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Battlefield: Bad Company - Additional notes - game guide, walkthrough, secrets, game tips & strategies

Battlefield: Bad Company Game Guide
Additional notes
by Maciej "Sandro" Jalowiec (guides.gamepressure.com)
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Additional notes  (35/36)

 

Healing and repairing

 

Healing

Support class soldiers always have a medkit. When You grab a medkit, not only You heal yourself, but also the soldier standing in front of (just like in the picture on the left). You can also drop the medkit – in such situation the health boost goes to the player who reaches the medkit first. In that case, healing takes a lot less time.

Assault class also have medicaments – they can unlock that thing called Life-2. It allows Assault soldiers to heal themselves, but they can’t do anything for their teammates.

 

Repairing

Only the Support class has the repairing device. In order to repair a vehicle, simply grab the tool, approach the machine and hold the fire button. The bar located near the crosshair informs about the vehicle’s condition.

 

Explosives

 

Grenades might come in handy while cleaning buildings. Infantry can also use it to crush walls (however grenade launcher is better here, as the projectiles don’t bounce). This type of weapon is effective against infantry and extremely lightly-armored vehicles, like jeeps.

This weapon’s range can be really long, if You lift the crosshair on a proper height. I advise You to practice aiming, especially the grenade launcher, as it required a lot of precision.

 

C4 charges require a lot of practice and patience. You can use them for less-offensive purposes, like collapsing bridges or making holes in walls. However, there is a more interesting usage of these explosives – You can sneak up on an enemy tank and install a charge or two on its armor (C4 sticks to every surface). But You have to know it may be very, very difficult, as You must catch the vehicle while it’s unprotected and busy fighting someone.

C4 can also be used as an explosive trap – just plant the explosives in a strategic place and wait for the enemy to get close to the charge. Unfortunately, it requires a good hideout, from which You’ll be able to watch the explosives. Actually that is impossible when 90% of the environment is destructible.

 

Mines can be very, very useful. Observe, which routes are used by enemy vehicles and then plant some explosives on them. You can also attack the vehicles with a rocket launcher, so the driver will so be busy fighting You he won’t notice mines laying ahead of him. That ma give You sometimes even a couple of frags.

The best places for mines are actually roads marked on the map (place a few of them across the road, so the enemy will have a little problem with avoiding them). Moreover, lay some of them between buildings, where the space is big enough for a tank to drive through.

 

Calling airstrikes/artillery

Snipers can unlock a laser designator allowing to destroy enemy vehicles. In order to call an airstrike, You have to target the designator’s crosshair at an opponent’s machine and hold the fire button. Remember that during this action the driver knows someone is trying to knock him down with a powerful bomb.

Anyway, once You target the vehicle, You’ll have to wait for the plane to drop the explosives. When that happens, a bird’s eye view turns on. The camera follows the bomb and You’ll have to guide the bomb in flight, as it is always a bit inaccurate. Use analog sticks to do it.

Sometimes Your target may leave the vehicle and escape the area or simply drive out of the bomb’s range. In such case… find another target as fast as possible :) It is quite difficult, but there is nothing better to do in such situation.

 

 

It also possible to call in an artillery strike. Support class can use the MRTR-5 device, thanks to which You can mark a target for the barrage anywhere on the map.

Artillery is effective actually against everything that moves on land or water. However, because You can’t precisely predict where the shells will hit, some units may survive the barrage, especially the toughest ones – heavy tanks.

 

 

 

Additional notes  (35/36)
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Introduction
General tips
Campaign
Welcome to Bad Company I
Welcome to Bad Company II
Acta Non Verba I
Acta Non Verba II
Crossing Over I
Crossing Over II
Par for the Course I
Par for the Course II
Air Force One
Crash and Grab I
Crash and Grab II
Ghost Town I
Ghost Town II
Collectables
Collectables
Gold crates
Acta Non Verba
Crossing Over
Par for the Course
Air Force One
Crash and Grab
Ghost Town
Gold Rush mode assumptions
Basics
Maps analyses
Ascension
Deconstruction
End of the Line
Final Ignition
Harvest Day
Oasis
Over and Out
Valley Run
Kits
Vehicles
Stationary weapons
Achievements
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