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How to play all arms in Battlefield 5
The multiplayer mode in "Battlefield 5" provides a variety of different arms for players to use. Many players do not know how to play different arms. Here is the experience of playing all arms shared by acegt.
Playing experience of all arms types
Let’s talk about the overall environment of the game first:
V points are basically completely cancelled, and R1 can be deducted. The map environment is complex and mostly ruins. These two points make the current V the most eye-catching game in history. You can basically not see the people hiding on the roadside/in ruins/under cars/in bushes/in rapeseed fields. Lying down on the ground and pretending to be a dead body is now a practical skill, and everyone is equipped with triple mirrors as standard. If you are lucky, you will really get scolded. It is the weakest ground vehicle in history. It can be bullied before it is fully understood. If it does not have shotguns, it will be easily killed by two assault soldiers. Planes are my grandfather, but there isn't much the infantry can do when encountering them.
Map:
A simple summary is that the area is large, there are many ruins and rubble, the height difference is large, and the local structure and layering are complex. The most typical ones are the rapeseed fields and the bunch of ancient buildings at Point EF in North Africa. The direct result is that you will die without knowing how, but it is also easier for relatively newbies to seduce veterans. Perhaps because of this, there is really no map in this game that makes people fall in love with it at first glance, so we can only pick generals out of thin air. The main criticism of the North Africa map is that the design is so big and unfriendly to infantry.
Infantry:
This generation lacks a marking system, and it is extremely dangerous to fight while hiding. Without the support of excellent marksmanship and consciousness, I personally suggest that it is better to keep a distance. This also results in the combat distance of this game being longer than 1. Therefore, when choosing most firearms, the mid-range combat capability is the first priority. Bring the 3x scope as long as you can, and upgrade the weapons in the direction of raising the gun to aim. . Currently, each type of infantry has two categories to choose from (click the circle on the unit icon in front of the firearm). For example, assault is divided into two categories: anti-vehicle and anti-infantry. Remember to choose according to your preferences.
Commando:
The existence of Tiger Balm. The versatile firearm configuration and a variety of anti-vehicle weapons make it the core of the team's combat effectiveness. In terms of weapon selection, there are guys who can use it at all distances, so it can be said that there is no one that is not easy to use. The initial guns that come out are very good and can be used until graduation; the stg44 is weakened compared to the beta, and is slightly mediocre but still has the best long-range performance among the repeating guns; the 1917 is the best at close range. But the most eye-catching thing this time is the single-shot rifle, which is very suitable for the current combat environment. The first recommendation here is SMLE. With the large magazine, there are no shortcomings except for the reloading problem; the back seat is extremely small, and the trigger can be pulled at full speed from all distances; the rate of fire is 360. In this game with few rapid-fire guns, it does not count at close range. Virtual. The second is the one unlocked at level 20, with a 30-round magazine, a rate of fire of 360, and slightly weaker long-range power (4 shots killed). It is considered a specialization for medium and short range. The only drawback may be that it is unlocked at the end. The remaining G43, 1916, and M1A1 all have their own advantages and disadvantages, but they are all powerful firearms from the upper reaches. In terms of anti-vehicles, if you encounter a tank, disable the tracks and disable the turret, and then do whatever you want (of course it is best to go around the back and disable the engine). Both barrels have two shots by default, and you can get one more shot for supplies. The first type of Iron Fist has very little drop, and is also a good anti-infantry weapon. The second type is more powerful, but its trajectory is similar to a grenade. Note that if you don’t bring explosives, you will suffer from insufficient damage when facing heavy tanks. Anti-tank mines are hard to see in many pictures, so you can consider carrying them. Cluster grenades are powerful but only one.
Medic:
The current medic can be said to be quite weak. With an SMG in hand, he is destined to only rush forward. Environmental problems make forward rushing full of danger. Unless they want to be the living Hua Tuo, most players' experience will not be very good. Not to mention that all the maps in this game are relatively open, and some maps really feel like flying when you use medical treatment. The medical guns are all SMGs, which cannot be reached at long range. If you are hit, don't think about fighting back. Only slow-moving guns such as MP40 may still be able to fight at mid-range. Personally, I suggest not to use medical treatment in some large open areas (such as North Africa). If you must use it, choose something that can fight back at mid-range.
For other maps, it is recommended to bring Somi with a large magazine to use smoke bombs to open the way for melee combat. As a melee king, Somi is still very intimidating in maps such as ruins with a large magazine. The medical kits are small, and the players have to carry the larger ones themselves, which is inconvenient. I have nothing to share about health care. I lose data every time I play health care. I feel that this unit requires too much personal skill and awareness. Another thing you need to know is that only medics can cross the team to save people, so if you leave the team and walk alone to die, don't raise your hands if you see no medic around you.
Support Soldier:
The main DPS of this game is the point reporting auxiliary, and the weapons have sufficient suppressive power, making them the best choice for pushing forward in the back row. It is strongly recommended that supports choose the second unit sub-item. This sub-item will perform 3D reporting on suppressed targets. They often report points to a group of people at once. Those who were deducted in R1 are now magic skills. As for the first sub-item, the support firearms for repairing cars are machine guns and trolls. Trolls are currently out of the game. Basically every machine gun is excellent, has high DPS, is easy to control, and comes with its own tripod. The initial machine gun is faultless except that the 25-round magazine is too small. The triple scope can be used at both distances and nears with one installation, so it will be no problem until graduation. The second is Lewis, which has a large magazine and a slightly slow rate of fire but good overall performance, and is more suitable for roaming at a distance. MG34 and MG43 can only be aimed when they are set up. They are professional guns for blocking roads. Especially the rate of fire of the MG43 and 981. Once it is set up, a short burst of fire can be visible in seconds. Support can carry anti-tank grenades, but the damage is not high. Only the large ammunition box can replenish equipment ammunition and one shot at a time. The small ammunition box only replenishes bullets.
Scout:
I really don’t know how to play this, haha, I can only talk about my death experience. This time, the bolt-pulling sniper must shoot the head to kill someone, and aiming at the head has become a basic skill again. The head size in this game is larger than before, but it is actually easier to get a headshot. The two-shot continuous sniper is surprisingly useful, and is suitable for players whose marksmanship is not good enough. The combination of rebirth beacon and continuous sniper may be suitable for some Scout players who are not willing to stay at long distances.
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