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02-02-2007, 02:48 PM #1
Recon Kit Guide
Recon for Dummies (Including me)
The Recon kit has only recently seen a rise in popularity because of the SL Recon Drone’s expanded utility when there’s a Recon guy in the squad. Up until this realization, Recon was the bastard child of BF2142 because the rest of the kits have greater visibility in their results when playing the game and when obsessively looking at the scores at the end of a round.
Recon isn’t just Recon though…unlike the majority of the other kits, Recon is divided into two distinct roles: Sniper and Infiltrator.
The Sniper:
Sniping is the polar opposite of an Infiltrator’s job. By taking on the role of Sniper for your squad, you’ll spend a lot of time looking through your scope and taking more of an observer’s view of the battlefield.
Important tips for a Sniper:
Spotting-
Since you’re far enough from the action to not be in any immediate jeopardy of death, you’ll be relied on to provide situational awareness to your squadmates. Spotting enemies, verbally advising your squaddies of both immediate and potential threats, and only after you’ve done this should you start popping the occasional helmet off of anyone too stupid to stay on the move. Spotting is the most important aspect of your role. In effect, you provide a higher volume of targeted, useful information to your squad leader than the CO does.
Shooting-
Patience is the key virtue for a sniper. The Zeller unlock is very powerful, but with only 3 rounds per clip, you are forced to conserve your shots to really make them count. Suppressive fire is NOT an option. Shoot only when you can connect with the target. Remember: A headshot kills with either weapon…the Zeller just packs a little more punch for body shots and can take out trooper-deployed assets.
When shooting enemies that are on the move, don’t try to anticipate which way they’ll dodge, because you’ll miss…period. Shooting a moving target should only be attempted if they’re moving in a straight line. Of course, they won’t do this if they know where you are.
Sniper’s Maxim:
The most effective way to kill someone with your rifle is if they don’t know you exist.
With the Zeller (only the Zeller…the default gun won’t do it) you have the added ability of taking out explosives. This goes for all varieties…both engineer and recon. One shot is all it takes to destroy it. There are times when this is useful, and times when it’s not worth going for.
Opening up a safe approach lane through motion mines for a friendly walker: Good.
Doing this when there are 5 motion mines (remember, you’ll have to reload to clear them all) and the Walker has no idea what you’re doing for them: Bad.
Use communication and your brain to figure out when shooting enemy explosives is worth it.
Unlocks-
Dedicating unlocks to Recon is almost counterproductive…and yes, this is a Recon fanboy saying this.
By the time you are able to unlock the Zeller, you’ll be tempted to use it just like the default sniper rifle. You can’t. Reload time is slower, and those extra two shots you get from the default gun will spoil you.
It is actually a much better idea to get that Zeller unlocked BEFORE you start your training as a Sniper specialist.
The Zeller will force you to learn patience, conservation, and accuracy. Once you’ve learned this, going back to the default rifle will give you the ability to perform your role as a dedicated sniper with much more effectiveness than you would otherwise.
Score vs. Contribution-
When you select the Sniper kit, know from the outset that your score in the end-of-round rankings will be low. Very low. It’s like what most veteran gamers have seen others do or have gone through themselves…at first, people play to win. If they aren’t on top and kicking ass (statistics-wise) they are upset and bitchy. Veteran gamers have grown up and look past this. They stop playing to get the high score and instead play to find a sense of accomplishment regardless of their score. This is even more true for a Sniper…the majority of what you do does not gain any points even though it is valuable to your squad.
The Infiltrator:
Agility, choosing your battles, and the inherent mindset to be sneaky are the main attributes that a good Infiltrator will have.
Shooting:
The carbine is a welcome addition to the Recon kit because it provides a further assault element to your squad. On the other hand, know from the onset that you’re bringing a peashooter to a cannon fight. The carbine does squat for damage…you’ll generally go through at least half a clip to kill a single enemy. It’s also not too accurate at range, but can do some good if you switch it to single-shot. For the most part, you’ll be able to get kills with this gun because you’re approaching your target when they have their back turned to you…more on this later.
Stealth:
Active Camo (AC) is your number one resource. It’s good for many scenarios…from sneaking up on a Walker to plant RDX, to hiding in plain sight. There are so many uses for it, it’s not worth going into details…use your sneaky mind and you’ll figure it out. Even if you’re being shot at when not using the camo, sometimes you’ll be able to live through it by toggling to AC, switching it on, and ducking around a bit of cover. From then on, they’ll see you as a diamond in their HUD, but might not figure out how close you are. It doesn’t always work, but it will help reduce your death count by a small margin.
Stamina:
Having both sprint unlocks is an absolute MUST. In addition, using the light armor will get you a bit more sprinting power. With these unlocks, your stamina will usually recharge before your AC does. Always make sure you don’t get caught out in the open because you ran out of “juice.” If you see a good piece of cover to stop and rest up, do it.
Remember that jumping takes a huge chunk out of your stamina bar. Don’t jump over an obstacle if there’s a way that just a few strides will get you around. It’s much more economical to run around something than to jump over it.
Smart choices:
Infiltrators have the short end of the stick in many areas: Less armor, less stopping power with their weapon, and less chance of survival when doing their jobs. With this in mind, make sure that every move you make is for maximum effect.
Scenario A-
Not-so-smart choice: Using your RDX to blow up the EMP resource, and then trying to move on to whichever one is closest to repeat the demolition.
Smart choice: Using your RDX to take out the UAV and SatScan resources not only first, but simultaneously. If the CO can’t see you running around his turf, he can’t spot you for other enemies. If you delay detonation until you have planted on two separate resources, he won’t have a clue you’re there until it’s too late.
Scenario B-
Not-so-smart choice: Sneaking up behind the enemy front lines, just to unload your carbine and (possibly) kill one enemy before the rest turn around and riddle you with bullets.
Smart choice: Plant some RDX in their likely approach to you, use your ‘nades to target the most densely packed troops, and then fire off some rounds to get their attention and retreat as they come after you. If you thought it through correctly, they’ll run right into your RDX and you’ll take out a few more as you displace (aka run like hell).
Common Kit Loadouts:
Sniper: Rifle, APM & Scope
Infiltrator: Carbine, RDX & Active Camo
Titan Defense duty: Rifle, RDX & APM
Titan Assault duty: Carbine, RDX & Active Camo
Final Thoughts:
It takes a special breed to pull off a Recon kit and make it look easy. I’m not even close yet. Half of what I talk about here I know is the right way to do it, but in-game sometimes suffer from “FPS ADD” and get carried away. As certain pirate once said, this guide “is more what you'd call "guidelines" than actual rules.”
Happy Hunting,
Proph|TG-9th| Prophaniti

Admins are Chick Magnets
Blood and Honor, The Journal of a 9th MID Soldier
Chapter 1: Cold Morning in Minsk
Chapter 2: Parting With The Permafrost
Chapter 3: Out Like A Light
Yes, I have a Blog
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02-02-2007, 02:59 PM #2
Re: Recon Kit Guide
Great post. Recon is my least used kit because I am not good at it. I will have to try out some of your suggestions. Thanks
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02-02-2007, 03:44 PM #3
Re: Recon Kit Guide
Nice work. With my Assault and Support in happy places, I'm currently working on Recon.
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02-05-2007, 05:34 PM #4
- Join Date
- Nov 2006
- Posts
- 112
Re: Recon Kit Guide
Good points.. just an add on about moving targets..
If target is within 50 meters .. two things to note
Aim for the shoulders - you will probably get a one shot kill and if not you will probably hit the body
Aim at about 10 meters from the targets current location and time his movement then fire exactly when the target crosses your line of fire
If target is within 100 meters and > 50 meters .. two things to note
Aim for the shoulders.. you will probably get a one shot kill
Aim directly at the target as he moves and wait a second or two to get the proper mouse strafe in order to keep the crosshairs on him the whole time then fire - do not attempt to lead the target and fire when target crosses your line of fire
If target is > 100 meters --> GOOD LUCK! (only fire at head once target is stationary)
General maxims :
- Shot selection is key.. do not just keep aiming at target and trying to hit him, if you are properly positioned you already should have the target scoped and be able to keep him scoped for at least a 5 second maneuver-area.. therefore you want to use the targets environment against him, he will be running (if he stops and/or goes prone to try to engage you from a distance,, well then it's an easy kill) for cover so know where the target must halt his horizontal movement and begin a vertical movement from your frame of reference (it is much easier to make the kill shot if the target is traversing upward or downward rather than across your line of fire).. wait for him to have to maneuver through an obstacle and then take the shot - in other words, LOOK AHEAD and see where he must run to in order to get out of your line of fire and then plan at what exact location you will take the shot (example.. many times I see the dude running toward a buggy so I just simply aim right at the spot where his head will be when he enters the vehicle and bam dead once he enters it)
It also does not hurt to begin gathering distance data on your surroundings while no enemy is around yet.. gauging distances around you will give you an idea of where an easy shot will be and where a tough shot will be.. you can compare these locations against your knowledge of your own shot history to get an idea of high probability kill zones and low probability kill locations
- The generation of the conditions that garner the kill start early even when the encounter has not yet started... the advantage is derived from distance and position (area scope/visibility and difficulty for an enemy to approach) so although it's nice to remain hidden you must engage with the assumption that you are not hidden. Use these advantages, place APM's at entrance points to your location..get up high where the enemy must take a risky path to approach.. (to get up close he must traverse an open area)...etc
although I have to say bf2142 has crap maps for sniping as compared to bf2 or other games..
Anyway, there are too many to list so at some point I'll get around to making a video ...
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02-05-2007, 05:46 PM #5
Re: Recon Kit Guide
I should have edited the title similar to Bommando's method. Working title of this should be "Recon Kit Guide Part 1: Recon Roles and Theory"
The next part of the series will cover the nitty-gritty...such as screenshots to easily identify the different commander assets, proper placement of APMs and RDX for maximum effect, and cover some of the very same scenarios that Elite_Master just mentioned about leading your targets on a vertical angle.|TG-9th| Prophaniti

Admins are Chick Magnets
Blood and Honor, The Journal of a 9th MID Soldier
Chapter 1: Cold Morning in Minsk
Chapter 2: Parting With The Permafrost
Chapter 3: Out Like A Light
Yes, I have a Blog
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02-05-2007, 07:15 PM #6
The Recon Squad
I think most of us are well aware of the basic uses and applications of the Recon kit, partly thanks to things like Prophaniti's Recon Guide. But when it comes to gaining a true tactical advantage over our opponents, we have to find ways to utilize the different kits that both maximize their effectiveness, and also catch our enemies off-guard.
So with that in mind, I've been pondering the role of the Recon Kit within the framework of a cohesive team. A lone sniper doesn't exactly blend in well with our belief in teamwork. But then a whole squad full of snipers is a terrible waste of resources. On the flip side, a single recon in a squad gives some wonderful benefits (especially for a batnet equipped squad), but this is hardly anything new or exciting.
But, I couldn't help but feel on fast-paced maps experiencing frequent control point changes, the Recon could be an effective tool to use. The question then becomes: how?
For the sake of example, I'm going to use Belgrade:

starting as the EU team.
On a typical day on the TG server, there are 5-6 squads of 4-6 players. Let's take one of these to be our Recon Squad. When you look at a typical Belgrade game, too often the flags experience rapid and frequent changes in control, and the outcome often comes down to pure ticket loss through kills. If a team can control the majority of flags through the game, then all other things being equal they will win. So how do we prevent the frequent changes in control?
Take a single squad, 6 players for the sake of example. Three take Recon kits. The other three take either Assault or Support. Each Recon pairs up with a non-recon, and is assigned a flag. We'll number them Pairs 1, 2 and 3.
Pair 1 is assigned Monorail. Given the layout, the Recon in pair 1 takes the sniper rifle, APMs and some RDX. Visibility is not an issue, as he can use the monorail itself. His partner takes Support. Recon lays some APMs in key positions around the flag, and also puts some RDX on the ground to prevent a vehicle from capping the flag. They both climb on top of the monorail. The Support can either resupply the Recon, or use suppression fire if an infantry wave comes in. While he is suppressing, the sniper picks them off. If any get through, they meet the APM mine.
Pair 2 is assigned to Playground. This point has different needs. Recon takes the Lambert, the Active Camo and some APMs. He puts the APMS in likely approach points. His partner goes Assault, and they take cover to one side. Any infantry assault coming through is hopefully decimated by Assault's rocket fire and grenades. Meanwhile the Recon uses the Active Camo to flank opposing forces and finish them off. If they should happen to lose the flag, they wait a short duration and come back in together. Assault hangs off, while under Active Camo the Recon goes for the cap.
I think you all see where this is heading. Recon with a backup from another class, paired off for maximum defensive effect. It's not to say two guys alone will hold, say Com Tower for the entire game. But, those two guys can handle the lone flanker, or reasonable infantry pushes. If the assault is too strong, they might delay the enemy long enough for help to arrive. If the point is lost, they are well equipped to come back and retake it at a later point.
Another application would be assaulting on other maps. Pairs are sent out to cap a variety of different points simultaneously. A well-practiced team could do some serious damage, and by hitting the enemy on multiple fronts they are sure to find weak spots. Even those finding strong spots will distract the enemy and encourage them to defend the point they think is being attacked.
Used in such a manner, a good Commander paired with a good squad leader could get GREAT value for resources from a single squad. Individually the soldiers may not rack up huge scores in kills or teamwork points, but they could have a big impact on the outcome of the match.
As always, I'll welcome criticisms, suggestions, thoughts and variations!
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02-06-2007, 12:53 PM #7
Re: The Recon Squad
I'm loving your sneaky scheming. For Playground and Comm Tower, I prefer Camo with RDX versus APMs.
Due to the walls surrounding Playground's flags, vehicles can't get close enough to cap the flag, but as long as you're lurking in the area, keeping a couple of RDX available is a good idea.
For some reason, vehicle drivers seem to drive from their UCB at full speed just to end up parking in the middle of the street right around the Playground/Comm Tower area.
Great targets for sneaking up on 'em with Active Camo and RDX-ing their careless butts.
If there's an odd-man-out in your squad, having an engineer posted with the Playground group could be a big benefit. Motion Mines would be a welcome addition to the anti-vehicle duties about halfway through the game. Having a rail gun or rocket launcher shooting up the tank's exhaust pipe while they're perched on the ramp leading to Statue wouldn't be half bad either.|TG-9th| Prophaniti

Admins are Chick Magnets
Blood and Honor, The Journal of a 9th MID Soldier
Chapter 1: Cold Morning in Minsk
Chapter 2: Parting With The Permafrost
Chapter 3: Out Like A Light
Yes, I have a Blog
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02-06-2007, 02:43 PM #8
Re: The Recon Squad
Well thank you
Good comments about the RDX usage.
There are two main problems I'm trying to think of here:
1) Ways to use the Recon kit that fit in with the whole teamwork concept properly
2) Ways to help with control point defense without committing mass resources to the task
Considering this a little more, I actually am beginning to think that a 5-man squad is the right way to go with this.
Version 1:
Two active pairs, and one mini-commander. They would operate as follows:
Squad leader sets up with spawn beacon or Otus midway between the two points the squad is designated with protecting. He would take an assault kit with revive capabilities.
The defense pairs split off and each go to one point. Ie, pair 1 protecting monorail, pair 2 protecting Playground.
Squad leader acts as a mini commander - the actual commander keeps him up to date with threats headed in his direction. He then manages the squad appropriately for defense, and moves to either point to help if necessary (for example commander notifies a 6-man team is headed to playground).
Version 2:
One Recon sets up at Monorail, one at Playground. The SL and two assaults/engineers set up with him mid-way between the two. When the commander notifies that an attack is headed towards either one, the three-man team moves to support the recon already covering that flag.
Neither version is infalliable, nor able to handle every threat. But the concept here is that 5 men cover 2 of the 6 capturable bases on the map. This leaves 19 men to grab two more
If nothing else, these 5 are probably capable of delaying any assault long enough for a capable commander to allocate more resources to help out.
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02-06-2007, 03:56 PM #9
Re: The Recon Squad
Good points. I like to see versatility in my squads rather than have everyone clustered in one location "humping" the flagpole. By having your squad split, you're at least able to get the CO notified if your own boys can't handle the heat and need some support.
At any rate, your versions on the 5-man plan are much better than the usual pell-mell spawning and rushing that seems to be typical of some of the more uncoordinated squads I've joined.
Any plan is better than no plan.|TG-9th| Prophaniti

Admins are Chick Magnets
Blood and Honor, The Journal of a 9th MID Soldier
Chapter 1: Cold Morning in Minsk
Chapter 2: Parting With The Permafrost
Chapter 3: Out Like A Light
Yes, I have a Blog
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02-16-2007, 08:24 PM #10
Re: Recon Kit Guide
Just a useless comment of mine, but when shooting targets at close or PBL (point blank range) I tend to relax and use the scope to shoot the target once in the body, then I run for cover. Most of the time my target also dashes for cover and by that time has completely lost track of me allowing me to reastablish my self, pick him out, and shoot. Then in that rare occasion that the target doesn't run for cover, use that trusty pistol, and try and lure him into your APMs, assuming you have them placed and concealed.




"Courage is being scared to death but saddlin' up anyways." ~John Wayne
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02-17-2007, 06:11 AM #11
Re: Recon Kit Guide
Yup, same here, but for me it's Assault and Engineer.
Actually, learning to use the baur proficiently, then going to sniper and learning how to do that fairly well, THEN going back to Assault but with the Voss has lead to increased first-burst kills for me on the Voss.
Sniping taught me to be quick on aiming for the head/upper torso to maximize damage and potential surface area to hit. With the Voss, an aimed (scoped) burst will start at the upper torso and naturally move up to the head, resulting in a kill in one to two bursts. Unscoped, I'm usually close enough to hose very fast dead center since I learned in sniping to keep the reticle on the center and not let it drift laterally when firing. This naturally carried over to using the Voss.
The baur has seen increased effectiveness as well, but not as much as the voss, simply due to the fact that the voss is naturally a new guy's spray-and-pray gun, where the baur forces you to be smarter. I've gotten faster on the longer kills with the baur, but not for the close in kills. My kills at range with the voss have gotten better (from nearly non-existant to fairly regular at ranges out to medium range) and kills up close have gotten reliably consistant (I normally win when I start shooting first).
So, learning to be faster and more careful on the aim (when sniping sometimes you KNOW you will be seen and your only option is to draw a bead FAST and stay dead accurate.....fast enough that vertical drift doesn't come into play) through sniping, b/c that is a must for effectiveness helps IMMENSELY with assault play.
I think all assault players, after learning to be proficient in the role (and have most of the kit unlocked), should then switch to learning how to be a sniper...the tactics, mindset, and skills necessary. The ones that help in assault carry over and then your higher ROF and larger magazines then become tools for in-your-face fighting, rather than necessities to simply get a single kill. The lower power of assault ammo doesn't really come into play since its plenty powerful by itself and anyway, you shoot in bursts, and you'll deal out damage as quickly as a single sniper round can.|TG-Irr|Hiram_Yorik
Games: GRAW, BF2142, Oblivion, FarCry, Empire At War, R6:RVS, KotOR, KotOR2, MW4: Mercs, FEAR (XP)




*Hiss* "Oh...crap!" *BLAM* "I'm down....MEDIC!!"
DirtyLude: "If we kill him and eat his heart, his magic will be ours."
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03-24-2007, 11:03 PM #12
Sniper + Squad
Didn't check if it was discussed earlier, so pls be nice

Did anyone ever try building a sniper into a squad's strategy and how did it work out? Is it useful? How does the function of a squad change when there is a sniper built into its strategy?
I like sniping pretty much but I only tried playing as a sniper in a squad once. The results were a bit mixed, of course I saved my squad from a few rocket barrages or support annoyances but on the other hand, I coulnd't really take part in the close combat fights, because I only have a pistol against vosses, baurs and other full automatic stuff :/
How do you think about it, is there anyone who actually plays as a sniper in a squad a lot? Pls give me your opinions and tips.
Thx in advance
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03-25-2007, 12:54 AM #13
Re: Sniper + Squad
Why be nice when you freely admit to not searching for this first? There are multiple threads out there that have gone into pretty good depth in relations to how useful a sniper is to the squad vs a recon. There were two simultaneous discussions about this going on not more than three or four weeks ago, maybe sooner than that...
Here are two threads to put on top of your reading list:
http://www.tacticalgamer.com/battlef...t=recon+sniper
http://www.tacticalgamer.com/battlef...t=recon+sniper
Search for "sniper recon" and you should be able to find more...
-lorax




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03-25-2007, 01:48 AM #14
Re: Sniper + Squad
I think this post quite different than those other two. The first is "sniper vs. squad", the second is more "lone wolfing with recon undertones.” Sniper + Squad is something I do very often (almost all the time)...and probably don't gain much respect for.
Things I find myself doing most often as a squad sniper:
-Killing the difficult targets, foes in FAVs, behind barriers, long range…etc.
-Protecting the squad by spotting enemies, and softening them up. Of course I don’t claim to rock my targets in the face 90% of the time from far away, but I can generally fire on in to their chest. More often than not, I shot 3-4 members of an enemy squad as they are moving in on my boys. I love to hear how my guys talk when they annihilate them, not knowing they were all at 20% health thanks to my tender care.
-Taking out motion mines and APM, that’s right snipers, your Zeller-H ASR has the extremely sexy ability to take out all those hazardous explosives from a very very safe distance…another one of your talents that is rarely noticed.
-Rocking the squad beacons, you can kill these from far away without having to deal with the enemy. (Very effective when you don’t have the time to camp it and need to be on the move)
There is more, but if I make this too long nobody will read it.
**Disclaimer: If you are not an exceptional sniper, you are the worst thing to ever happen to a squad. I know the times me and MrSparkle have joined forces for an elite sniper squad. We and up locking it and keeping it to about three members, because there just aren’t a lot of snipers out there who can keep up**
Special thanks to Exploding Silver, one of the few squad leaders I have seen brave enough to rock the recon kit.Shhhh I'm being made






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03-25-2007, 04:07 AM #15
Re: Sniper + Squad
Yah, I have to use the zeller a bit more tbh :S I said it is useless, since the stock rifles can zoom in as well, kill with 1 headshot and have more ammo, but the stabilizer makes the zeller a monster when it comes to very very long range percision fire as well as countersniping
I think there are some maps where snipers are really useful
Verdun for example or Minsk, especially on conquest. They can spot targets as well as take them out and yes, the ability of the zeller to take out RDX, motion mines, APMs, SLSBs and any infantry target with a well aimed shot is really useful on those large maps with lots of vehicles invoved.
Besides that, a voss wont beat a zeller at 200 meters distance
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