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BF3 Weapon and Attachment Quirks
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Topic: BF3 Weapon and Attachment Quirks (Read 3737 times)
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
BF3 Weapon and Attachment Quirks
«
on:
November 12, 2011, 11:34:45 am »
Just a few things I'd heard from players that I thought Id check out. Its a WIP, ill be adding to it as I go along. C&C and anything you guys have noticed thats worth adding is appreciated.
The PSO-1 4x zoom scope has noticeably lower recoil then its counterpart, the ACOG 4x zoom. This, however, is offset by a lack of greater peripheral vision and a lighted target chevron--useful in dark spaces such as Operation Metro--both traits that the ACOG scope possesses.
The damage of ARs is as follows (max-min): M16A3/M16A4/AK-74M: 25-16.7; H&K416/AEK-974 Vintovka/AN-94/F2000: 25-19; G3A3: 34-28. As you can see the G3A3 deals the most damage; its minimum damage far outclassing the maximum damage of its contemporaries, and the non-starting ARs hold a higher minumum damage then the starter ARs. However, it must be said that the starting ARs are markedly easier to use and are more multipurpose in my eyes. Only the H&K416 can approach this status, though its lower accuracy can become a liability outside of 80 meters.
Tactical Lasers and TacLights can be seen through smoke, as can scope glare from 6x or higher magnification scopes. Keep this in mind when advancing through your own smoke screen, and take care to shut off your light-related attachments!
For class-specific Specializations...
Assault: Avoid the Ammo perk unless youre using the AEK-971. Its really not that useful seeming as at some point youre probably going to revive a Support, who will plop down an ammo crate as thanks 90% of the time. Sprint is useful, as is Suppression; as the 'fire and move' boots on the ground class, youre going to be doing a lot of sprinting, and being able to stack the effects of suppression (extra blurred vision, stopping HP regen for twice as long) is invaluable to making it to cover or keeping that almost-dead targets head down while you reload. Cover is only somewhat useful, as most of the time once youre suppressed its best to lay low, regen HP, and let your team kill whoever's shooting you. An extra Frag is rarely useful, so I avoid that perk in general.
Support: For the love of god, YOU DONT NEED THE AMMO PERK. Sprint helps offset the slower speed of your character and his LMG, and Suppression is a no-brainer when using such a weapon. Cover is actually useful on this class, cllowing you to return fire from your bipod (if youre using one) with a clear field of view devoid of burring. With your ammo crate, the frag perk is also unneeded.
Engineer: Nobody to revive, and chances are youll be stranded if your helo or tank is burned out, so take the Ammo specialization along to keep your ammo-burning SMG fed. Explosives are an easy pick, more ammunity for your rocket launcher is oh-so-useful since vehicles are now harder to destroy. The extra frag is well worth it, as with an SMG and rocket launcher youll be blowing out walls and running into (or flushing enemies out of) cover, guns blazing. Suppression isnt needed as you having to sustain fire with, though Cover might be nice if you need to get off that 'one last rocket' before you hit the deck or die. The Flack Jacket spec is great if youre constantly strafed by the helo youre trying to lock onto or blown up by the tank youre chasing down.
Recon: I never really use this class, so my experience is pretty light on this one. If playing lonewolf, of course bring along ammo. The Suppression spec is fairly useful; keeping your targets heads down to relocate or finish them off is a very useful skill of a recon. Cover is also nice, keeping your screen clear in sniper vs sniper fights. Extra frags and explosives are useless on a class that should be avoiding close combat unless equipped with a shotgun; in that case, take the USAS-12 with Frag ammo (extra suppression), a TacLight, and the Suppression spec and watch how hilariously disoriented enemy players become.
«
Last Edit: November 12, 2011, 01:54:04 pm by TheVolskinator
»
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EliteGren
EIR Veteran
Posts: 6106
Re: BF3 Weapon and Attachment Quirks
«
Reply #1 on:
November 12, 2011, 11:36:14 am »
Working on the USAS like a madman. Combined with frag rounds that thing will entertain me for a long time
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Quote from: deadbolt on July 30, 2012, 08:08:48 am
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
brn4meplz
Misinformation Officer
Posts: 6952
Re: BF3 Weapon and Attachment Quirks
«
Reply #2 on:
November 12, 2011, 12:16:07 pm »
Quote
The PSO-1 4x zoom scope has noticeably lower recoil then its counterpart, the ACOG 4x zoom. This, however, comes at the cost of greater peripheral vision and a lighted target chevron--useful in dark spaces such as Operation Metro.
I wasn't going to post but I had to. Your English is all fucked up there. I assume you mean the ACOG is the sight that has greater Peripheral vision and a glowing reticle. The way it is now makes it seem like you think those things are a drawback.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: BF3 Weapon and Attachment Quirks
«
Reply #3 on:
November 12, 2011, 01:50:31 pm »
Admittedly flawed grammer as I had just awoken. Yes, the PSO-1 has less recoil, less peripheral, and no lit chevron. The ACOG has more recoil but better peripheral vision and a lit center chevron.
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brn4meplz
Misinformation Officer
Posts: 6952
Re: BF3 Weapon and Attachment Quirks
«
Reply #4 on:
November 12, 2011, 02:07:18 pm »
Weird. Recoil is a property of the weapon, not the sight. Additionally, the weapon with more peripheral vision would appear to offer less Recoil. The ACOG is designed to not be a sight you look down but to offer a sight picture imposed over your normal view. It's a sight system you use with both eyes open.
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LeoPhone
Honoured Member
Posts: 0
Re: BF3 Weapon and Attachment Quirks
«
Reply #5 on:
November 12, 2011, 02:46:24 pm »
recoil is meaningless in this game.
for some retarded reason your weapon loses accuracy after a long burst even if you manage to keep the reticle pointed at the enemy.
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Scotzmen
EIR Veteran
Posts: 2035
Re: BF3 Weapon and Attachment Quirks
«
Reply #6 on:
November 12, 2011, 10:50:22 pm »
IRNV x1 Scopes are pretty handy on pretty much every map. PDWs and shotguns are pretty damn good as well. Loving the PP-2000 and M1014
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: BF3 Weapon and Attachment Quirks
«
Reply #7 on:
November 13, 2011, 08:56:20 am »
IRNV scopes are...gay, frankly. "Derp, everything glows bright orange so using cover is now pointless cuz i can see and clip any tiny snippet of you poking out from cover that i normally couldnt even see."
Hiding in the dark? Nope. Behind a bush? I C U! Maybe a wall? Oh, your pinky finger is showing, gg.
The fact that, being pretty much an RDS, they have no notable recoil is also pretty silly--slap one on an M249 (already borderline OP) with a Grip and Suppressor and youve got an instawin weapon on your hands. The same combo can be seen on an endless array of weapons; silencer, grip, IRNV.
PP-2000 is a favorite of mine, but the M1014 ive heard is kinda meh on occasion (something fucked up with its pellet spread or something).
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skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: BF3 Weapon and Attachment Quirks
«
Reply #8 on:
November 13, 2011, 09:07:21 am »
M249 best weapon for me
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Quote from: deadbolt
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
EliteGren
EIR Veteran
Posts: 6106
Re: BF3 Weapon and Attachment Quirks
«
Reply #9 on:
November 13, 2011, 09:10:22 am »
M98 Barett FTW
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