Monday 10 September 2012

BF3 Ultimate Squad - Part 1


This is the first in a series of five blog posts specifying, what I believe to be, the best combination of classes for a four man squad. Whilst the Battlefield is most certainly a fluid, living system requiring at certain points direct modification of behaviour to counter a specific threat, it is my belief that the following squad can counter most – if not all – threats.

Assault, Engineer, Support and Recon. The four available soldier classes. With the ability to choose unlocks, different perks and gadgets – what is the best class for the squad of four to pick?

My first pick for the ultimate squad is the Recon class.

Title: Stealth Recon, Squad Leader
Weapon: Silenced PDW (UMP-45 Recommended)
Side Arm: Silenced
Gadget 1: T-UGS/MAV
Gadget 2: Spawn Becon
Squad Perk: Grenade

Reason: The Recon class should always be an integral part of a squad; although I believe it isn't being used as it should. Firstly, although sniping is one of the main draws of playing the Recon class, it should not be the main one. For my ultimate squad, the Recon should have the job of Squad Leader and be played with the perspective of being an advanced, stealthed soldier.

To expand on the last point, the Recon player shouldn't, and can't, be the killing machine. Many, if not all, Battlefield maps allow the player to slip behind the frontline to attack from a different angle. As a Stealthed player, utilising the Suppressed gun allows the player to choose his battles. Too often players break from what they were originally doing to go grab a kill. This isn't how the Recon player should play. Even with a suppresor, a big skull on the enemies radar alerts everyone in the vicinity that a death occurred and draws attention to the reason. Choosing not to engage in conflict, unless it is absolutely necessary, allows the player to place a Beacon down behind, or aside, the objective. Having a fixed, advanced spawn point allows continued assault from the rest of the squad from a different point – stretching the enemy and more often then not securing whatever the objective is.

Gadget 1 is left open to the player and depends on the map, game type and circumstance. In general, having the T-UGS is most often the preferred choice. T-UGS gives the player an extremely powerful tool in the enemy showing up on the radar. Having the drop on the enemy greatly improves your chances in any circumstance. If on an exposed map, such as the first MCOMM on Operation Metro, the player can communicate and guide the rest of the squad to the objective – an extremely powerful and underestimated option. Describing, guiding and alerting negates the missing firepower from the fourth soldier. I have not recommended the SOLFAM in this analysis – this is mostly because I believe the ability to know where the enemy is on the Battlefield is superior to the additional damage done by the Javelin.

In closing summary – Stealth, Forward placing Spawn Beacon and T-UGS. This turns a class often used to sit 500+ meters away from the Battlefield and being any use to the squad into a game changing soldier. Playing solo, I am able to drag a team that is stuck in the same bit of the map killing each other in the same place into an interesting battle, capturing flags and blowing up MCOMMS before the enemy can realise what's happening. Together with clan mates, it often leads to victory after victory.

Next Monday, I will give my verdict to the next class that a squad member should utilise. Check back on the 17th!

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