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In the various titles of the Battlefield series, infantry weapons have many particularities and features that add to gameplay realism and/or difficulty.
Battlefield 1942's guns feature many similarities between each other. The two bolt-action rifles (K98 and No 4), scoped and standard variants, are identical in stats. The Thompson and Mp18 are identical in stats, as are the Sten SMG and Mp40. All Assault weapons (except the STG 44 and DP) are identical in stats. The Bazooka and Panzerschreck are identical in stats, as are all the grenades in-game. Only the M1 Garand and Type 5, as weapon equivalents, differ in stats.
Reloading will, naturally, refill a weapon to its maximum capacity. However, reserve ammo is counted in magazines available. For example, reloading mid-magazine will dispose of any rounds remaining in the initial magazine and use another magazine. Reloading is only completed once the entire reload animation is finished, hence making reload cancelling impossible. Large explosions affecting the player or entering a vehicle will immediately cease the reloading process and force the player to restart. Even when at an empty magazine, a player must manually initiate reloading
Aiming with a weapon will simply tighten cross hairs, increasing accuracy, drastically lower movement and turning speed, and create a general zoom. For sniper rifles, it will put view in the scope. Large explosions will interrupt aiming.
All infantry weapons have recoil. Recoil will push cross hairs upwards as they grow larger, decreasing accuracy, with continuous fire. Bolt-action rifles have recoil, however their low fire rate easily allow a player to aim back at their target after fire. Burst firing will reduce recoil, but cross hairs take a moment to stabilize back to their initial size.
Jumping will generally have little effect other than a quick jump over obstacles or a sudden movement to avoid getting hit. Falling is more problematic as it will prohibit a player to use their infantry weapons and can easily cause damage or death. Deploying a parachute (key "9" [needs confirmation]) will stop a player from falling, hence allow the use of infantry weapons and safely land. If a player survives a large explosion, it is possible for the player to vaulted into the air and cause them to fall to their death.
Health in-game does not regenerate automatically. There is a small bar indicating the amount of health left. The only way for the player to heal himself is to either be a medic and use their Medkit or find a medicine closet and heal themselves by staying near it.
Nearly all weapons in Battlefield Vietnam are unique. There can be equivalents, but they will all be different an each have their pros and cons. The only weapons with the same stats are the M16 and M16 with Scope, however differing in functions.
Reloading is exactly like in Battlefield 1942, only when having an empty magazine, the reload animation restarts.
Any further infantry particularities and features in Battlefield Vietnam are identical to those of Battlefield 1942. Hence, see above.
Weapons in Battlefield 2 are more advanced than in previous games due to the contemporary setting. Generally, weapons between the teams are similar, providing balance. Most factions in the base game and the Euroforce booster pack have their own specific weapons for each class, with the exception of class unlocks, the ERYX and SRAW Anti-Tank guided missile launchers and some of the factions featured in Battlefield 2: Special Forces. While each weapon is unique in terms of stats and gameplay, some features are shared across all weapons, such as the inclusion of an underslung grenade launcher on the Assault kit's rifles - the G3 being an exception, as it does not feature rails, the player is instead given hand grenades - red dot sights on the weapons of Spec Ops Kit users and high magnification scopes on sniper rifles.
Reloading will refill a weapon's magazine ammo count to its maximum capacity. As with previous games, reserve ammo is treated as magazines as opposed to single bullets. Reloading will dispose of the entire magazine and use another one. Reloading is only completed once the entire reload animation is finished, hence making reload cancelling impossible. While reloading, a small meter at the bottom of the ammo tab on the HUD will fill to signify the reload progressing.
Aiming with a weapon will make the player use the weapon's available sights - some weapons, such as shotguns, do not possess usable sights. Sighting down a weapon will decrease the effects of recoil while increasing accuracy. Some weapons, such as sniper rifles, have specialized sights which allow the user to engage targets in different circumstances. For example, sniper rifles possess scopes that allow long range target acquisition and elimination, Spec Ops Kit carbines have red dot sights and anti-tank launchers have scopes. Some class unlocks, like the L85, also have optics despite being used by classes whose default weapons generally do not have optics, the exception being the EU's Medic class, possessing a scoped FAMAS.
Weapon accuracy is tied to the player's choice of weapon, stance, and movement. Assault rifles tend to have even accuracy across all stances. Machine guns and sniper rifles receive extra accuracy in lowered stances.
All weapons have recoil. Recoil will increase the crosshair size during unsighted firing, decreasing accuracy with continuous fire, as well as pushing the weapon up and potentially off-target. Burst firing reduces recoil, as does using iron sights and staying in a more stable stance - crouching or prone.
Stamina is a measure of the player's physical capability. It is measured in the part of the HUD that displays the user's health. Actions such as sprinting and jumping will drain the stamina over time. These actions will not be available until the stamina levels recover.
Sprinting allows a user to quickly move between places, from cover to cover, or to cover longer distances. When sprinting, the weapon is lowered in a special animation and cannot be used until the player stops. Sprinting will deplete the stamina levels and will be impossible to perform if the user's stamina is too low.
Jumping allows players to clear over obstacles or avoid getting hit enemy fire. Jumping drains the player's stamina, and is impossible to perform if stamina levels are too low.
Falling is more problematic as it can easily cause damage or death. Deploying a parachute (default key is) will stop a player from falling, as well as allow the player to use their weapons more accurately, and land safely. Other players (including teammates) can be killed if they are caught underneath a parachuter.
If a player survives a large explosion, it is possible for the player to be vaulted into the air and cause them to fall to their death, but also to parachute to safety. If friendly fire is disabled, explosions from friendly explosives, such as C4 will still propel players upwards, and is sometimes used as a way to reach certain generally inaccessible areas.
As with other games, health in Battlefield 2 does not regenerate automatically. Players can only be healed by medkits, supply crates or vehicles where at least one passenger is a Medic, as that vehicle gains the ability to regenerate the health of all nearby players.
Battlefield 2: Modern CombatEdit
This is the first game in the series to use fictional weaponry.
The Assault kit carries assault rifles and underslung attachments; Engineers carry submachine guns and anti-vehicle weapons; Supports carry light machine guns and sentry guns; Recons carry sniper rifles and various explosives.
Squad leaders can equip themselves with an SD-8 Accipiter sentry drone.
Reloading is similar to Battlefield 2
Aiming is largely the same as Battlefield 2.
Sniper rifles still have scope sway, which is a periodic shift in aim down the sight. Unlike BF2, sway can only be negated by use of the Gruber 5 Stabilizer.
Certain weapons use thefor additional functions:
- PK-74 AR-Rockets receive range data in increments of 2 meters, defaulting to 20 meters if the player is not aiming at a surface.
- The DysTek Hi-Scope x4 has variable zoom, increasing the precision of sniper rifles.
Machine guns in this game start with wide deviation, which tightens the longer the weapon is fired.
Players can now choose an armor class for each of their kits. Light armor provides full stamina while heavy armor reduces it by half.
The Sprintcor 20 Enhanced Endurance unlock permanently increases stamina, while the Staminar 9 Recovery System unlock permanently increases regeneration of stamina. Players have maximum stamina with Sprintcor and light armor.
Assault Pods offer a new way to enter battle. Although highly visible, pods allow a player to descend at falling speed without damage, control their landing point, and to inflict damage against vehicles. Pods are also dangerous to air vehicles during ascent, offering a novel way for APC occupants to defend themselves. Pod users can only be killed by Titan shields or glitches.
Parachutes are now deployed with by default, only allowing the player to descend straight down at a steady rate, with minimal control over the direction the player faces.
Players can unlock upgrades to their medic or ammo hub, or repair tool. These increase the rate at which support is dispensed, and also permit players inside vehicles to support players (or vehicles) outside.
BF2142 introduces "3D Spotting", which allows teammates to track spotted enemies that are not in their direct line of fire but are in their cone of vision. Certain gadgets contribute to or make use of 3D spotting.
Battlefield: Bad CompanyEdit
Most weapons in Battlefield: Bad Company are unique. The weapons that are identical in stats are the default and gadgets weapons:
- Assault Rifles: M416, AEK-971, AUG
- Grenade Launcher: M203, XM320, GP-30, GL1
- Shotguns: 870MCS, T194, SAIGA 20K
- Rocket Launchers: M136, RPG-7, M2CG
- Compact Assault Rifles: SCAR, AKS-74U, 9A-91
- Light Machine Guns: PKM, QJY-88, M249SAW
- Sniper Rifles: M24, SV98, GOL
- Pistols: M9, MP443, MP412
All unlockables are unique and suit specific tactics, ranges and player proficiency. Explosive weapons such as HG-2s, grenade launchers and rocket launchers can cause destruction and/or ground deformation.
Weapon types have many similarities between each other, though. All assault rifles have 50 round magazines, all compact assault rifles have 60 round magazines, all light machine guns have 150 round magazines (except the MG3 which has a 200 round magazine), all bolt-action sniper rifles have 5 round magazines, all pump-action shotguns have 8 round capacities, and so on.
Reloading will refill a weapon to its maximum capacity. Most weapons in Battlefield: Bad Company have a long reload, requiring to place a new magazine and pull receivers to clear the chamber of the gun. Weapons generally load a full magazine before the entire reload animation is over, making reload cancelling possible. A player can reload while falling or sprinting.
Aiming on assault rifles, light machine guns, sniper rifles, pistols, the Laser Designator and rocket launchers will pull in to view the iron sights or scope of the weapon. For iron sights and rocket launcher scopes, it will give a slight zoom, whilst sniper scopes will benefit from a large zoom. For shotguns, compact assault rifles, the Tracer Dart Gun and grenade launchers, aiming will give a slight zoom, increasing accuracy. Aiming will increase accuracy (pin-point with iron sights, generally with cross hairs), drastically lower movement and turning speed and create a general zoom.
All weapons except rocket launchers and grenade launchers are absolutely void of any recoil or deviation.
Stamina is no longer tracked.
Players cannot prone in this game or in other games in the Bad Company series.
Jumping in Battlefield: Bad Company is quick and spontaneous, and will jump remarkably high, which is useful for getting through debris created by the Frostbite Engine. Falling is not horribly damaging between 1-20m, however, furthermore can cause serious damage and death. The game is also void of any parachute mechanism, hence jumping from relatively high heights can easily cause death.
Health does not regenerate over time. If a player loses health, it can only be regained by using a Medkit or an Auto-Injector. In multiplayer, the two previous gadgets take time to heal and a single point of damage will interrupt the healing process. If a player has 10 or less health, they will be temporarily deafened and their vision will be blurry and grey.
When a player has aimed upon a target with their sights or has traced a target with the Tracer Dart Gun, they will be spotted for a short amount of time. The in-game soldiers will notify their team about their spot and there will be a small read tick above the enemy until out of sight for a short period of time.
Battlefield 1943 does not feature any unlocks, so all weapons are faction defaults. However, for balancing, all weapon equivalents for each faction are perfectly equal in stats. For example, the Type 100 and the Thompson are perfectly equal, boasting the same damage, fire rate, accuracy, reload time, etc. All semi-automatic rifles have 8 round clips, all submachine guns have 30 round magazines, all pistols have a 7 round magazine and all bolt-action sniper rifles have a 5 round capacity. All guns have infinite ammunition, and for explosives and gadgets, once all of them are used, the amount "regenerates". Battlefield 1943 uses the Frostbite Engine as well, so explosives are capable of destruction and ground deformation. Rifle mounted bayonets have a better reach than wrenches or short swords.
Semi-automatic rifles, pistols, rocket launchers and bolt-action sniper rifles pull out their iron sights or scopes when aimed. Submachine guns and rifle grenades create a slight zoom when aimed, drastically lowering movement and turn speed, and increasing accuracy.
All infantry weapons have an upwards kick with each shot, unlike in Battlefield: Bad Company.
Jumping and falling in Battlefield 1943 is exactly like in Battlefield: Bad Company, only there is now a parachute mechanism that players can use when jumping large heights or ejecting from a plane.
A player's health regenerates over time. If a player is substantially damaged, they will be temporarily deafened and their vision will be blurry.
- Main article: Spotting#Battlefield: Bad Company
Players will be notified with a pop-up when a flag is captured, but, since there is no commander, there will be no oral announcement. The game will judge where the battle seems to be concentrated and a yellow mark will be placed upon a flag where the fight is near to attract players.
Battlefield: Bad Company 2Edit
In Battlefield: Bad Company 2, there are initial default weapons for new players to use, such as:
Assault Rifle: AEK-971
Grenade Launcher: GP-30
Rocket Launcher: RPG-7
Submachine Gun: 9A-91
Light Machine Gun: PKM
Sniper Rifle: M24
As the player progresses through ranks and classes, new weapons can be unlocked, like new shotguns at certain ranks or new assault rifles as the player earns points for the Assault class.
Unlike Battlefield: Bad Company, submachine guns' iron sights can now be used, though shotguns, grenade launchers and the Tracer Dart Pistol still give a slight zoom. In the game, the Red Dot Sight and 4x Rifle Scope can be unlocked, allowing for a clearer sight picture and/or slight magnification. Exclusively for sniper rifles, the 12X High Power Scope can be unlocked, increasing magnification by 67%
Like Battlefield 1943, health regeneration appears in Battlefield: Bad Company 2. Unlike Battlefield 1943, the player's health regenerates much more slowly by itself due to the inclusion of medkits in Battlefield: Bad Company 2. Health regeneration can be sped up through the use of a Medkit from Medics. As the player gets damaged, blood and dirt will creep up on the screen. When a player is close to dying, the whole screen except for the center is red and will be temporarily deafened.
Spotting in Battlefield: Bad Company 2 is achieved with the Spot button. The Spot button is Q/Select/Back for PC, PlayStation 3 and Xbox 360, respectively. When an enemy is spotted, an orange triangle will appear above their head for a few seconds.
In Battlefield 3, there are initial weapons for each faction to use this time around, such as:
Shotguns, other Pistols and Personal Defense Weapons are All Kit Weapons can be unlocked through rank progression. Other Assault Rifles, Light Machine Guns, etc. can be unlocked through progression of a certain class. For example, if one earned 11,000 points for the Assault class, they unlock the M416 for both factions. The opposing faction's default weapons are the last unlock for each class.
Note: The Anti-Air launchers are not initial weapons, and are unlocked at 3,000 Engineer score.
All reserve ammunition is pooled, with unspent rounds in the weapon magazine returning to the pool. Compared to previous games, it is much more advantageous to reload a weapon whenever possible.
Certain weapons can retain a bullet in the chamber, making "short" and "long" reloads possible. A short reload occurs when a bullet remains chambered, requiring only a magazine change. A long reload occurs when the chamber is empty, and extra time is needed to re-chamber a round after the magazine is loaded. The chambered bullet cannot be used during reload, except on single-loading shotguns. In both official and non-official weapon stats, a "+1" is seen in magazine size to indicate a weapon's ability to carry a chambered round.
Reload canceling is possible on most weapons, typically by switching to a handgun or gadget. Weapons like the SMAW and RPG-7V2 can save time via double reload canceling. Although canceling reload on the XBOW requires the full sequence to be redone, swapping ammunition is quickly done when the XBOW is drawn.
Unlike earlier games in the series, the iron sights of all weapons can now be used. Underslung weapons have their own sights when used standalone, and can use the main weapon's sight when mounted.
There are a number of optics in the game that can be unlocked which allow for a clearer sight picture or higher magnification, such as the Holographic Sight and the 12x Ballistic Scope. All primary and all-kit weapons have a range of sights and scopes available. Scope glint is visible by other players, with the glint increasing in magnitude proportional to the level of zoom.
Tactical Lights and Laser Sights affect aiming in different ways. Taclights can make it difficult for targets to shoot back at the attacker. Laser sights increase hipfire accuracy, allowing for better and faster aiming while moving. Both can easily be seen from a distance, making the users vulnerable.
Laser designation is introduced, allowing one player to mark targets for weapon lock by teammates, even if they do not have line of sight. When lasing, a square icon is used for lased targets, with a diamond-with-dot icon added if teammates possess guided weaponry. The guided weapon carrier will see the diamond-with-dot icon on lased targets, with a square added by their own guidance system.
Suppression is added to the game. When suppressed, players experience increased recoil and decreased accuracy. The SUPR specialization increases the effect on targets, while the COVR specialization reduces the effect on the player. All weapons can inflict suppression.
The ability to prone returns, but with significant movement penalties. Turning while prone is slowed outside of the sector in which the player is facing. Weapons cannot be fired while rising out of prone position.
Players can now sprint diagonally, allowing some extra awareness while sprinting. PC players need only hold the(Shift) key and or .
The SPRNT specialization increases sprint speed by 10%. Sprint speed is also increased while holding a sidearm, and reduced when carrying certain gadgets such as the M224 Mortar. Sprinting is stopped when attacking, but not by reloading.
A new Vaulting animation makes movement appear more realistic when jumping over short obstacles. Vaulting also allows a player to gain more forward momentum if begun while standing still.
Unlike in the other games, the parachute will only deploy when a player falls for a slightly longer period of time, which is shown in first-person when the character is in a skydiving position. Also, parachutes take extra time to deploy. This can cause some problems as falling from certain heights will still cause damage to the player because they have not fallen long enough for the parachute to be deployed correctly.
Parachutes offer much more control than in previous titles, with the player able to control the rate of descent (and horizontal traversal). Players may receive some damage if they increase their fall speed.
Health regeneration returns in Battlefield 3. It is very similar to that of Battlefield: Bad Company 2, but with some differences. Suppression prevents health regeneration from occurring until the suppression goes away. The Medkit from Assaults can speed up health regeneration and heal despite suppression.
When a player gets damaged, blood will line the edges of the screen. When a player is close to dying, the whole screen will have no color left and the player will temporarily lose their hearing.
Spotting in Battlefield 3 is the same as Battlefield: Bad Company 2, but with some differences. It is done with the Camouflages, when used in the right maps, can lessen the chances of the player being spotted, or reduce the amount of time they remain spotted. Certain specializations, like IR Smoke or Stealth, can reduce the time a vehicle is spotted and increase the time needed to lock on, allowing the player to drive or fly away from danger./ / buttons for PC, PlayStation 3 and Xbox 360, respectively. Squad leaders receive a star icon beside their 3D spotting icon.
Spotting can be also used to set certain orders on capturing flags on Conquest by pointing at a flag's icon and pressing the Spot button, or for PC, using the Commo Rose and using the Issue order command. Squad leaders receive bonuses for objectives followed by their subordinates.
While Assault and Support kits retain their main weapon classes, Engineers now use PDWs as their primary weapon, and Recons only keep bolt-action rifles. All Kit Weapons now include carbines, DMRs, and shotguns. Pistols can now be used while in water at the surface.
Reloading and ammo count is largely identical to Battlefield 3.
In Hardcore mode, infantry weapons now use Refractor-era magazine behavior. If a magazine still contains ammunition, that ammunition is discarded upon reload—reserve ammunition is no longer pooled. Bullet chambering is still tracked on appropriate weapons.
Players can automatically lean if near suitable objects. To do this walk to the edge of cover then aim normally.
Players can swim faster by holding front crawl stroke, with splashing water making the swimmer more visible., and also dive below water. "Sprint swimming" uses a
A "pull cord" animation is added to parachutes, justifying the delay in deployment.
A pointing animation is now used while spotting. It remains to be seen whether this animation temporarily prevents use of weaponry.
In singleplayer, spotting is used to direct squad fire, allowing the player to flank.