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  • BF3 Open Beta Kit Advice

    Rather than have yet another thread talking about battlelog, VOIP, and squads...I thought I would give my thoughts on the kits.

    Key message: If you unlock an ACOG while playing, it's only good for that kit (e.g., Assault) and that faction (e.g., Russians).

    How to accessorize. When the spawn screen is up (the screen where you choose where to spawn), click on the "CUSTOMIZE" tab. There you can choose your default gadgets for each kit.

    You have the following 6 gadgets

    Primary Optics (e.g., ACOG)
    Primary Under barrel (e.g., Vertical Foregrip)
    Primary Gadget (e.g., Suppressor or Laser Sight)

    Class Gadget (e.g, First Aid Kit)
    Supplemental Gadget (e.g., Dfrib)
    Specialization Perk (e.g., Sprint)

    Gadgets exist for your secondary (sidearm) but the come in the form of an unlock. For example, the Glock 17 with a visible laser is an unlock


    Assault:

    You start with M16A4 (US) or AK74M (RU). Both of these are serviceable. I had a bit more success with the M16 as the sights (reticule) is better.

    THe first unlock is the defrib kit. I don't know how to spell the full thing so I will call it the defrib kit. I was not able to do a run and shock. It seems to have a very small active zone and I had to kneel over the body or be prone to make it work. If you are on the receiving end of a defrib, you can either press space to accept or E to respawn.

    Second unlock is M416 (Available to both sides but have to unlock them separately). This is going to be your workhorse primary as Assault. I actually leveled up to this using the PP-2000 (level unlock). It has the crazy iron sights as the crappy US support weapon below.

    Third unlock is the M320 Underbarrel launcher. This does not appear to be activated in the demo.


    Engineer:

    Believe it or not, I have spent no time yet as engineer so some of this is speculative.

    You start with the M4A1 (US) or AKS-74U (RU). Battlefield pick-ups indicate that both of these seem fine.

    The first unlock for the engineer is the Stinger which doesn't work in the demo because there are no aircraft to lock onto. Eventually you will get the G36 (likely unavailable in the demo).

    For the demo purposes, you won't get to use the unlocks for the engineer so my advice is to try the other kits.


    Support:

    Both starting primaries suck, in my opinion. US gets some crazy M27 IAR (the US always has a dalliance for using an infantry rifle with an extended magazine as a base of fire weapon). THe RU gets something that is a little better, the RPK-74M. The RU get a bipod to start off. The Bipod is a mixed-bag. The button to deploy it is the same as your zoom-in (right mouse). So the animations and shooting get a little funky if you are shooting + zooming and happen to be near something for the bipod to latch onto.

    Oh and the M27 iron sights suck. Crappy Heckler and Koch sights.

    The first unlock is the M249 and this will be your workhorse.

    Your second unlock is C4 which is friggin awesome. I line the MCOM with it (doesn't damage it) and blow all the enemy camping it before I disarm. I also ring the US-Right/RU-left most tunnel mouth with it as I fall back. First wave to come through gets obliterated. Good times.

    Third unlock is some equivalent of a PKM. I don't have it yet so I dunno if it is available for the beta.


    Recon:

    You know this kit is actually playable as something other than a sniper. My advice is to wait until you reach rank 7 and us the PP-2000.

    Your default gadget is a spawn beacon. YOu don't need to be squad leader to use it. It seems that you have to go manually retrive it (cannot drop another one) unless your deployed one is now out of bounds. You spawn in standing up (and invaribly pointing in the least advantageous direction).

    The first unlock is the SV98. I didn't use it so I will say it sucks and pick a primary that will help your team more.

    THe second unlock is the T-UGS. Not sure what that is.


    General (Level) Unlocks

    Your starting secondary is an M9 (US) or an M443 (RU). This is all you need, I wouldn't both spending the time to unlock things or using any of the others

    1. (rank 01) 870 Shotgun. Devestating. You can put optics, etc., on it
    2. (rank 04) G17C. Glock 17 but apparently with a visible laser. IRL, the "C" means compensation ports so maybe this has less recoil
    3. (rank 07) PP-2000. I hated this goofy looking thing in BC2 but this weapon is pretty good in the demo. Lots of people were using it. A recon equiped with this is a viable use of the recon kit. You can mount optics and gadgets on it.
    4. (rank 10) M9 Tactical. Same as an M9 but with a flashlight. See my below opinion on flashlights but I wouldn't bother with this
    5. (rank 13) M443 Tactical. Same as an M443 but with a flashlight. I wouldn't bother.
    6. (rank 16) UMP-45. Time will tell if this is worth bothering (or simply continuing with the PP-2000)
    7. (rank 19) G17 Silenced. Suppressed G17 with accuracy, and damage penalties
    8. (rank 22) M1014. Semi-auto shottie. Oh boy!

    Specific (individual weapon) Unlocks

    These unlocks are the same gadget but you have to earn them separately for each weapon. For brevity I will only discuss them for all weapons.

    Optics:

    M145 (3.4x scope for support). Mediocre because you lose the busy black reticule against dark shapes. I didn't use it

    EOTech Sight (Holosight). A great sight. A workhorse that is found on pretty much every weapon. If you want to standardize on a single unmagnified optic across weapons, this is it.

    Trijicon Reflex (Red Dot). Also a great sight (unlike IRL). A simple red dot. A bit cleaner than the EOTech with a less obstructed view but usually is very far along the unlock tree. Not really worth the wait. Use the EOTech.

    Night Vision (IRNV-1x). Very specialize. But friggin awesome. I parked myself in the subway behind some fire or smoke and went to town on people. Crazy colors.

    Trijicon ACOG (4x). This should be your workhorse magnified optic. Your standard red chevron so it doesn't fade to black like the Elcan (M145) or the Russian optics.

    PKAS-Holo (RU Holo). Didn't look because I had already made my choices with the EOTech and ACOG.

    Kobra (RU Red Dot). YOu will get this early for the PP-2000 and it makes a great combination. If you are a no-prone run and gun person like me you will never feel outgunned with the PP-2000 and Kobra scope.

    PSO-1 (4x). Didn;t like it for the same reasons as the M145. Wait for the ACOG.


    Underbarrel Gadgets

    Vertical Foregrip: This is what I use across virtually everything. It reduces the horizontal jump in recoil. Use this.

    Bipod: It works and you immediately get minimum spread (and the spread doesn't increase as you shoot). I mentioned the funky key binding overload with zoom up above. Myself, I don't spend too much time stationary to bother with this.

    Heavy Barrel: Supposedly more accurate at the cost of more vertical jump. I equipped this for kicks (hah) because it's an early unlock and you don't get another one for a long time. Couldn't tell the difference.


    Other Gadget Slot:

    Extended Magazine: I will keep it simple. Use this. Excellent if you are not support and even better if you are. Takes your M249 from 100 round drums to 200 round drums.

    Flash Suppressor. Supposedly removed the tracer affect at the cost of accuracy. Not worth the accuracy loss, IMO

    Laser Sight. Why? As far as I can tell this is just eye candy. I dunno if it actually increases accuracy or what. I am already on the trigger before this thing settles down. It's also a "hey here I am." Don't bother.

    Tactical Flashlight. I am torn on this one. They work. The really do. I had some fun with the PP-2000 and toggling the flashlight on and off as I rounded corners. However, DICE should make them "off' when you start up (or remember where you had it last time). For every time I saw this work, I saw a teammate blind me 10 times. Folks, it's hard for me to see if you are friend or foe when you shine this at me so I will shoot first and ask questions later. Don't recommend until DICE makes the default off or what you had last time.

    Supressor. Quietness at the cost of accuracy, drop, and damage at distance. They didn't work well for me. Not as useful as BC2


    Specialization Perks:


    Sprint/Squad Sprint: Same as the syringe perk in BC2. I used this until I got the AMMO perk

    Ammo/Squad Ammo: Increases the rounds you carry by, I think, 50%. This is what I use.


    (I'll cover the rest another time because I am tired.)


    My loadouts:

    Assault:
    * M416 with ACOG or Holo (usually ACOG). Sometimes the IRNV. Vertical foregrip and heavy barrel
    * Default sidearm (M9 or M443). First aid kit and Defrib Kit. Ammo perk

    Support:
    * M249 with ACOG or Holo (usually ACOG). Sometimes the IRNV. Vertical foregrip and extended magazine
    * Default sidearm (M9 or M443). Ammo bag and C4. Ammo perk

    Recon:
    * PP-2000 with Kobra RDS. Dunno about the rest (will have to check)
    * Default sidearm (M9 or M443). Haven't unlocked anything else so the default spawn beacon and Ammo perk
    (will likely experiment with UMP-45 and M1014)


    Engineer:
    * No time with this kit

    http://battlelog.battlefield.com/bf4/user/58Congo/

  • #2
    Re: BF3 Open Beta Kit Advice

    unlocked 320 last night :)
    "Everyone makes fun of us rednecks with our big trucks and all our guns........until the zombie apocalypse"

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    • #3
      Re: BF3 Open Beta Kit Advice

      I derped around the 360 beta at my brother's house last night and it seemed like the laser sight had a disorienting effect on me. Either that or there was some sort of graphical bug that displayed a red haze over my vision at certain points.

      Dual thumb controller = fail.


      TG-18th 18th SF Operational Detachment Delta

      If you're playing the game, be in the correct TeamSpeak Channel.

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      • #4
        Re: BF3 Open Beta Kit Advice

        LOL. Mouse = surgeons scalpel like precision
        Dual thumb = surgeons scalpel duct taped to end of 10 foot bendy pole, held one handed


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        • #5
          Re: BF3 Open Beta Kit Advice

          Originally posted by Wicks View Post
          LOL. Mouse = surgeons scalpel like precision
          Dual thumb = surgeons scalpel duct taped to end of 10 foot bendy pole, held one handed
          Hence the old saw, "All Thumbs."

          http://battlelog.battlefield.com/bf4/user/58Congo/

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          • #6
            Re: BF3 Open Beta Kit Advice

            Originally posted by Ven View Post
            unlocked 320 last night :)
            I have it unlocked but couldn't equip it. Could you?

            http://battlelog.battlefield.com/bf4/user/58Congo/

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            • #7
              Re: BF3 Open Beta Kit Advice

              Originally posted by Ski-Racer View Post
              I have it unlocked but couldn't equip it. Could you?
              mines not "underbarrel" it's a grenade launcher that goes in the slot of your actual med kit. I liked it....not over powered and it takes a knack to aim it.
              "Everyone makes fun of us rednecks with our big trucks and all our guns........until the zombie apocalypse"

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              • #8
                Re: BF3 Open Beta Kit Advice

                fantastic post ski racer, thanks. +rep

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                • #9
                  Re: BF3 Open Beta Kit Advice

                  Yes, great post! Thanks for sharing.

                  3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.

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                  • #10
                    Re: BF3 Open Beta Kit Advice

                    Originally posted by Ski-Racer View Post
                    I have it unlocked but couldn't equip it. Could you?
                    You don't equip the grenade launcher through the weapon's accessories menu, you equip it in the gadget slot normally used for the medkit. That means when you're playing Assault-Medic, you choose between having medkits or the underbarrel grenade attachment. The interesting thing is that even if you select the underbarrel grenade attachment, you lose your medkits but you still retain the shock paddles and therefore can still revive teammates.

                    The other thing that's interesting is that you can choose to either give up your foregrip attachment and have the grenade launcher attached as an underslung device on your rifle or you can keep the foregrip and have the grenade launcher as a separate weapon.

                    Originally posted by Ven View Post
                    mines not "underbarrel" it's a grenade launcher that goes in the slot of your actual med kit. I liked it....not over powered and it takes a knack to aim it.
                    If anything I'd say it needs to be more powerful. I shot the grenade launcher a lot last night trying to get the hang of it and I only killed one person. I saw a dude dive into a bush, I shot the bush twice with the grenade launcher, but didn't get a kill. I ran up to the bush assuming someone else had killed him and to my surprise he was still alive lol.
                    "Looking for brahs to come fight crime with me" - Unload



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                    • #11
                      Re: BF3 Open Beta Kit Advice

                      Originally posted by VoodooIT View Post
                      If anything I'd say it needs to be more powerful. I shot the grenade launcher a lot last night trying to get the hang of it and I only killed one person. I saw a dude dive into a bush, I shot the bush twice with the grenade launcher, but didn't get a kill. I ran up to the bush assuming someone else had killed him and to my surprise he was still alive lol.
                      Perhaps an arming distance? I know for RPGs it feels like you need to be 10 feet away for the rocket to arm. I shot a tank from about 7 feet away and it just hit the tank with no explosion or damage.


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                      • #12
                        Re: BF3 Open Beta Kit Advice

                        There appear to be 4 kinds of unlocks when you play BF3.

                        1) The 'service star' unlock - This is the unlocks for your primary weapon that you are awarded for roughly every 10 kills. These unlocks are not shared amongst the weapons (ACOG for M16A4 is not usable with the M416 or the AK74M). Most 'main' weapons are fully unlocked at 350 kills but some specialized weapons (like the P90) have full unlocks at 150. Service star unlocks are for primary weapons only so all other weapons (secondary and supplemental items) don't get neat attachments for them.

                        Oddly enough, if you look at your kit screen there are service star bars for every item, but they don't have or gain any progress in them. Of course, if someone could find a way to 'kill' someone with a med or ammo kit they can find out for certain. ^_^

                        2) Kit unlocks - These unlocks are gained when you 'level up' with your specific kit. Kit XP is gained from actions made with the kit in game. These unlocks are for additional primary, supplemental, and kit items to be used with that kit only.

                        3) General unlocks - These unlocks are gained when you 'level up' with your soldier and gain new ranks. Soldier XP is the sum of your kit XP and the XP from any ribbons and awards gained. Each unlock includes a new dog-tag with your new rank and additional secondary and primary weapons that can be used with several different kits.

                        4) Specialist unlocks - These unlocks are gained...by magic. Heck if I know how these things are awarded since I appear to be stuck at 2/5 for the next one (Ammo) after getting sprint. These include things like increased sprint speed, additional ammo, flack jackets, faster/better suppression, additional grenades, squad bonuses, and other nifty things. These are all passive things you can add to any kit to improve your performance and the performance of your squad. Though since the 'squad unlocks' are so high up in the tree I'm not sure if they can stack. So having 4 "Squad additional grenade" may result in just 2 grenades (1+1) or 5 (1+4).


                        You can actually check out most of the available unlocks and your progress to the next one on your main soldier status page. Though the BattleLog status page appears to be buggy and some unlock pages send you to a generic M98 (the recon advanced sniper rifle) with no unlocks.


                        As for the Engineer kit...for infantry only maps I'd say the best use I've seen for it are both long range explosives (RPGs act like...well...Rocket Propelled Grenades) and for environmental destruction. I've seen a salvo of explosives turn rooms full of lockers with bottleneck doorways into wide empty hallways once the walls and lockers have been leveled. Though in true game oddity fashion some things are 'hard cover', like thin sheet metal, and cannot be destroyed even though meter thick concrete blocks can be leveled if enough explosives are leveled against them.
                        My sanity is not in question...
                        It was a confirmed casualty some time ago.


                        Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off.



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                        • #13
                          Re: BF3 Open Beta Kit Advice

                          Originally posted by Pvt Brokeback View Post
                          Perhaps an arming distance? I know for RPGs it feels like you need to be 10 feet away for the rocket to arm. I shot a tank from about 7 feet away and it just hit the tank with no explosion or damage.
                          I'd hope so. That's to protect us from ourselves. :row__588:
                          |TG|Melee
                          Clear Eyes, Full Hearts, Can't Lose!

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                          • #14
                            Re: BF3 Open Beta Kit Advice

                            Originally posted by Tarenth View Post
                            As for the Engineer kit...for infantry only maps I'd say the best use I've seen for it are both long range explosives (RPGs act like...well...Rocket Propelled Grenades) and for environmental destruction. I've seen a salvo of explosives turn rooms full of lockers with bottleneck doorways into wide empty hallways once the walls and lockers have been leveled. Though in true game oddity fashion some things are 'hard cover', like thin sheet metal, and cannot be destroyed even though meter thick concrete blocks can be leveled if enough explosives are leveled against them.
                            A related true "Battlefield" moment happened last night. I was support against another support vying for the space where the US attackers jump down from one of the pipes. Both of us were cuddled up on the tracks beside subway cars. A teammate's RPG propelled one of those green recycle dumpsters between the other support and me. I would hit the dumpster with my M249 until it got in the way of the other support. He would, in turn, shoot at it until it got in my way and his teammates could jump down in relative safety. For a good couple of minutes we traded fire trying to move this dumpster in each other's way. The dumpster is dancing around, bouncing off of walls. Good times.

                            http://battlelog.battlefield.com/bf4/user/58Congo/

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                            • #15
                              Re: BF3 Open Beta Kit Advice

                              Originally posted by Pvt Brokeback View Post
                              Perhaps an arming distance? I know for RPGs it feels like you need to be 10 feet away for the rocket to arm. I shot a tank from about 7 feet away and it just hit the tank with no explosion or damage.
                              No it was far away enough that it armed. It wasn't shot with perfect accuracy of course, but I figured the splash damage of two greandes would have killed the guy. Speaking of arming distance, the animation or visual cue for shooting a 40mm grenade at a wall that's too close is a little wonky for me.
                              "Looking for brahs to come fight crime with me" - Unload



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