l41e
Member
+677|7095

Yes, this is long. Bite me.

k30's guide to Titan attack/defense.

Updated 1900GMT Nov. 3, 2006.
Updated 1906GMT Nov. 3, 2006.
Updated 1511GMT Nov. 4, 2006.
Updated 1519GMT Nov. 4, 2006.
Updated 1521GMT Nov. 4, 2006.
Updated 1529GMT Nov. 4, 2006.
Updated 1754GMT Nov. 4, 2006.
Updated 1656GMT Nov. 7, 2006.

Section 1: Defense

Defending the titan. This one's pretty easy. Start setting up your defenses between the time when the voice says "Our Titan shield down by three-quarters". and "Our Titan shield is about to fail!", preferably much towards the latter, unless your enemy holds 4 or 5 out of 5 of the silos.

Section 1A: Your squad.

1: Squad leader. You.
Kit: Support.
Armor: Heavy.
Passive unlocks: Preferably all.
Active unlocks:
-Ganz heavy machine gun. (optional - stock guns are decent enough)
-IPS shield.
-A12 Enforcer sentry drone or the active camo detector - very useful for detecting those stealthy l33t-people.
-SD-8 Accipiter or RD-4 Otus squad leader drones. (either or)

2. Squad member. Someone you know, preferably on TS/Ventrilo.
Kit: Assault.
Armor: Heavy.
Passive unlocks: Preferably all.
Active unlocks:
-Voss or Baur assault rifles. (optional - assault rifles are very much each to their own)
-AED-6 automatic external defibrillator. (a must for effective defense)
-PK-74 underbarrel rocket launcher. Don't bother with the Herzog. Ok, I take that back. The Herzog owns, if you know how to use it. And when the enemy's charging straight at you, you'll appreciate the one-hit-one-kill possibility.

3. Squad member. Someone you know, preferably on TS/Ventrilo.
Kit: Assault.
Armor: Heavy.
Passive unlocks: Preferably all.
Active unlocks:
-Voss or Baur assault rifles. (optional)
-AED-6 automatic external defibrillator.
-PK-74 underbarrel rocket launcher. Again, don't bother with the Herzog. See above.

You have two of these guys because they're important.

4. Squad member. Someone you know, preferably on TS/Ventrilo.
Kit: Engineer.
Armor: Light.
Passive unlocks: Preferably all - less necessary than for the others though. (see a pattern here?)
Active unlocks:
-SAAW 86 anti-aircraft. Two missiles will essentially blow that transport or gunship out of the sky.
-II-29 "rollermines". Put two or three in a clump.
-To be honest - anything goes here. The PDS-1 is kind of nice for advance vehicle notice, though.

5. Squad member. Someone you know, preferably on TS/Ventrilo.
Kit: Engineer (A) or Recon (B).
Armor: A - light, B - heavy.
Passive unlocks: Preferably all.
Active unlocks:
-A - Pilum H-AVR anti-tank gun. Be warned: this thing eats ammo fast, and it's not perfectly accurate. But it's powerful. B - Lambert Carbine is an absolute must.
-A - Anything. B - APMs. AKA "claymores".
-A - Anything. B - IT-33 fuzzy-glass camo or RDX packs.

That's it. After you've gathered these five people, lock your squad and kick out an excess member if there is one. Why? The reason is simple. Titan mode has a maximum of 48 people. That works out to 24 people per team. If you have five people defending, that's five less people capping silos. And no matter how good your defense is, silos and their missiles will always, always, always defeat you if you don't have any. And keep in mind this is 24 people maximum on your team. Also, anyone sticking with you not in your squad will not have NetBat support. Sucks for them.

Section 1B: Location, location, location.

This is where your people and their stuff go. I will be referring to them by their numbers - look above for them.

1:
-Prone in corridor 1 behind the second set of metal outcroppings - left side.
-IPS shield goes in between the plate/outcropping things. (from here on referred to as "plates")
-Sentry gun goes in front of either plate if you have it.
-Remember to deploy your drone. This will hover above you, and also above the plates - important if you're using the Accipiter.
-Drop an ammo box near you, no more than 5m away.
-Finally, point at your Titan icon on the 3D minimap on your HUD and "issue an order" for more points and field upgrades. Which are always nice, if you get a break in the action to actually select them for your next spawn...and you actually spawn without being revived...

2:
-Prone in corridor 1 behind the second set of metal outcroppings - right side.
-Drop a medhub near you, also no more than 5m away.

3:
-Crouched or standing in corridor 1 in between the second and third sets of plates. Either side.
-Medhub goes up front with 1 and 2.
-This guy is a reserve, mainly used for reviving! Don't let him rush up gun blazing!

4.
-Rear bay (the exposed, landing part), in one of the depressions in the ramp between the low and high decks, or anywhere else concealed with a good view, and a clear path to get inside if necessary.
-Rollermines go in clumps on the upper deck. If they see them, that forces them to land on the lower deck. If they don't, kills for you.
-If you're using the PDS-1 vehicle detector, place that near you somewhere.
-Should run inside as fast as possible and dive behind 1 and 2 if excessively threatened.

5.
-A - on the lower rear bay, probably near the edge, or even on the side of the Titan. Don't fall off. And you can't get up from the sides of the Titan without suiciding or being picked up. A much better spot if you have time is to get on top of the titan where the anti-aircraft guns are. Use it if you've got the time. Thanks to theDude5B. B - with 1 and 2, standing behind the plate on the right. The Lambert is pretty darn accurate anyway.
-A - whatever. B - APMs face towards the front of the corridor, beside the first set of plates.
-A - whatever. B - C7 goes on top of the entrance to corridor 1.
-A - should run inside as fast as possible and dive behind 1 and 2 if excessively threatened. B - nothing applies here.

Section 1C: Strategies and Tactics

Really, tactics only apply to 4 and 5A, since they're separated from the rest of the group and without any supplies or medical aid. They should make their best efforts to stay alive. If this is not possible (e.g. an APC plus two transports covered by a gunship), they should get inside. ASAP. Leave the mines - to get the enemy - but get inside with your squad. If they feel brave they can stand near the vents and take some last shots before hopping back inside and behind 1 and 2. The splash damage from the Pilum and SAAW will be moderately useful for killing enemies, and their sub-machineguns have a high rate of fire - good for engaging enemies for the fraction of the second that they'll be exposed once they know you're there. Squad members should cover their escape. (either 2, 3, or 5B can get up from your prepared position and cover - no more than one)

Section 1D: Miscellaneous

-Smoke grenades? Hmm. Mixed bag. Pros and cons, here.

Pros:
-Gives the enemy lag.
-Disorients the enemy.
-Hides your position.

Cons:
-Gives your squad lag.
-Hides the enemy's positions.
-Enables them to get cover while you can't see them.

I gave it the "no" vote simply because the PK-74 and defibs are better.

-Machine guns. Personal preference. Comparison.

Rates of fire:
-Shuko K-80:
900RPM. Bianchi FA-6: 900RPM. Ganz HMG: 600RPM.
Damage:
-Shuko K-80: 14 to 18. Bianchi FA-6: 15 to 18. Ganz HMG: 18 to 22.
Magazine size:
-Shuko K-80: 200 rounds
, 3 magazines.. Bianchi FA-6: 150 rounds, 4 magazines. Ganz HMG: 120 rounds, 4 magazines.
Accuracy:
Who cares? You're aiming down a little passageway. Personally I can't tell much of a difference.
Reload time:
-Shuko K-80: 5.4 seconds. Bianchi FA-6: 5.3 seconds. Ganz HMG: 5.3 seconds.
Shots before overheat:
-Shuko K-80: 40 rounds. Bianchi FA-6: 40 rounds. Ganz HMG: 27 rounds.

Above information from bf2142fever.com.

Of course, there are also more intangible factors such as the sights and the firing sounds, but that's where your personal preference comes in.

-Assault rifles. Same format as the machine gun comparison above.

Rates of fire:
-Krylov FA-37:
900RPM. SCAR 11: 600RPM. Baur H-AR: 600RPM. Voss L-AR: 900RPM.
Damage:
-Krylov FA-37: 20 to 28. SCAR 11: 20 to 29. Baur H-AR: 22 to 34. Voss L-AR: 20 to 25. You'll notice that at long ranges, the damage differences are none to negligible. However your engagements will be at short range.
Magazine size:
-Krylov FA-37: 30 rounds
, 6 magazines. SCAR 11: 30 rounds, 6 magazines. Baur H-AR: 20 rounds, 7 magazines. Voss L-AR: 40 rounds, 5 magazines.
Accuracy:
Who cares? You're aiming down a little passageway. There are major differences but they don't matter here.
Reload time:
-Krylov FA-37: 3.9 seconds. SCAR 11: 3.9 seconds. Baur H-AR: 3.0 seconds. Voss L-AR: 3.9 seconds.

Again, these are taken from bf2142fever.com.

This is where personal preference and those intangible factors come in again. Each weapon has its advantages and disadvantages. Whatever they are, use them to your advantage. Know thy enemy and thine enemy's gun too.


Section 2: Attacking

This is where it gets tough. Really tough. If the enemy defenders are at least half-competent, and especially if they're prepared (see above), you will have a very tough time. This section will, hopefully, tell you how to deal with them and win the battle for your team.

Section 2A: Your squad.

1: Squad leader. You.
Kit: Support.
Armor: Heavy.
Passive unlocks: Preferably all, especially grenades and the advanced ammo hub.
Active unlocks:
-Clark 15B shotgun, which so happens to own all at CQC. If on a high-ping server, any machine gun will do.
-IPS shield or A-12 Enforcer sentry drone.
-V5 EMP grenades.
-SLSB beacon thing.

2: Squad member. Someone you know, preferably on TS or Ventrilo.
Kit: Assault.
Armor: Heavy.
Passive unlocks: Preferably all, especially grenades.
Active unlocks:
-Baur or Voss assault rifles (optional, see Section 1D above)
-Smoke grenades. Alternately called SMK-1 or SG-34s, I have no idea what the "real" "technical" designation is. Either way, they make smoke.
-PK-74 AR-rockets or the Herzog shotgun. Personally, I prefer the rockets to take out hidden defenders, but many people can use the Herzog very effectively. It's a matter of personal choice in this situation.

3: Squad member. Someone you know, preferably on TS or Ventrilo.
Kit: Assault.
Armor: Heavy.
Passive unlocks: Preferably all, especially grenades.
Active unlocks:
-Baur or Voss assault rifles (optional, see Section 1D above)
-AED-6 defibs.
-PK-74 AR-rockets or the Herzog shotgun. Personal preference.

4: Squad member. Someone you know, preferably on TS or Ventrilo.
Kit: Recon.
Armor: Light.
Passive unlocks: Preferably all, but not that important. This guy will be in the second wave.
Active unlocks:
-Lambert Carbine. Accuracy + high rate of fire = you stay alive. Alternately, the Zeller-H.
-RDX DemoPaks. Should be obvious why.
-IT-33 camo.
Note: If your squad is working together according to the below strategy, this guy should get the Problem Solver pin.

5: Squad member. You know the drill.
Kit: Engineer.
Armor: Light.
Passive unlocks: Same as 3.
Active unlocks:
-Pilum H-AVR. You won't be needing the SAAW here.
-AE Defuser.
-Anything.

6. Squad member. Someone you know, blah blah blah.
Kit: Engineer.
Armor: Light.
Passive unlocks: Same as 3 and 4.
Active unlocks:
-Pilum H-AVR again. That makes 2 of them.
-AE Defuser.
-Anything.

Section 2B: Locations

Where your people and their deployable stuff go. Again, they will be referred to by the above numbers.

1.
-After podding onto the upper rear deck of the Titan (important), this guy should drop into either air vent and drop an SLSB in the concealed area at the end.
-After dropping the SLSB, this guy can do whatever, as he can spawn on the SLSB as well.

2.
-Whatever.

3.
-Behind 1 and 2, but in front of 4 and 5, since this guy has the all-important AED.

4.
-Last guy to go into a corridor. This guy should conceal himself, with the active camo if necessary, and watch your squad's six.

5.
-Third-to-last guy to go into a corridor.

6.
-Second-to-last guy to go into a corridor.

Section 2C: Strategies and Tactics

This section is different from 1C. Since your squad must all work together, you're at a disadvantage, and time is of the essence (remember, the spawn time is 15 seconds, and it'll take another 20-40 seconds for defenders to get down there once killed), this section will be listed in chronological order.

-Between "The enemy Titan shield is down by three-quarters!" and "Enemy Titan shield is about to fail", gather your entire squad in an APC. If a non-squad member is in your APC, have another squad-member grab another one. Move in a convoy if this happens. Don't fire the APC mortars unless necessary. Air transports are somewhat riskier due to the Titans' never-overheating AA Gatling guns.

-If you encounter a tank or walker (or any combination of the two), your primary tactic is to evade, not destroy. Point them out, put active defense on, EMP (driver's secondary weapon) them, launch the mortars at them, then run. If you have a convoy, the front APC should put active defense and use EMP while approaching, and the rear APC should do the same once you have passed the threat and/or the EMP effect has worn off.

-Obviously, wait 'til the Titan's shields are down.

-Get near the enemy titan. Anywhere below 225m is sufficient for podding, although your landings at that distance may be a leeeeetle bit hairy. Or your landings might just be total failures, e.g. landing on the hangar bay shield or the Titan's side engine things. To be safe, go for 175m on your HUD at most.

-Squad leader should land on the upper deck. Everyone else can land where they want.

-Ask for a UAV. If your commander gives it to you - remember to say "Thanks".. This makes the commander think you're one of those "good" squads - always grateful, and remembering they're the real big cheese, thus increasing your chance of further getting UAVs.

-Now comes the hard part. You're in the Titan. It's more than likely that there are defenders, and that they want to kill you for those shiny pins and field upgrades.

-VERY IMPORTANT. Always destroy consoles 1 and 2 first, even if they seem to be impossible to destroy! Why? If you destroy 1 and 3 (or 2 and 4), this limits your options to one single corridor instead of two. This will hugely limit your options, and, more often than not, will get you killed. Even if one seems incredibly hard to get to, trust me - it will be doubly hard once that's the only passage they have to defend.

-Ok. So you're at the entrance to a corridor. First off, check for RDX and APMs. Check everywhere, including the ceiling. If you find some, AE defuse them or have a decoy (4, 5, or 6) stupidly sprint in and set them off. Or, if squad member 4 chose the Zeller-H, shoot them. Or you can shoot them with the Pilum. Method recommendation suspended until I find if it actually works still. Really, there are lots of options assuming you don't die first.

-This should come immediately after the last step. 1 should throw two EMP grenades inside, to mess up the enemy HUDs and deactivate any IPS shields. 2 should throw two smoke grenades for the lag effect, but not if any of your squad members already have lag - if this is the situation, throw two FRG-1 frags in. 3 should throw two frags in. Everyone else can help with the frag 'nades.

-Once they've all exploded (or any that are far down the passage are about to explode), have 1, 2, and 5 run down the corridor guns blazing. 3 should follow close on their heels, ready either to shoot or revive. Or, if this may be the case, to paddle some enemy butt.

-Once the passageway is clear, 4, 5, and 6 should come along. 5 and 6 should each take a single Pilum shot at the console. After this, they, and the rest of the squad should clear out to whence they came (e.g. the cargo bay). 4 should lay a single RDX pack, put on IT-33 camo, and follow. Once all are present and accounted for, 4 should blow the DemoPaks.

-1 should give everyone ammo, 2 and 3 should give everyone health.

-Repeat for the other consoles.

-There! Success, or almost. You've breached the reactor core. As soon as console 4 is destroyed, everyone should get in the reactor room.

-1 should go to the other side of the reactor room (the hangar bay side) and wait for enemies with the Clark shotgun.

-2 should shoot one AR and pistol magazine at the core, then wait for enemies.

-3 should shoot one AR and pistol magazine at the core, go to the cargo bay and wait.

-4 should go in and lay all remaining DemoPaks on the reactor core.

-5 and 6 should each go in and fire off their remaining Pilum ammo and one sub-machine gun magazine, then go to the cargo bay.

-Once 3, 4, 5, and 6 have done their respective jobs, 1 and 2 should evacuate the reactor core and get to the cargo bay with everyone else.

-4 should now blow the DemoPaks.

-Once you get the message "Enemy Titan hull destroyed", run out the back. Engineers should have their Pilums out - watch for campers!

-Jump off, parachute, land, and look up at the fruits of your work.

-Recieve game end screen/debriefing/awards/promotions/points. The end!

Section 2D: Miscellaneous

If someone thinks of something else I'll put it here. For now, this guide is mostly complete.

out

Last edited by k30dxedle (2006-11-07 08:57:05)

Mr.Casual
p-n*|3eergogglz
+136|6956|Minnesota eh
+ 1 good guide
burton
Member
+9|6867|Da Bay, California
DONT BOTHER WITH THE HERZOG ARE YOU INSANE. thats like saying dont bother with the voss. gg nt noob
jkohlc
2142th Whore
+214|6973|Singapore
wtf i didnt know rollymines have effect on infantry
theDude5B
Cool member
+805|7197

jkohlc wrote:

wtf i didnt know rollymines have effect on infantry
They dont. He is talking about putting the mines on the outside upper deck so when transport ships try to land there, if they see them, then they will be forced to land on the lower outside deck. If not, then they will either land and get out before the mines hit, or the mines hit killing them all. Either way, the transport will be destroyed and the enemy can no longer spawn on that transport.
l41e
Member
+677|7095

burton wrote:

DONT BOTHER WITH THE HERZOG ARE YOU INSANE. thats like saying dont bother with the voss. gg nt noob
Can the AR-shotgun take out people behind barricades? Which they'll be hiding behind?
No.

Can the AR-rockets do this?
Yes.

Do you have two slots?
Yes.

Does the defibrillator win at helping your team?
Yes.

"gg nt noob"
ig
This topic seems to have no actual posts
+1,199|6969

k30dxedle wrote:

burton wrote:

DONT BOTHER WITH THE HERZOG ARE YOU INSANE. thats like saying dont bother with the voss. gg nt noob
Can the AR-shotgun take out people behind barricades? Which they'll be hiding behind?
No.

Can the AR-rockets do this?
Yes.

Do you have two slots?
Yes.

Does the defibrillator win at helping your team?
Yes.

"gg nt noob"
oooooooooooooohhhhh pwwwwwwwwwnnnnnnneeddd!!!!
+1
l41e
Member
+677|7095

Updated with sections 1C and D.
theDude5B
Cool member
+805|7197
I also dont really find much use to the shotgun attachment for the assault kit when defending the titan. Most of the time you are going to be positioned in such a way that you will be shooting the enemy out of an effective range of this weapon. It is much better to chose another unlock, and the defibrilator is by far the better choice plus the rocket attachment.

Another good position is up on top of the titan where the titan guns are. You have a good view of the upper outside bit so can kill the enemy easier, but also because of your higher position, you are harder to kill. A lot of squads will also place their squad becon up at this position, so you can either take out the becon or just rape it. Nothing wrong with raping a becon because it is the squad leaders fault for not placing it in a better postion.
Mouse315
Bash.org Junkie
+105|6967

theDude5B wrote:

Nothing wrong with raping a becon because it is the squad leaders fault for not placing it in a better postion.
Is there a better place to put it besides in the upper ductwork?
theDude5B
Cool member
+805|7197
well not really i guess.
VeNg3nCe^
¦Tactics Øver Principles¦
+314|7152|Antarctica
The shotgun is very very very good if used properly.  It really depends on the situation, but usually the airburst is better at killing campers.
l41e
Member
+677|7095

Updated with correct rates of fire and numbers of magazines for machine guns and assault rifles.
mikeyb118
Evil Overlord
+76|7045|S.C.
Good guide, extremely specific. Might not suit everyones style of play. Bust still very good.
l41e
Member
+677|7095

Updated with Section 2: Attacking.
psH
Banned
+217|6830|Sydney
i always wondered at the underbarrel rockets, i always thought wether they were gonna be like the SRAW from BF2 or just some pussy-willow half-grenade, but you sure do take a liking to it, and it a guide this big it must be good, exlellent guide mate. +1.

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