I am a relative newcomer to BF, and have been blown away by the awesomeness of the game, even though I only play the lowly Play4Free version (assault mode only). I really feel that BF is much more of a team game than COD, which seems like child's play in comparison.
My advice would be to stick with a single class and play to the strengths of that class. And play for the team win without worrying about K/D whatever. Much more satisfying.
Assault - Your task is to get stuck in and cap those flags! And don't forget to support your team mates with LOTS of ammo crates (amazing and sad how many don't bother).
Engineer - your task is to destroy and repair vehicles. Even if it means sacrificing yourself by throwing a mine under the tracks of a tank. And to cap and defend flags, of course.
Medic - your task is to provide supporting fire to the assaults, and to heal/revive team mates. Again, in P4F not many bother (I have never even seen a medic use a defib in 2 months of play lol). And to cap and defend flags, of course.
I'll not give my opinion on the role of Recon; people play this in different ways, and I am not a sniper.
It usually pays to stick with your team mates, but sometimes the "lone wolf" attack on A can work.
Just my personal view as a fellow newcomer. Bear in mind that I have only played Play4Free.
Only a few guns are glitched w/ the suppressor. The suppressor actually reduces spread(successive shots deviate from point of aim unlike cod) and doesn't reduce damage much
Don't panic knife. Don't drop shot. There is a slight accuracy penalty to shooting while moving and ADS. Bullets take some time to reach target and are affected by gravity. The guns within each class play fairly similarly, but there's an odd ball or two in each class.
Engineer is usually the most useful class on any map with vehicles. They have competent guns, and are good for fighting and driving vehicles.
The vehicles, largeness of the maps, and team play centric gameplay are the main defining points of BF3 compared to COD.
You're best off switching around classes to what your squad/team needs. It doesn't take very long to get all equipment for all the classes.
Conquest and Rush are the dominant game types in BF3, probably rush more so in the console version. Don't worry about your K/D ratio too much, just play the objective as much as possible. An attacking team in rush that doesn't actually push and have vehicle support is a pain to play on.
Conquest is a bit less focused on the objectives, and you can go at your own pace.
Back to karkand will be coming out soon, and should be pretty gosh darn golly gee whiz good. I kind of wish Karkand was still brown and dusty though lol.
Remember to drop ammo packs as support, and revive/heal as assault. Recon is a bit more difficult to play, but your spawn beacon (like a tac insert that your whole squad can use) and MAV (kind of like the recon drone in MW3) are both powerful tools.
1.) Assuming BC2/BF3 - SPOT! SPOTTING *back button* reveals enemy positions to everyone on your team. You spot, that person dies, and you receive a nice little bonus score. Back on 360 when I played BC2 extensively (I'm a PC bro now) I straffed right while aiming down sights while hitting the back button, and aimed and fired with my right hand. With practice, this works well. You will usually (a) get the kill, no net gain, (b) get a kill/suppression assist, netting you more points than outright getting a kill, or (c) get a 50 point suppression assist, when you may have been killed by the guy you spotted anyway. Even if they duck under cover for you, flanking teammates will see them if the line of sight to the spotted enemy is unbroken.
2.) Don't underestimate the power of smoke: 2 ways to apply smoke. #1, underbarrel on the Assault/Medic (+) class smoke launcher is a quicker way, while #2 support mortar launcher is a slower, but more continuous way to lay down smoke. Not only does smoke obscure the enemy's line of sight, it obscures the non-contributors on your team, encouraging them to push-push-push!
3.) Know where you should be relative to your team: If you like to play aggressive, in your face, you best be an engineer. Their weapons have tiny hipfire reticules which help, and they can lay mines in front of tanks and sneak behind tanks to get huge damage bonuses for shooting them in the anus. Mid-range matchups are dictated by the combat medic. Assault rifles are the most powerful guns in the game, and you will be throwing down tons of medpacks or alternatively laying down some indirect cover with the M320. When those engineers go down, hesitate before you revive. When anyone behind you goes down, turn around and zap their chest.. If you want to be in the back, pick support or recon. Their weapons are great for longer range, and recon can help with spawning and spotting enemies.
4.) Hipfire is much more accurate than COD. Use it even if the enemy is ~10m away to strafe and lay down fire quickly.
The biggest thing going from COD to BF (besides the vehicles) is the accuracy (or lack thereof) of the weapons. There are two factors that come into play: recoil and spread. Recoil should be familiar from COD, the sights jumping around with every shot. Spread is like the hip fire accuracy, a circle where the shot willbrandomly land within. In COD the shot while aiming goes directly where the sight is pointed and any inaccuracy comes from the recoil moving that point of aim. In BF not only does the point of aim move but the shot also doesn't go exactly where you are aimed and this inaccuracy grows with each shot. Summed up: BF rewards short controlled burst firing.
Vehicles can be summed up with this: teamwork. Both while using vehicles and while taking them on.
Post by rudybojangles on Dec 3, 2011 10:10:18 GMT -5
Not sure, but I think you have to get x kills with mortar and then you will be able to select the equipment from the spawn screen. Sort of like how you get more things to use by using the M320 and M26 Mass
i came to bc2 from cod, and on xbox. guess general tips would be:
hipfiring is not as bad as it looks. it's dog dirt with the LMGs and such, but with most of the SMGs you can shoot guys 15 metres away no problem.
don't really stand still a lot. tactical loitering is no good in the vast majority of situations. too many counters to it, plus the maps are bigger and more dynamic anyway. plus it's very very important to move around a lot in the objective modes.
use your gadgets and vehicles. abuse them. get used to maybe not using your gun for several minutes at a stretch, especially if you play engineer or are in a vehicle (obviously). too much useful stuff around to just play rifleman all the time. A lot of guys I know who've been moving to bf recently have been playing just infantry to ease their transition or whatever. Imo this is a mistake. A tank is better than an infantryman. A tank is a lot better than an infantryman who doesn't know the game very well. Get in the tank.
I picked one class and stuck with it. Done engi and support, doing assault now. No idea if this was a good idea or not. Done fine for me, but friends have done fine mixing and matching. You tend to find you like one kit more than the others, too. Probably worth playing with them all long enough to realise what that one is, at least. Definitely worth finding a gun and sticking with it, though. Things like a decent sight and the foregrip or expanded mags can make all the difference.
Don't be intimidated being new, though. Lots of these max rank guys are terrible players. They might know how to fly a chopper or know a decent flanking route, but if you were good at CoD you will trash these guys in gunfights right from the get-go.
Suppressors: they're supposed to hide you on the map, but apparently some are bugged. They really mess up your shooting at long range, though, it seems. I hate them on all but the smallest maps.
And yes, don't drop shot. This has been a hard habit for me to get rid of.
Attachments, it's a lot of picking what you like. Sights, completely down to what you like. Second slot, I like the grip. Weapons move around a lot more than in cod, and you shoot at people further away. It's a big help. The bipod I'm not really in to, obviously completely changes how you move and position yourself. But for the LMGs, they're too good with it and too bad without it. Except for the little starting quasi-LMGs, I'd never take one without a bipod. Picking between heavy barrel, supressor, laser sight, tac light. I mostly take heavy barrel. It increases vertical recoil but vertical recoil isn't a huge problem. And it decreases spread, which is great. Spread is bad. Suppressor already covered. The tac light is pretty nice at point blank, less and less good further away. It will also bug the hell out of your team, and stop you using anything with a more tangible benefit. I use it with the shotgun and nothing else. Feels like the moment of hesitation it gives your opponents is well worth it when you're clearing rooms with that thing. The laser sight increases your hipfire, which is great. But it's also a giant laser everyone in the world can see all the time. Be wary of it and you can get some good use out of it. Flash suppressor. what is the point of this. make yourself less accurate in exchange for removing something no one notices anyway. never even equipped it.
picking a class: engineer and assault are the most familiar, pick-up-and-play ones. Pretty much everything they do will make sense instantly and you'll hit the ground running. The support LMGs take some getting used to, and stuff like using a mortar can be a little alien. Recon, I haven't really played it myself. Most of my friends shy away from it, too. You get some cool gadgets, but they're more indirectly rather than directly helpful. And you're stuck with lamewad sniper rifles or the underpowered PDWs, unless you're ballsy enough to use shotguns all the time.
general rush playing advice:
move. move round the sides. use all your vehicles all the time. keep the tempo and the pressure up, keep your positions up at any cost. having to spawn at the attacker spawnpoint is bad. kill the defenders, keep them dead until it's safe to plant. don't waste a second. don't charge out pointlessly just to die. But if you're flanked around somewhere, and you think you can probably make a run to the MCom, but you don't really know - do it anyway, especially if you have a squadmate around to help. You'll probably make it. Ballsy play wins rush attacks. keep the defenders' heads down and keep your spawns right up in their face if it's tough. they'll buckle eventually, maybe just for a second, and that's when you go. don't wait to check and make sure, don't even wait to reload you gun. Run in with your pistol or even your knife and get the plant.
don't die. Kill people and stay alive and never die. don't just sit in the mcom room waiting for people to walk in (exception, stage 1 of grand bazaar. it totally works). they will walk in. you might kill 1, 5, but you will die and then it is instantly all over. pushing the attackers back by keeping a high line is great, but never forget how embarrassingly vulnerable you'll be if someone sneaks past. you, or someone you can talk to on the mic, should be able to get to both MComs in time if they suddenly start bleeping. Kill their vehicles. On levels with vehicles, it's largely down to using them that the attackers win. Stay alert, look around. If you're looking out a window in a building, make sure you're checking the other windows constantly. Spot spot spot, talk to your team. You're only one guy, 4 guys if you're in a good squad. Someone will be able to get past you. Often it's nice to get a guy set up on the various main routes in, and then have one of you as a sweeper/libero who stays back with the MComs, moving around constantly, just checking stuff to make sure it's ok. Be mindful of your classes with this stuff too. Recon and especially support are more static, engineer and especially assault are more dynamic. A support guy running around the back is great for keeping the other guys on sentry topped up with ammo, but when he actually finds some guy sneaking around he'll be kicking himself for having that enormous unwieldy LMG. Unsurprisingly, a fluid system where a guy can cover for the support guy while he tops up someone else with ammo, or for the engineer to run off and rocket a tank over the other side, is great. Defence is boring. Deal with it or you'll lose. If you run forward to meet the enemy, they'll get behind you and win. If it's super busy and exciting back at base, you're probably about to lose. Get bored and go wandering? Gonna lose. Get bored and lose focus? lose. Play with friends. Talk on the mic about your day or make some jokes about how grand bazaar isn't even that bizarre anyway. Keep it boring and keep focused.
Last Edit: Dec 3, 2011 21:59:06 GMT -5 by raxcoswell
Post by battleaxerx on Dec 8, 2011 17:10:15 GMT -5
Slow down tell your squad what you're doing all the time be creative, flank, camp, anticipate, ambush, retreat, etc. spot every gosh darn thing you see unless doing so will get you or a teammate killed (Learn to hit the back button with both your thumbs if u want some more mobility) Shooting unsilenced even if you can't secure the kill yourself is fine. Enemies will get suppressed and have accuracy and vision penalties. Don't be afraid to get loud. Bullets are cheap, lives aren't.
Post by rudybojangles on Dec 9, 2011 9:17:55 GMT -5
One last thing:
Generally, ROF dictates how good the weapons are. As you spray fire, even when aiming down sights, bullets do not go down the center of your aiming reticule. Instead, they fan out in a "cone" that is ever enlarging. Fire at a wall to see the effect.
Why does this make high ROF weapons better? The cone doesn't start shrinking til you let off of the trigger. If you can burst fire a 900 RPM rifle at 700 RPM, it will be much more accurate than a 700 RPM rifle that you fire til empty. Plus, the high ROF gives you an edge in close quarters, when you only need 4 shots to kill (2 to head, 5 to legs).
Thanks Man - I've had one game. Saw a guy lying down and proceeded to empty a mag, in bursts, with only a couple of hit markers to show for it. I was an engineer with an m4a1. Irons and far away, I haven't earned anything to lvl up the gun. I'm blaming bullet drop? Maybe? Looks good though - will have a few hours shortly.
Map control is very important. It's kind of hard to explain what it really is. But here's an example: if your team is trying to capture an enemy flag, you should place yourself in a position where you can cut off enemy reinforcements coming from other flags.
Really enjoying it so far Guys. Even got an MVP last night. I'm liking the engineer class for the rockets and sneaking up to a firing tank, dropping three mines around it so that the second it moves off -
I started with the default M4A1 and then tried the SCAR - I seem to be doing better with it but not sure why - the recoil is considerable (much more than the M4) and both are the same bullets to kill 30 max/25max for a while (obviously the M4A1 needs an extra one past a certain range.)
So, is the reason I'm doing better just more gametime or is the SCAR better? Stats suggest to me the M4A1 should be better......
Also - is the M4 just a 2 burst only version of the M4A1 as the figures suggest?
What's your engineer's gun of choice?
I have both the M4A1 and SCAR just a few kills short of a silencer. How does the silencer fare on either in your experience?
Don't think about the stats too much. At the end of the day, it's your playstyle that mostly determines which gun is best for you. Yes, on paper the M4A1/A-91 are the best Engy guns overall, but the SCAR is still a great gun; it's more accurate and packs more of a punch than the other Engy guns. Do you engage in long range fights often? That might be why you prefer it.
Yeah, the way a weapon handles, especially with the close damage stats of bf3, makes the most difference imo. If the scar handles how you like, then it's the better gun for you than the m4, regardless of what the other stats might say.
Personally, A-91 is my favourite. Not a lot to pick between them, I just really like that very tight hipfire. Let's me take a 3.4x scope or somesuch without hurting my close-range ability (I take 3.4x scopes on zero other guns). But I'm using the g36c at the moment because I haven't unlocked much for it yet, and tbh if you reskinned it as an A-91 I'm not sure I'd notice the difference. I'm not a huge fan of the silencer on those. As I understand it, silencer stops you showing up on map and reduces recoil, in exchange for increasing hipfire spread, bullet drop, and decreasing long range damage. Hipfire is the carbines usp, wouldn't want to weaken it, and they don't recoil ever so much. Unless you're shooting far away, in which case the bullet drop and reduced damage get in the way. Seriously the bullet drop is crazy. With a laser sight to counteract the hipfire though, they make nice close range quiet 'infiltration' style weapons, and that's how I like to set up my PDWs.