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Thread: Battlefield Bad Company 2 Tips & Tricks

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    I played around with it on Beta, I'm assuming the smoke lasts longer now because in Beta the smoke dissipated by the time you fired the second grenade. If the size of the screen hasn't increased than I don't think it's going to work on the MCOM, since the enemy team knows where you're headed the hit indicators should negate any concealment the smoke provides.

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    Smoke is useful on approaches to mcoms and cq flag objectives. The road on Arica Harbor and Nelson Bay comes to mind.

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    Quote Originally Posted by Embiggener View Post
    I was messing around a bit with the smoke grenades while seeding the server. I think they will be very useful once there's VOIP so you can coordinate. Here are some tips on how to use them.

    When arming the MCOM you could put smoke directly on it to reduce your chances of being shot. But since there's so many rockets and grenades flying around it might not be so useful. Smoking the line of sight to the MCOM is probably more effective.

    Once the MCOM is armed, you will want to continue smoking the approaches. This way defenders are coming in blind, all you care about is defending the MCOM so you don't need to see anybody far away anyway. Don't smoke the MCOM directly once armed or you will miss it being disarmed.

    If you're standing next to an ammo pack you can spam smoke. You can have about 5 smoke rounds out if you continuously fire. With that many rounds you can lay down a wide wall. The wall of smoke could also work for the defending team in certain situations. By laying out a wall a medium distance away from your position, you can cover your team from snipers while still giving a good killing zone for the rest of the attackers. Spotting still works through the smoke so if they come through and then retreat they will probably die.

    For defense this would only work in certain places. You would need a narrow spot to force the attackers through, otherwise the smoke would just let them flank.
    These are good approaches to smoke use for attacking teams. For defense teams, I would not promote smoke at all; you want to be blowing up any cover/concealment attackers are using, not providing it.

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    When Dugless was spamming smoke everywhere against me I found it was more useful (or more hindering on my end) when he spammed the enemy with it. The smoke in my face forced me the change my position, while when he smoked on the M-Com, I just threw a frag on it.

    So smoke your enemies instead of using it to conceal yourself.

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    Quote Originally Posted by Zoopy View Post
    When Dugless was spamming smoke everywhere against me I found it was more useful (or more hindering on my end) when he spammed the enemy with it. The smoke in my face forced me the change my position, while when he smoked on the M-Com, I just threw a frag on it.

    So smoke your enemies instead of using it to conceal yourself.
    There are also times when smoke is more of a hindrance to your team. During that day of testing I learned a lot of situations where smoke is bad. It definitely has to be used wisely, much like deciding whether to destroy cover.

    The most frequently effective use of it is to cut off your enemies, essentially creating a wall they have to get through, to target spot and shoot you. As they get through it, one or two at a time, your entire group has a shot at them. For example, when hitting an M-comm, smoke it early before your team is there so the enemy spams their nades on it, giving up their position. As your team gets closer, make a wall between the M-Comm and the defenders. Similar tactics can be used in taking and holding beach heads.

    Keep smoke either on the enemy, or between yourselves and the enemy, not on your team mates. The only times you want smoke on your team is if you are covering a very short area into good cover, or when you're caught out in the open with your pants down.

    Don't smoke if you have fire superiority. That takes your rifle out of the fight, and makes it harder for your team mates to kill the enemy.

    Smoking is a lot more effective when attacking or facing a larger or superior force.

    Don't be afraid to smoke a point you're not going for... smoke makes an excellent distraction.

    Don't be shy with your nades when you're laying down smoke.

    Smoke is extremely effective at supressing protected positions, buildings, mounted weapons and enemy vehicles.

    The smoke launcher is a situational weapon. If the situation doesn't call for smoke, the gl is a much better option. For exampke, if the enemy has a ton of snipers on a ridge, but those snipers are relatively inneffictive, it's not worth smoking them. If the enemy is shooting the crap out of you, and you can't get near a point, smoke can turn the tide.

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    Quote Originally Posted by Fehmart View Post
    These are good approaches to smoke use for attacking teams. For defense teams, I would not promote smoke at all; you want to be blowing up any cover/concealment attackers are using, not providing it.
    Against infantry attacks what I said would be limited in where you can use it. You would need to have a spot narrow enough so they cant just use the smoke to flank around. And the defenders need to have a position far back from the smoke. If you can force people to come through smoke, they are at a huge disadvantage, smoke is very poor cover compared to a wall. You can't just peek out, fire then hide again. The defenders will see your silhouette and start shooting before you see them. And because of spotting you will probably die if you try to turn and run.


    Against tanks I think this can be very effective, the third stage on port valdez for example. The attackers get a tank, but that tank has to come down a narrow road. If you smoke the road you stop the tank from sitting back where his engies are safe. With smoke, if he wants to do anything he has to come through blind. When he comes through he will be in range of the TOW, he wont know where the bradley is or any AT infantry. Smoking that road would also allow defending infantry to move across to the water side because they wouldnt have to worry about the tank covering that whole section of the map.

    The problem with this defense plan is just getting your team to work around it. You would need the bradley to be watching the smoke, and have a sniper staying nearby the TOW. If the bradley decided to go chase some infantry it might let the tank come through.

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    If you're a hardcore close range sniper like me you might consider sticking a very small piece of tape to the middle of your screen. Not right smack on the center but slightly offset so it doesn't get in the way. This will greatly improve your no-scoping results (I would imagine).

    Unorthodox, but worth a try. (is this considered cheating?)

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    Quote Originally Posted by Helipilot View Post
    Unorthodox, but worth a try. (is this considered cheating?)
    Cheating? Definitely. Unorthodox... no, many "people" do it. Can't really be caught, so pretty much all the slime balls do it.

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    I have been using a sharpie to put a spot on the center of my monitors for years... Yep, the first thing I did to my new LCD was put a black dot in the middle of it.

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    Quote Originally Posted by DugLess View Post
    Cheating? Definitely. Unorthodox... no, many "people" do it. Can't really be caught, so pretty much all the slime balls do it.
    I wouldn't go that far, the magic marker hack is probably not in the spirit of the game but they could just add a good chunk of deviation for people firing from the hip. Not doing that is pretty much an invitation for cheating. It's like taping your car keys to your windshield with scotch tape and thinking that it's completely the criminal's fault when your car gets stolen.

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