TitanSound
Mr Beardy Drummer
Will be updating this as I find it needs a thread of it's own so it's easy to find. I'll update this main post as and when needed. I've played the game a lot since release but there is still so much more to learn!! Updates from myself and clanmate, Mr Kav.
Find us both on Battelog:
http://battelog.battlefield.com/bf3/gate/
TitanSound: BeardyDrummer (Also my Xbox gamer tag)
Mr Kav: TheKavMan (Xbox gamer tag: Mr Kav)
Please use the main thread for discussion:
http://www.urban75.net/forums/threads/battlefield-3.267208/
URBAN75 BF3 players XBox Live gamtertags:
BeardyDrummer (TitanSound)
SupaKidE (Kid_Eternity)
pabodie1931 (Dead Cat Bounce)
Mr Kav (MrKav)
ChrisBravoTown (mwgdrwg)
electr0plated (electroplated)
jakeNclair (tommers)
Sonadine (100% Masahiko)
Simbolini (Sim667)
The classes:
I haven’t included all the unlocks as I don’t fully understand the tree yet! But Battlelog is an invaluable source of information on each class, vehicle and weapon that you can get unlocks and specialisations for. Check it out, it’s well worth spending time seeing what you can get and thinking about how it could benefit you during a game.
Assault class:
The Assault class now holds the power of the medic. You can heal and revive (when you have unlocked your defibs). The main weapon for the class is the assault rifle although you can also use the “all kit” weapons. These include shotguns and sub machine guns. You can also trade off the power of healing with a grenade launcher. This launcher can fire standard high explosive grenades (from the start) and smoke grenades (after you get 20 kills with the high explosive grenades.)
The Smoke grenades are invaluable on Rush maps as they provide cover to your attack. Running across open ground as infantry is almost certain death. Pop a smoke nade, and then as you are running pop another one and you have a magic blanket of protection from enemy bullets. The enemy will probably blind fire into it but you’ll have armed the m-com by then.
Remember, you can be flexible so can switch between healer, giver of death and protector of comrades as you need to.
Engineer:
Vehicles beware. This class has a lot of toys to ruin your day if you’re in a jet/boat/tank/jeep/helicopter. From the unguided missile to the guided Javelin. From the portable anti air rocket to the anti vehicle mines. Luckily, they cannot have all at once. It’s trade off. But again, you can be dynamic. Don’t be afraid to change setup if that helicopter is bothering you and no one else is dealing with it.
They also have a magic welding tool that can repair your tank to pristine showroom condition when it’s damaged. Just make sure you get into cover when repairing the tank i.e. crouching behind it out of harms way.
Support:
Not to be messed with at medium to short range. With the LMG with a bipod as standard, this class will cut infantry to shreds. You can deploy your bipod when prone, or on any flat surface when crouched or standing. It does limit your field of view, but the accuracy you gain is worth it. Remember, LMG’s actually GAIN accuracy when fired in long bursts, contrary to other weapons which LOSE accuracy when fired on fully automatic. Fantastic for suppressive fire. This is the only game that rewards you for not hitting the enemy all the time. A great teamwork aspect.
You are now also the ammo man. Incredibly important as without ammo, your teammates cannot kill the bad guys and reduce their tickets. Some of the unlocks for this class include C4 (great for booby trapping choke points and killing tanks) and the portable 60mm mortar. Great for suppression but always best used in tandem with a spotter.
Recon:
The sneaky bastard. Well, he should be. This is the class who either takes your head off at long range, or blasts you with a shotgun close up. They get lots of tools to make your life harder. The spawn beacon (if placed inside you will spawn on it, if placed in an open area on bigger maps, you will parachute in), the motion sensor and the MAV (little recon drone). They also have a selection of high powered semi automatic rifles and bolt action rifles. Along with powerful scopes, a good advantage at long ranges.
Also deadly when used with a Support guy using a mortar. Spotting from afar and allowing the mortars to clear areas around flags and m-coms. Remember though, anything over a 4x scope and you now have scope glint. This means the enemy can see you looking down that scope at them, and will do everything they can to take you out.
But don’t be one of those guys that stays back at the base, looking for easy kills. Sometimes you can earn more points by getting close in, setting spawn beacons and hiding to be a spawn point for your team. Even if you get a good vantage point close to the action, you’re spotting and suppression is invaluable to the team.
A quick footnote about cover.
USE IT. Seriously, hug the wall as you move and don’t go running around corners. It may sound a bit silly, but think of yourself as a proper soldier. Crouch and peek round to see if it’s clear. Avoid running in the open if you can. The moment you do, you’re likely to become a bullet magnet.
Also, remember that cover can be destroyed. Don’t hang around in one spot for too long.
General hints and tips:
Always learn the maps. Then you will know how that sneaky bastard who killed you managed to be so sneaky.
Always join a squad. It's better to have 3 mobile spawn points than none. Plus you can earn mega points by healing/reviving/resupplying. You also get points for following attack/defend orders.
If playing in a random squad, check what loadout the others have. If there is no medic for instance, be the medic.
If you are going to be the medic, think before you revive. Someone killed the person you are reviving. If you're not careful, they'll do the same to you. Then it will be 2 tickets lost rather than potentially just one.
As above, reviving gives you that ticket back. The team with the most tickets at the end wins. Self explanatory
When you hear gunfire, check the minimap. Enemies will show as a red dot.
Go for the objective. That's what the game's about and it will earn you points.
When arming an m-com/capturing a flag, always have fully loaded weapons. If you had to fight your way in, draw your pistol. Better to have a full clip rather than not. Don't take the chance of reloading unless you have cover with you. The bad guy WILL show up midway through the animation. They will then maybe disarm/recapture the flag you fought for.
When in a vehicle, always find a spot that you can get away from quickly. If you start taking fire, you should know that you can back out and get repaired. It also makes sure your engineer stays alive if you give them a good spot to repair in.
Always play around with your load out. See which guns and perk combos work best for you.
Remember, you can change the fire rate on some weapons. Go semi automatic for longer range kills, burst for medium range (if available) and full auto for close.
Be flexible, if you need to change kit to deal with a problem, do it.
Always go after the biggest threat. If a tank is being a pain, take it out above everything else. If that tank stays, infantry can push up.
Remember, if someone is hiding behind something you can probably destroy it and reveal them.
When you are Squad Leader, always be sure to mark objectives for your squad. Doing so makes it easier for everyone to remain focussed as a single unit, especially if you’re unable to communicate with them directly. In addition to helping the team out, marking objectives will gain you, as leader, 20 points for each kill your squad members make in the vicinity of the objective. Proving with each point that you are indeed a glorious and worthy leader of men.
On occasion you will come across an enemy helicopter bent on ruining your teams day – so now it’s time to select the ‘stinger’ (Engineer). It is highly likely that they will have flares activated so we need to make sure they’re deployed before you waste a rocket. So, after fully locking onto the chopper, keep the reticule over it and wait for maybe 5 seconds. Within that time the pilot will hopefully have assumed that you have pulled the trigger and will release the flares, once they’re deployed let the lock reactivate and fire at will! He’ll go down harder than your mum on her wedding night.
This tip especially applies to ‘Rush’ MCOM objectives: Bide your time, let the enemy pass - sometimes an easy kill will give away your position and bring fire on your squad. If you’re near an MCOM and can get there without firing a shot, go for it, set charge and dig in because once you have set it you will have plenty of chances to kill them fools during the shit storm that’s coming your way!
Find us both on Battelog:
http://battelog.battlefield.com/bf3/gate/
TitanSound: BeardyDrummer (Also my Xbox gamer tag)
Mr Kav: TheKavMan (Xbox gamer tag: Mr Kav)
Please use the main thread for discussion:
http://www.urban75.net/forums/threads/battlefield-3.267208/
URBAN75 BF3 players XBox Live gamtertags:
BeardyDrummer (TitanSound)
SupaKidE (Kid_Eternity)
pabodie1931 (Dead Cat Bounce)
Mr Kav (MrKav)
ChrisBravoTown (mwgdrwg)
electr0plated (electroplated)
jakeNclair (tommers)
Sonadine (100% Masahiko)
Simbolini (Sim667)
The classes:
I haven’t included all the unlocks as I don’t fully understand the tree yet! But Battlelog is an invaluable source of information on each class, vehicle and weapon that you can get unlocks and specialisations for. Check it out, it’s well worth spending time seeing what you can get and thinking about how it could benefit you during a game.
Assault class:
The Assault class now holds the power of the medic. You can heal and revive (when you have unlocked your defibs). The main weapon for the class is the assault rifle although you can also use the “all kit” weapons. These include shotguns and sub machine guns. You can also trade off the power of healing with a grenade launcher. This launcher can fire standard high explosive grenades (from the start) and smoke grenades (after you get 20 kills with the high explosive grenades.)
The Smoke grenades are invaluable on Rush maps as they provide cover to your attack. Running across open ground as infantry is almost certain death. Pop a smoke nade, and then as you are running pop another one and you have a magic blanket of protection from enemy bullets. The enemy will probably blind fire into it but you’ll have armed the m-com by then.
Remember, you can be flexible so can switch between healer, giver of death and protector of comrades as you need to.
Engineer:
Vehicles beware. This class has a lot of toys to ruin your day if you’re in a jet/boat/tank/jeep/helicopter. From the unguided missile to the guided Javelin. From the portable anti air rocket to the anti vehicle mines. Luckily, they cannot have all at once. It’s trade off. But again, you can be dynamic. Don’t be afraid to change setup if that helicopter is bothering you and no one else is dealing with it.
They also have a magic welding tool that can repair your tank to pristine showroom condition when it’s damaged. Just make sure you get into cover when repairing the tank i.e. crouching behind it out of harms way.
Support:
Not to be messed with at medium to short range. With the LMG with a bipod as standard, this class will cut infantry to shreds. You can deploy your bipod when prone, or on any flat surface when crouched or standing. It does limit your field of view, but the accuracy you gain is worth it. Remember, LMG’s actually GAIN accuracy when fired in long bursts, contrary to other weapons which LOSE accuracy when fired on fully automatic. Fantastic for suppressive fire. This is the only game that rewards you for not hitting the enemy all the time. A great teamwork aspect.
You are now also the ammo man. Incredibly important as without ammo, your teammates cannot kill the bad guys and reduce their tickets. Some of the unlocks for this class include C4 (great for booby trapping choke points and killing tanks) and the portable 60mm mortar. Great for suppression but always best used in tandem with a spotter.
Recon:
The sneaky bastard. Well, he should be. This is the class who either takes your head off at long range, or blasts you with a shotgun close up. They get lots of tools to make your life harder. The spawn beacon (if placed inside you will spawn on it, if placed in an open area on bigger maps, you will parachute in), the motion sensor and the MAV (little recon drone). They also have a selection of high powered semi automatic rifles and bolt action rifles. Along with powerful scopes, a good advantage at long ranges.
Also deadly when used with a Support guy using a mortar. Spotting from afar and allowing the mortars to clear areas around flags and m-coms. Remember though, anything over a 4x scope and you now have scope glint. This means the enemy can see you looking down that scope at them, and will do everything they can to take you out.
But don’t be one of those guys that stays back at the base, looking for easy kills. Sometimes you can earn more points by getting close in, setting spawn beacons and hiding to be a spawn point for your team. Even if you get a good vantage point close to the action, you’re spotting and suppression is invaluable to the team.
A quick footnote about cover.
USE IT. Seriously, hug the wall as you move and don’t go running around corners. It may sound a bit silly, but think of yourself as a proper soldier. Crouch and peek round to see if it’s clear. Avoid running in the open if you can. The moment you do, you’re likely to become a bullet magnet.
Also, remember that cover can be destroyed. Don’t hang around in one spot for too long.
General hints and tips:
Always learn the maps. Then you will know how that sneaky bastard who killed you managed to be so sneaky.
Always join a squad. It's better to have 3 mobile spawn points than none. Plus you can earn mega points by healing/reviving/resupplying. You also get points for following attack/defend orders.
If playing in a random squad, check what loadout the others have. If there is no medic for instance, be the medic.
If you are going to be the medic, think before you revive. Someone killed the person you are reviving. If you're not careful, they'll do the same to you. Then it will be 2 tickets lost rather than potentially just one.
As above, reviving gives you that ticket back. The team with the most tickets at the end wins. Self explanatory
When you hear gunfire, check the minimap. Enemies will show as a red dot.
Go for the objective. That's what the game's about and it will earn you points.
When arming an m-com/capturing a flag, always have fully loaded weapons. If you had to fight your way in, draw your pistol. Better to have a full clip rather than not. Don't take the chance of reloading unless you have cover with you. The bad guy WILL show up midway through the animation. They will then maybe disarm/recapture the flag you fought for.
When in a vehicle, always find a spot that you can get away from quickly. If you start taking fire, you should know that you can back out and get repaired. It also makes sure your engineer stays alive if you give them a good spot to repair in.
Always play around with your load out. See which guns and perk combos work best for you.
Remember, you can change the fire rate on some weapons. Go semi automatic for longer range kills, burst for medium range (if available) and full auto for close.
Be flexible, if you need to change kit to deal with a problem, do it.
Always go after the biggest threat. If a tank is being a pain, take it out above everything else. If that tank stays, infantry can push up.
Remember, if someone is hiding behind something you can probably destroy it and reveal them.
When you are Squad Leader, always be sure to mark objectives for your squad. Doing so makes it easier for everyone to remain focussed as a single unit, especially if you’re unable to communicate with them directly. In addition to helping the team out, marking objectives will gain you, as leader, 20 points for each kill your squad members make in the vicinity of the objective. Proving with each point that you are indeed a glorious and worthy leader of men.
On occasion you will come across an enemy helicopter bent on ruining your teams day – so now it’s time to select the ‘stinger’ (Engineer). It is highly likely that they will have flares activated so we need to make sure they’re deployed before you waste a rocket. So, after fully locking onto the chopper, keep the reticule over it and wait for maybe 5 seconds. Within that time the pilot will hopefully have assumed that you have pulled the trigger and will release the flares, once they’re deployed let the lock reactivate and fire at will! He’ll go down harder than your mum on her wedding night.
This tip especially applies to ‘Rush’ MCOM objectives: Bide your time, let the enemy pass - sometimes an easy kill will give away your position and bring fire on your squad. If you’re near an MCOM and can get there without firing a shot, go for it, set charge and dig in because once you have set it you will have plenty of chances to kill them fools during the shit storm that’s coming your way!