just by itself. That being said, the rest of the squad should focus on keeping its armor intact and eliminating enemy squad leaders that are under cover.
For a more detailed look at the function of armor in a squad, click HERE.

Incorporating Air Assets in your Squad:
Usually it's best to have jets and attack choppers in their own squad so that they'll have direct communications with the commander. However, on rare occasions your squad might have an opportunity too good to pass up, such as taking the other team's bomber. If that's the case, here are a couple of suggestions to get the most use out of your squad's newfound air power:
Keep a watch on the mini-map for armor. If you see something spotted, feel free to set an attack mark on it for your attack chopper/jet to line up on.
Attack choppers can be very effective at suppressing infantry. If you're assaulting a flag, just call for some cover fire and your attack chopper should be able to give you some outstanding results.
Jets should be used as more of an auxiliary artillery strike than as sustained support. Have your pilots bomb an area just before you move onto a flag to clear out the opposition, then neutralize it before they can respawn.

Flag Hopping:
Using a fast attack method is best suited to open maps where it's easy to move from flag to flag without meeting opposition. On both offense and defense, flag hopping's goal is to open up several new fronts so that the enemy will have to divide its attention rather than focusing on a few flags. In situations where your team can loose because of ticket bleed, properly executed flag hopping can also stop ticket loss. To flag-hop effectively, you'll either need a couple of jeeps or a transport helicopter so that your entire squad can keep up with you. After that, it's just a matter of picking a flag, capturing it, clearing the area, and moving on as soon as possible. Try to be unpredictable when you're choosing which flag to head to next so that the opposition can't organize a defense; you'll also avoid meeting people who just spawned in to cover the front that your squad just opened up.

Smoke Screens:
Usually carried out at an enemy's main base, a smoke screen operation serves to distract the other team's commander and deprive them of various valuable assets, such as jets and UAV coverage. While your squad may not get many points for this, running an effective smoke screen can give your team a huge advantage. The key to success with this operation is to survive as long as possible, since the longer you keep the other team's assets out of action, the longer your team has the advantage. Hopefully, the other team will also deploy a squad or two in a vain attempt to eradicate you. During your stay, you'll want to keep your squad full of AT and spec-ops to destroy the vehicles and commander's equipment. Make sure your own commander keeps the other squads on your team on the offense while conducting this operation.

Coverage Zones:
Resting somewhere between pure defense and pure offense is the concept of a "coverage zone", an area usually consisting of two or three flags that are easily accessible with respect to one another, West Oilfields and Power Station on Daqing Oilfields for example. Your squad's goal with a coverage zone is simple: capture and hold all of the flags within the zone. If the commander can set up several squads with well-coordinated zones, then a team can easily control the map. As a squad leader, you'll usually want to maintain a position somewhere between the flags that you're covering so that your squad members can quickly move onto a flag with opposing forces.

Defense is an essential but often overlooked aspect of the game. The key to defense is forcing the enemy to come at you on your own terms, and giving yourself the greatest advantage possible during the process. A well crafted defense will consistently repel an attacking force while simultaneously minimizing ticket loss for the defenders. Other things to keep in mind while on defense:
While your squad is on defense, make sure that they're focused on defending the flag. If you're defending Airfield on Wake Island, let the enemy blow the artillery up as many times as they want to; it doesn't make any difference, since they'll still have to get past your squad to get to the flag and capture it.
Have plenty of medics to revive everybody. Make sure that no ticket is wasted.
Keep an active defense, not a passive one. Mines will destroy a vehicle once; a good AT player can destroy many vehicles. A claymore will defend a stairwell once; a support gunner will defend a stairwell many times.


So, to re-cap the key points that you want to keep in mind while squad-leading:
Strive for unit cohesion.
Identify high-value points.
Have tactical versatility.
Posts: 24 - KR:
Seen: 6 months ago
dont be bad
Donated: $30
Posts: 1394 - KR:
Seen: 2 months ago
CS fan reporting in

It is easier for a CS player to get used to BF2 rather than a COD player. Weapon mechanics wise, handling weapons in BF2 is not that much different from CS: I tend to give successive bursts even in close range (when not spraying, which I rarely do). Medium range: up to 3 shot bursts. Long range: I try for single shots (of course other people will find a different way which works for them)

You can get away hip firing just like in CS up to medium range (where you can also aim down sight/scope at this range - you decide what works best for you). The biggest difference from CS is that the weapon bullet deviation is more in BF2 (different weapons have varying bullet deviation), so less of your bullets are hitting at the crosshair. If you are not hitting or getting hit markers, don't worry - just keep on aiming and shooting longer and eventually enough bullets will hit and kill. This is also the reason why sometimes head to head firefights between players of somewhat equal competence may last slightly longer than in other games.

Other things too get used to coming from CS (apart from aim down sights and aiming throurh scope - unless you play Aug/Sig/AWP a lot) is sprinting and utilising prone, which minimizes the chance your opponents hitting you and better accuracy.

Playing against bots on maximum difficulty will help give you some feel of it.
Posts: 46 - KR:
Seen: 2 months ago
Who else just scrolled over that huge text?
Posts: 150 - KR:
Seen: 2 weeks ago
I actually read all of it.
Posts: 939 - KR:
Seen: 2 months ago
It is easier for a CS player to get used to BF2

I was about to say the same thing. achille You will, or should be, better than 50% of the players here.

dont be bad
Yes, what squid said

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