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
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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