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Guide: Aggressive Recon, Close-Quarters (CQ)

Resin_Smoker
DE Enlisted: 2011-10-29
2016-01-20 11:11 , edited 2016-06-16 07:05 by Resin_Smoker
This guide is meant to pass on some of the most successful Recon strategies I've learned over the last several years playing Battle Field 3, Close Quarters.

AR (Aggressive Recon) First off an AR isn't a Bush-Wookie but rather a specialist at aggressive area denial. Rather then camping or laying prone, AR's "patrol" the area adjacent their TUGS. (A.K.A Lurking) Ideally, the AR can intercept and setup ambush points for enemies coming into the TUGS sphere of influence. Thus preventing / denying an enemy access to or through a strategic location. Aggressive Recons that are good, are rare and as such they typically dominate most maps with little to no assistance from their team. Thus expect to be called out as a hacker and receive allot of hate from other players that don't fully understand the mechanics of the game.

SA (Situational Awareness) Is the ability to identify, process, and comprehend the critical elements of information about what is happening to the team with regards to the Objective(s). More simply put, it's knowing what is going on around you before the enemy does. Now as such, SA is a huge aspect of BF3-CQ, far more then what casual players often realize. Being aware of what's going on before the opposing team does can allow you to quickly Pre-Fire on enemies well before they can see you coming. In other words, by pre-firing, it allows you to minimize your TTK (Time To Kill) on your enemy while reducing the amount of time they have to react / avoid your attack.

TUGS (Tactical Unattended Ground Sensor) The TUGS can automatically spot targets (duh) but what people don't realize is that this effect is three dimensional (x,y & z). On with a multi-floor structure or map, placing the TUGS on the middle floor / level can provide spotting for the floors above and below it. However the limitation is that the spotted enemies are not shown to you or your team, unless your or your team is on the same level as the spotted enemy. Hence it's often a good idea to frequently change floors to check if enemies are attempting to flank over or under your current position. Beyond this, the single biggest issue I see with the TUGS is, placement. Either it's difficult to drop where you want it or finding a location that both provides good sensor coverage while hiding the TUGS location can be a real pain. Best thing to do is practice on a low population server with placement until you have a reasonable idea of what works for you.

SB (Spawn Beacon) The SB allows you and your team mates to spawn at the location of your choosing but very often the tactical importance of this ability is overlooked. By having the SB nearby its possible to keep pressure on a strategic location or objective and thus keep the opposing team off-balance. What's the reason for this imbalance? Simply put, when a player re-spawns often they're required run around / through much of the map to get to the contested objective. This wastes precious time as well as risks the players team getting caught in a Spawn Trap. (Example: Ziba-Tower's Objective "A") What is a spawn trap you ask? Well, the team caught in a Spawn-Trap will be forced to spawn over and over again at the same location, while running the gauntlet to get clear from their spawn location. (A.K.A Turkey-Shoot) More often then not, the team taking Ziba-Tower's Objective "A", loses the round. Lastly, the direction you place the spawn beacon down is the direction you will spawn. Careful placement allows you a remote view of an area and may allow you to ambush unsuspecting enemies.

MM (MINI-Map) Something that I feel is largely ignored is the ability to re-size and scale the MM to suit the situation. Enlarging the MM as shown in the below link (Double normal size), can definitely help you see what's going on and thus provides an advantage most players ignore. To Enlarge the map, press "M", to re-scale / zoom the map press "N".

http://i243.photobucket.com/albums/ff166/Aenonar/BF3/ScreenshotWin32-0014.png [i243.photobucket.com]

Best Weapons Flat out the best overall Close-Quarters weapons are those with high impulse. Now I'm sure your wondering what I mean by this? In a nutshell, this refers to weapons with a high damage-to-shot ratio. Keep in mind that the majority of all engagements in CQ are within 10m and this doesn't account for extended clips available to some weapons.

Impulse Formula: Damage (DMG) x Clip-Size (CS) = Potential damage / Impulse

Example(s)
FAMAS: 25 DMG, CS 26, Impulse = 650
AEK-971: 25 DMG, CS 31, Impulse = 775
M16A4: 25 DMG, CS 31, Impulse = 775
M417: 50 DMG, 21 CS, Impulse = 1050
UPM45: 34 DMG, CS 26, Impulse = 884

As you can clearly see with weapons such as the M417 and the UPM-45, they have a significant advantage over some of the other more commonly played (Assault) weapons. Further more, both weapons have relatively large clips, reload quickly, excellent hip-fire, high to moderate suppression and recoil is easily manageable. Only LMG's can have a higher Impulse and that's only because LMG's can carry 100 + rounds.

Suggested Attachments
M417: Kobra Red-Dot-Sight (RDS), Suppressor (Don't show on mini-map when firing)
UMP-45: Reflex Red-Dot-Sight (RDS), Laser Sight (improved hip-fire), Suppressor (Don't show on mini-map when firing)

Notes:
- Low magnification Holo sight is advised as this allows the M417's peripheral vision to remain open.
- Avoid the M417's fore-grip as the loss of accuracy really isn't worth the improved horizontal recoil. (M417 has high vertical recoil)
- The damage drop-off from the suppressor is minimal as most CQ fights are within 20 meters. Even still it's worth having it for no other reason(s) then to remain off the enemies mini-map, while significantly reducing the weapons recoil.
- The Laser-Sight can give away your position while your in dark locations. Remember to toggle it off "T" to avoid detection.

Hand Guns My preferred weapon here is the G18 simply due to its high rate of fire, large clip size and quick reload. This comes in very handy when your caught reloading your primary and must quickly swap to the secondary to engage the enemy. Despite the high rate of fire, I'd suggest manually burst firing between 3-5 rounds (in rapid succession) to keep the pistols recoil manageable while conserving ammo as much as possible. Now while there are some that say other pistols are better or have this and that attachment. In my opinion what it all comes down to volume of fire. When you need it most, the G18 can blow though its entire clip at close range with a high % chance of killing the target outright. This is something that the other pistols don't do well, especially when your in a panic and must whip / spin around to engage a target.

Essential Perks Perks are something which are often overlooked but can really have a significant impact on the outcome of a battle.
Case in point, the Suppression perk...
Quote From: Suppression - Battlefield Wiki - Wikia "While suppressed, a soldier's vision will blur and lose focus, he will call out for help, experience a noticeably large increase of scope sway and hip fire spread, and as of the 1.04 patch (March 2012) a substantial increase in recoil and bullet spread. Suppression cancels any automatic health regeneration, but not recovery due to a nearby med-kit."

Now the real advantage of suppression that a recon is most interested in is that suppression greatly affects a players physical aim and hip fire. This effect is so potent that an enemy standing in close proximity (while suppressed) can often miss, even whilst spraying the entire clip. This allows the Aggressive Recon to frequently avoid damage they'd otherwise receive. Beyond that, the other perks are really just a matter of preference, unless your squad requests a something specific.

Other Notes Another thing to consider here is that due to the limitations of the games tick-rate and the variability of an internet connection, it may be possible to see an enemy come into view on the MM a moment before they are physically in view. By knowing this and carefully monitoring the MM, it's possible to sometimes dodge fire, knife attempts and pre-fire the enemy well before they realize what's going on. Beyond this knowing the map and how best to use windows to flank an enemy can often allow you to wipe-out an entire squad before they realize where the fire is coming from.

Lastly and most importantly... Play an Aggressive Recon as you would an Assault class, not a Sniper! No camping, keep mobile, and get in your enemies face. Keep in mind that have the ability to see where your enemies are, suppress them and in many cases out-damage them. This gives you every advantage possible with a 1-on-1 confrontation as well as allowing you to flank and successfully engage large groups if done correctly.

Resin
[url="http://www.enjin.com/bf3-signature-generator"][img]http://sigs.enjin.com/sig-bf3/ba6965f9ce62a9a7.png[/img][/url]
Hessuniemii
FI Enlisted: 2012-01-01
2016-01-20 22:37
Throws a bag of attention!

This thread is gr8 m8 i r8 it 8/8!
No serious, good job :P
This feature is beyond useless now
MisanthropicImp
GB Enlisted: 2014-05-28
2016-01-21 18:56
EP-Hessuniemi said:
No serious, good job :P

welllll... lets not go overboard :p
Fly, you fools!
Resin_Smoker
DE Enlisted: 2011-10-29
2016-01-22 09:31
EP-Hessuniemi / MisanthropicImp

As always, thank you both for your initial feed back.

If either of you have suggestions that in some way can improve this guild, then please feel free to PM me directly.

Cheers!

Resin
[url="http://www.enjin.com/bf3-signature-generator"][img]http://sigs.enjin.com/sig-bf3/ba6965f9ce62a9a7.png[/img][/url]
SStaged
US Enlisted: 2011-10-25
2016-01-28 02:25
This guy is probably one of the best I've played with and we've put in quite a few hours in BF3 Close Quarters. I can rely on him with excellent beacon placements and we can pretty much read off each other as we play. The situational awareness bit is key. When spawns change, we'll know where we need to be and his beacon placements (not to mention his lethal shots!) really keeps things going.
mph199
US Enlisted: 2011-11-20
2016-02-08 14:22
Resin_Smoker said:
This guide is meant to pass on some of the most successful Recon strategies I've learned over the last several years playing Battle Field 3, Close Quarters.

Specifically this guide will detail the following:

What is an Aggressive Recon (CQ)?
Situational Awareness
TUGS
Spawn Beacon (Radio)
MINI Map
Best Weapons
Suggested Attachments
Hand Guns
Essential Perks
Other Notes

AR (Aggressive Recon)
First off an AR isn't a Bush-Wookie but rather a specialist at aggressive area denial. Rather then camping or laying prone, AR's "patrol" the area adjacent their TUGS. (A.K.A Lurking) Ideally, the AR can intercept and setup ambush points for enemies coming into the TUGS sphere of influence. Thus preventing / denying an enemy access to or through a strategic location.

SA (Situational Awareness)
Is the ability to identify, process, and comprehend the critical elements of information about what is happening to the team with regards to the Objective(s). More simply put, it's knowing what is going on around you before the enemy does. Now as such, SA is a huge aspect of BF3-CQ, far more then what casual players often realize. Being aware of whats going on before the opposing team does can allow you to quickly pre-fire on enemies well before they can see you coming. In other words, by pre-firing, it allows you to minimize your TTK (Time To Kill) on your enemy while reducing the amount of time they have to react / avoid your attack.

TUGS (Tactical Unattended Ground Sensor)
The TUGS can automatically spot targets (duh) but what people don't realize is that this effect is three dimensional (x,y & z). On with a multi-floor structure or map, placing the TUGS on the middle floor / level can provide spotting for the floors above and below it. However the limitation is that the spotted enemies are not shown to you or your team, unless your or your team is on the same level as the spotted enemy. Hence it's often a good idea to frequently change floors to check if enemies are attempting to flank over or under your current position. Beyond this, the single biggest issue I see with the TUGS is, placement. Either it's difficult to drop where you want it or finding a location that both provides good sensor coverage and hidings the TUGS location can be a real pain. Best thing to do is practice on a low population server with placement until you have a reasonable idea of what works for you.

SB (Spawn Beacon)
The SB allows you and your team mates to spawn at the location of your choosing but very often the tactical importance of this ability is overlooked. By having the SB nearby its possible to keep pressure on a strategic location or objective and thus keep the opposing team off-balance. What's the reason for this imbalance? Simply put, when a player re-spawns often they're required run around / through much of the map to get to the contested objective. This wastes precious time as well as risks the players team getting caught in a Spawn Trap. (Example: Ziba-Tower's Objective "A") What is a spawn trap you ask? Well, the team caught in a Spawn-Trap will be forced to spawn over and over again at the same location, while running the gauntlet to get clear from the objective. (A.K.A Turkey-Shoot) More often then not, the team taking Ziba-Tower's Objective "A", loses the round. Lastly, the direction you place the spawn beacon down is the direction you will spawn. Careful placement allows you a remote view of an area and may allow you to ambush unsuspecting enemies.

MM (MINI-Map)
Something that I feel is largely overlooked is the ability to re-size and scale the MM to suit the situation. Enlarging the MM as shown in the below link (Double normal size), can definitely help you see whats going on and thus provides an advantage most players ignore.

http://i243.photobucket.com/albums/ff166/Aenonar/BF3/ScreenshotWin32-0014.png [i243.photobucket.com]

To Enlarge the map, press "M", to re-scale / zoom the map press "N".

Best Weapons
Flat out the best overall Close-Quarters weapons are those with high impulse. Now I'm sure your wondering what i mean by this? In a nutshell, this refers to weapons with a high damage-to-shot ratio.

Notes:
- Keep in mind that the majority of all engagements in CQ are within 10m and this doesn't account for extended clips available to some weapons

Impulse Formula: Damage (DMG) x Clip-Size (CS) = Potential damage / Impulse

Example(s)
FAMAS: 25 DMG, CS 26, Impulse = 650
AEK-971: 25 DMG, CS 31, Impulse = 775
M16A4: 25 DMG, CS 31, Impulse = 775
M417: 50 DMG, 21 CS, Impulse = 1050
UPM45: 34 DMG, CS 26, Impulse = 884

As you can clearly see with weapons such as the M417 and the UPM-45, they have a significant advantage over some of the other more commonly played (Assault) weapons. Further more, both weapons have relatively large clips, reload quickly, excellent hip-fire, high to moderate suppression and recoil is easily manageable. Only LMG's can have a higher Impulse and that's only because LMG's can carry 100 + rounds.

Suggested Attachments
M417: Kobra Red-Dot-Sight (RDS), Suppressor (Don't show on mini-map when firing)
UMP-45: Reflex Red-Dot-Sight (RDS), Laser Sight (improved hip-fire), Suppressor (Don't show on mini-map when firing)

Notes:
- Low magnification Kobra sight is advised as this allows the M417's preferential vision to remain open, while providing red 3-prong cross reticle that's not available with iron-sights.
- Avoid the M417's fore-grip as the loss of accuracy really isn't worth the improved horizontal recoil. (Weapon has high vertical recoil)
- The damage drop-off from the suppressor is minimal as most CQ fights are within 10-20 meters. Even still it's worth having it for no other reason(s) then to remain off the enemies mini-map, while significantly reducing the weapons recoil.
- The Laser-Sight can give away your position while your in dark locations. Please be sure to toggle it off "T" to avoid detection.

Hand Guns
My preferred weapon here is the G18 simply due to its high rate of fire, large clip size and quick reload. This comes in very handy when your caught reloading your primary and must quickly swap to the secondary to engage the enemy. Despite the high rate of fire, I'd suggest manually burst firing between 3-5 rounds (in rapid succession) to keep the pistols recoil manageable while conserving ammo as much as possible. Now while there are some that say other pistols are better or have this and that attachment. In my opinion what it all comes down to volume of fire. When you need it most, the G18 can blow though its entire clip at close range with a high % chance of killing the target outright. This is something that the other pistols don't do well, especially when your in a panic and must whip / spin around to engage a target.

Essential Perks
Perks are something which are often overlooked but can really have a significant impact on the outcome of a battle.
Case in point, the Suppression perk...

Quote From: Suppression - Battlefield Wiki - Wikia
"While suppressed, a soldier's vision will blur and lose focus, he will call out for help, experience a noticeably large increase of scope sway and hip fire spread, and as of the 1.04 patch (March 2012) a substantial increase in recoil and bullet spread. Suppression cancels any automatic health regeneration, but not recovery due to a nearby med-kit."

Now the real advantage of suppression that a recon is most interested in is that suppression greatly affects a players physical aim and hip fire. This effect is so potent that an enemy standing in close proximity (while suppressed) can often miss, even whilst spraying the entire clip. This allows the Aggressive Recon to frequently avoid damage they'd otherwise receive. Beyond that, the other perks are really just a matter of preference, unless your squad requests a something specific.

Other Notes
Another thing to consider here is that due to the limitations of the games tick-rate and the variability of an internet connection, it may be possible to see an enemy come into view on the MM a moment before they are physically in view. By knowing this and carefully monitoring the MM, it's possible to sometimes dodge fire, knife attempts and pre-fire the enemy well before they realize whats going on. Beyond this knowing the map and how best to use windows to flank an enemy can often allow you to wipe-out an entire squad before they realize where the fire is coming from.

Lastly and most importantly... Play an Aggressive Recon as you would an Assault class, not a Sniper! No camping, keep mobile, and get in your enemies face. Keep in mind that have the ability to see where your enemies are, suppress them and in many cases out-damage them. This gives you every advantage possible with a 1-on-1 confrontation as well as allowing you to flank and successfully engage large groups if done correctly.

Cheers,

Resin


1. Your math is way off... "Impulse" (whatever the hell that is) means nothing... What you should be citing is damage per second, or effective time to kill...

2. Did you really write this long guide about CQB without addressing shotties even once?? Don't tell me you're one of those purist hipsters who's "above" using shotguns when you're running around Ziba with a freaking M417...

3. Yeah, the UMP-45 is a no-brainer (even though it's slightly bested by the M5K, it's a matter of personal preference) , so you aren't breaking any new ground there...

4. Sidearms are personal preference, but I don't know why for CQB the G18 would be that much of a better choice than say, the REX or the 1911...
Resin_Smoker
DE Enlisted: 2011-10-29
2016-04-27 12:27 , edited 2016-04-30 09:08 by Resin_Smoker
1) Impulse is based off a weapons raw damage potential and doesn't take into consideration other factors. TTK (Time To Kill) takes into account more of the qualities your likely to experience in-game. To be blunt, with most of the kills taking place under 5 meters, such quantities become irrelevant to an experienced player.

2) Shotties are omitted simply because on the majority of "Ranked" CQ servers they're considered overpowered / unbalanced. Thus they've often become restricted or outright banned. Anyways, this is further compounded when slugs are factored in, as the chances of being 1-shot becomes a near certainty under 5 meters. Keep in mind, that in the hands in an experienced player, it's all to easy to 1-shot others from across the map. Further more, Shotties & slugs, are often favored by those players with limited skill or those choosing to use scripts. The "Script kiddies" love it as it's much harder to observe the aimbot violation with the shotties one-shot capabilities whilst striking any part of the targets body.

Note: Try using an M417, it's not as easy as you think. Keep in mind I'm ranked 3rd in the world with the M417 so I know what I'm talking about here.

3) Thank you for contributing nothing... And oh, UMP > MK5

4) 1 on 1, I can pwn even most experienced players with just the G18. Can't really say the same for the other sidearms as they are either too slow, don't do consistent damage, have poor recoil or a small clip size. Having the G18 is the equivalent of having a submachinegun as a secondary.

Cheers!

Resin_Smoker
[url="http://www.enjin.com/bf3-signature-generator"][img]http://sigs.enjin.com/sig-bf3/ba6965f9ce62a9a7.png[/img][/url]
Xr_Zharakov-x
PH Enlisted: 2014-06-02
2016-04-30 06:35
Great Guide Smoker

But as for hotkeys i suggest these for more accessbility

Minimap enlarge - Capslock
Minimap Zoom in/out - F
Knife - Middle Mouse Button
Nicknamed the High Ping King. Ephesians 2:8-9
Resin_Smoker
DE Enlisted: 2011-10-29
2016-04-30 09:03 , edited 2016-04-30 11:24 by Resin_Smoker
Yeah, hotkeys end up being a matter of preference with most players.

Oh and as always if you' have further suggestions I'm always willing to listen.

Cheers!

Resin_Smoker
[url="http://www.enjin.com/bf3-signature-generator"][img]http://sigs.enjin.com/sig-bf3/ba6965f9ce62a9a7.png[/img][/url]
XxDrubbxX
FR Enlisted: 2013-01-18
2016-06-13 14:56 , edited 2016-06-13 16:31 by XxDrubbxX
Keep in mind I'm ranked 3rd in the world with the M417 so I know what I'm talking about here.

3) Thank you for contributing nothing... And oh, UMP > MK5


Note: Wow, that much? I knew you had a loooooooot of kills with M417 but that way... I couldn't guess. So I'am happy that you tried to teach me a few things while playing! I'll keep in mind every thing you told me AND what you write here, to try being best in recon class...

3) +1000. UMP has a much larger clip than MK5, with a smaller rate of fire, so that you can kill 3-4 enemies if you aim well with only one clip, while with the MK5 you have to reload every time, or put a larger clip, which makes you drop out the suppressor. For these reasons, I think the UMP is much better than MK5, even if MK5 is a good weapon too!

See you soon while playing,

Drubb
Tp3n6-1
US Enlisted: 2011-12-25
2016-06-14 15:07
Yo this is great. A comprehensive guide that offers good tactics and how to maximize the recon class. Legit 10 tp's outta 10
#1 in the world with the 44. Scoped on PS3. PC players are bad. Send me nudes yo
Resin_Smoker
DE Enlisted: 2011-10-29
2016-06-15 18:54 , edited 2016-06-16 07:19 by Resin_Smoker
Sorry for re-posting here as apparently there is an imposed text limit...

PF Pre-Firing What is this you ask? Very simply it's firing on an enemy just moments before they come into view. The advantage here is that your shots are already traveling towards the enemy and thus will "most-likely" impact the moment they round the corner. From the enemies perspective, its as if they are being firing on through the wall. Reason it appears that way, is that we're taking advantage of the inherent lag between players and the server. In other words, by the time the enemy realizes that they're being shot at, (from our perspective and the servers) they're already dead. Thing to remember is that none of the Battle Field releases (that I am aware of) have server side hit detection as thus he / she who fires first, most often wins.

Accuracy & Precision vs. Recoil In Layman's terms, Accuracy is the ability to hit the target, where Precision is the ability to repeatedly hit the same target. Being able fire Accurately and Precisely requires intimate knowledge of how your weapon behaves and how to manage recoil. Best tool I can suggest to gauge your real world performance is http://bf3stats.com/stats_pc/Resin_Smoker [bf3stats.com].

The above link is my profile and if you scroll down some you'll see my "overall" accuracy. (23-24%) Scroll further down and you'll see my stats for all my weapons. To be blunt, your accuracy needs to be in the 20's if not better. Otherwise this is a sure sign that your spam-firing your weapons by not allowing the recoil to bleed off between shots. Check this chart out: http://bf3stats.com/stats_pc/Resin_Smoker/history#kdr,accuracy,kpm [bf3stats.com] Notice how improvements in accuracy directly relate to more kills. Notice how all these stats follow each other in an almost linear fashion. Such smooth stats are not possible with macro's or any scripts. This is just one way to show that your play is legit should you ever need to prove it.

ISP's and Connection So long as your ping is < 50 ms your golden. Now as for me, on average my ping is 4-5 ms with a fiber optic connection. This is better then 99% of the players I face on any given day. So to say I've a significant first-shot advantage would be a serious understatement. Hell that's not even taking into consideration the fact that my mini map updates much sooner and that with it I'm able to predict / dodge incoming damage! One last thing, please realize that some players will attempt to manipulate their ping to attempt to avoid damage. (Make it >200 ms) IMO this is pointless as it really make the game all but unplayable for everyone else on the server and besides, players with high ping are frequently kicked to keep the server stable.

Here are the EU servers I regularly play on and that i highly recomend:
http://battlelog.battlefield.com/bf3/servers/show/pc/ec2dd4aa-b210-41ca-9396-606e80a63e0d/PL-PLatoon-Server-1-Adaptive-Scavenger/ [battlelog.battlefield.com]
http://battlelog.battlefield.com:80/bf3/servers/show/pc/7c083592-2b5c-4c4c-885e-7c155bd48e00/PL-PLatoon-Server-2-Adaptive-GunMaster/ [battlelog.battlefield.com]
http://battlelog.battlefield.com:80/bf3/servers/show/pc/9c86958c-7d56-4394-8f05-d953f553fa9d/AVERNUS-SERVER-POWERED-BY-NITRADO/ [battlelog.battlefield.com]
http://battlelog.battlefield.com:80/bf3/servers/show/pc/2d231a4d-7b7b-40c2-a299-2c745f8deca9/PDGC-S2-CQ-Domination-Low-Ping/ [battlelog.battlefield.com]
http://battlelog.battlefield.com:80/bf3/servers/show/pc/cc919854-8e1d-4db5-9c78-a578ecb66064/PL-1-Skill-Hunters-CQ-Mix-FastResp-1000TK/ [battlelog.battlefield.com]

Cheers,

Resin
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