Bad Company 2 Multiplayer Weapons Guide

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  • CptainCrunch
    I am the 1%
    • Oct 2007
    • 12976

    #1

    Bad Company 2 Multiplayer Weapons Guide

    Mtv.com posted up some stats on multiplayer weapons. Since this "could" be considered a spoiler for some, I used the spoiler tags.

    <a href="http://images.totalgamingnetwork.com/images/bc2mpsnow.jpg"><img src="http://images.totalgamingnetwork.com/images/thumb_bc2mpsnow.jpg" alt="" border="0" /></a>
    "Battlefield: Bad Company 2" is upon us, and the multiplayer portion of the game is surprisingly robust, especially when it comes to implements of death that you're allowed to wield. Don't worry, I've got ya covered. Here's a rundown of all of the primary, class-specific weapons that'll be available at launch, including what you'll need to do to unlock them.

    This list doesn't include the wide variety of weapons that you can unlock for use with any class. Those unlocks (which include shotguns, pistols and specialty rifles) are tied to your overall rank.

    With that out of the way, let's get to the goods.

    [spoil=Weapons Guide]
    Assault Class Weapons

    AEK Vintovka (Unlocked from Start)
    Basically an AK-47 without the branding. Fully automatic and not super accurate.
    Damage - 11/22
    Accuracy - 13/22
    Rate of Fire - 17/22

    XM8 Prototype (Requires 3,000 Assault Points)
    Experimental and fancy looking. Fully automatic.
    Damage - 12/22
    Accuracy - 15/22
    Rate of Fire - 16/22

    F2000 Assault (8,000 Assault)
    Bullpup design makes it more portable and offers increased rate of fire, at the cost of accuracy)
    Damage - 11/22
    Accuracy - 9/22
    Rate of Fire - 19/22

    STG.77 Aug (20,000 Assault)
    Low accuracy and high mobility, just like the F2000.
    Damage - 14/22
    Accuracy - 11/22
    Rate of Fire - 15/22

    AN-94 Abakan (28,000 Assault)
    Like the AEK, but fires 2-round bursts of semi-automatic fire.
    Damage - 15/22
    Accuracy - 15/22
    Rate of Fire - 13/22

    M416 (35,000 Assault)
    Fully automatic assault rifle, a more portable variant of the M16.
    Damage - 15/22
    Accuracy - 15/22
    Rate of Fire - 13/22

    M16 A2 (47,000 Assault)
    Classic assault rifle, notable for its high accuracy and 3-round burst.
    Damage - 11/22
    Accuracy - 17/22
    Rate of Fire - 17/22

    Engineer Class Weapons

    9A-91 Avtomat (Unlocked at Start)
    Fully automatic carbine, used in close quarters.
    Damage - 9/22
    Accuracy - 11/22
    Rate of Fire - 13/22

    SCAR-L Carbine (3,200 Engineer)
    Fully automatic and highly mobile.
    Damage - 9/22
    Accuracy - 11/22
    Rate of Fire - 13/22

    X8 Compact (6,500 Engineer)
    Compact version of the XM8 assault rifle.
    Damage - 9/22
    Accuracy - 10/22
    Rate of Fire - 16/22

    AKS -740 Krinkov (Unlocked at Start)
    Like a mini, silenced version of the AEK.
    Damage - 9/22
    Accuracy - 13/22
    Rate of Fire - 15/22

    Uzi (26,000 Engineer)
    Staple sub-machine gun with an extremely high rate of fire.
    Damage - 8/22
    Accuracy - 9/22
    Rate of Fire - 19/22

    PP-2000 Avtomat (32,000 Engineer)
    Sub-machine gun with the highest rate of fire in the game.
    Damage - 7/22
    Accuracy - 9/22
    Rate of Fire - 22/22

    UMP.45 (43,000 Engineer)
    Good stopping power and decent accuracy make this a good all around weapon.
    Damage - 9/22
    Accuracy - 13/22
    Rate of Fire - 13/22

    Medic Weapons

    PKM LMG (Unlocked from Start)
    100-round belt that fires 7.62 rounds with high accuracy.
    Damage - 11/22
    Accuracy - 11/22
    Rate of Fire - 14/22

    M249 SAW (3,300 Medic)
    200-round belt with high rate of fire.
    Damage - 10/22
    Accuracy - 11/22
    Rate of Fire - 16/22

    Type 88 LMG (8,600 Medic)
    High recoil and low mobility, but it has great range.
    Damage - 12/22
    Accuracy - 11/22
    Rate of Fire - 14/22

    M60 LMG (25,000 Medic)
    Good all-around light machine gun.
    Damage - 13/22
    Accuracy - 12/22
    Rate of Fire - 15/22

    XM8 LMG (34,000 Medic)
    Based off the XM8 assault rifle model, but with increased damage output due to a larger magazine.
    Damage - 9/22
    Accuracy - 13/22
    Rate of Fire - 16/22

    MG36 (42,000 Medic)
    LMG with a bi-pod and built-in scope for added accuracy over long ranges
    Damage - 9/22
    Accuracy - 14/22
    Rate of Fire - 16/2

    MG 3 (57,000 Medic)
    Capable of firing 1,000 rounds per minute, this is the LMG with the highest rate of fire.
    Damage - 7/22
    Accuracy - 9/22
    Rate of Fire - 22/22

    Recon Weapons

    M24 Sniper (Unlocked from Start)
    Bolt-action rifle with slow rate of fire, but good accuracy and damage.
    Damage - 19/22
    Accuracy - 20/22
    Rate of Fire - 3/22

    Type 88 Sniper (2,200 Recon)
    Semi-automatic rifle, good for mid-range targets, especially when equipped with a red dot sight.
    Damage - 14/22
    Accuracy - 17/22
    Rate of Fire - 6/22

    SV98 Snaiperskaya (6,000 Recon)
    Bolt-action rifle with 10 round clip, good for long range targets.
    Damage - 13/22
    Accuracy - 18/22
    Rate of Fire - 6/22

    SVU Snaiperskaya Short (15,000 Recon)
    Silenced, shortened variant of the SV98 with lower damage but a higher rate of fire.
    Damage - 13/22
    Accuracy - 18/22
    Rate of Fire - 6/22

    GOL Sniper Magnum (21,000 Recon)
    Sniper with the best accuracy in the game. Great stopping power, as well.
    Damage - 18/22
    Accuracy - 22/22
    Rate of Fire - 4/22

    VSS Snaiperskaya Special (26,000 Recon)
    Silenced sniper rifle that lacks range but features an extremely high rate of fire.
    Damage - 9/22
    Accuracy - 14/22
    Rate of Fire - 13/22

    M95 Sniper (34,000 Recon)
    Highest damage per shot in the whole game. This is the ultimate one-hit weapon.
    Damage - 22/22
    Accuracy - 18/22
    Rate of Fire - 1/22

    [/spoil]

    The list doesn't have everything nor does it mention distance variations, but some things need to be figured out for ourselves. Its a pretty good start.

    Source
    Twitter: @CptainCrunch
    Battlelog/Origin: CptainCrunch
  • troybob
    Member
    • Sep 2007
    • 2823

    #2
    Re: Bad Company 2 Multiplayer Weapons Guide

    wow look at the numbers for the LMG's. Why would I be any other class? :p

    Comment

    • Dangerdog
      Member
      • Oct 2007
      • 1011

      #3
      Re: Bad Company 2 Multiplayer Weapons Guide

      The LMG's needed the 25% buff, not the other weapons.

      We'll see how it plays out though.

      Comment

      • (BG)Patton
        Member
        • Jun 2007
        • 829

        #4
        Re: Bad Company 2 Multiplayer Weapons Guide

        i need the numbers for the M1 M14 and G3

        Comment

        • Chaoszx
          Member
          • Jan 2010
          • 78

          #5
          Re: Bad Company 2 Multiplayer Weapons Guide

          I want that M416. Numbers look like sex. M16 A2 looks nice too.

          Snipers are going to drool over that M95.

          Comment

          • Dangerdog
            Member
            • Oct 2007
            • 1011

            #6
            Re: Bad Company 2 Multiplayer Weapons Guide

            G3 isn't listed, that's the weapon I want.

            Comment

            • Jonathan_Archer_nx01
              Member
              • Dec 2009
              • 124

              #7
              Re: Bad Company 2 Multiplayer Weapons Guide

              Originally posted by troybob
              wow look at the numbers for the LMG's. Why would I be any other class? :p
              I think those numbers are fake.

              Comment

              • The_Eliminator
                Senior Member
                • Aug 2006
                • 5486

                #8
                Re: Bad Company 2 Multiplayer Weapons Guide

                Originally posted by Dangerdog
                G3 isn't listed, that's the weapon I want.
                I agree, always been my favourite gun, deadly accurate with heaps of power behind it

                Comment

                • Vreki
                  Senior Member
                  • Oct 2007
                  • 4226

                  #9
                  Re: Bad Company 2 Multiplayer Weapons Guide

                  Originally posted by CptainCrunch
                  The list doesn't have everything nor does it mention distance variations, but some things need to be figured out for ourselves. Its a pretty good start.
                  Its a bit odd how everything is measured as n/22.
                  It makes you suspect that they have just been looking at the graphics in the menus and counting fields, e.g. 5 out of 22. I am not sure how reliable that is.

                  In the old BF engines it was possible to extract the real numbers, but I don't know if you can do that in Frostbite?

                  Comment

                  • Stev0esque
                    5t3v0 (I miss leetspeech)
                    • Feb 2008
                    • 6786

                    #10
                    Re: Bad Company 2 Multiplayer Weapons Guide

                    can someone tell me... are ironsights for carbines/smgs back?

                    Comment

                    • Unregistered

                      #11
                      Re: Bad Company 2 Multiplayer Weapons Guide

                      Type 88 Sniper (2,200 Recon)
                      Semi-automatic rifle, good for mid-range targets, especially when equipped with a red dot sight.
                      Damage - 14/22
                      Accuracy - 17/22
                      Rate of Fire - 6/22

                      SV98 Snaiperskaya (6,000 Recon)
                      Bolt-action rifle with 10 round clip, good for long range targets.
                      Damage - 13/22
                      Accuracy - 18/22
                      Rate of Fire - 6/22

                      How do these guns have the same rate of fire? I'm pretty sure it took longer to get shots away with the BOLT ACTION SV98 then with the SEMI-AUTOMATIC type 88.

                      also, is the M95 really 1 hit kill? sounds pretty imbalanced if so. maybe the damage is random and you can only get 1 hit body kill sporadically.

                      Comment

                      • iQue
                        Member
                        • May 2007
                        • 4925

                        #12
                        Re: Bad Company 2 Multiplayer Weapons Guide

                        Originally posted by Unregistered
                        also, is the M95 really 1 hit kill? sounds pretty imbalanced if so. maybe the damage is random and you can only get 1 hit body kill sporadically.
                        Not a one hit kill at range (except for hs), but in close quarters it can be if it hits in the chest I believe.

                        Comment

                        • Jonathan_Archer_nx01
                          Member
                          • Dec 2009
                          • 124

                          #13
                          Re: Bad Company 2 Multiplayer Weapons Guide

                          Originally posted by The_Eliminator
                          I agree, always been my favourite gun, deadly accurate with heaps of power behind it
                          I don't think it's gonna be that accurate, because it'll basically have the same stats as semi-auto sniper rifles which means a lot of deviation per shot.
                          M60 will have do the same damage and will have 1/3 of its deviation. That's more like it. Gonna be a noob weapon, I'm sure of it.

                          Comment

                          • Scinto
                            Retired TGN *****
                            • Mar 2006
                            • 5387

                            #14
                            Re: Bad Company 2 Multiplayer Weapons Guide

                            tbh if you got shot my a M95 in real life people would have a hard time trying to find all the pieces to put humpty dumpty back together again.

                            Comment

                            • MrChris_CJ
                              Mudkips
                              • Jul 2005
                              • 2610

                              #15
                              Re: Bad Company 2 Multiplayer Weapons Guide

                              the M95 should take health off the guy firing it (if he fires it when he isnt stationary)

                              can't see one hit kill snipers working tbh, I'll whack on that x4 scope and go AWP like I did in CSS

                              I want the Aug and then the HK416

                              Comment

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