Battlefield Bad Company has a number of weapons that you can choose from when playing a game. Gamers are good with different sets of combinations but if you wanted to know some of the Battlefield Bad Company Weapons here some are:
Battlefield Bad Company Weapons - AEK971: The AEK971 is the new version of the old AK and can be used to shoot down your enemies. This is one of the more basic Battlefield Bad Company weapons but can still strike down an enemy.
Battlefield Bad Company Weapons - AN94: The AN94 is a rifle that is based off of the Russians and provides a rain of bullets much faster then many of the other Battlefield Bad Company weapons that are in the game. Using this weapon along with some grenades can be helpful when trying to destroy a large group of insurgents.
Battlefield Bad Company Weapons â€“ AUG: The AUG is another strong rifle based gun that works well and hits hard. This weapon is one of the Battlefield Bad Company weapons that last the longest and can provide you with strong cover when fighting on a long battle in Battlefield Bad Company.
These items are strong and strong items make me want my halo costumes to transfer over to this game so I have an advantage and can survive in this new game.
Someone started a thread in the forums titled “What don’t you like about the game so far?“. It’s a different question and unlike most of the other questions asked, it’s not nessasarly a positive question. We’ve all seen the “What’s your favorite part of BFBC” type questions, this one goes in the other direction. Ill list some of the responses below.
The thing I don’t like so far is that when you get close to someone you can’t tell if their friend or foe. It especially is bad when you round the corner and see someone staring right at you. Do you shoot and get a teamkill or flinch and get shot instead. I wish the clothing was more distinct between teams.
The M95 can’t fire through walls, it can blow fences and trees apart & When people are on those missile launchers that look like telescopes and I snipe them, they don’t die.
No prone is retarded, I cant lay down? Thats what you do in a bad company.
The weapon attributes are off, and wonky looking. The assault + SF classes weapons are too weak. Half a clip to kill someone, when has that ever been right? The one shot shotgun. Little to no down time for a reload. WTF is this little thing I spawn with a spawn of the M4? A little nit to pick, why do games always have the M60 as the end all heavy weapon. I know RAMBO, but there is another, my baby, that I feel gets left out alot, the M240B, look it up. I played BF MC a lot, and the basic gunplay feels more like Frontline 2 with its wonkyness. That being said, I am a battlefield fan first before COD4, I prefer the open battlefields to the arena of COD. But wonkyness, iron it out.
Auto injectors, I guess they probably got that from the adrenaline shot you are supposed to give yourself if you are exposed to nerve gas. Or maybe the med heart shot. That is definitely not a more than one time thing, and the one time you use it there is a chance you’ll have a heart attack. The fact that there is a auto injector tells me that they shammed out (thats a real bad company term) on the balance of the game. A one button cure all.
too much health, the assault rifles should be a little bit better, more game modes, all the house goes down not most of it, team killers, people who walks past the gold when theres a bomb on it trust me it happends alot, more ranked levels most people all ready a level 25, the shotgun wayyy over powered, mines dissaper after a while, more levels, some level are too big and when you die and your squad is dead you hav to start right back at the beginnig but there are people who like big maps and last thing is NO DEATHMATCH
My gripes are…
Some guns realy need tweeking………Some can fire though chain link fences and others can’t.
1) Pistol is too powerfull. I mean they can take 5-6 machine gun/assault shots and turn around and still kill you.
2) Knife is he same way but can kill you from 6 feet away.
3) Shotgun 1 hit kills are fine but if someone aims at my feet it should take two. When you sneak up on someone and shoot them all them do is turn
around and shoot, no aim required.
4) One class (forgot which one) has the first 2 or 3 weapon the same, stat wise. I mean come on at least adjust them a little.
5) To many shot to a door to bring them down
6) Still getting stuck in objects. plants/ small fences
7) Bradley vehicle fires alot but no real damage, also is this thing made out of a pop can. I thought it was an armor vehicle.
8 Respawns AT the gold should NOT be allowed when on offense. I had 3 enemies respawn (my opinion ) right in front of me.
9) A respawn you should have a “God” mode (can’t die or shoot anyone) for 2-3 seccond to just give you a chance. Tired of respawning only to get shot 1 second latter.
10) Need more playing styles,
11) Should be able to create you own match, and be able to play without certain weapons or vehicles.
12) Calling in an air stike sometimes they land on you because the dot was next to a leaf of a tree you were near. Should also be able to lock on a “taged” object
13) Bunny hoppers are still a problem.
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Here’s some great information for multi-player and single-player. Check it out.
Acta Non Verba: AK74u
This weapon is a recon rifle like the SCAR. This means hand grenades instead of launched grenades (of which you carry three more and can fire further). Once you destroy the missile launchers (the Armory objective), the Spetsnaz (Russian Special Forces) who attack you in their distinctive blue woodland camouflage will have these weapons. Grab one temporarily and add it to your collection.
Acta Non Verba: Gold bars
The five gold bars in this mission are hidden at the following locations.
The house with the Legionnaireâ€™s insignia has the first of many gold bars in a safe box. All gold bars will be in similar boxes.
On your way to the stageâ€™s second objective, there is a house at a fork in the road with some Russians. Clear it out and check the second floor of that house for this gold bar.
South and west of the Russian missile armory, there should be a small white X-mark in make shift pit (this is on the south bank of the river). It is the same location where Haggard says, â€œI smell gold!â€ (the beach camp with several Russians).
When destroying the anti-tank guns in the town, there is a building on the east half of the town with a red (not blue) â€œHotelâ€ sign. The building is defended by several machinegun nests (mounted and emplaced). You must clear the opposition first. Check the second floor. It is one of the few houses you cannot reach the attic because the box blocks the ladder access.
After guiding the tanks, you will be told to regroup at the smoke. Instead of doing that, go left of the smoke and case the wall. You will see it on a table-like object.
Acta Non Verba: M249 SAW
This weapon is difficult to get, if only because you will likely not be here if you ignore exploration. The weapon is at the beginning of the tank ride, in the first house on your right when you are ready to mount up. Because you will trigger the tanks to move if you go too far, you may want to finish the tank ride, then come back exploring. The large white X-mark will clue you in on which house in the valley houses the M249. It is useful to have when protecting the M1 Abrams in the town square. Consider getting this weapon before re-grouping at the red smoke after destroying the Zavrograd communications array.
Acta Non Verba: SCAR (Silenced)
This could be either the SCAR-L or the SCAR-H (both can be silenced, they just different caliber ammunition). You will use hand grenades with this weapon. The west side of the map has a broken bridge. Check the house just across for the weapon. Haggard will mention that silencers are for girls â€” or for counter-terror units.
Crossing Over: Gold bars
The five gold bars in this mission are hidden at the following locations.
Before attacking the first antenna box, continue east down the road to a construction area. The gold bar is on top of some cinder blocks.
Directly south from third antenna box, there should be a house with an â€œXâ€ on it. Inside is the MG36 and the gold bar.
After attacking the second antenna box, there is a group of houses down the hill. The gold bar is under the barn with the APC.
While crossing over the pools in the walkway, look to the north to find some shipping containers. The gold bar is on top of the containers. Jump over from the nearby staircase to collect it.
After fighting through the harbor, go down the ramp and turn to your right. Move in that direction until you see a small green house in the corner of the zone. The gold bar is inside the house.
Finding weapons or items
If you are having difficulty finding weapons or items, access the map and look for â€œXâ€s. They are indicators of where weapons an items are located. Sometimes there are also gold pickup spots next to these â€œXâ€s.
Par For The Course: Gold bars
The five gold bars in this mission are hidden at the following locations.
Directly above the west gun you must destroy there are a group of X spots.
The island in the middle of the lake has a gold bar and an X spot with a collectible gun.
After you get the goggles and go to a weapons depot for some ammunition, there will be three tanks. The gold bar is behind the tanks on the golf course up the hill.
When you go around the mountainous rocks that separate you and the other pathway, you will reach the top of the map. At the tip of the map is an X and a tank. The gold bar is next to them. A gold bar is at the rear of the mansionâ€™s bottom floor.
Complete the indicated task in Multi-player mode to unlock the corresponding trophy.
Assault Rifle Efficiency Trophy: In one round, get 6 kills with an assault rifle.
Avenger Trophy: In one round, get 3 Avenger Points.
Best Squad Trophy: Awarded at the end of a round.
Big Guns Trophy: In one round, get 5 kills with artillery.
Carbine Efficiency Trophy: In one round, get 6 kills with a M16A2.
Clear Skies Trophy: In one round, get 5 kills with a stationary weapon.
Combat Aviator Trophy: In one round, get 5 kills with an air vehicle.
Combat Efficiency Trophy: In one round, get a 6 kill streak.
Combat Engineer Trophy: In one round, get 20 vehicle repair points (2 repairs).
Compact Assault Rifle Efficiency Trophy: In one round, get 6 kills with a compact assault rifle.
Demo Pack Efficiency Trophy: In one round, get 3 kills with C4.
Emplacement Trophy: In one round, get 5 kills with a stationary weapon.
Explosive Efficiency Trophy: In one round, get 10 kills with explosives.
Firearm Efficiency Trophy: In one round, get 3 kills with a handgun.
Frag Out Efficiency Trophy: In one round, get 3 kills with a grenade while playing Demolitionists.
Grenade Launcher Efficiency: In one round, get 6 kills with a grenade launcher.
Grenadier Efficiency Trophy: In one round, get 3 kills with grenade playing assault.
High Card Trophy: In one round, get the best IAR Score.
Kill Assists Trophy: In one round, get 5 kill assists.
Laser Designating Efficiency Trophy: In one round, get 3 kills from laser designating.
Light Machine Gun Efficiency Trophy: In one round, get 6 kills with a light machinegun.
Marksman Trophy: In one round, get 5 kills with a sniper rifle.
Medic Trophy: In one round, get 10 points from Medkit (2 heals).
Melee Combat Trophy: In one round, get 5 melee kills.
Mine Placement Efficiency Trophy: In one round, get 3 kills with at mines.
Mortar Strike Efficiency Trophy: In one round, get 3 kills with a mortar strike.
Naval Surface Warfare Trophy: In one round, get 5 kills with a sea vehicle.
Objective Attack Trophy: In one round, destroy the last objective.
Objective Defender Trophy: In one round, get 30 Defend Points.
Objective Destroyer Trophy: In one round, destroy 3 objectives.
Rocket Launcher Efficiency Trophy: In one round, get 3 kills with a rocket launcher.
Savior Trophy: In one round, get 3 Savior Points.
Shotgun Efficiency Trophy: In one round, get 5 kills with a shotgun.
Squad Medication Trophy: In one round, get 40 Squad Member Heal Points.
Squad Member Trophy: In one round, assists or save 5 squad members.
SVU Efficiency Trophy: In one round, get 5 kills with the SVU.
Tank Warfare Trophy: In one round, get 5 kills with tanks.
Target Tagging Efficiency Trophy: In one round, get 2 Kill Assists from Dartgun Tagging.
Transport Vehicle Trophy: In one round, get 5 kills with a transport vehicle.
UMP: In one round, get 6 Kills with a UMP.
Wheels of Hazard Trophy: In one round, get 2 road kills.
Winning Team Trophy: Awarded at the end of a round.
Complete the indicasted task to unlock the corresponding weapon.
F2000: Link your PSN or Xbox LIVE name to your Electronic Arts account. Log into your Electronic Arts account, then go to this page to associate your PSN or Xbox LIVE name with it.
USAS-12: Check your multi-player stats online and the weapon will automatically unlock the next time you sign on the game.
QBU-88: Unlocked through a unique code provided when the game was pre-ordered.
Uzi: Download the demo version, select the â€œQuick Matchâ€ option, choose to play a ranked match, and reach Rank 4.
M60: Go to findallfive.com, select the â€œJoin the Battlefield Communityâ€ option, sign up with Electronic Arts, register for the Battlefield: Bad Company email newsletter, and you will receive a unique code by email to unlock the weapon.
Complete the indicated task in Multi-player mode to unlock the corresponding wildcard.
1 on 1 Air: In one round, destroy an air vehicle of the same kind without assistance.
1 on 1 Land: In one round, destroy one land vehicle of the same kind without assistance.
1 on 1 Sea: In one round, destroy one sea vehicle of the same kind without assistance.
2 Pair: In one round, get two of any two trophies.
Airtime: In one round, get two seconds air time in a land vehicle.
Armor Buster: In one round, Kill five Armored Vehicles.
Avenger Trophies: Global: 50x Avenger Trophies.
Beat the House: In one round, get 15 grenade kills.
Cab Driver: In one round, spend five minutes as driver in a vehicle with passengers.
Chopper Chopper Kills: In one round, kill five air vehicles.
Dead Eye Headshots: Global: Get 100 Headshots with any sniper rifle.
Destruction Site: In one round, destroy 50 objects.
Dueces are Wild: In one round, kill two enemies of each kit.
Five of a Kind: In one round, destroy five vehicles of the same kind.
Full Deck: In one round, get 52 total Kills.
Full House: In one round, destroy 3+2 vehicles of the same kind.
Gunslinger: Global: 80 Kills with Handgun.
Headshots: In one round, get 20 kills from headshots.
Parashooter: In one round, get 4 road kills with any air vehicle.
Santaâ€™s Litle Helper: In one round, get 10 Kill Assists Points.
Savior Trophies: Global: 50x Savior Trophies.
Snake Eyes: In one round, get 11 kills as two different classes.
Squad Avenger Card: Global: Get 100 Avenger Points Avenging Squad Members.
Squad Wild Card: In one round, get 1 Squad member trophy per Squad Member.
Staying Dry: In one round, get two seconds air time with a sea vehicle.
Straight Flush: In one round, destroy one vehicle of each kind.
Strike: In one round, kill ten enemies at the same time.
Tank Buster: In one round, kill five tanks.
Three of a Kind: In one round, destroy three vehicles of the same kind.
EA seems to be making a big deal about Find All Five, but is all five really all that? Every weapon has its ups and downs, but when you’re playing in multiplayer mode, all the freebie guns seem weak and underpowered. Any gun will get the job done, but when you’re in a firefight these five weapons won’t do you much good. I suggest that you either buy gold version, and use your credits to buy laser designators, health, mines, c4, and airstrikes. If you’ve already got the game, or if you don’t want gold version, then you’ll just have to wait until you hit rank 25. Of course when you do make rank 25, you won’t be needing any good guns because your insane skills will be soundly developed by then. If you are trying to reach the big two-five, I suggest that with your first two credits you buy a sniper rifle, and a laser designator. If you like to snipe close and personal, get the semi-automatic rifle, but if you like to sit back and wait, get the high powered bolt-action rifle. With the rifle and designator in hand, you can rain hot molten lead upon your enemies. The rifle will take care of any stray infantry, and the designator will destroy all tanks and jeeps in your path. Not a bad combo.
(By the way, the logo at the top is EA’s logo from 1982)
Imagine you finally battle your way through Gold Rush mode on Multiplayer and reach the much coveted gold. You place the charge when suddenly an enemy squadron busts into the room. You need to think fast and kill them all while still surviving to protect the precious shiny metal. What do you do? Sure, you could throw a grenade into the ground, but the best option is to probably knife them. I’m sure that the idea of shanking an entire squad isn’t very appealing, but if done right the effects can be devastating.
When a charge is placed, the enemy is focusing on disarming the bomb. They aren’t going to be expecting anyone to jump out and maul them. The speed of the knife and the fact that it will kill in one hit will allow you just enough time to get two kills.
Know Who to Attack
Every class has its strengths, and its weaknesses. In a small room, you’ll want to beware of the shotguns and the silenced machine pistols. Once these dangers have been taken out, the rest of the squad will finally realize you’re a threat and start firing. Chances are their aim won’t be very good when you first start shooting, giving you the time to take out another man.
If the enemy realizes you’re there before you can launch a surprise attack, this could very well save your skin. In a small room it is harder to aim, and easier to avoid fire. Go ahead and jump around for all you’re worth. The best tactic for jumping is to jump forward, knife them, then jump to the next person. This tactic only works for close quarters combat, so try not to do it every time you see an enemy.
This is an excellent tactic for a quick 5 kills or so, but I’m not suggesting you run through every open field with only your knife. Just remember that the knife is there, and it can be your best friend in tight situations.
Problems taking screen shots in BFBC?
There is an interesting discussion going on in the forums, some people seem to be having a hard time locating their Battlefield Bad Company screen shots.
Here’s a super busy thread for “BFBC tips”. Just general tips and tricks for everyday BFBC players.
While the BFBC reviews have been pretty amazing, and everyone is quick to tell you what they love about BFBC, in this thread the players voice their opinions on what they don’t like about BFBC.
Some of you may or may not know how people are getting stupid amounts of points, you know they’re cheating but you just didn’t know how they were doing it…well you do now. Keep in mind we DO NOT recommend doing this and if you get your account banned, don’t come crying to us.
The “Death or Glory” clan is recruiting Battlefield Bad Company players for the 360 and they seem to be creating a little stir on the forums, definitely one of the busier BFBC clan topics on our site.
Many thanks to Venomisimmortal and Planet Battlefield
Assault Rifles (Assault Class)
Modern Russian assault rifle equipped with recoil damper that enables stable handling during fully automatic fire. After years of development, the AEK971 is now the standard assault rifle of the Russian army.
High tech Russian rifle with an advanced firing mechanism that provides a very high rate of fire. Failed army trials, but still remain a favorite among many special forces in Russia.
Battle proven Austrian assault rifle widely known for its high performance and durability. Bullpup layout allows for a shorter stock while maintaining barrel length. Its aesthetic design has also made it a common sight in many Hollywood block busters.
Highly customizable Belgian assault rifle, with a wide number of modification options such as different scopes, grenade launcher attachments, computerized firing systems, etc. The weapon has an ambidextrous fire selector, ejection port and handle.
The classic American work horse, having seen action all over the world for many decades. Its accuracy and handling are a true legacy of old American rifle traditions.
The M416 is an upgraded version of the M4 and M16 assault rifles. With new firing mechanics, this modification solved many of the performance issues with the old weapon systems, and also proved to be a more cost effective solution than replacing the huge number of aging rifles in service.
Experimental US weapon system based on the German G36 assault rifle. A highly accurate and dependable weapon with many “in the field” modification options. Despite its great performance, it never left the experimental phase.
Light Machine guns (Support Class)
The standard US army light machinegun. Originally designed in Belgium, the rifle has a reputation of being extremely reliable and is widely used across the world as part of many armed forces.
Iconic American rifle, famous for its service in the Vietnam War. Designed in the late 1940s, it borrows heavily from German WW2 machinegun designs.
An upgrade version of the classic WW2 German MG42. The MG3 is capable of a very high rate of fire and despite its age, this versatile and powerful machinegun is still in active service in many armies.
LMG version of the German army G36 rifle. This modern rifle is equipped with bipod, red point sights and drum magazine for faster reloading.
Russian general purpose machinegun. This high calibre machinegun is famous for its power and reliability and is used in many different countries.
The type 88 light machinegun is of Chinese origin and entered service in the PLA at the beginning of the 21st century.
SAW version of the XM8 rifle. Features a longer barrel, bipod and duel drum magazine.
Submachine Guns (Specialist Class)
Russian compact assault rifle chambered for special high caliber ammunition. The steep trajectory and short sight base make the rifle ineffective at long ranges, but up close it packs more stopping power than any other 9 millimeter.
A shortened, modified version of the legendary AK-47. Popular among Russian special forces for its size, but suffering from limited range and accuracy. Despite this, it’s a very powerful and reliable rifle.
Ultra modern Russian submachinegun, first shown to the public in 2004. Used by Russian police and security forces and claimed to be superior to many foreign competitors.
The SCAR assault rifle family consists of a Heavy and a Light type, each available in several versions, with different barrel lengths and ammunition types. This Light model is used by SOCOM forces and was accepted by them as late as 2003.
This German submachine gun was developed mainly for the American law enforcement market. Very light weight and highly customizable, the UMP is a cheaper, but still powerful, alternative to the MP5.
Classic Israeli submachinegun. Has proven itself in countless countries during the last fifty years.
Compact version of the XM8 rifle. Very light weight and designed as a personal defense weapon.
Sniper Rifles (Recon Class)
German bolt action sniper rifle. This highly accurate and reliable rifle is available in a wide range of configurations and is currently used by several German police units as well as sporting groups across the world.
Highly accurate sniper weapon system used by the US military and police forces. The M24 uses the heaviest type of ammunition for this weapon class, providing very long range firing.
A bolt action version of the M82A1 weapon, with shorter total length thanks to the bullpup configuration. The large calibre ammunition makes it a preferred sniper rifle for long range sniping as well as anti-material tasks.
Chinese marksman’s rifle designed in the late 1980s. It features iron sights but is usually equipped with a 4x scope. Used by the PLA and Chinese police forces.
An upgrade of a successful sporting rifle, this high precision sniper rifle was built intentionally for domestic Russian use, such as the Spetznaz forces, counter-terrorist forces and other law enforcement groups. The weapon features a detachable scope and a special plastic magazine.
A bullpup version of the classic SVD design, this weapon is shorter and incorporates a suppressor. It can be used with its built-in iron sights, although the common setup features a scope. The SVU was designed with Russian law enforcement forces in mind.
A lightweight, short and quiet sniper rifle using subsonic ammunition. It features a built-in sound suppressor, a wide array of scopes and can be easily broken into 3 parts to allow discrete transportation. Despite its size, it fires a heavy round which can penetrate a wide range of armour.
Shotguns (Demolition Class)
Classic American shotgun, Modular Combat Shotgun version. As the name implies, it allows the user to configure the weapon into different setups.
South African pump action shotgun featuring an unusual bullpup design for a shotgun. Another original solution is the magazine placement, above the barrel. Also, in contrast to most pump action rifles, the pump action is forward.
Standard shotgun of the Russian Ground Forces. This weapon has semi-automatic fire, allowing multiple shells to be fired in rapid succession. Uses a mechanism originally designed for assault rifles.
Legendary Italian combat shotgun with iconic folding stock. Manufacturing stopped in 2000.
Modern semi-automatic shotgun, featuring a standard box magazine that allows for much faster reloading compared to standard tubular magazines, where shells need to be loaded one by one.
Russian 12 gauge pump-action shotgun. Not used by Russian armed forces, but successfully exported to international buyers.
Gas-operated, South Korean, combat shotgun capable of fully automatic 12 gauge fire. Bulky, heavy and powerful, this massive rifle is banned for civilian use in the US.
Anti tank mine capable of destroying even the toughest armour. Triggered by pressure and equipped with a friend and foe recognition system.
Plastic explosives that stick to most hard surfaces. Detonated by remote.
A chemical dispenser for emergency treatment in the field.
Upon successfully targeting an enemy vehicle, a laser guided bomb with be released at high altitude. This bomb can be controlled remotely by the user.
A GPS transmitter, directly linked to allied mortar arrays. This fully automated system allows for immediate artillery support when it’s most needed.
The basic knife.
Many thanks to Planet Battlefield and Vennomisimmortal.