Goes Nowhere, Does Nothing
Rant: Bad At Bad Company Part #1

In this series of posts I will be detailing some of the common things I continually see every time I play Battlefield Bad Company 2. What do I mean by that? I mean the continuous amounts of failure that simply boggles my mind. This isn’t your regular Battlefield game it’s been simplified for the console crowd, it is after all the sequel to Bad Company 1 which is only available on PS3/Xbox.
There is an awful lot of things I could complain about but first I’ll start with each individual class and it’s roles.
Assault: This class is for killing things and it does that rather well, but what most players fail to realise is the Assault class also carries ammunition boxes. You see that friendly player running after you shouting a lot? He probably wants some ammo so be kind and drop some for him would you? Drop ammo where you defend, drop it at the front line when attacking, drop it when a friendly engineer/recon need to replenish their supply of rockets or motion mines and just drop the stuff when nothing is going on.
Attachments can be deadly or incredibly useful to your team. As it stands only the 40mm grenade launcher or smoke grenades are actually useful after the recent shotgun nerf. The 40mm GL is simply enough to use just point at what you want to die and generally it will even if the grenade doesn’t arm in time. The other obvious use is to destroy cover and buildings. Why go through the door when you can make your own door? Smoke is the lesser used attachment but can be absolutely essential for pushing forward. Smoke can do one of two useful things, it can be used to blind the enemy allowing you to move up or it can be used to knock tracer darts off friendly vehicles. Removing a tracer dart has it’s obvious advantages and I’d love to see more people do it but without a point incentive very few will.
Medic: The medic is not strictly a support class as many have come to figure out, but that doesn’t mean you should ignore your support abilities. A medics primary weapon is his light machine gun. LMGs are deadly at all ranges with a bit of practice and with 100/200 round ammo capacity you rarely need to reload unless you picked the MG3. In close quarters you can just hold the trigger if need be but it’s far more effective if you stick to the long range firing tactic of either bursting or tapping your fire button.
The medical kit is one way a medic supports his team and it operates in much the same was as the assaults ammo box. The only thing I advise you do differently with the medical kit is to keep it close to yourself at all times. In a fire fight a medical kit in the field can be the difference between life and death. Also armed with a defibrillator the medic has the ability to revive fallen soldiers, this should be done when possible but not abused. Revives are more useful as attackers than defenders. A revive on defence isn’t important unless an mcom is in danger as the soldier is simply going to re-spawn in a few seconds with full ammo anyway. On attack a revive does two things. Firstly a revive will return the ticket the dying player lost and secondly it helps keep the teams push forward from losing momentum.
Learn when to revive, there is absolutely nothing I hate worse than receiving a revive to find myself facing up against a squad of enemies. Make sure the coast is clear before you revive and if someone has died in front of you make sure the killer is dead first. If Bad Company used the old revive mechanic there’d be no need for worry but every time you revive someone for him to instantly die he gets frustrated as you add to his death count. Let the poor guy re-spawn it only takes a few seconds. During the revive animation the revived person is invulnerable for a short time until the animation is complete or he performs an action. You might think being invulnerable is a good thing right? Well it only helps some of the time, after a person is revived he has seconds to either shoot the enemy or leg it and legging it usually isn’t an option. I hope Dice removes this invulnerability.
Next post I’ll cover the recon and engineer classes.