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Battlefield: Bad Company
Recon Class - a Multiplayer Strategy
“So you want to be a Sniper… urr… Recon dude, eh?”
Overview
This strategy guide is aimed for players interested in improving their performance as the Recon Class for Battlefield Bad Company online play. I am an Xbox 360 player, but the strategies should translate the same across platforms, so I imagine anyone can read this and get something out of it.
And here's the hot-coffee -in-your-lap disclaimer: it's just a guide. That's right, no bottle of pixie dust that magically makes you a super-shooter, or a genie that makes you the god of the virtual rifle - though, if you had a genie, and you didn't pick “world peace” or something that rhymes with “Angelina Goalie” is beyond me. So no suing my ass because you read my guide and you think you still suck. You don't suck. Have some confidence, soldier! Come on, that's why we're snipers! We're soooo damn good that we hide in the *way* back like real men!
Finally, I should state this first and foremost - everyone thinks being a “Sniper” is cool. And it is! But Battlefield Bad Company isn't just about how many kills you can rack up. It's about your side winning the battle, whether that be in Gold Rush, Conquest, or whatever other cool version DICE decides to come up with someday. So if you're going to play a Recon Class, you need to think about what's best for your team.
Your role as a Recon Class player is to provide Intel for your team (highlighting targets and letting the computer automatically report the enemies location to everyone else), provide sniper cover, hitting armor with laser guided ordinance, and providing your squad with a good spawn location during assaults.
Tools of the Trade:
The first thing you should do as a Recon Class Sniper is get a feel for the tools of your trade. Here's a brief list of what the Recon Class carries about with him instead of a wallet, car keys, and breath mints:
This is my Rifle…This is my Gun
First off, that gigantic gun in your hands that makes it look like you're trying to compensate for something is your sniper rifle. There are several types, but the tools are technically the same - only the numbers (range, damage, and rate-of-fire) are different. You shoot. You hit. You kill. That's the idea. I'm only going to cover skills and technique, not guns - you should pick your rifle (damage vs. rate of fire) on your own personal preference. I, personally, take the big damage rifle on large maps, and the higher rate-of-fire rifle into urban-like fights.
Proximity/Motion Sensors
Next is the motion sensor. This is a great little device that prompts you and your allies when an enemy triggers it. Since you, as a sniper, are the most likely to pitch a tent, roast some weenies, and kill a few baddies from a LONG distance away, this is the tool for you. After you find a good hunting spot, throw your motion sensors all around you and create a defensive perimeter. Keep in mind that, while you're peeping through your scope down field, you'll never see the guy coming up your flank with his knife out and his eyes on your dog tags, so those motion sensors really are your best bet at staying alive and not getting knifed.
The Handgun
Then we have the sidearm. This is your last-ditch weapon, and many will argue that running for your life, pulling your knife, or firing point blank with your rifle is a better strategy. I disagree. I've made MANY kills with the handgun, and if I'm relocating to another sniper point **in close quarters AND there isn't a bullet in the chamber** (notice the cute little stars I used to make my point) I'll go for the handgun. It fires extremely fast, you can easily make a headshot (on purpose or by accident… sometimes more often by accident) and it's pretty much your only option at close to medium range once your rifle's empty. Learn to use it, remember what button pulls it. But honestly, don't pull it unless you've already fired your rifle from the hip (no scope) and, unfortunately, missed.
The Binoculars
Finally, we have the laser guidance system - or, the-really-kick-ass-binoculars-they-should-sell-civilians-at-the-Sharper-Image. You call in air strikes with this baby by “painting” a target with your laser. It only works on vehicles (I have tried SO many times to paint the back of some jack-ass team-killer's head, but alas DICE programmers hate me), so once you successfully light up the target, your screen will switch to death-from-above mode with the bomb dropping down. You guide your missile with the right thumb-stick. Finally, keep in mind that if you die, your missile loses its guidance. So, when you hear the bomber pilot chime in that he's got your target, try and use that last second to get back into cover - if you die, chances are, your missile will either miss or hit your own guys.
The Knife
This is a one-hit, one kill weapon. And when you kill an opponent, you get to keep their dog-tags - you sick bastard. As a Recon unit, you won't spend a lot of time with your knife out, so I imagine that the only time you'll use the thing is when an enemy solder is rushing you and you're out of options. If you've already missed with your rifle, the guy's coming right for you, and you can't pull your handgun in time, hit the knife button and hope you slice and dice first.
Shooting :
Practice makes… dead bad guys.
Practice a lot with your Rifle. Every rifle is a bit different. Learn where the bullet strikes with whatever scope you are using. Take many practice shots - at live targets (not your teammates, dammit) and at stationary targets. The overall goal is to become proficient with the Recon Class, and you're not going to do that in the first few games. Each rifle has a slightly different scope, so it takes some getting used to. When you shoot, especially look for where the bullet strikes compared to how you had your sights lined up. Then, learn to aim there at all times.
One shot. Slow reload time. Zzzzz.
Take your time. If you're using any of the default rifles, notice how damn long it takes to work the bolt and get yourself ready for another shot - easily 2-3 seconds. This means you need to squeeze the trigger slowly and aim carefully. There's no rush - hopefully your soon-to-be victim is minding his own business half a mile away - so make sure to take that extra second to calculate and aim. Don't just slam down on the trigger either - pulling the trigger too fast might jerk your thumb and force your aim to slip. Just like a real rifle, squeeze slowly and keep your sights on the prize.
However, there are several sniper rifles with a higher rate of fire at the cost of greater damage (like the SVU). Although they still aren't quite as fast as firing a fully automatic gun, pacing and properly placing each shot is just as important as the bolt-action rifles. Find what you are most comfortable with - several shots to kill a target (but you get many chances) vs. one big boom and hopefully one dead target.
Hitting moving targets
You don't have to worry about gravity in this game, (aka, bullet-drop) so no need to change your angle for extreme shots. But you do need to worry about bullet travel time. There's no way for me to tell you HOW to lead your target when they are dashing for the outhouse across the field. It would go something like, “when your target's about an inch tall, you should lead it by about half an inch. Wait, what do you mean your TV is the size of my house?!?” Practice is the best way to judge. When the map first loads and your getting into a defensive or offensive position, take a few shots and mentally count the milliseconds it takes for you to see the puff of dust on the ground. Then, try and guess WHEN your target will be somewhere and place your bullet there.
Also, when the target is on the run, don't just lead the target, follow him and see where he's going. If you think you can hit him, squeeze the trigger. But if he's zigzagging like he's pissed off a hornet's nest, that might mean he's anticipating fire and attempting to dodge. Either wait for him to stop his evasive maneuvering, learn his pattern of maneuvering and place your bullet in his path, or wait to see if he's actually trying to get somewhere. Chances are he's on his way to cover. If you have a decent angle, that cover might not do anything for him against you. Or, if he makes it to cover and you can't get a shot on him, then wait. You'll probably get a better shot on his head when he pokes out looking for a target - especially if he's a recon unit as well.
Finally, the last benefit for letting a poor shot go is that enemy squad mates might spawn around him. I know… more baddies is usually a bad thing, but a new guy standing in the field trying to figure out where to go is a *significantly* easier shot than the guy running and weaving. When you're on the defenders side (gold rush) or in conquest mode, killing as many reinforcements is paramount. Also, putting an enemy solder back into the spawn lobby (I wonder if it's really called that…) keeps him off of the battlefield for another fifteen seconds - which might, in the long run, save one of your squad mate's lives.
Where to shoot
Rule one: Always shoot for the head… Let's pound our head on the concrete block called “Captain Obvious” for a second here. You shoot for the head because not all rifles are a one-shot-one-kill kind of deal. If you can hit them in the head, that's a guaranteed kill, which means that if the target is hiding, firing, taking cover, or picking their nose, it's to your advantage to take that extra second and line your crosshairs up to at their noggin'. Taking that extra second to carefully aim will merit you more hits and more kills in the long-run. Also, there's that nice, extra +5 bonus for a headshot, too. Not too shabby.
Rule two: forget rule one. (haha! Get it? Rule one… ahhhh, never mind) I say this very important exception for a reason… when the target is on the move, (and, honestly… almost all of the targets are going to be on the move at one point or another), at extreme range, and you absolutely CANNOT wait for a better shot, than shoot for the body. Sometimes the target is already wounded and you will finish him off. Sometimes just wounding him will be enough to make him turn tail and take cover (and, therefore, buying your squad some time). And there is still a very good chance that you'll kill him. But the reason you shoot for the body instead of the head (again, Captain Obvious gets promoted to General in this example) is that it's better to *hit* your target and just wound rather than *miss* your target all-together. The more pressure and damage you can inflict on the other team will, in the long run, help your team. And if another one of your teammates takes down your wounded soldier, that's still *some* points for you.
Close Combat is not our friend…
Suddenly find yourself in a close-quarter gun battle? If necessary, stop aiming with your scope and shoot from the hip instead. A pointblank shot with the rifle in any body location usually kills - just try and imagine where the crosshairs would be if you had them. And if you miss, or the target is still alive, THEN pull your handgun. Don't wait for the bolt-action - you'll never make it.
Finally, if the enemy is in such close quarters that you can practically touch them, go for your knife. Hitting the knife button automatically draws *and* strikes - if you hit, it's an instant kill. And, chances are, if you're still alive at this point, that means your enemy's trying to do the same thing - gotta love those dog tags.
Hiding
I almost called this section: “not getting shot at.” But hiding should work for now. And you will, unfortunately get shot at *a lot* so “not getting shot at” would have been misleading. Here's some things you can do to reduce your amount of “getting shot at…”
Where to hide
Let's start with the old camping joke… Remember back in the days of Quake and Doom, where people would yell at you from across the dorm room or over the phone about how you're being a cheap-ass by camping around a corner with a double-barreled shotgun or the BFG? (Did I just show my age there a bit?) Well, that's definitely out in a game like Bad Company. Running around madly will get you killed - at least, it will when you're wearing a Ghillie suit. Finding a suitable location is probably 80% of your job as a Sniper/Recon player. When you're defending, you need to have a good field of view on a highly trafficked area. The more attackers you kill, the less your teammates will have to deal with at the gold crate or objective. Also, if you can get a great angle on one of the gold crates you have to defend… even better. And when you're an attacker, wounding or eliminating threats is the best way to help your team.
Now I know I'm stating the overly obvious here (*gasp! A sniper needs to have a good hiding spot?!?!) but try and think about what you look like from others' perspectives. If there's a tree, stand by it or behind it. It's natural for the eye to focus on a closer object, and virtual gaming is no exception - if half or a quarter of your body is exposed, and the rest looks like a tree, it'll be harder for an enemy sniper or support class to spot you. Also, if you can find a bush, fence, or other soft cover (that doesn't stop bullets, but makes it harder for you to see) take cover in that.
NEVER take the highest point on the hill. This is the number 1 mistake I see other snipers make - they take the highest ground for the best vantage point (and that is true… you do have the best view from up there…), but they stick out like a big black dot against that blue skyline behind them. Sacrificing your life for the best possible shot is not a good strategy in the long run. If you're going to help your team win, you need to be around as long as possible - don't take spawns from the attacker's pool, and don't leave your allies without cover fire while you're waiting to respawn. If it comes between taking a good cover point or having a great view, take the cover point. You may only get half the opportunities to fire, but keep in mind one of the sniper's largest disadvantages is getting BACK into a good sniping location after you die. Unlike other classes that can immediately respawn with their team or at base and be effective in a firefight, you NEED to make your way back into a good hunting/hiding spot before you are effective again. So, as a recon unit, you have the WORST time after a respawn when it comes to helping your team.
Don't move
So, the number one thing that helps people spot targets, especially in a video game (and in real life) is movement. If something moves, it immediately stands out. A guy running through a field, a sniper crawling back behind a rock, even changing your angle can get you spotted by an enemy sniper or some jackass in a tank. After you find yourself a cozy place to snipe in, try not to move too much. If you do move, make VERY slow motions. Try not to jerk your aim left and right (over and over again) looking for a shot - you are holding a massively long barrel, after all. Movement will get you spotted.
And remember to lay out your motion sensors - if you're worried about getting knifed in a back by a spec ops guy coming up the hill outside of your scope's vision, the motion sensors are your best bet to stay alive — it takes a few extra seconds, but always throw those out all around you. Lay one to your left, your right (both at 90 degree intervals), behind you if you don't have your back to something, and finally one right in front of you.
So you think you've been spotted…
If one of your motion sensors triggers, or you manage to see someone coming up on you, don't necessary go running away screaming for your momma — come on, I know some of you do that like I do. The enemy still might not have an exact position on your location, especially if you have an excellent hiding spot. He might be rushing your position because someone else managed to spot you before they were killed (reporting your position on their radar), or because they saw your allies spawning from your location. Stay calm, try to score the hit on him, and be ready to pull your handgun or knife. If they don't know where you are, and you get up or move, then they'll definitely have you. If you stay calm and in cover, they might run right past you.
Teamwork
So what can you offer your team as a skilled recon unit? Well, other than being the guy in the back who cheers on everyone else heading for the front lines, here are some effective tips to keep your team moving forward. And no, I'm not going to just flat out say “kill lots of people.” That one should be a given.
You are the tank bane!
From your hiding spot, both your rifle and your support laser binoculars have limitless range. Try to put as much pressure on the opposite team as possible, especially tanks. If the enemy in armor is playing cautious, and he's desperately trying to keep his tank in one piece, continuously laser him, and then drop the lock at the last second - he'll see that someone's targeting him and will attempt to take cover. This may prevent him from advancing, and keep in back from the fight. And, since you won't drop your bomb, you won't have to wait for a reload time. It'll keep him guessing, and probably keep him away from the front lines.
Also, when you do lock on and initiate a bomb drop, try and decide what's best for your team under the given circumstances. If you have targeted a troop transport, and you see all of them evacuate and rushing towards an objective or flag, it might be better to hit as many of them as possible (or the cover they are running to) rather than the vehicle. Likewise, if it is a lone solder who has just abandoned his tank to take cover deep into your territory, it may be smarter to destroy the vehicle instead of the soldier. If you miss, he'll continue his assault on your teammates and objectives. And if you kill him, another enemy (possibly a support class, who can repair the tank) might hop right in and continue the barrage.
Spawn Central - stay close enough to be useful
Good hiding places are essential for a sniper to do his job, but when your team is on the offensive, sometimes you have to find decent hiding places quickly and close to the enemy objective. I always attempt to find a good sniper perch less than 30 to 45 second full-sprint towards the enemy base or objective. You will still be effective at this range (not too close to have to start shooting from the hip or instead pull your pistol) but you're not far enough away that when your allies die they can't use you as a good spawn location.
Ideally, if you can keep from being discovered, you will essentially prove your squad with two roles - a support sniper, and a mobile spawn point.
Conclusion
The Recon Class is an extremely rewarding class to play, but it takes lots of practice, and more strategy and planning than fast reflexes. You need to be patient, and you need to be smart. Think about where you are and how you can best help your team. This class is NOT for those interested in rushing into battle and getting a massive kill count (though you can… with the right position). As a recon unit, you want to stay alive as long as possible, take as many shots as possible, and report as many enemy movements to your allies as possible. The more data you can rely to your team, the more enemies you can eliminate, and the more often you and your team will win in the long run.