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GTAmerc
BF Reaper Strategy Guide
Version 1
5/4/2016
Squad Section
The Squad in Battlefield games serves as the building block of the team. In past BF
titles, the Squad consisted of 4 players, but in Battlefield 5, it held 5. There is one Squad Leader
per Squad who helps to highlight objectives, and communicate with the teams Commander.
Below, are some basic Squad operating tips:
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For close quarter maps like OP Metro, I suggest 4 Medics with 1 Support.
Always use a Spawn Anchor. In Battlefield, you can spawn off of your Squad
mates so long as they are not in direct combat. Using a Spawn Anchor is simply
keeping 1 Squad member in a hidden, safe place, close to your objective so you dont
have to run all the way back from base spawn to the OBJ. This is especially useful in
must be said.
Do not forget your tactical tools. I call various strategies, tips, tricks, and guides all
just tools for your toolbox. No one guide of strategy will work for everything. Youve
got to use the right tool for the job. So dont forget your tools. These can be anything
from movement types & strategies such as high-security movement combined with
leapfrogging, to even just your communication types. Remember your tools, and
remember to use them when the time is right.
Personal Strategies
In this section, I will go over some of the basic, personal strategies for Battlefield that
make a solid team-player. Lets do it by class, starting with the Assault or Medic class as I call it.
This is my personal favorite class, and it is essentially the only class you will see me running.
Medic:
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When you are reviving a teammate, be aware of the full charge versus partial charge
on your defrib paddles. If you do what I call a slap tap, youre simply slapping your
paddles and hitting your teammate. This gives a weak revive and he jumps up with
low health. Charging your paddles for longer gives a stronger revive. BUT,
sometimes you simply do not have the time. Say for example, he is almost bled out.
Youve got to slap tap him, and throw a med bag. But if youre next to him, and
youre both safe, go ahead and take the time for a full revive. More points for you, &
more health for him. (I like to tell my teammate what type of revive I gave him, and I
always throw a med bag down right after reviving no matter what)
Toss Med Bags constantly. You will rack up a LOT of points, and your teammates
will stay healthier. In OP Metro, I oftentimes will not even be on the front line
shooting, I will be acting as spawn anchor, while healing and reviving Blues
(teammates outside your Squad) and Greens (teammates in your Squad) alike.
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Supports:
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Throw ammo constantly. Same as Medics, you will receive a lot of points, and your
Engineers:
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You are extremely useful in helicopters, tanks, boats, etc. Having an Engineer with
his repair torch in the back of a boat repairing it while it gets shot is incredibly useful,
and helps to drastically increase the survival rate of those vehicles. Dont forget your
Recons:
I actually dislike most Recon players. I consider them the absolute least helpful team
member in objective based game-modes. And even kill-based modes to a lesser
degree. The only use I see for Recons in a team-based setting, is for enemy movement
callouts. In the past, we have set 2-3 Recon players up on a mountain, and they were
able to tag and callout almost everything that moved. I will admit that this is a helpful
move if you can spare the men. I only suggest this if you have 2+ full Squads on your
team.
Medic Buddy Team to each MCOM. I would call this the Standard Push for one Squad. If you
have two Squads, then you can simply send 1 Squad to each MCOM.
However, if your enemy is reasonably skilled and/or organized, you may need to
puncture their defense with a combined attack with 4-5 members of your Squad. I would move
my Engineer Spawn Anchor as close as possible, before attacking with all 4 remaining members
to a single MCOM. Once you blow up this site, your Blue teammates, and your Squad can
reconvene onto the remaining objective.
Think of it this way. A slow moving, wide bullet cannot penetrate body armor very well.
But a fast moving, smaller, sharp bullet can. The key to penetrating well-built defenses is to
assault a small area, fast and hard. (Giggity) The difference in your offense, must be a reaction to
their defense. If they are unorganized or off balance, then a sweeping offense can be used. If they
are built up, then a focused attack must be used. Even better if you have a second Squad with
several LMG carrying Supports who can lay down suppressive fire, and perhaps mortar fire if
possible. This tactical logic will carry you far in most Rush games.
Conquest:
The key to conquest is pretty simple. Hold more flags than your enemy, and get more
kills than deaths. Conquest is open-war on an open map. It can often be very much decided on
two major aspects. Team size, and player participation.
For team size, I mean quite simply that. If youre out numbered, there is always going to
be more of them across a wider area. They are numerically more able to hold more flags than you
are. That is a pretty simple recipe for failure.
For player participation, I mean having the players on your team engaged in the fight.
Even if you have 32 people, but 25 of them are sniping, youre going to get your ass kicked.
But lets assume equal teams. 32 v. 32, and you have one Squad of 5 Reapers. An easy
strategy that I find that works is to take 1-2 buggy vehicles, throw 2-3 members in those
vehicles, and zip around capturing as many flags as possible. Let the 27 other Blue teammates do
most of the killing, your Squad does the flag capturing. By staying highly mobile, you can fly in
and out of flags as need be, and you can traverse the map to help out teammates quickly. Not to
mention that the buggies come with 50. cal machine guns on top, which is handy in cutting down
enemy infantry.
But lets say you have 2-3+ Squads of Reapers. The surefire was that I have found to win
Conquest games against randoms, when you have Reapers on your side, is to cut behind enemy
lines, fight off incoming enemy reinforcements, and allow your Blue teammates to sweep up
from the middle and meet you at the forward line. You have now extended the front line by a
great deal, and pushed the enemy team back into their spawn. If you can reach their spawn area,
theyre done.
In other words, take advantage of your access to communication with your teammates.
Even just 1 Squad of Reapers can tip the scales in a major way due to our ability to communicate
with each other, and work together. Use Spawn Anchoring, calling out enemies, formulating
plans and strategies, and pushing through or around enemy defenses together in an orchestrated
move. You cannot truly rely on your Blue teammates. You can HOPE they do their jobs, but you
can only rely on each other. In Rush, it typically only takes 1 Reaper Squad. Conquest is a bit
more difficult, especially if your Blues arent helping much. But Reaper teamwork,
communication, and a bit of personal team oriented strategies can go a long, long way.
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Communication
This portion will be about large-team communication techniques used with or without the
built in, PS4 chat party system. This communication strategy is based off of the idea that we have
more players on the same team, than we can fit into a single chat party. Therefore were talking
about 10+ players.
Firstly, the goal is to efficiently transfer needed information, in-game, to the correct
people, as quickly as possible. Our own JM Izzipol has helped me immensely by creating a
strategy to help solve these issues, as well as to create helpful infographics that will be able to
explain it.
To briefly explain it via text before getting to his infographics, the basic gist of the
strategy is this:
1. Get all Squad Leaders into a single party chat with the teams Commander. AKA the big
guy calling the shots for all Reapers in the game.
2. The Squad Leaders relay their communication via the games built-in communication
system, the comma rose to mark objectives, and issue simple commands/requests.
3. Each Squads membership of 4-5 players have their own party chat for needed
communication amongst the Squad. This could include a Squad Sub-Leader that looks
out for the Squad Leaders comma rose directions, and makes sure the Squad follows
them.
Using this system, we can ensure that the shot-callers, the Squad Leaders and the
Commander, are in the same chat discussing big tactics. The Squad Leaders can then drive their
Squads general actions non-verbally with the comma rose, and the Squad members can
accomplish those actions using the necessary and more detailed, verbal communication amongst
each other. Lets get to Izzipols infographics:
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Conclusion
For the time being, this is all I have for this manual. As with most manuals I have created,
they are subject to change just like video games themselves with patches and updates.
Thanks for reading.
-GTAmerc
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