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HAHO/HALO/NO Jumping

     HAHO jumping and HALO jumping may seem the same thing at first: jumping out of an airplane or helicopter at high altitudes. Each one has their own advantages of disadvantages, but when completing an operation, the jumpmaster/pilot will say what will be needed.

    HAHO- Also known as High Altitude High Opening, it is good for a stealthy entrance and department of the vehicle. Stinger and other anti-aircraft sights can and will pick up any helicopters or planes that fly overby, so HAHO jumping allows the paratroopers to bail out from their vehicle with a considerable distance from detection. If the altitude is high enough, one could bail out and float across a large distance. The disadvantage is that it is slow and time consuming, and enemy infantry can detect the canopy hanging over your head. To complete, paratroopers must be ready to bail as soon as the vehicle reaches a high enough altitude. The location of the transport doesn't matter (it can be over the carrier). Once the passengers bail, they will open their parachutes immediately and guide their way towards the enemy base.

   HALO- Also known as High Altitude Low Opening, is good for a quick landings and quick maneuvers. For this to work, a helicopter should gain a good amount of altitude before entering enemy air space. Once the jumpmaster/pilot gives the go, paratroopers inside will bail out and not release their parachutes until 5-10 meters off the ground. This operation is considered a lot more hazardous and has resulted in countless number of deaths due to lag in chute openings, or altitude sickness. This will be used in most operations.

   NO- Also known as No Opening. This works in CS as well where landing in water doesn't do any damage and with BF2, it does minimal damage. This is completely stealth and involves no dead-give-away-canopy-over-your-head. This only works with attacking islands. Used for quick and stealth operations

 

Baiting

    Baiting is a method used against enemy snipers. When an enemy sniper is spotted, the squad should take cover and make sure that the sniper has been "spotted" so his position is given out on the map. Then, have one soldier run out in the open, thus having the sniper focused on him. After the soldier gets about 10 meters out, the squad sniper will edge towards the open and take out the sniper. This is rarely used and is hard to complete, but good for working on team communication.

 

Tank-Hunting

    Drawing fire is basically what it says. Firing at the enemy so that they will return fire. The best time to use this tactic when your squad actually has soldiers that can take out the tank. There are many different methods of taking out a tank. The SRAW (Short-Range Antitank Weapon ) is more ineffective than one would think. It would take around 3+ hits on a T-30 tank, so the only best infantry-type method of tank hunting is planting explosives such as C4 or mines.

 

Basic Assault Infantry

    When assaulting a base, the squad should split into two teams. One team should consist of 2 people, including the squad leader. This will be the support team. The support team should give covering/supressing fire, if needed, as the assault team, which will consist of 6 people, moves foward. The six man assault team should spread out and hold their position. One soldier should do a recon on the base and tell everyone else what is inside the base. If there are any vehicles, the assault team should contact the squad leader, who will then request an artillery strike. If not, the squad will bombard the base with grenades, and then move in. If any man shall fall, do not bother to rescue them. Let them respawn outside the base on the squad leader, who should always remain hidden.

 

 

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