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    Transport Guide by Playbahnosh

    Version: 1.0 | Updated: 01/28/11 | Printable Version | Search Guide | Bookmark Guide

    Battlefield 2 Transport Guide 
    ver. 1.0
    by Playbahnosh
    Copyright  2011
    Legal crap
    This Guide may not be changed or reproduced, and is provided "AS IS". You may
    not use this Guide to make money, you cannot sell, rent, lease or anything like
    that, that is illegal. The things written in this document are as accurate as
    possible, but I'm only human, I can make mistakes. I take no responsibility for
    any damage caused by the content of this document, so use it at your own risk.
    Things written in the Guide are subject to change without further notice, so
    seek the most recent version. I delete hate-mail, so don't even bother. Contact
    rules in the Feedback section. 
    The only sites allowed to host this Guide are GameFAQs(www.gamefaqs.com). 
    If you found this document on any other site, they are hosting it without my
    permission and are subject to imminent orbital bombardment. 
    If you brake any of these rules, I'll kill you with flamethrower.
    Thats about it.
    1. Intro
    2. The Basics
    3. Transport Types
    	3.1 Water
    	3.2 Land
    	3.3 Air
    4. Roles
    	4.1 Rapid Deployment
    	4.2 Mobile Spawn/Repair/Healing/Supply Unit
    	4.3 The Ninja/Anti-Nija
    	4.4 Covert Ops
    5. Extra Tips
    	5.1 Decisions, decisions...
    	5.2 How NOT to get killed
    	5.3 Fighting with a Transport
    	5.4 The Lone Transport
    6. Questions & Answers
    7. Feedback
                                   | 1. Intro |
    This is a guide/FAQ for Battlefield 2, also known as BF2. The aim of this guide
    is to try and help would be transport pilots/drivers to play effectively, help
    their team and have fun while doing it. The sections are loosely tied together
    and written to be read in order, but you can read just the sections that 
    interest you, look in the Contents. You can also jump to individual sections
    by using the search function (Crtl+F) and typing in the number of the section 
    ("3.2" for Land transports for example) and hitting 
    the Find Next button until you see the section header. If you are just looking 
    for some particular answer, try the Q&A section, there is a good chance you'll
    find your answers there.
    The things written here are as accurate as possible and all based on my own
    personal experience in the game. My methods are by far not the 'only' or the
    'best' ways to go about playing the game. You are not required to follow this
    guide to the letter, in fact, I encourage you to experiment and try different
    methods, everyone has a different play-style, the most important thing is to
    Everything is here to get you started, but there are still incomplete sections,
    I might update them in the future. The guide is written for absolute beginners,
    using mostly layman terms so everyone can understand what I'm saying, so please
    don't write me about the absence or incorrectly written military jargon.
    English is not my first language, I'm Hungarian, I did my best to clean up the
    guide but there may still be some errors in grammar and wording, sorry about
    that. If you can't understand something, feel free to write an email, and I'll
    try my best to answer your questions (contact rules in the Feedback section).
    If you find a discrepancy in the guide, stuff that is not in your game or, in
    fact, missing from the guide, that may be because you are using a different
    version of the game than me (different release/patches/mods). This guide is for
    the unmodded 'vanilla' game, so please don't ask me about specific mods. 
    Now, let's get on with the guide, shall we?
                              | 1. The Basics |
    What is a Transport and what is it good for?
    Transports are vehicles in the game that can transport a number of troops to
    their destination. Ususally armored and equipped with light weaponry only. They
    mostly have space for 3-5, occasionally 6 soldiers. The Transport's main
    purpose is to carry soldiers to the front lines or the next objective while
    offering shielding from enemy fire for the passengers. Without some form of
    transportation, the large (64 player) maps takes ages to traverse on foot, not
    to mention dangerous. When you are trotting through an open field on your own,
    you are just asking for a bullet to the head or a rocket up the ass. Transports
    offer speed and shielding, and often the only way to reach the battle at all
    through the crossfire of snipers and other dangers.
    What types of Transports are there?
    Water, land and air. More detailed information are in their respective sections.
    Why should I be a Transport pilot/driver?
    Because you can help your team more than anyone. Battlefield 2 is all about
    teamwork. A team that doesn't work together, doesn't listen to it's
    Commander/Squad Leader and each player goes off to their merry own way, is
    simply doomed to lose round after round.  If you want yout team to win (and why
    won't you), you gotte be a team player.
    A Transport pilot can single handedly decide the outcome of battles. A bad
    Transport pilot can get half the friendly team killed even before they see any
    fighting and set back the whole team a lot. A good Transport pilot can capture
    half the control points on a map before the enemy team even realizes what's
    happening. A VERY good Transport pilot can even steal control points deep
    behind enemy lines, do surprise attacks against unexpecting enemy groups, get
    backup/supplies lightning fast to where it's most needed and even destroy enemy
    strategic objects and repair friendly ones in a heartbeat. Aside from being the
    Commander, the Transport pilot is the most versatile role in the whole game.
    Can I fight with a Transport?
    On your own, no. That's the drawback when being the driver. When you are in the
    driver seat, you have no weapons at your disposal (with the exception of the
    APC). However, there are certain techniques for fighting alone with a
    transport, these are covered in a later section.
    So, can Transports fight at all?
    With a team, YES! For example, a transport helicopter with a full crew can be a
    devastating force on the battlefield, but that requires a good pilot (that's
    you) and a crew that know's it's job. Fighting techniques are covered in the
    next section.
    Okay, so what will I be doing as a transport driver/pilot?
    Driving. Lots of driving. Your main job is to get your passengers to the
    battlefield or their next objective/capture point without getting them killed.
    If there are no troops to transport and you are playing the right kits, you
    might even funtion as a mobile repair/resupply station or field hospital,
    helping out where you are most needed.
    Right, but how will I get points if I'm not fighting at all?
    Well, yeah, tranport pilots usually aren't in the MVP list in any round. As in
    real life, they are the unsung heroes of the battlefield. Most people barely
    notice them when they are there, but they certainly notice when they are NOT
    there! Nevertheless, this doesn't mean you can't score a decent amount of
    points. Transports are equipped with light weaponry that the passengers can use
    and sometimes they can use their kit weapons as well. You get a "Driver kill
    assist" point for every frag your passengers make while sitting in your
    vehicle, that can add up to a lot! Also, when using the right kits, you can
    score many support points by repairing/resupplying/healing your passengers and
    nearby friendly units/vehicles/strategic objects, usually a lot more than you
    could've on foot. Not to mention being able to quickly capture control points!
    I'm still not sure... Is it worth it?
    Not everyone is cut out to be a great Transport driver/pilot. If you are only
    here for the shotty-killy-explodey stuff, by all means choose a kit and storm
    into the fray guns blazing. But if you REALLY want to see your team win (thus
    getting DOUBLE points at the end of the round) you just gotta bite the bullet
    and be the "transport guy". 
    Trust me, people will actually thank YOU if you get them to their destination
    fast and unkilled, swoop in and repair a friendly tank before it explodes,
    squish an out of reach sniper that's been terrorizing your team, defend a flag
    that has just been ninja'd or repair your team's UAV trailer that has just been
    blown up and nobody is around. Most people are too preoccupied with racking up
    frags and getting killed on the frontlines to care about such things. You are
    sitting in a transport, you have the means to get there fast and get the job
    done, so why wouldn't you?
    Okay, you got me. So, how does this work?
    Glad you asked. Let's see what you'll be driving/flying....
                            | 3. Transport Types |
    3.1 Water
    I put the shortest section first, so we can be done with it fast before I
    explain more complicated stuff. There is only one exclusively water based
    vehicle in the game, and that's the...
    Capacity: 6 (1 driver, 1 gunner, 4 passengers)
    Armor: None
    Weapons: 1x .50 Machine Gun
    All sides have the same boat design, the RIB (Rigid-Inflatable Boat). On some
    maps (like Wake Island, Dalian Plant or Gulf of Oman) it's basically the only
    way on the US side to reach the shore (and the battle) aside from camping for
    jets or helis. It's sleek and low profile, but it only has medium speed, no
    armor and only one mounted machine gun. However, the four passengers can use
    their kit weapons and equipment. Sadly, it's a faily useless transport as it's
    not fast enough to dodge incoming fire but at least it's blatantly unarmored
    and weak. The driver, the gunner and the passengers are wide open to enemy
    fire, so a good sniper can pick off the team one-by-one before you reach the
    shore, not to mention one stray rocket or tank shell will send you to a watery
    grave in an instant. The only real tactic here, is to try to maneuver far from
    the shore (and the scopes of snipers/helis/jets) and try to make landfall on a
    possibly unprotected beach.
    On a sidenote, boats CAN be used to be sneaky and strike behind enemy lines
    (like on Highway Tampa or Sharqi Peninsula), but requires good driving, a lot
    of patience and a huge load of luck.
    Only use it if you have no other other options or there is a possibility you
    can sneak around undetected.
    3.2 Land
    There are many kinds of land vehicles, but only three kinds could be put into
    the Transport category: buggies, cars and APCs.
    Capacity: 3 (1 driver, 2 gunners/passengers)
    Armor: None
    Weapons: 1x .50 Machine Gun, 1x Light Machine Gun
    In this category we have the USMC DPV and the MEC/PLA FAV-buggy. Both are fast
    and extremely agile but have no armor. Both types have a mounted machine gun on
    the top but there is a huge difference. While the FAV-buggy's MG can be rotated
    360 degrees, the DPV's MG only has ca. 90 degrees of viewfield in the front.
    There is a machine gun in the passenger seat too, but it can only fire straight
    ahead, so it's pretty useless.
    The buggy's main weapon is SPEEEEEEED. It's the fastest land vehicle in the
    game, you can run laps around tanks and apc's and even choppers to some extent.
    It's an excellent early-game vehicle, because it can be used to reach and cap
    control points fast, thus giving your team a head start (look in the Rapid
    Deployment section). But once heavy ordinance and troops reach the scene, it's
    go time for the buggy. The passengers are unprotected, and although a few stray
    bullets won't hurt, even a .50 machine gun can destroy the buggy in no time
    flat, not to mention rockets/shells and the ever present sniper threat. The
    mounted MG, while cannot really make a dent in other vehicles, it can be
    effectively used against infantry to defend a control point, for example.
    The key here is insane driving skills and speed. A good driver can even dodge
    incoming fire/rockets and turn enemies into roadkill in a heatbeat. You can
    even use it to quicky race past enemy lines and take control points or destroy
    UAV/Radar/Artilery if you play Spec. Ops. It's a very dangerous venture, but if
    you succeed you can help turn the tide of the battle. 
    Armored Car
    Capacity: 4 (1 driver, 1 gunner, 2 passergers)
    Armor: Light
    Weapons: 1x .50 Machine Gun
    This category has the USMC HMMVW "Humvee", the PLA NJ-2046 and the MEC
    GAZ-39371 "Vodnic". The car is sturdier than the buggy, carries more people,
    but it's slower too. The passengers are moderately protected against enemy fire
    and the mounted MG can really hurt enemy infantry. Also, the two passengers can
    use their kit weapons/equipment. It's a fairly balanced land vehicle, but the
    light armor barely makes up for the loss of speed and maneuverability. Although
    the passengers are fairly protected from enemy fire, a well placed rocket or
    tank shell can still wreck the car to pieces, and since it's not so fast, it's
    a prime target for attack helis and jets too.
    However, when used correctly, it can be a really good choice on the
    battlefield. It's still faster than heavier vehicles, so two moving,
    back-mounted anti-tank guys can be a real pain in the ass for tanks and APCs
    alike. It can be a good vehicle to defend/capture control points and patrol
    around for enemy activity.
    Capacity: 5 (1 driver/gunner, 4 passengers/gunners)
    Armor: Heavy
    Weapons: 1x 25mm Chain Gun, 1x TOW, 4x Light Machine Gun, (1x Smoke Screen
    Special: AMPHIBIOUS!
    Here, we have the USMC LAV-25, the PLA WZ-551 and the MEC BTR-90. APCs (Armored
    Personnel Carrier) or IFVs (Infantry Fighting Vehicle) are practically mobile
    death dispensers. They are kinda fast for their size, moderately agile, well
    armored and pack quite a punch. The driver has command of the 25mm Chain
    Gun/TOW-launcher turret, while the passengers can fire MGs from the sides and
    the back from the full protection of the vehicle. Regular guns don't make a
    dent in the armor, and it takes 2-3 rockets or C4 to destroy them. It's my
    personal choice of vehicle when fighting on the ground. You can utterly
    decimate ground troops in an APC and even shred buggies and cars to confetti in
    seconds. If you are good enough, you can even take on tanks or rip choppers
    from the sky. It's quite a bulky target and attack helis/jets reguraly hunt for
    them as easy prey, but it's kinda hard to avoid anti-tank rockets on the ground
    too. Clever use of the smoke screen and retreating can save your life! If you
    have the right kit, you can stick around friendly tanks to repair/resupply them
    in battle while still being able to help out in the fight and take a shell if
    things get rough. It's an ideal transport vehicle since you can take 4
    passengers with you to the next objective, but since APCs are quite juicy
    targets to anti-tanks/helis/jets, it can be kinda hard to succesfully do it.
    There is one huge advantage over the other ground vehicles: IT'S AMPHIBIOUS!!!
    Yes, the APC can swim! No bridge, no boat around? No problem! Just plunge into
    the water and putter to the other side. Keep in mind, that even if APCs can
    travel on water, they are MUCH slower and way less maneuverable in water than
    on land. This aside, the APC is the most versatile land vehicle in the game.
    While it's too big to just slip past the front lines undetected, you CAN sneak
    around in watery areas where nobody would expect it. It's a risky venture
    though, because if the enemy commander sees a lone APC sneaking about, he will
    send a jet or attack heli for your ass.
    3.3 Air
    And finally we come to the best part: air transport. There is only one in this
    category, the transport heli, but it is the one that gets referred to as
    "Transport" all the time.
    Transport Helicopter
    Capacity: 6 (1 pilot, 2 gunners, 3 passengers)
    Armor: Medium
    Weapons: 2x M134 Minigun (US) or .50 Machine Gun (PLA/MEC), (1x Flare Dispenser)
    Transport choppers come in three flavors, the USMC UH-60 "Black Hawk", the MEC
    MI-17, and the PLA Z-8. Sorely overlooked by great many players as a viable
    transport and fighting solution. Some players use it, but mostly out of
    necessity, like on maps with carrier start points to get to the battlefield,
    but abandon them as soon as their team establishes a beachhead. Granted, most
    transport choppers don't fly for long, especially if there is a good jet/attack
    heli team on the other side, since they eat transport choppers for breakfast,
    not to mention AA placements and AA vehicles. Transport helis are the slowest
    air vehicles in the game. They are bulky, moderately maneuvarable and have only
    light armor. BUT! They are still way faster than any ground (or water) vehicle
    and can load up a whopping number of 6 people. Those 6 people can get from
    objective to objective quite fast, unobstructed by terrain and protected from
    most ground forces. Also, if the chopper is occupied by a good team, it can
    become a flying machine of pure death. The two mounted miniguns on the Black
    Hawk, for example, can tear infantry, cars and even other choppers a new one,
    not to mention, that the passengers can use their kit weapons on the move, and
    three flying anti-tanks or snipers can bring the pain to any battlefield.
    If there is one on the map, I'm a transport heli pilot for sure. You can do
    anything and everything your team needs doing in this baby. Drop off
    reinforcements on the frontlines, fly around and let the gunners mow down
    opposition, ninja flags deep behind enemy lines or protect your points from
    being ninja'd, repair strategic object or swoop in and repair/resupply/heal
    friendlies on the battlefield. The transport heli is THE go-to vehicle if you
    want to help your team the most and rack up support points.
    There are certain drawbacks, though. First of all, you are easy prey for just
    about anything with anti-air weapons so the average life of a transport chopper
    varies with the proficiency of the pilot and the enemy team's AA capability.
    You will mostly be ripped from the sky by jets and AA turrets but if an attack
    chopper's gunner is good with the TV-guided missile, you won't live long
    either. It takes about three well placed missiles (or one TVGM) up the exhaust
    pipe to down a transport heli, but being only moderately armored, even regular
    weapons can damage your bird (especially the .50 cal ones). And don't even
    think about flying close to an AA vehicle or a Phallanx turret, you are as good
    as dead.
    But don't think you are totally at your enemies' mercy, however, because the
    transport heli has some nasty surprises of it's own. First of all, the
    side-mounted machine guns/miniguns can tear anything with low armor a new one,
    INCLUDING ATTACK HELIS! Even if the transport heli is best used against
    infantry, you CAN even go up against attack helis if you have a good enough
    team manning the guns in the back. It does require insane piloting skills
    (mostly to dodge the incoming ATA and TVG missiles), a huge amount of luck and
    at least one engineer on board to do field repairs. Also, the three passengers
    in the back can use their kit weapons/equipment, and few TOW missiles or sniper
    fire can really supplement your gunners in combat while on-board
    medics/engineers/supports ensure your stay in the air. All that is good, but
    remember, you are first and foremost a TRANSPORT and only fighter second. Your
    main task is to get friendly troops where they are most needed and support your
                           | 4. Roles |
    As a Transport driver/pilot you have many roles to choose from and switch
    between in game. Of course your main purpose is to get troops to where they are
    needed, but that's only a piece of the big picture. Let's see what you'll be
    4.1 Rapid Deployment
    At the start of each round, it is vitally important to capture as many empty
    control points as possible or take them from your enemy to stop ticket bleeding.
    [FYI: "ticket bleeding" occurs when one side holds more than half of the
    control points on a given map or if they start with no CPs, until they cap one.
    In this case, the opposing (losing) team's tickets start to drain. The rate
    seems to vary, but it's around 0.6 ticket/sec (lose 1 ticket every 6 seconds).
    The bleeding can be stopped by capping CPs.]
    So it's really important that your team gets to these CPs ASAP. That's where
    you come in as a transport driver/pilot. Your job is to hop into a transport,
    signal "Get in!" on the radio and wait for tropps to fill your vehicle. Don't
    wait too long or you lose your advantage, start half-full if necessary, you
    come back for the others later. (If all the transports are taken, you can
    either go ahead and fight or wait around for one to spawn, your choice.)
    Now, before you set out, look at the map and see where your teammates are
    going. Select a CP that nobody has gone to and race off in that direction,
    periodically checking your map and choose a new CP if your teammates got there
    first or if it has been taken by the enemy. If there are no empty CPs left,
    choose one that you deem best. Remember, the goal is to cap as many CPs as you
    can (possibly causing an early ticket bleed for the enemy team). If you got in
    a chopper, you can choose CPs that are farther away.
    On the other hand, if you start on the side having most of the CPs, race to the
    points that are most in danger of being capped by your enemy and set up
    defenses. If you are in a chopper, drop off your passengers and race back to
    base for another load of troops.
    When frontlines have formed (ie. the fighting starts), there is no point in
    running into your death, so your role changes...
    4.2 Mobile Spawn/Repair/Healing/Supply Unit
    When frontlines have formed, there is no point in running to the farthest CPs
    and get killed by enemy forces already amassed there. Now, it's most likely
    troops won't be waiting at the base for pickup but are rather already on the
    frontlines, fighting. 
    At this point, it's best if you choose one of the supporting kits: Engineer,
    Medic or Support and create a Squad for yourself.
    Mobile Spawn Point
    If you are a Squad Leader, your squad members have the option to spawn at your
    position instead of one of your team's CPs. This is a tremendously valuable
    thing in battle, since they don't have to travel to the frontlines, they spawn
    right there (if you are there too, obviously). Create a Squad if you can (there
    is a chance all the squads are taken, but it's rare) and wait for people to
    join you. You can also invite people to your team and by creating a Custom
    Squad, you can name it too (like "Trans Heli" if you fly a transport chopper). 
    If you are sitting in a vehicle, your team members will spawn as passengers. If
    there is no more room in your vehicle, they CAN'T spawn there, so choose a
    roomy vehicle, like an APC or a transport heli. Now, drive/fly near the
    frontlines (not so near that you get shot, but close enough) and just hide in a
    secluded area or drive/fly around so your don't get killed. This way, your
    squad members will have direct access to the front if they get killed, saving
    them a LOT of time. Make sure you DON'T GET KILLED, because your are the spawn
    point! If you die, your squad loses this advantage and you have to do it all
    over again.
    (Another perk of being a Squad Leader is that you have a direct line to your
    Commander. You can request supplies, vehicle drops, UAV and artirelly barrage,
    which can come in handy. It depends on the Commander if he want's to grant you
    these, mind you.)
    Mobile Repair Shop
    If you chose the Engineer kit and you sit in a vehicle, you automatically
    repair all friendly vehicles and structures directly near you (max. 1-2
    meters). When this happens, you'll hear the "wrench sound" like as you would
    when repairing with the wrench, also the wrench symbol and the health bar of
    the repaired vehicle will pop up on your HUD until it is fully repaired. Note,
    that when you repair structures (like artilery or the UAV trailer) from your
    vehicle, this WON'T happen! So, no wrench sound/icon or health bar, but you
    WILL be repairing the structure nonetheless, so stay in your vehicle and watch
    it getting repaired by simply eyeballing the thing. When it stops smoking, it's
    usually good enough. If nothing seems to happen for a good while, drive/fly a
    little closer.
    Field-repairing friendly vehicles could be really dangerous, especially under
    enemy fire because your risk blowing up along with them, but it is still a very
    valuable thing to do. If you manage to save a friendly tank or APC from
    imminent firey death, it's driver will really thank you. Also, you'll save
    tickets for your team and the LOOONG time it takes for it to respawn and get
    back to the frontline, thus advancing your team's efforts immensely (not to
    mention getting lots of repair points). This is best done in a land vehicle,
    like an APC or a jeep for example, just make sure you stay behind the vehicle
    your are repairing so you don't get blown up by a stray shell/rocket that was
    addressed to your friend there. This CAN be done in a transport heli, too, by
    carefully flying over the vehicle that needs repairs, but that requires insane
    piloting skills.
    Just listen for "Requesting repairs" radio messages and watch the map. When
    someone requests repairs a wrench icon will appear on your map, so you'll know
    where to go.
    Mobile Field-Hospital
    If you chose the Medic kit and you sit in a vehicle, you'll automatically heal
    all your passenger and friendly troops directly near you (even if they sit in
    another vehicle). When this happens, you'll hear the "tape/bandage sound" like
    as you would when healing with the medkit. Also, a cross symbol and the health
    bar of the healed player will appear on your HUD until they are at full health. 
    This can be a valuable role on the field, but also quite dangerous. Hurt
    friendly troops can get behind your vehicle or hop in to get healed and get
    back into the fray. It's also a good way to get near tanks and jeeps so you can
    heal hurt turret gunners, and it's really valuable on a transport chopper since
    the passengers in the back are open to enemy fire.
    The drawback is, that you can't revive teammates from your vehicle, you'll have
    to get out and do that yourself, which is quite dangerous under enemy fire.
    Usually when someone needs healing, they'll be dead real fast so it's rather
    pointless to race around the map trying to heal everyone.
    Just listen for "I need a Medic here!" radio messages and watch the map. They
    will be marked by a red cross. Chances are, by the time your open your map they
    are long dead, but it's worth a shot. Don't go racing to the other side of the
    map to heal someone though, they will almost certainly be dead or get healed by
    another medic by time your arrive. Just stay in one area and heal your squad or
    the troops around your the best you can, but don't go on suicide missions
    reviving a fallen teammate when bullets whistle from every direction.
    Mobile Re-Supply Station
    If you chose the Support kit and you sit in a vehicle, you'll automatically
    resupply your passengers and friendly troops/vehicles directly around you with
    ammo (even troops inside other vehicles). When this happens, you'll hear the
    clinking ammo sound like as you would when resupplying from the ammo kit. Also,
    an ammo sign and the ammo bar of the resupplied player will appear on your HUD
    until they are fully stocked.
    IMHO, this is the least needed thing on the battlefield, since most troops and
    vehicles will be blown to oblivion long before their ammo runs out, especially
    on the frontlines. Where this role could come in handy is Spec Ops, Anti-Tank
    and defending CPs, since Spec Ops and Anti-Tank troops need a resupply of
    C4/Rockets (respectively) quite often and defending forces usually swarm
    incoming enemies with bullets so they could need a resupply every so often, too.
    Just listen for "I need ammo!" radio messages and watch the map. They will be
    marked by an ammo icon. You really need to prioritize here. When someone
    signals an incoming enemy tank for example, it's a good bet some friendly
    Anti-Tank troops will show up there and they'll need more rockets. Also, it's
    quite rare, but sometimes one ot two selfless souls might decide to defend a
    backwater friendly flag (far from the frontlines) against an enemy Ninja
    attempt. Chances are they will need ammo at some point, so if you are in the
    area, swing by and give them some extra.
    Other troops on the front lines, however, are usually not worth resupplying,
    since they are mostly long dead before you arrive. Also, resupplying Spec Ops
    way behind enemy lines is basically a suicide mission, unless you are right
    there with them. Just take a look at your map and go where you deem you'll be
    most needed.
    4.3 The Ninja/Anti-Ninja
    The Ninja
    First of all, if you don't know what "Ninja" means, let me explain (if you do
    know, just skip to the next paragraph). A Ninja is when you take something
    right from under somebody's nose. This is mostly used in MMOGs where "ninja
    looting" means sweeping up loot from right under everyone's nose before they
    even know what happened. In BF2, a Ninja means capping a (usually blatantly
    undefended) CP way behind enemy lines before the opposing team can react. This
    gives your team a huge advantage and an opportunity to attack neighbouring CPs
    and possibly their main base if it's not UnCap (eg. uncapturable/crossed out). 
    There are cases when the battle comes to a grinding halt, frontlines freeze and
    the whole game becomes a standing war. This usually occurs when teams are
    evenly matched and one can't overpower the other. In this case, there is
    usually very heavy fighting localized to one or two CPs, but the frontlines
    won't move in either direction and when a CP is taken, it is usually quickly
    taken back by the other team. Sometimes this lasts for the entire round, unless
    one of the teams does a huge, co-ordinated push or...someone pulls a Ninja.
    This is where you come in as Transport.
    A Ninja requires cunning and being extremely fast as well as sneaky. A fast and
    agile vehicle is required to do the task or something, that has some special
    properties. How you pull a Ninja is different for every map, but there are some
    all around good advices.
    You need speed, but that comes at a cost, since speedy transport vehicles are
    only armored with thin air and good intentions, so you'll have to be daring and
    don't mind getting blown to pieces on the first few tries. And yes, on the
    ground, the buggy is probably the best choice, since it's fast and low profile.
    You can try it with a car, if there is no buggy around or your want some
    protection too, but is a little more risky.
    On maps with lots of water or at least a stream/bay, it' usually a good way to
    use a boat or an APC if you are daring. While boats are a really crappy choice
    in battle, it CAN be used to slip past enemy lines undetected (Sharqi Peninsula
    comes to mind) . APCs are good, because they are amphibious, so you can
    continue to roll after you are out of the water and the heavy armor is not a
    small feat either (plus, extra carrying capacity). But it's slow and not really
    low profile for sneaking around, so there is a higher chance a stray jet or
    attack heli will turn you into a smoldering crater.
    Sometimes the best option is still the transport heli, but not always. The big
    carrying capacity is awesome, and the fact, that you don't have to deal with
    enemies and obstacles on the ground is appealing. But it's rather bulky, easily
    detectable and jets/attack helis love them some transports for breakfast. On
    maps with very constricted air space (like Dragon Valley), it's really hard to
    pull off a Ninja with it, but on big, spacious maps, where you don't run into
    air defenses at every inch (like Highway Tampa), it can be a good choice. 
    There are two ways to pull this off: going through or going around. Let's see
    the first one. Obviously, going THROUGH the front lines is basically a suicide
    mission, but it CAN BE DONE! You'll need speed, and a huge load of luck. First
    of all, open your map and look for holes in the enemy defenses. It doesn't have
    to be big, because most of the time the troops are quite preoccupied by the
    fighting, and they most likely won't notice a lone buggy racing past. Just get
    in one and head for a gap in the defenses. Drive fast and DON'T stop for
    anything, even if someone shoots at you. Just haul ass right past any enemy
    that you come across. You might be surprised, but driving past right near a
    tank or an APC is not as hard as you'd imagine. Their turrets turn really slow
    and if you drive really fast, you'll be outta effective weapons range before
    they realize what happened. One more thing: don't shoot! If you have
    passengers, tell them not to fire because it will attrack LOTS of (obviously
    unwanted) enemy attention and the drawback of firing on enemies is that they
    usually fire back and spot you. You don't want that. If you get spotted, you'll
    show up on every enemy's map as a glaring red dot. A red dot that is heading
    for one of their back CPs. Most enemy players (especially Commanders) take
    offense to that and will track you down and kill your ass dead before you even
    neutralize the CP.
    The other method is to sneak around. This is usually done by boat on watery
    maps and transport heli on less watery ones. The key here is staying as low
    profile as you can. Right off the bat, head for the very edge of the map. Be
    careful not to cross over to the striped area but fly/drive on the very
    bleeding edge of it. Avoid shooting at anything and keep as quiet as possible.
    Follow the edge of the map, avoiding the frontlines and enemies, then when you
    get close to the CP you wanna cap, turn sharply and head right for it, don't
    stop. If you are in a chopper, LAND IT and get out! Possibly near the point.
    This is important, because occupied choppers give off heat signals and a stray
    jet or AA tank can accidentally detect you (large, glaring rectangle, loud
    beeps, kinda hard to miss) and blow your ass to hell, not to mention alerting
    the entire team of your shenanigans. If you are a good pilot and feel lucky
    enough, you can just hover over the CP until it's captured, so you can dart off
    to another one right after it's done. It's really risky, but can be good.
    Also, even CPs way behind enemy lines can have defenders. It's VERY rare, but
    sometimes happens. If you feel up to it, you can deal with them, but they will
    be back even if you kill them if you don't neutralize the point fast enough, so
    be cautious and if you don't like your odds (and you are not detected) go for
    another CP.
    You biggest enemy in still the opposing Commander. Since he can see the entire
    map and has the satelite scan and UAV at his disposal, it's really frecking
    hard to hide from a good Commander. If you are sneaking around, a mere sat
    sweep will reveal you to the enemy Commander IF he is observant enough (you
    show up as a glaring, moving red dot, far from the frontlines, kinda hard to
    miss). If he notices you, he can spot your from his map screen and then you'll
    show up on the map of every enemy player. Also, he can order squads to
    intercept you. You can't do much about this but hope that it doesn't happen.
    Also, there always a chance that some enemy will simply stuble upon you, most
    likely jets since they cover lots of groud. This is where the "huge amount of
    luck" comes into play.
    Okay, so you managed to get to an unprotected CP and managed to
    neutralize/capture it. Well done! Now GET THE HELL OUTTA THERE! Why? Because
    neutralizing/capping a flag way behind the frontline is a huge, screaming red
    flag for the commander and everyone else. Most likely an artillery barrage and
    half the enemy team is heading for you right now, jets/helis/tanks/troops and
    all, and they will be PISSED! Also, you gotta use your advantage while you
    still have it. Head for the next CP that might have the less defenders and try
    to cap it. You gotta work fast or you'll be dead.
    If you don't succeed, don't fret, try again! Keep in mind, that repeatedly
    trying to Ninja the same CP will be harder and harder each time, since more and
    more defenders will be expecting you. Switch to a different one when you fail
    the first, keep them guessing where you will strike next :)
    The Anti-Ninja
    As a Transport, you can get to places quite fast. This can be an invaluable
    thing when hunting for Ninjas. Read the section above (if you haven't already)
    and you'll know exactly what to look for. Just put yourself to the other side's
    shoes and you'll know what to do.
    Basically, listen to your Commander and check the map periodically. If you have
    a good Commander, he will use the sat scan to look for Ninjas and will spot
    them repeatedly if he finds one. At this point they will appear on your map as
    flashing icons, usually heading for one of you back CPs if they are not there
    already. Try to intercept them!
    If you hear the dreaded "We lost control of an outpost!" radio message, open
    you map, and if it is a backwater, undefended CP of yours, immediately head for
    that point hauling major ass. If you arrive in time, you might catch them
    before they cap the CP. If not, you'll have a harder time fighting off the
    spawning enemies but you gotta try to cap it back or at least neutralize it so
    no other enemies can spawn there.
    Without doubt, the transport heli or the buggy are the best tools for Ninja
    hunting. You can cover a lot of ground in the heli and even eyeball potential
    Ninjas sneaking about if you Commander does not detect them. In the buggy you
    are not subject to abrupt fireballization by enemy jets/helis/AA-tanks, but
    can't cover that much ground. Your choice. Alternatively, you can just choose a
    nice, calm, secluded CP far from battle and just sit there, hiding in the
    bushes or on a rooftop. Chances are, a Ninja will eventually show up and try to
    cap the point. They won't expect you. Knife them in the ass if you can and they
    will think twice before coming back :)
    4.4 Covert Ops
    There is one more aspect where a transport driver/pilot can help, and that's
    Covert Ops, as I call it. It's basicly taking the Spec Ops kit, sneaking into
    the enemy main base, blowing up everything strategic (SatCom, UAV, Artillery)
    and then making off with the most valuable enemy vehicle, usually a jet, heli
    or a tank (or stay there and cause utter chaos until defeated). Now, as a
    Transport, you'll usually NOT be doing the explodey/shotty stuff yourself, only
    help the Spec Ops guy(s). 
    Okay, this might be hardest off all roles here (worse than racing through the
    frontlines in a buggy). First of all, Spec Ops guys are lone wolves. They
    usually take a jeep or a boat and go on their merry way, they are not team
    players in the sense that they work alone, far from the front lines. However,
    they can help the team the most by cutting off the enemy Commander. Since if
    they manage to blow up all strategic structures, the enemy Commander will be
    blind (no sat scan/UAV) and and can't send artillery strikes either. They could
    even blow up the enemy Commander himself if they stumble upon him, since he
    usually hides somewhere around the main base. The problem is, one Spec Ops can
    only carry 5 pieces of C4. Two pcs of C4 is required to blow up ONE (undamaged)
    strategic object. If you do the math you'll see, that one Spec Ops guy can only
    destroy two and a half, and there are five of them (1 SatCom, 1 UAV trailer, 3
    Artillery). So they usually go for the most valuable ones (UAV/SatCom) or the
    nearest ones (usually 2+1/2 Arty, since they are sometimes way outside the
    base) and then they simply start thrashing the main base or leave for the front
    lines. Here is where you come in.
    If you choose the Support kit, you can transport (or follow) a fellow Spec Ops
    to the enemy base and resupply him with C4 so he can destroy all the strategic
    objects and then some. This could be problematic, though, since as stated
    above, Spec Ops guys are not team players. They usually refuse to board any
    transports, so you'll have to literally spell it out to them in team chat or
    voice chat, that you want to take them to the enemy main and then give them all
    the ammo they need. Even then some of them might refuse.
    Even if they agree, or you simply chose to follow one, it's THE most dangerous
    thing you can do in the game, since you have to combine the Ninja and the
    Mobile Supply roles. First, you have to get past the enemy lines somehow, get
    to the enemy main base without being killed. You can take a fast buggy or a
    sneaky boat to do this. If you can manage it, you can take the transport
    chopper and fly way over the enemy main, the highest you can get, and let the
    Spec Ops parachute in and do his thing. You can also land the chopper at a
    secluded place and follow the Spec Ops around and give him ammo while he blows
    shit up. This is virtually impossible to do without being detected way before
    you are finished blowing up everything, possibly even before you reach the
    base. The main is usually populated with enemy troops camping for jets and
    helis, and of course the enemy Commander, who can see you from his map screen,
    wherever you are. Also, said jets and helis regularly return to main to get
    repairs and resupply, so it's really risky. Not once I trotted into the enemy
    main as Spec Ops, only to get a tank turret shoved into my face right at the
    gate by the enemy Commander or a bomb up my ass by an enemy jet, so be really
    careful and get some four-leaf clovers or something.
    If you are done blowin stuff up, you can provide a viable escape route to the
    Spec Ops (and yourself).
                              | 5. Extra Tips |
    Here are some extra tips, that might help if you can't really get ahead as a
    Transport driver/pilot, or you want to spice up the game a little.
    5.1 Decisions, decisions...
    Which vehicle should I take? What role should I play? Where should I take my
    passengers? Where should I go? What should I do? All valid questions, and the
    answers are either very simple or very complicated based on your proficiency
    with the game and the given situation.
    Which Transport should you take? It's mostly depends on the map and what role
    you want to play in. The transport heli is the best all around vehicle, but if
    you are not a good pilot, it will be really frustrating for you AND your
    teammates you took to the firey grave with you. First, learn to drive/fly the
    vehicle you want to do transport missions in while they are empty. This way if
    you fail, you won't harm anyone else but you. Start an offline game or choose a
    newbie server and practice. Practice until you are comfortable driving/flying
    it and you don't get smashed to bits five seconds after you start out. 
    Practice sudden, high speed, sharp turns with the buggy and the car, possibly
    on hard terrain or amongst obstacles. If you can manage at least five of them
    in a row without considerably slowing down or capsizing it, you are good to go.
    Also practice fitting through very narrow places at top speed, like between
    trees, sandbags or walls. Practice with the APC, too. Try to get a feel for how
    it handles on land how on water. Get an eye for slopes too, what can you still
    climb and what's too steep. While you are at it, practice your aim with the
    auto cannon and especially the TOW, since it's you main weapon against enemy
    vehicles. Also practice retreating, popping smoke in just the right moment and
    avoiding enemy rockets and tank shells.
    Practice delicate maneuvers with the transport heli. No, I'm not joking.
    However big and clumsy the transport heli seems, you still have to perform
    delicate maneuvers in it, like hovering perfectly still, only inches above
    another vehicle or CP, landing on a spit of open space, flying under bridges or
    kissing the ground at top speed to avoid enemy fire (note: it's "kissing" not
    "violently crashing into at terminal velocity"). 
    All in all, choose the best vehicle for the occasion. There are ace pilots and
    sharpshooter AA gunners in the enemy team? Get into a car or APC. There are
    enemy tanks and APCs everywhere? Get in a chopper and hop over them. Look at
    the map and the player list, and try to figure out what you team needs most. No
    medics/engineers/supports around? Choose that kit and do that role. Nobody is
    defending you back CPs and they get Ninja'd all the time? Go Ninja hunting. You
    are getting ganked by the enemy? Be daring and go for a Ninja or take out their
    strategic structures. Or you can just have fun and go with the one you like.
    Your choice.
    5.2 How NOT to get killed
    This is a very important question if you are Transport. Mainly because you are
    responsible not just for you own life, but for your passengers' also. If you
    crash a fully loaded transport chopper, you kill SIX people! Do that ten times
    and that's almost the THIRD of the entire teams ticket allotment for that round
    (on most servers). Now, that's something you definitely want to avoid. But even
    if you are a pro pilot/driver, there is always that pesky enemy team, who will
    want to kill you dead every second of every round. Let's see how can you
    protect yourself and your passengers.
    (Note: many people say, that this is cowardice. No, there is difference between
    cowardice and common sense. There is no honor or valor in rushing into the fray
    only to get killed for no reason. That's no bravery, that's stupidity.
    Remember, that your team has a set number of tickets in any given round,
    usually around 200 for 64 player servers. That means, with a full server, each
    player on your team can die ca. 6 times before your tickets run out and you
    lose the round. A ticket is spent each time a team member respawns (if you are
    revived on the field, that does not decrease the tickets). If you die in a
    vehicle, you die for good and lose a ticket for your team instantly. If you
    keep your dying to a minimum, that saves tickets. It could possibly mean
    winning the round for your team just by not dying (there were occasions when my
    team won by merely 3-4 tickets to spare). A strategic retreat, no matter how
    silly it sounds, does NOT equal cowardly running away from a fight. In fact,
    running away from a fight that you can't possibly win is the smart thing to do!
    Keep this in mind!)
    There is one rule, that exceeds all others in this context: "The captain goes
    down with the ship IF necessary"! What that means in this case is, that you
    have a duty to protect your passengers first, and your own life second. Not
    once did I experience, that a player hopped into a transport heli, waited for
    it fill with people and than set off to enemy territory. When we arrived to
    where he, the pilot, wanted to go, he simply jumped (without as much as "bye")
    out of the chopper and parachuted to the ground, leaving FIVE people to hurtle
    to the ground and die in a fireball before we realized what happened. NEVER,
    EVER do that! If you are under enemy fire, missiles coming from every
    direction, if you feel the chopper is about to go down, signal your passengers
    repeatedly to "Bail out!". When everyone is out and the chopper is empty, only
    THEN should you jump or try to set it down or kamikaze into a tank or whatever.
    This stands for other transport vehicles too, like APCs or cars. But, if the
    vehicle your are driving is empty save for you, do everything to save yourself.
    It's a vehicle, it respawns free of charge, your life costs tickets, remember
    On the Ground
    It's fairly simple: don't drive into enemy fire. Okay, I know, that's basically
    not an option sometimes, but still, you are there to help your team and not to
    get yourself killed by playing kamikaze and driving right into an artillery
    stike for example. When you are being shot at, look at the damage indicator. It
    will show you where the shots are coming from. Tip: drive the other way :). If
    you are in an APC, or especially while in a buggy or car, and you see an
    approaching tank, get the hell outta there. While you CAN go up against a tank
    in an APC (look in the next chapter), I suggest you don't do that while there
    are passengers on board. If you have incoming TOW missiles or tank shells,
    there is one thing you can do: pop smoke, hit reverse and a steer a little to
    the side (doesn't matter which one). Smoke obstructs the view of your enemy, so
    they can't really target you, but once you are in their sights, even if you go
    reverse, you'll still be in their crosshairs, that's why you need to steer to
    the side. This way, the incoming shells/missiles shot into the cloud will woosh
    past harmlessly most of the time. If you can, get behind a wall or a hill to
    gain some breathing room. (If there is a wall or a fence around, get behind it.
    Most of these can hide the chassis from enemy fire, but the turret is high
    enough, so you can shoot from cover.) Remember, it only takes 2-3 TOW
    missiles/tank shells to blow up an APC. If your APC gets damaged and you have
    the Engineer kit, retreat to a safer area, pop smoke and immediately jump out
    and start repairing with the wrench. You are most vulerable while you are doing
    this since you are standing out in the open with your back to the world.
    Luckly, the smoke mostly hides you from enemy snipers and the like, but a huge
    cloud of smoke in the middle of nowhere is intriguing enough for a jet or a
    tank to go and investigate. So, when the smoke dissipates, jump right back in,
    no matter if you haven't finished repairs, and look around for danger. When the
    dispenser recharges, rinse, repeat. In an open field, the best choice is to
    keep moving! Never stop. Enemy anti-tank troops, tanks, jets and helis are all
    out to get your ass blown to bits and a moving target is always harder to hit!
    In the Air
    It's a little different. If you are transporting people, there are two ways to
    do it. You can fly REALLY high, so you are out of the reach and viewfield of
    ground forces, but this puts you square on the plate of enemy jets. Or you can
    fly REALLY low, and I mean REALLY low, in the very bottom of valleys, under
    bridges, kissing the ground or the water. If you are hidden by the terrain,
    most of the enemies won't spot you, but then at this low altitude basically
    everything can shoot you down. 
    Your most fiersome enemies are jets, attack helis and AA tanks and turrets.
    Here is a technique against AA missiles:
    When you hear the dreaded "BEEP-BEEP-BEEP-BEEEEEEEEEEEEEEE" there is really one
    thing you can do: "STOP, DROP AND ROLL", as I call it. It consists of three
    maneuvers executed in rapid succession. First, wait until the missile warning
    turns from pulsing (BEEP-BEEP-BEEP) to continuous (BEEEEEEEEE-). If it never
    does, don't do anything. Pulsing means a lock-on from an enemy AA launcher,
    continous means there is acutally a missile (or more) in the air heading for
    your ass. So wait until there is actually a threat to your health (missile in
    the air), wait TWO seconds (this is important) and drop flares. The reason for
    the two second wait is because it takes roughly that time to for a missle to
    reach you. Turrets and AA-tanks have more than one missles ready to fire, and
    if you drop flares too early, you will fool the first missle, but the
    subsequent ones will turn you into a fireball real quick. The next maneuver
    will require some piloting skills, so you don't mash into a fine paste on the
    ground when escaping from missles. If you can actually see from which direction
    the missile is approaching, all the better, if you can, turn in that direction
    NOW. Now, you must execute the following maneuvers almost simultaneously. Pull
    the chopper's nose up real hard (ca. 45 degrees upwards), so you basically
    "STOP" in mid air. WHILE you are doing this, drop flares (calculate this into
    the TWO seconds!). WHILE you are doing this, turn to the side, doesn't matter
    which one, so you turn right around (TURN and DON'T ROLL just yet!). At this
    moment, if you done it right, you should face the ground at ca. the angle you
    pulled your chopper's nose up to (45 degrees downwards) and begin to "DROP"
    real sharply towards the ground. Now here is when your insane piloting skills
    come into play. Right when you are about to hit the ground, pull up with
    everything you got (so you don't get smashed to bits) and "ROLL" to the side a
    little so you also turn (doesn't matter which one). If you've done it right,
    you should be at top speed, barely kissing the ground and racing away from your
    missile equipped assailant. If you can, fly behind some obstacles, buildings,
    into a valley, whatever, just break direct line of sight, thereby breaking the
    missile lock. Flares have a long reload time, and your enemy will most likely
    fire again before it's ready.
    If you don't understand the maneuver, let me try and draw you a little ASCII
                                 Nose (Pull UP!)
    START                      / V 
      |                       / *   @                  %
      V                      / ##  /  -@           /  /
                  "STOP"    / ##/   -@ <-Flares   / #*   <-Turn around
       ------              /  #*  -@             / ##
    %---###D  ----------->   /     -@  ------>  / ##/
        ^^^                 %    \             /  * <--Nose
                                       "DROP" /
                    "ROLL"                   /    Ground (DO NOT HIT!)
    END          ------                     /     |
       <--------  C###---%  <---------------      V
    Okay, I know, I can't draw for shit, but I hope at least you get a vague idea
    what's going on.
    The idea behind this maneuver of mine is the following: AA missiles follow
    heat. When you drop flares, they distract incoming missiles but only if the
    flares are between you and the missiles. If you drop the flares behind you, but
    the rockets are coming from the front, they will most likely hit you, since you
    are the closest heat source. Well, the maneuver up there assumes the missile is
    coming from the front (when you are heading into enemy territory for example).
    When you pull up sharply and drop the flares that way, they will scatter
    between you and the missiles, so the missiles will hit the flares instead of
    you. The idea behind the "drop" is, that you drop WITH the flares, so the
    flares are still between you and your assailant as you are coming down, this
    way if subsequent missiles are fired, they will still hit the falling flares
    instead of you. At the end of the drop you are simply racing AWAY from your
    assailant and break the missile lock.
    I tested "STOP, DROP, ROLL" in combat and it usually works if the conditions
    are right, meaning that the missile comes from the front and possibly from the
    ground. It works ca. 60% of the cases. It's not a foolproof plan, but it's
    better than doing nothing.
    Jets are a different matter entirely, since they can come from any direction,
    and they usually come either from above or from behind. If they come from
    behind, the maneuver could still help. Helicopters have the invaluable feature
    of being able to stop in mid-air. Jets do not. If you get a lock-on from a jet
    coming from behind, start the maneuver and stop abruptly in mid-air, dropping
    flares. If you are lucky, before the jet could fire at you, it will woosh right
    past you, or even if it fires, the missile will possibly hit the flares and not
    you. If you are lucky, by the time it comes around for another run, you've
    already executed the drop and are long gone.
    Attack helis are still a different matter. Since they don't have AA missiles,
    you won't see them coming, most of the time. They fire dumbfire rockets and
    TV-guided missiles, none of which produce lock-on alerts, so you must eyeball
    them when they are coming at you, otherwise you are doomed. If you happen to
    spontaneouly combust in mid-air for no apparent reason, that was most likely an
    attack chopper raping you. If you DO see them heading directly at you, and if
    you see the nose of the enemy chopper tilting a bit upwards, that means it's
    about to fire a TVG missile at you. TVG missiles are controllable in mid-air,
    so the enemy gunner will try to steer it right into you. If the gunner is pro
    enough, there is nothing you can do, but you can try to evade it by facing the
    enemy heli (thus showing it your smallest, frontal profile) and
    rolling/strafing to the side. Strafing is a quite complicated maneuver to
    execute for rookie pilots, but you can try nonetheless. Just roll your chopper
    a to the side and hit full throttle, all the while turning a little to the
    other direction so the tail of your chopper doesn't swing with the roll. It
    sounds complicated, but it's really easy once you get the hang of it. If you
    are lucky enough, the TVGM will woosh right past you, but you are not safe just
    yet. Attack helis still have dumbfire missiles and a vulcan cannon so you
    better get the hell outta there before it reloads it's TVGM or starts to fire
    with something else. If they are adamant about blowing you outta the sky, there
    is not much you can do, since attack helis are much faster and more agile than
    transport helis, but you can try nonetheless. Maybe you will be lucky enough to
    get a headstart and land somewhere before they find you again.
    5.3 Fighting with a Transport
    A great many players overlook the fact, that transports are not just for
    getting from A to B. They CAN be used in combat, and also quite successfully,
    granted you a have a good enough team manning it. Communication is the key
    here. I know, virtually nobody uses the built-in VoIP system or the team/squad
    chat in combat. The airwaves are mostly saturated with "XY spotted!" or "I need
    a medic here!" radio messages anyway, so real messages from players usually get
    lost in transmission. However for this to work, you at least need to use radio
    messages proficiently and need to, for the lack of a better word, read the mind
    of your teammates.
    On the Ground
    What comes to mind first is a buggy with a gunner. It's a really fast and small
    vehicle, but it has a .50 cal machine gun on top of it. That machine gun CAN
    hurt infantry, other cars and even choppers, too. While your are driving it,
    the gunner on top can dispense all kinds of hurt, but that requires
    co-operation, moreso in the US side, since their buggy can only fire forward.
    As a driver, you need to recognize enemies and either avoid them or provide a
    line of fire your your gunner. From the driver seat, you can see where he is
    looking by watching the barrell of the MG swing left and right, but there are
    some cars, where you can't see where your gunner is looking unless you cycle
    through more cameras. If you see an enemy, turn that way and if you have a good
    gunner, he will fire. If not, spot the enemy for him. Also, listen to what your
    gunner says, he might spot enemies and will want you to provide a line of fire
    for him. Also keep in mind, that he can't drive the vehicle from where he
    stands, so you must take care of him too, MG gunners are prime targets for
    every enemy. Also, you can kill from the driver seat, too! You can race around
    and simply hit enemies with your car. Turning enemy troops into roadkill is
    always good fun, but be really careful! Pancaking them requires getting up
    close and personal, and I don't think you wanna go up half a meter close to an
    Anti-Tank with primed TOW in hand, or an Engineer with mines. What I'm saying
    is, select your hit&run victims carefully or hit them from behind.
    There is one more tactic Spec Ops guys love to use: the Kamikaze run. They
    simple get a buggy or a car, stick as much C4 on it as they can, hop in, drive
    into an enemy base (hopefully with lost of people), jump out and hit the
    trigger. If they don't have to time to jump, they simply slam into something,
    like enemy cars or tanks, the force of the crash detonates the C4 too. Most of
    the time, this is a suicide mission, but the C4 is so powerful you can take out
    large groups of enemies this way, even tanks that are close together. It's not
    really viable tactic for a transport driver, but I thought I tell you anyway,
    so you'd know why Specs Ops often drive around with C4'd cars (I know I was
    wondering about that for a long time before someone told me).
    APCs on most servers are, suprisingly, almost always empty, save for the
    driver. That doesn't go along well with it's name or purpose, though, since
    it's an Armored Personnel Carrier, that means it was DESIGNED to transport
    people around. What most people do is, they usually hop into one and just race
    off into battle, forgetting that there are FOUR more seats in that thing, each
    with it's own MG. If I had to guess, I would say most people hate the
    restricted view from the APCs passenger compartment, and the MG too. But trust
    me, that MG hurts just like any other MG, and sure, the view is a little small,
    but at least your ass is protected by heavy armor and you can go real fast
    while also fire at enemies. Some people don't trust the driver to take them
    where they want to go, some people simply prefer taking the scenic route on
    open air. Whatever might be the reason, you very rarely (if ever) see a fully
    loaded APC on the frontlines. It's a shame really, because those four MGs in
    conjunction with the Chain Gun and TOW turret can single handedly kill a whole
    battalion of infantry or smaller vehicles. Also, you can go up against a tank
    in an APC, too! Don't bother shooting at them with the Chain Gun, that only
    maked them angry and and it doesn't do all that much damage. You have a TOW
    launcher on the turret, that is every bit as good as the TOW emplacements on
    the ground or the one the guys with Anti-Tank kits carry around. Works the same
    way too! You launch it, and hold the button to steer the rocket. The advantage
    is, that you are sitting in a heavily armored vehicle. Tanks usually go boom
    after 2-3 rockets, like with any other TOW, and you can even take a shell or
    two without exploding yourself. The key here is agility. APCs on the ground are
    more agile than tanks. You can run laps around a tank and survive it, since
    their turrets don't turn so well as yours. Also, always aim for the ass. The
    back armor is usually the weakest on any vehicle, alternatively aim for the
    base of the turret, that's good too. The side and frontal armor are the
    strongest, that always takes at least 3 rockets. Try to shoot from cover, like
    discussed in the chapter before. Get behind some wall or fence, and if you
    can't shoot from there, only pop out when you shoot the rocket and then roll
    back into cover. You can take a tank head on without getting any damage at all
    with this method, although it reqires some practice.  Furthermore, one huge
    advantage of the APC is, (yeah, you guessed it) it's amphibious. You can strike
    from places nobody would expect. There are steams or bays on most maps or even
    an ocean. Use this to your advantage with the APC! Go patrol for incoming boats
    (shooting figh in a barrel), take a CP by surprise by emerging from the water
    or you can escape to the other side of a river when harassed by a tank.
    In the Air
    On the transport heli, things work a little differently. There are two guns on
    the sides of the chopper, that can really turn infantry and small vehicles into
    Swiss cheese, especially the Miniguns on the Black Hawk. But for that to work,
    it needs good gunners and an even better pilot. First of all, the guns are on
    the SIDES of the chopper, not in front, so it can be tricky to provide a line
    of fire for your gunners. Contrary to what you may have gotten used to, you
    have to broadside your enemies in the chopper. That can be very difficult for
    rookie pilots as well as dangerous, since you'll be showing your largest, side
    profile to the enemy. Also, you'll have to fly fairly low and steady, so your
    gunners could actually hit something. That way, you'll provide a very tasty
    target to just about everything that wants you dead: jets, choppers, AA tanks
    and placements, hell, even tanks, APCs, jeeps and ground troops too. You can
    only hope your gunners can kill them before they kill you. Also, don't stop,
    don't just hover, keep flying! Circle around your targets and try to provide
    your gunners with things to fire at. Remember, a moving target is always harder
    to hit. 
    But the gunners are not your only weapons. Three more people can fit into the
    chopper, and they can all use their kit weapons. The best kits for a fighter
    heli are Anti-Tanks and Supports. The Anti-Tanks can provide you with much
    needed firepower against enemy vehicles and supports can also use their MG to
    kill all kinds of stuff aside from supplying everyone onboard with ammo.
    Snipers could be useful too, if you can fly your chopper steady enough and if
    they can shoot well enough. Snipers can't ask for a better vantage point than
    ABOVE the battlefield. You might also want to take an Engineer with you,
    because he can use his wrench to repair the heli in-flight, so you don't have
    to fly back to base for repairs so often and a well timed wrench could save you
    from certain doom when things get hot. The last thing: if you decide you wanna
    fly the transport as a combat heli, you might wanna choose the Medic kit, since
    your passengers are open to enemy fire, and you automatically heal them if they
    get hit.
    5.4 The Lone Transport
    It goes against the purpose of transport vehicles, but many times you'll see
    transports wandering around with only a driver, mostly APCs. APCs are effective
    combat vehicles on their own, the driver can actually fight from the driver
    seat, but what about jeeps, cars or even the transport heli? Can you use them
    for fighting when you are alone? Sure you can, but you gotta know how.
    Switching seats is the way to do it, but I guess you know that. If you don't:
    Surprise! You can switch seats in vehicles! Cool, huh? Use the function keys
    (F1-F6) to switch to other, unoccupied seats in any vehicle. F1 is the driver
    seat, the others vary between vehicles. F2, for example, puts you in the gunner
    seat of buggies, cars and boats, one of the gunner positions in the transport
    chopper, and in one of the passenger seats in an APC...etc. Now, it's fairly
    obvious how to do fighting like this in ground vehicles. You park in a great
    spot, switch to the gunner position and fire away. Try to choose a spot where
    you have a good vantage point on the area enemies might come from, but you are
    also at least partially protected from enemy fire. The best is to park near a
    wall, so at least they can't surprise your from behind. (Better is you follow
    the same approach as with the APC. Park on the other side of a fence, since
    then the car itself is protected, but the MG is high enough you can shoot above
    the fence without giving much of a target to your enemies.) This is usually
    useful if you go on a Ninja mission, but there is nobody with you. You park
    near the flag, jump to the gunner seat and keep watch for any enemies until the
    flag is yours. The drawback is, that you are essentially sitting ducks. If shit
    gets real, you can't drive and fire at the same time, you gotta choose, and
    sometimes it's not that obvious. Can you take that Anti-Tank guy with the MG
    before he turns you into potroast, or you rather skid outta the way? Decisions,
    It's even more complicated with the transport heli. Since you'll usually be
    flying somewhere, if you are all alone, you can't do jack to protect yourself.
    You can't just hop into the gunner seat at half a mile above ground... or can
    you? It takes to be a huge pro, but I've seen some people do it on occasion.
    Flying solo in a transport chopper, they mashed the throttle to give themselves
    some breathing room, jumped to the gunner seat, moved down some troops and
    hopped back just in time to gain altitude and not get mashed into gravy on the
    pavement. This is really dangerous, so it's a better choice to just land the
    thing, and use the gunner positions from there. Choppers being choppers, you
    can land them at places most vehicles can't get to, that gives you a nice
    vantage point, like rooftops, mountaintops, the top of silos and places like
    that. Land your chopper so you'll have a nice line of fire from the gunner
    positions and fire away. If things get hot, you can either bail out or hop back
    into the driver seat and fly away. If you feel lucky enough, you can land the
    heli on the ground somewhere and use the guns from there, but you are an easier
    target, and if they manage to kill you without really damaging your bird, they
    get a free chopper. Try to choose the best place you can. Also, it pays to be
    an Engineer whenever you go solo, because you can repair your ride on the field.
                        | 7. Questions and Answers (FAQ) |
    Here are some questions that some people have asked me, and some I regularly
    found to be asked around the internet...and my answers to them. If you started
    reading the guide here, you might not even need to read any more after looking
    through this section. Let's get started.
    Q: Where can I download/torrent/pirate this game?
    A: On that subject, I can't help you. I don't do warez. Don't even email me
       about it. You can BUY the game in your favorite video game store or on
    Q: I bought the game on Steam, but I can't play it! When I want to join a
       multiplayer game it says my CD-key is invalid! Why?
    A: The Steam version has this quirk. When you start the game, it runs the
       CD-key through the EA key checker that encrypts it. BF2 doesn't recognize
       the encrypted key so it will say it's invalid. You need to download a
       small app that replaces the key checker with one that doesn't encrypt the
       key. Just google it (bf2, steam, cd key, fix). It should work after that.
       DON'T ask me to send it to you, I won't!
    Q: Whenever I get into an online multiplayer game, it quits after a few seconds
       saying Punkbuster found something illegal! Help!
    A: Punkbuster is a real bitch when it comes to third party programs. You'll
       have to close and/or disable everything it's on PB's blacklist. First of all
       you need to disable the Steam in-game overlay, because PB detects it as
       illegal. Go to your Steam Library, open BF2's properties and disable the
       overlay. That fixes this problem most of the time. If not, close any other
       programs that might irritate PB, like VoIP apps (TS, Ventrilo, Skype, etc),
       video card tweakers (Nvidia control panel, ProTools, etc). Keep eliminating
       programs until it finally works.
    Q: The game STILL doesn't work/freezes/quits/throws errors! What do I do?
    A: I don't know, I'm not tech-support. Also, the game works fine for me, so I
       can't help you with stuff like that. Read the game's readme, check the
       system requirements, install patches, go to the official site or ask around
       on forums. Eventually, someone might help you out. I'm sorry, but I can't.
    Q: Where can I download this mod/map/etc..? I can't find it anywhere!
    A: I can't help you on that one either. I don't use mods or extra maps and I
       don't know where you can find them, sorry.
    Q: Are there any cheats/trainers/hacks for this game? Where can I get them?
    A: Oh, I'm sure there a plently of of those around, but I suggest you keep away
       from them. BF2 uses Punkbuster for cheat/hack detection, and if you use any
       hacks or cheats, you'll be banned from servers or from playing altogether.
       Don't cheat, play fair! You have been warned!
    Q: I can't seem to get the hang of this game, it's too hectic/complicated/etc.
    A: Battlefield 2 is not for everyone. It's mainly for people who like
       multiplayer military shooters and FPS games in general. If you don't
       have fun playing this game, don't sweat it. Find another one that you do
       like playing.
    Q: There are many discrepancies/inaccuracies in your guide, things don't work
       as you said they would, what's up with that?
    A: Many of the tricks and tactics I described in the guide requires at least
       some familiarity with the game and the controls, and also a lot of practice.
       I only write tips that are tried and proven to work, at least for me. If 
       something doesn't work out, you might be doing it wrong or you need a little
       more practice. Also, you could be using a different game version. Install
       all the patches that are available to the game, that should fix most of your
       problems. As I said in the beginning of the guide, English is not my first
       language, maybe I wrote something confusing. Read that section again, and
       see if you haven't misunderstood something and try again. Some of the more
       complex tricks require some skill.
       If you are absolutely sure I messed up somewhere, you can contact me, and
       I'll correct it. Look in the Feedback section.
    Q: Your guide is sh*t, your writing is terrible, it's too long/short/confusing,
       I hate you...and yer momma!
    A: That's not even a question, now is it? If you don't like the guide, don't
       read it, that's all. Don't send me hate-mail, I delete it. If you have
       some CONSTRUCTIVE criticism you want to share, you might contact me, and I
       might even respond. Feedback section is down there.
    Q: I really like your guide, it helped me a lot. In fact, it is awesome!
       Is there a way I can support your work/contribute/show my thanks?
    A: Thank you! Much appreciated! Really, you enjoying your game because of this
       guide and the thought that I helped you is payment enough. I don't write 
       these guides to make money, gain fame or anything like that. But if you
       really insist on wanting to show your support, contact me, and we arrange 
       something :)
    Q: You have a really cool guide here, I want to host it on my site, may I?
    A: With some conditions, yes. Contact me and we work out the details.
       Note: I will only allow hosting it to sites that provide access to the FULL
       guide, in it's ORIGINAL form, FREE of charge or mandatory registration
       or jumping through hoops of any kind!
    Q: Will you update/correct/add further sections to the guide in the future?
    A: That might happen, yes. If there will be many errors/discrepancies
       reported or if I learn some new things about the game, I may do an update
       some time in the future, but don't hold your breath :)
                                 | 7. Feedback |
    If you STILL have questions about the guide, even after reading through all
    that, or you have comments, suggestions, you can contact me through e-mail. But
    first, let's see the rules. 
    If your mail brakes any of these rules, you won't get a response at all! You
    have been warned!
    * Don't ask for warez/download links to the game! I don't do warez. Period.
    * Don't ask me to send you files. I won't.
    * Don't ask questions that are clearly answered in this guide! If you are too
      lazy to read, that's not my problem.
    * Don't ask me about specific mods, where to get them or how they work.
      I simply don't know.
    * Don't ask technical questions about the game. I'm not tech-support, I don't
      know why your game isn't working. There is the readme and various support
      forums, seek help there.
    * Don't send ANY attachments! I delete your mail without opening it! 
    * Don't send spam/hate-mail. I delete it.
    Finally, some DOs:
    * If you are asking a question, please write details. What is working, what
      is not, what are you trying or wanting to do, EVERYTHING relevant. I can 
      only help you if you provide me with enough information.
    * Please, write in plain English (or Hungarian), and use proper punctuation!
      I can't reply if I can't decode what you are trying to say.
    * Please, be patient! I'm not at my computer 24/7, I can't reply instantly.
      I do my best to reply to every email, but allow me a few days to get back 
      to you. If you don't receive any reply within a week (two weeks tops), that
      means that either your mail broke some rules or I'm dead.
    If you accept these rules, you can send your mail to this address:
    Just remove the (nospam) and substitute @ for [at] and . for [dot]. Security
    measures to avoid spammers. If your mail is okay, you should get your answer
    soon. Byez!
                                 *THE END*
                             Playbahnosh  2011