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Multiplex
12-05-2006, 02:27 AM
Deathmatching and You
"The Art of killing them before they kill You"

Introduction: Killing is the bread and butter of any first person shooter and Battlefield 2 is no exception. Tactical shooter and combat simulator purists will tell you that it's the strategy and the tactics of the whole team that matters most in BF2. I'm here to tell you that before that before squad or team tactics can be brought to fruition each individual must assert their dominance over their opponents. No matter how you try to avoid it, you will need to kill other players to capture flags, seize choke points, defend against rushes, or to protect your squad leader or even to move around the map effectively. When another player sees you, they are going to try to kill you. Your best defense against being killed is to kill them back!

Enter this guide... I will do my best to share my own views on BF2 deathmatching so that you can improve your game. Think of this like one of those bad coaching videos from your Physical Education classes in high school. I'll even try to include some lame comic relief to move things along. If you manage to make it to the end of this guide then you will have hopefully picked up enough bits of information to have improved your game. Even small improvements make a difference and will make a noticable impact upon on the level enjoyment that you draw from playing BF2.

This guide is not as technical or tangible as my movement guide. It revolves more around generalities and basic theories than specifics, I hope that you keep this in mind while reading it. This guide is intended to point you in the right direction, not to provide mind numbing detail that is unusable with grasping the overall concept regardless.

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Tactics and Theory

To Prone Or Not To Prone: That is the question. There are really two optimal ways to fight duel in BF2 in the prone position or moving around shooting on the run. Both tactics have their positives and negatives whenever you engage an opponent you need to instantly decide whether you want to be prone or stay standing. Note that I don't mention crouching because it's not a position which I ever use. I find that the small boost in accuracy (which is not as great as the accuracy you get from being prone) is not worth the sacrafice in mobility. Since they've added the crouch delay in patch 1.4 the movement has lost it's usefulness to me entirely.

Going prone rewards you with greatly increased accuracy and you present a much smaller target to the opponent. Prone is best utilized for long range shots and any time you are not at close range with an opponent. You can go prone while you are in mid air and you should use this to your advantage whenever you possibly can, combining it with jumps or other movements is a key survival tool and covered in more detail in my movement guide. On the flip side, going prone has several negative side effects as well. While you do gain incredible accuracy in the prone you also sacrafice all of your mobility. You might as well assume that the spot which you go prone is is the spot you will effectively stay in until you stand back up to move. You simply cannot belly crawl in the prone fast enough to avoid fire or even back around corners while being shot at. While you prevent a much smaller target in the prone, that target is largely comprised of your head. That means that whenever an opponent does hit you while you are prone, chances are good it will be right in your face. It's also worth noting that once you go prone there is a prone delay to stand back up, I think it is either 1 or 2 seconds long so plan accordingly!

Making the choice to stay standing in a gun fight is bold and I salute anyone who consciously makes this decision. Too often your average player assumes that they must always spam prone to win a fight but this is simply not true. Let's get the negatives of standing up in a gun fight out of the way first. While standing your accuracy is not so hot, 40% of your rounds are probably going to miss while standing still and 60% are probably going to miss while you're moving around. Also, while you're standing you're making a much bigger target so you need to make up for that with mobility. By staying mobile and shooting you are making your opponent work for their kill. They need to track you left to right while they fire, meaning that if they are using a burst fire weapon or a weapon which requires bursting to stay accurate then they need to also time their shots with their mouse movements. Jumping around while moving also forces them to track their target up and down which most players are not good at doing. When you're standing up in a gun fight you have to actively make your opponent miss, you can't get lazy and just strafe back and forth, try to fool them into missing. When shooting, don't forget that it's going to require more rounds to take out your opponent so ensure that you have an appropriate amount of ammo left in your magazine!

My rule of thumb is simply that if an opponent is already prone and aiming at me then I will try to stay standing and fight him that way. If an opponent already has his iron sights up and is prone then you hitting prone is going to make you an easy kill. He's going to put a round through your face and walk away proud of his quick kill. If your opponent is prone then you should try to go vertical if at all possible, it's hard to track upwards when looking down iron sights. If your opponent is standing... try to get prone before he does and waste him.

Target Selection: Choosing which opponent needs to die first is a important if you want to stay alive on the battlefield. I'm going to be brief here:

a. Shoot people who are looking at you first, this one is obvious.
b. If more than one person is looking at you shoot the one who is prone first.
c. If no one is prone shoot the target closest to you, that target has the ability to out maneuver you and easily win the fight.
d. If all else is equal, here are the kits ranked by importance:

Most Important
1. G36E wielding Medics (AK-101 at close range)
2. PKM or RPK wielding Support guys (that look like they know what they're doing)
3. Pump shotty Engineers at close or medium range (good to shoot even at long range... keep them away!)
4. SVD wielding Snipers at medium or long range ("spam teh autosniper for teh w1n")
5. DAO-12 wielding AT guys at close or medium range (the room broom will mess you up quick, keep at an arms length)
6. Everyone else in the game (all the rest blend together... if you're on your game then they don't matter unless they jump you)
Least Important

You will learn over time to make your own decisions on target priority as you continue to play the game. Your own "most hated" kits will develop over time as you find kits which counter to your own personal playing style. Make sure that once you learn what defeats you the quickly/easiest that you use this information to your advantage!

The Three Defenses: In BF2 there are three defenses which exist to keep you alive, knowing what they are is important so that you can work to improve the two that you actually have some control over:

a. Your opponents skill. Yes, your opponents skill (or lack of skill) is a huge factor in staying alive. If everyone in BF2 was a perfect shot then there would be know point to the game; everyone would die so fast that it wouldn't be fun. Your opponents skill is your buffer, your tolerance for mistakes that allow you to not always make the right decision but sometimes still live on to defeat your opponent. It's the random aspect of the game which makes it really fun.

b. Your Overall Tactical Knowledge. How well you know every nook and cranny of the map determines how successful you will be. You have to know all of the possibilities before you can begin to counter them. To learn maps and gain tactical knowledge, try breaking them down in to sections and then learning them one at a time. For example, think about the Mosque on Mashtuur; there are many ways to attack it and if you are defending you should learn every one of them. Combine that with knowledge of your opponents and you give yourself an advantage before the first shots are even fired.

c. Your Active Defense. By active defense I mean defenses which you work constantly to maintain in a gunfight. These include bunnyhopping, going prone, standing up, moving around, weaving, circling, strafing, and using obstacles to take away line of sight. Your own active defense is something which must be consciously maintained, it is not a passive skillset or an uncontrollable factor. Think of this as your shining plate mail armor which will keep you safe by keeping the opponents weapons from harming you. You might think this active defense crap sounds silly... well maybe it is, but I think it works well for me.

Multiplex
12-05-2006, 02:27 AM
Getting Jumped By Someone: So, you were running along intent on the capture point in the distance when you got jumped by a player while you were paying attention. What to do, oh what to do!

a. React quickly! What you decide to do isn't as important as just doing it quickly.
b. Move as erratically as possible. Bunnyhop while moving your mouse sharply, hit the prone, maneuver behind an obstacle, you've got make them miss until you can...
c. Get your gun turned in their direction, you want to draw a bead and fire on them.

90% of the time when you're being fired at you're not going to survive long enough to make it to an obstacle which can block the opponents fire. So, when you're vulnerable like this it's time to step up your active defenses and make the opponent miss. You want those movements to assist you in spinning to face your opponent so you can shoot him in his face. I find that the best tactic is to jump, pull the mouse hard left or right, go prone, spin to face my opponent, be ready to shoot him as soon as I land.

Jumping Someone Else: This is a worthy topic because so many players I see mess this up bad. I can't recall the number of times I've been jumped by a player and then realized that they botched up their hit job so bad that they can't take advantage of suprising me. Whenever you jump an opponent you get to fire first shots and your opponent is not always going to know where he's being shot from. It's embarassing to jump someone, mess it up, and then have them turn and kill you.

First, decide if it would be better to stay standing or go prone (see above). If you're going prone you'd better be able to kill them before they run out of your line of sight. If you stay standing then you'd better make sure that you're close enough to kill them quickly and without too many bullets missing their target. You need to weigh that choice with how smart you think it is to keep getting closer to your opponent. You do make some limited noise on approach in BF2 so keep that in mind when "sneaking" up on someone for a hit job. Do yourself another favor and make sure that your opponent is alone... if he isn't then make sure you can take him and his buddy out together and have an escape route planned in case things go wrong.

If you've decided you're "1337" enough to stab someone in the back with a knife, make sure that you're going to hit them and that it is going to get them in one shot. When someone like me has a knife attack against them I'll just turn around and shoot you in the grille, I won't be pulling my knife out for an honorable fight after a backstab attempt.

Closer Is Always Better: I am convinced that the average BF2 player is the most comfortable executing combat from mid to long range with an assault rifle or grenade in hand. This feels relatively safe them and they feel that it allows them more room for error. It's what they've been taught to do by the "prone spam" combat design implemented by BF2. Realize of course that whenever your opponent is the most uncomfortable that you have the advantage.

Keeping that in mind, whenever you are close range with an opponent you should actively try to stay there (and perhaps even get closer). When you find yourself at medium range with an opponent, you should develop a strategy which brings you into closer to them. This involves using obstacles to take away their line of sight while you get closer or bunnyhopping. Here are a few brief recommendations for when you do get in close:

a. Move in tight overlapping circles around your opponent. Reverse your rotation frequently.
b. Learn to time your fire for whenever your opponent briefly comes into view.
c. Be confident in knowing where your opponent is at all times, even if you can't see him. If you know where he is, then you can comfortably put your back to him to execute a movement technique. (use the Force Luke!)
d. If you are in close with more than one opponent, try to keep yoursef in between them. Make them worry about hitting your opponent while you take any shot which presents itself to you.
e. Don't be afraid to pull the knife on someone when in close. Drop to the prone and stab them in the kneecap!
f. Know where the obstacles lay around you, getting stuck on one could quickly be the death of you.

"Keep your friends close... keep your enemies closer."

Multiplex
12-05-2006, 02:28 AM
Relating to Weapons

The Pistol And You: The pistol plays a small but important role in BF2. It serves as an emergency backup to your primary weapon whenever you run out of ammo. There isn't much strategy to using the pistol, just keep it aimed at your opponent and pull the trigger rapidly. In most pistoling situations you don't want to bother aiming with the sights, just move around A LOT and keep the aiming reticle on your opponent.

The Knife And You: The knife is the most powerful weapon in the game up close. Use it to stab your opponent for massive damage, especially if you hit them in the head with it. It can act as a backup for your primary and secondary weapons but also as a fun tool to prove your skills with. It is effective when aimed at the head or while prone and aiming at the kneecaps. If you see an opponent rushing you with the knife and he was going to try to suprise you... just shoot him with your gun. "There is no honor in death."

The Grenade And You: Your own grenades can be your best friend or your worst enemy. If you throw a well placed grenade you can take out a whole squad of bad guys, while throwing a grenade at the wrong time can render you helpless and get you gunned down. Learning to aim grenades is a tricky thing and is best left to your own trial and error. I will add that once you've figured out your aim that grenades an incredibly powerful tool. Also, don't forget that grenades can thown while jumping to increase their range.

Dodging Grenades: I hear a lot of complaints about grenades on the Infantry Only BF2 servers. The single best way to avoid a grenade is to simply pay attention. 90% of the time you can see a grenade coming and have plenty of time to move out of the way of it. Always run towards the source of a grenade as you can shoot the person while they are swapping back to a primary weapon (or if the idiot is planning to throw a second grenade) and the grenade will likely bounce well past you putting you safely outside of the blast radius.

The BF2 engine does not use volumetric explosions and it has a very simple method of calculating cover from splash damage. If you have small crate near you, moving around to the opposite side of it from an incoming grenade will stop nearly all of the damage you would have taken from it. The same goes for walls and if you are close enough, the base of a flag pole (yes, you heard me right, a grenade near a capture point can be dodged by moving to prone on the other side of the flag base).

Before you get frustrated by grenade spam please consider the following:

a. If there are a metric assload of grenades being thrown at you, then that many people probably could have killed you faster with assault rifles.
b. You really shouldn't have put yourself into a position to be spammed by grenades... why aren't you using a different tactic?
c. Just be thankful that snipers can't throw claymores.

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Conclusion: I hope this guide helped. If you made it all the way to the end then I am amazed and you are bored. Most of the stuff in this guide was basic and most veteran players know nearly all of it by heart. I hope that a few players will advance their skills and improve their overall gameplay after reading this though and even those few will have made it worth the time and effort that I put into this guide. This guide, as you may have noticed is less tangible than my movement guide. Most combat theory cannot be taught and must be learned, this guide is only intended to walk you down the path to becoming a better FPS player.

Good luck on the battlefield!

[W33T] JimmytehHand8
12-05-2006, 08:51 AM
Excellent Guide Multi.

Multiplex
12-05-2006, 01:54 PM
Cross linking the guides RQ:

"The Art of Movement" guide (http://www.warishellgaming.com/forums/showthread.php?t=12411)

atomicbob
12-05-2006, 02:00 PM
You da man!!

:thumbsup: :thumbsup:

lamah
02-01-2007, 10:05 AM
multi

i don't think my lil set of rules (on survival) deserve a new thread, so i'm chunking them here :)

1) enemy spot during reloads
2) if you're engaging something that's too much for you to handle, make sure those moving blue icons are near by and can provide distration and support
3) using 1 and 2 will help you get top kill assist as well
4) look at the minimap every 3 seconds or so. the same with paying attention to blue icons disappearing on your screen.
5) aiming for head might be difficult to train at first, but if you start with the chest first and let the recoil help you get the head while you fire a triplet, it'll be easier
6) don't engage enemies that are better than you, go around. don't engage unknown environment unless you have support. i usually engage unknowns after i reload ALL my guns and set up a perimeter (claymores to prevent flanks, med kits on escape stops, ammos at corners, you will need to pick up other kits to set ALL of those up) btw, throwing down medkits/ammos can also provide decoys since the enemies can see them. i'll let you figure out how to use them. heh, but keep in mind the enemies can see those things thrown without a blue icon :)
7) when defending, don't fire the first moment you see enemies, wait for them to get near (and usually squads travel in cluster), use your grenade to weaken them, then switch to your guns to finish off
8 ) when in squad, don't travel in cluster
9) it's always good to be walking along something that can be used as a cover (corners, walls, hole, board, car, even grass), which is very important to have during reloads. fire your guns between reloads as often as possible screw accuracy
10) pick up other ppl's kits. whenever i see an assault kit on the ground, automatically i grab it and throw down a smoke grenade. if your teammates can't use the cover, you can. low on ammo? pick up kit. low on health? pick up kit. s someone dead? pick up kit and revive. someone else need something? pick up kit and let them have it. help keeping another person alive near you is like having a decoy near you
11) if you see an enemy a sec ago, but not anymore. go ahead and waste an enemy spotted or two in that general direction. that red spot will appear if he's still there. the same rule applies to campers on the horizons or on high places
12) when hiding near a wall or something, never press your back against it. otherwise your legs will stick out. not only it gives away your location, but you can be killed by getting shot in your legs :P you can thank EA for the requirement of this rule lol

Klickinater
02-17-2007, 10:34 PM
I think I might add my two cents,

as you said, the other guy's skill is a big factor when duking it out. But it's also the guy behind teh keyboard. Here are some tips to manipulating that guy behind the keyboard to do what you want.

1) If you don't have many bullets left, shoot in front of the bad guy, right by his feet and then around his head, maybe hitting him, but don't damage him too much otherwise he'll go running off. So after two or three bullets he should be on his way to some cover. This is when you pull out a gernade and through it to where he is headed. So he won't be looking for gernades, thus not giving him enough time to get away from that nice little present you gave him.
(Though this works for me, if they see where you are shooting from then you're in trouble.)

2) Accuracy over damage. Though headshots are more deadly, I have noiticed over years of experiance that the head is much smaller than the torso. Two bullet bursts at the torso repeatedly will make the target enemy flustered. I know from experiance and from watching my dad play, that when being shot at people dont make the best descions since they're ,main priority drops to "Don't die". Which from the guide you can consist of two options, either they run for cover or they return fire. But if you have already began firing, then unless you're damaged or the enemy has a better gun, you have the advantage and should be able to take the enemy out. And if they head for cover, refer to Tip 1, gernades are your friend, unless they are aimed at you.

3) When firing from under cover. Try to make the enemy think they're smart. When firing from behind a crate, try alternating sides that you shoot from a couple times then use the same side twice (go behind the crate again as if you are going to go to the other side). To the enemy, it will seem like you're trying to trick them, but they're onto you (oh so they think). So when they're looking at the other side, quickly pop out and try to take them down as that is your best chance at killing them. This also works for moving to a different cover. Those precious seconds your enemy spends looking at the wrong side of the crate could mean life or death.

also just a random tip I find very useful

When firing from behind cover, if the enemy ducks behind their cover, don't duck behind yours, stay out and try to guess where they will come out next. This way you can instantly see where they are and start firing before they do, while they will have to take in the scenery again and remeber where you are. Also to through a twist into it, change your position so they will not only have to find out that you moved, but to where you moved to. It seems like it would only take a second to do but in BF2 seconds are everything.