.961 KD ratio. It was really bad to start, now every round typically ends at least 1.00
Battlefield 3
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I've played most of my time with the Engineer class. So I'll chime in a little with some thoughts.
The EOD bot is still a pain in the ass to control, and it's only really useful in Rush when you can arm and disarm the crates with it. On defense, just park it next to one of the crates so you'll be free to run around and be able to remotely disarm the crate if someone arms it. It's also a nice scout tool if you want to take a look in an area to see if anyone's covering it.
The Javelin is almost useless. You need either a clear line of sight to lock on to the ground vehicle or a Recon to use the SOFLAM to mark targets (which no one does anyway). Then you'll waste a shot when the target deploys smoke or pops flares. When you do hit the target, it does minimal damage (only 1/3 damage on MBTs) regardless of where it hits.
The SAMs are useful depending on the map/mode. Conquest maps like Kharg Island and Operation Firestorm are where you'll really get the opportunity to use these. Just remember that you'll want to bait your target into deploying flares before you fire or be ready to re-aquire them to get a second shot off before their counter-measures recharge. If they don't have flares, then they're easy points.
The standard rocket launchers are the best all around performers. Just remember to take account the distance from the target and adjust for the drop. Remember that the best place to hit an armored vehicle is on it's back or the side. These are also good at taking out cover and flushing out guys at choke points.
AT Mines are awesome as long as you put them in well traveled paths (two will take out MBTs).
If you're going anti-vehicle, you'll also want to consider using the Explosives Specialization that will double your rocket and mine capacity when you hit level 11.
I'm still not sure of the best primary weapon between the SCAR-H and G36C. I haven't put in the time in co-op to unlock the SG553, but the other two mentioned will do the job just the same.
Last but not least, don't underestimate the power of the repair torch. If you use your last rocket to disable a tank, don't be afraid to run up to that mfer and tear that bitch's ass apart with your trusty tool. If you see a friendly vehicle that needs repair, repair it. If you see some dumbass enemy trooper hop out of a disabled tank, shoot him in the face and repair that shit and take it for yourself and your team. If you see some jackass enemy sniper camping on some rock, walk up behind him and start a barbeque.Comment
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Depends on the class you use mainly really. I would assume engineers would tend to have a lower KD simply based on the fact that one of their main duties is to blow shit up, which is inherently detrimental to one's KD as you're going up against tanks and helicopters in doing so.
Recon should have the highest really if they do their jobs right. Their job is to scout the action and/or move up the spawn. Either way they shouldn't be in the middle of firefights very often so it would lead to a higher one.Comment
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Right, but there's been many a time where I've, or someone else on my team, has carried the team while having a huge negative KD.
Depends on the class you use mainly really. I would assume engineers would tend to have a lower KD simply based on the fact that one of their main duties is to blow shit up, which is inherently detrimental to one's KD as you're going up against tanks and helicopters in doing so.
Recon should have the highest really if they do their jobs right. Their job is to scout the action and/or move up the spawn. Either way they shouldn't be in the middle of firefights very often so it would lead to a higher one.Comment
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Thats just one match. Of course that will happen sometimes, but more often then not I don't think it does.
I was curious so I plotted K/D vs Score/Minute for 50 people from battlelog:
R=0.7977, so they are pretty strongly correlated.Comment
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K/D isn't completely irrelevant. In Rush, Attacking Squad only has 75 -100 tickets to arm both M-COM Stations. If you have 3 guys that go 4-11, 3-9, 2-15, that's already close to half the tickets and you still have 9 other players on your team dying. Of course in a situation that you're being really aggressive and getting the M-COM stations armed, who cares about how many times you died. Once you get two Armed, you start over again with 75 tickets anyways. In situations where your team is very passive and sit back, that shit adds up fast.
Also for Conquest if I am correct, once a team has more than half the stations controlled, not only do tickets start bleeding away like a ticker but Kills start counting as tickets.
Not 100% completely sure but I thought I read thats how it works.
o TH3 N3RD o
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I've played most of my time with the Engineer class. So I'll chime in a little with some thoughts.
The EOD bot is still a pain in the ass to control, and it's only really useful in Rush when you can arm and disarm the crates with it. On defense, just park it next to one of the crates so you'll be free to run around and be able to remotely disarm the crate if someone arms it. It's also a nice scout tool if you want to take a look in an area to see if anyone's covering it.
The Javelin is almost useless. You need either a clear line of sight to lock on to the ground vehicle or a Recon to use the SOFLAM to mark targets (which no one does anyway). Then you'll waste a shot when the target deploys smoke or pops flares. When you do hit the target, it does minimal damage (only 1/3 damage on MBTs) regardless of where it hits.
The SAMs are useful depending on the map/mode. Conquest maps like Kharg Island and Operation Firestorm are where you'll really get the opportunity to use these. Just remember that you'll want to bait your target into deploying flares before you fire or be ready to re-aquire them to get a second shot off before their counter-measures recharge. If they don't have flares, then they're easy points.
The standard rocket launchers are the best all around performers. Just remember to take account the distance from the target and adjust for the drop. Remember that the best place to hit an armored vehicle is on it's back or the side. These are also good at taking out cover and flushing out guys at choke points.
AT Mines are awesome as long as you put them in well traveled paths (two will take out MBTs).
If you're going anti-vehicle, you'll also want to consider using the Explosives Specialization that will double your rocket and mine capacity when you hit level 11.
I'm still not sure of the best primary weapon between the SCAR-H and G36C. I haven't put in the time in co-op to unlock the SG553, but the other two mentioned will do the job just the same.
Last but not least, don't underestimate the power of the repair torch. If you use your last rocket to disable a tank, don't be afraid to run up to that mfer and tear that bitch's ass apart with your trusty tool. If you see a friendly vehicle that needs repair, repair it. If you see some dumbass enemy trooper hop out of a disabled tank, shoot him in the face and repair that shit and take it for yourself and your team. If you see some jackass enemy sniper camping on some rock, walk up behind him and start a barbeque.
I also love the RPG. Great all around weapon and I love using it to clean campers out.
I think the best weapon is the G36C, but don't underestimate the M4A1. I feel it is very balanced across the board, and I can use it from long range without the heavy barrel. With practice, it is a great weapon.
Other than that, I have no other comments to make.Comment
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I get all of the different versions of the M4 mixed, up in BF3. But I agree. I used the SCAR-H a lot. And I've used the M4A1(I guess, I still don't know which it is that I use the most) about equally and really like it. The M4 that only has a semi-auto and single shot setting kinda stinks. Mostly because semi-auto doesn't seem to work better than controlled burst on full-auto, in my experiences.Comment
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