Jun 23, 2024 at 5:35 PM [MW2] Field Upgrade Guide | [Xe] Tactical Gaming Community

[MW2] Field Upgrade Guide

Discussion in 'COD Warzone' started by FeartheKitten, Nov 2, 2022.

  1. FeartheKitten

    FeartheKitten Administrator Staff Member Council Council

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    Folks, here's a complete guide on all of the field upgrades in the game. The order of the list by no means is an indicator of good the item is. I will provide some of my notes on a few things but just about all of these are going to be subjective based up how you want to play. They really expanded on the field upgrades and there are plenty of fun and interesting options. For those that largely ignored them in the past, at level 40 you can select 2 different field upgrades to take with you.

    Field upgrades work based on a charge timer - from fast to slow.

    Field Upgrades:

    Deployable Cover
    - Portable, rapidly deployable ballistic cover. Can mount weapons to it. Small arms fire and explosives will eventually destroy it. It reduces explosive splash damage 2m behind the shield, if you stand too far back you can still take damage.

    Tactical Insertion - Mark a location as your next spawn point. Does not work in 1-Life modes. Can be targeted by enemy or explosives. Great in large maps to deploy behind enemy lines to reduce travel. After deploying it can recharge again so if you do die you can immediately place another.

    Trophy System - Deployable autonomous defense system that destroys up to three incoming pieces of equipment and projectiles. Some larger targets may take multiple shots. It's better than 2019, does a really good job especially blocking tactical grenades. Molotovs will get through.

    Portable Radar - Emits a periodic radar ping to detect nearby enemies in 15m radius. Nice in 6v6 in tight areas, splash damage can destroy it easily.

    Battle Rage - Experimental stimulant that gives Operators an adrenaline rush. Health regenerates quickly, Tactical equipment is resisted, and Tactical Sprint is constantly refreshed. Use for pushing or fleeing but the health boost alone makes it work it.

    Suppression Mine - Trip mine that makes a constant sound wave that disrupts enemy vision and slows their movement. Does not effect vehicles. Great in 6v6 in traffic areas.

    Loadout Drop - Call in a Loadout crate like warzone. Each player can use it only once. Could be useful in Invasion or Ground War where you may want to change your perks. It does refill ammo, tac, and lethals!

    Tactical Camera - Remote-controlled camera that marks enemies passively. Connect to it to actively mark enemies or let it work passively.

    Munitions Box - Deploy a box of ammo for team mates. Refill tac and lethals + explosives. Ammo is always problem, added bonus of scoring sweet resupply XP.

    Smoke Airdrop - Call in a line of drones to deploy a wall of smoke. On a tactical level this is super effective as smoke works correctly in MW2 and the duration is solid.

    Inflatable Decoy - Mine that when it detects a player it'll turn into an inflatable soldier. It's meme as fuck, but surprisingly I fell for it a few times. You can manually set it off so... have fun.

    Recon Drone - Remote-controlled drone that has manual and auto marking capabilities. You can stick mines and C4 on it so have fun!

    DDoS - A DDoS attack deactivates electronics and disrupts enemy sensors in the immediate area for a short time. This is powerful, not only does it disrupt and slow health regen, itll shut down vehicles and score streaks.

    Anti-Armor Rounds - Grants weapon ammo that applies bonus damage against armored targets; this includes vehicles, equipment, body armor, and targets behind penetrable cover. This isn't quite like stopping power but I am curious to see how much plate damage it'll do. I do know, with these rounds a 20 round SO-14 was enough to destroy VTOL. But, it seemed like when I shot at players I did less damage.

    Dead Silence - Temporarily makes your footsteps silent. Slight delay when using it and it does emit a distinct sound in the first 2 seconds. You can still never go wrong doing sneaky shit.

    Fear's Notes:

    I find myself switching between ammo box, tac insertion, rage, and dead silence. Luckily, in 6v6 I don't have to worry about launcher ammo so the Scav perk eliminates the need for the ammo box. Also, don't usually need tac insertion so rage for tighter maps and dead silence for larger ones. I practically live off tac insertion and ammo box for Invasion.

    The smoke airdrop is far more powerful than you think is, especially if you are using thermal optics. I wouldn't scoff at the DDoS attack, that thing is powerful as hell, especially in objective game modes. Lastly, the portable radar is worth using especially if you are sniping and hanging back in 6v6, you can set it up in a blind spot so you will have advance warning for when they come for you.

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