Showing posts with label Ultimate. Show all posts
Showing posts with label Ultimate. Show all posts

Monday, 17 September 2012

BF3 Ultimate Squad - Part 2



This is the second 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. Click here to view myfirst blog.

My second pick for the ultimate squad is the Engineer class.

Title: Anti-Tank Engineer
Weapon: Carbine
Side Arm: Silenced
Gadget 1: RPG/SMAW
Gadget 2: Mines
Squad Perk: Explosives

Reason: I believe, apart from Metro, every map in BF3 has some form of Armoured Vehicle. It should come as no surprise then that for a squad to be successful and self-sufficient that an Engineer is needed with Anti-Tank capabilities. RPG/SMAW, when utilised effectively, are superior to the Javelin and the Carbine is almost, if not equally effective as an assault rifle. All together it makes the most single handedly destructive soldier and henceforth I'll break down the mentality/abilities.

As with all classes, PDW/Shotguns can be used with this class alongside the exclusive weapons of the class – in this case Carbines. In reality, you would pick your favourite gun from the list available to the Engineer, as you need to be comfortable engaging infantry. Utilising a suppressor is an option, however, the firepower of the Carbines alongside a Recon already favouring Stealth means that it isn't a necessity. The player should travel with the rest of the squad and provide backup when needed.

RPG/SMAW is chosen over the Javelin for a few good reasons. The most obvious one is that Tanks/IFVs can utilise smoke, rendering the Javelin all but useless. Of course, not every Tank/IFV will run smoke, but it is of my belief that any player using an Armoured Vehicle should run Smoke, so it would be against logic to advise Javelins for their disposal. I have verified it myself that it takes 2 in the rear, 4 from the side to destroy a Tank, with a similar amount for IFVs. Utilising these facts for disposing of Tanks/IFVs will leave you with rockets to spare and will be just as effective as a Javelin. Another reason to go against Javelin using is the sad fact that SOLFAMs are not common place on the Battlefield and that smart tank drivers can use buildings as cover.

When an armoured vehicle appears, every effort should be taken to flank said vehicle in order to maximise damage. Moving with another member of the squad, preferably with a suppressed gun, the 2 man team should move to the rear of the vehicle before engaging. Once the initial shot is fired, assessment of the situation should be made so as to engage the vehicle again from the rear or side. With support from the second soldier, it should be possible to remove the vehicle with minimal team losses.

I have picked Mines for Gadget 2. Clever, concealed mines can hugely benefit the team and help rid the Battlefield of enemy vehicles. Since mines don't disappear after death, the Engineer can place and forget. It is of my opinion that mines should be placed in areas that are hard to see when driving, such as a slope or inside a crater, as a mine in the open will easily be seen by many vehicle drivers.

Finally, the squad perk I have chosen is Explosion, for obvious reasons. Double the amount of RPGs/Mines seriously benefits yourself and allows you to be less dependent on ammo resupplies. 

In conclusion, the Anti-Tank engineer has a well earned position inside the ultimate squad. Providing Anti-Tank capabilities, the player can engage and destroy enemy armour whilst the rest of the squad provides backup/diversions. Mines allow a place-and-forget attitude to destroying armour elsewhere on the map and finally, the firepower of the Carbines allow engaging of infantry.

Visit again next week for discussion on the 3rd member of the ultimate squad.



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!