I posted this guide originally for a general view, but I think that it will get more views and received better within the specific Bops section. I hope you enjoy the reading.
This guide is written to give an overview, for players new and old to some basic principles and tactics of first person shooters or FPS. You may ask why make a written guide? Surely nowadays its all about videos and youtube? This is true, but having a written handbook, not only allows to write without time constraint, but makes for easier reference or printing a hard copy.
It is designed to be basic, and not overly specific so that it can be applied to a variety of titles and franchises such as Call of duty, Battlefield, Medal of honor, and Killzone. Some of this is written for a truely beginners perspective, as we have new titles being released and new players to FPS constantly, other elements I have tried to cover in a little more detail.
One of the most important phrases that I will be talking about is OMF – Objective / Momentum / Flexibility
This a core principle for a team to be successful in controlling and winning rounds and objectives. But before we get too much into tactics, lets take a look at some basic skills and concepts that are needed in order to be able to play and be constructive to your team, and not a weight around their necks.
First lets take a look at what you might be playing before we look at what your personal skills in a game. The first point to make is that in FPS not everyone plays for objectives, this guide is written for people who want to play as a team and play for the objectives, not for kills or personal bragging.
As with all game modes, the key phrase comes into play of OMF – Objective/Momentum/Flexibility ( this will be explained more right after the game mode section) The following game modes are common to most FPS titles in one format or another. Again i want to go into a lot of detail here, but I will try to stay as brief as possible, I will miss some detail but that can be covered later more specifically.
Team Deathmatch & Free for all
In Team Deathmatch (TDM) your objective is basically to fight the other team until a set score limit is reached. A fairly basic set of tactics would be to either take the fight to them, or to hang back and allow enemies to move into a killzone that you and your team have setup. I wont be going into much detail on these game mode tactics, as this guide is only a simple one, but this can be covered in further guides. If you are attacking as a team or you are mixing a combination of attack and tactical defence. Some key things to consider are: spacing - you want to make sure that you as a team keep a good set of space, bunching up will open yourselves to LMG fire, grenades and other Area attacks. When going on the attack make sure to pause in between cover don't just run forward, constant running will open you up to snipers and other camped units.
Good communication is obviously important on any game-mode but keeping track of enemy units in a deathmatch game-mode is key as this is the only objective you have to fulfill. If you are holding one location or 'camping' don't block yourself into a corner as this will obviously only gain you minimal kills. If you have chosen to take this setup then a much better tactic is to setup a killzone that you can relocate to, this means that you would find an area that allows you to cover a route used by the enemy, but that you can still cover from multiple positions. This will make it much harder when more units or the same player return to try and break you out of that position.
The most important thing to remember in a Deathmatch game-mode is be aware of your Objective and the momentum of the game as it plays out and then to be flexible, again the key phrase i will repeat throughout Objective, Momentum Flexibility. If you are being pushed back hard, setup a killzone defence. If you are pushing the enemy too hard call this out to your team, get them to hang back a bit, boxing an enemy into a corner is not always a good thing, you want to let them come to you don't let them make you work for your kills, make them come to you.
Domination is again a common mode for FPS, in this you will have generally 3-5 positions on a map designated by flags or buildings. These must be captured by being in that area with your team and then capturing it so it is designated to your side. Points are then scored for which team controls these locations, some games will allow you also to score points from kills. All the key points we have already covered can be applied in this game mode. However it is much more tactical. Being aware of what location is under attack, planning routes, and assessing which target is most likely to be weak for attack is very important. It is a good idea to always leave your enemy in control of one base, unless you are sure that you can control a domination of their objectives.
Having a good leader for your squad in a game like domination can be very useful, as the team can all work together and follow a quick change of attack, for example: Your team is controlling target A, the enemy have B and C. If you are finding that the enemy is dominating the target you are trying to capture, get prepared for a fast change to your other target, leave 2 members to keep pressure on that target, and quickly switch to the other. Again flexibility and momentum, are very important in the domination game mode.
King of the Hill (Headquarters)
This game mode is similar to Domination it requires you to take control of one location and deny it to the enemy forces. The key to this game mode is speed, and excellent defence. You will often see teams all staying within the objective, this is very stupid because unless the inside of the building has very good cover, a few well placed grenades and CQC weapons and the building will be clear in moments.
Holding a defensive perimeter with 2 people guarding inside will allow you to hold the objective for much longer. This will be especially true as often once a target is captured the enemy team will rush to that location with little thought for how exposed they are, setting up killzones around the target will allow you to hold control. But as always keep momentum, and be flexible to the playstyle of the enemy.
Search and Destroy / Demolition
Search and destroy involves placing detonating charges on an objective, the playstyle of this varies between games but the key point is moving to an objective point, planting bombs, and then defending until they can be successfully destroyed. Dependent on the game mode you may have limited respawns / lives available so this will relate to the tactics you employ. Always make sure to decide before hand your basic tactics, because SnD is a game mode that requires you to have a preset plan so that you can move quickly to objectives without having to improvise, this of course can change depending how a round turns out.
The main things as always are to make sure your objective is safe and as clear as possible before planting, also have a location in mind to move to and cover your target before you plant, having an escape exit is always something to consider when you are setting your charges. This mode requires strong team co-operation and each person has a role to play, you can generally try to split your team or go for an all out rush to 1 target. splitting your team can be successful because you create a distraction while the demolition team an approach and set at the target, personally i would go with a 4-2 split for your team this relates to cod obviously, but the ratio i would keep the same for other titles. Generally giving more support to the demo team, and the others acting as a faking distraction.
Choosing to go all out on a target is the simpler more high risk strategy as you are placing all your team in one location, with the aim to overwhelm the enemy.
Capture the flag
CTF is a classic game mode, one found in not only fps but also titles such as World of warcraft. The objective is simple, steal your enemies flag bring it back to your base to score, however your flag must be at your base in order to score a cap. There are many tactics to run with this but it essentially comes down to splitting your team in a variety of ways. And setting up classes that will be appropriate, you could choose to leave a strong defense and go with a small attacking team, hoping they can make it back whilst ensuring the enemy have next to no chance of picking up your flag. You could play the opposite of this tactic and go big on attack and small on defenders, or you could split it and give some of your team to the middle ground to secure routes on the way back to the target. A fun and very fast played game mode. Again flexibility a MAJOR part to play in this game mod, if for not other reason than to make sure that you stay unpredictable to your opponents.
Objective/Momentum/Flexibility – O M F
I will briefly cover this Term that has become a core principle for me. All of these terms are the main focus's that you should have in mind constantly when you are playing:
Objective: Keep your objective in mind at all times, not only where it is located and how to achieve it, but how it relates to your team, what environmental factors will effect getting to that target, how is the enemy team playing to defend it or to attack yours, is it easy to win it on a specific map, what advantages and disadvantages do you have, how can these be exploited and defended against. How does your team need to work to achieve ? should it split up, or lock an area down, what does your role need to be, are you ready for what role you may have to change to at any moment.
Momentum: This is very important, keeping momentum in a game will help you in taking control of a map or objective. Momentum does not always have to mean speed either, what we are talking about here, is that you keep control of areas that you want to, and you keep pushing into the enemy, as we have talked about there are situations where you want to allow enemy to come to you, but just being in control, letting enemy move where you want to and not letting them cut around behind you, when I talk about momentum what I mean is moving to places where you need to be, and pushing and keep pressure on the enemy, you keep the pressure and control of the game and that is what will let you gain the objectives.
Flexibility: Perhaps the most important thing of all. To be ready to change your tactics, change your gear setup, and most importantly go from defence to attack to suit whatever map, game mode, and most important whatever play style and tactics your opposing team decide to use. You may also be in the situation that the enemy team do not conform to any sort of gameplan, in which case it will be hard to predict and this makes your ability to be adaptable to whatever comes your way even more important. Be aware of what's going on, Think about what's happening, don't get tunnel vision and only stick to one tactic or weapon style. If your game is not working analyze why quickly, and try a new tactic. Flexibility is Key.
Camping - Remaining stationary in cover to defend or gain kills
Caps - Captures being objectives to capture such as flags or buildings
Clip - A clip being the full amount of rounds in your weapon
Frags - Fragmentation weapons - grenades mines etc
Infiltrating - Moving quietly into areas that the enemy control
Killzone - An area of the map you have locked down ready for enemy players to move into
Tangos/Targets/Units - Enemy players
Spawn point - areas on a map where players 'respawn' where you start from when you die or the game begins
Recoil - The kickback created by your weapon
Rusher - Where a player will repeat in rushing to behind enemy lines trying to cut you off from behind, but with no real effort to be concealed
Tube - weapon mounted grenade launchers
ghost/stealth - Moving silently and stealthily behind enemy areas or to objectives
claymore/mine - A stationary trap weapon anti-personnel or anti-armour
stun grenade - A concussion grenade designed to stun slow movement and disorientate
smoke grenade - A grenade that produces a temporary smokescreen
flashbang grenade - A grenade that produces a high intensity flash that causes temporary blindness
RPG - Rocket propelled grenade a launcher weapon of some kind is found in most fps titles.
Recon - to provide information and intelligence to your teammates about enemy movements and dangers
Basic Technical Skills
This may sound stupid and obvious but you be amazed at how many people setup a class to avoid requiring the skill of aiming. Practice using a weapon that requires you to actually aim such as a single or burst shot assault rifle. Aiming has to be one of the most obvious and essential skills that you will need in order to be successfull at FPS it may seem redundant to even talk about it, but if I can elaborate.
The reason for practicing your aiming privately or in public, is that it gives u more flexibility (OMF) Being able to switch to any weapon or tool to complete your objective is key to being victorious. If you find yourself boxed in close quarters or with high numbers of enemy then using a spraying Close to mid range weapon is acceptable. But if you are working as part of a tandom or lone team pushing forward or infiltrating, you may be using a medium to long range assault weapon, being able to put down your target with accuracy speed, and minimum rounds will increase your own and teams positive effect on the outcome of the battle.
Also aiming for chest and head shots rather than releasing a spray of rounds is again going to be more effective. Speaking from experience, if you come face to face with someone they spray a clip and you take the extra 0.2 of a second to aim and put that double tap to the chest there's a good chance they will be going down first. It also is beneficial to be able to multiskill with a weapon such as an assault rifle, firing and short mid and long range, aiming again comes into the fore here with it being essential for both attack and defense. Aiming is without doubt the most important skill you must first master when practicing and improving your fps game.
This possibly should be the most important skill to have, but then again if you cant aim why even play. Communicating movements not only of the enemy but of yourself others, where is safe to move to where is unsafe, is highly highly important. A Team that communicates well has a substantially better chance to succeed than one that try's to operate as team of lone gunmen. When you are in game get used to calling out movements of enemy's, keep it short and concise, and be as specific as you can, there is no point calling out 2 targets in the building left of me. Your team wont have time figure out where that is, try and either know the names of locations on the map, or if this is not possible describe the surroundings eg: The red containers, or 2 Targets on the 1st floor of the 3 story building. Or use your objectives as a way to triangulate enemy positions, you could say : 1 target moving from A to C crossing the bridge.
If your team is well set up enough they will know specific locations, however if this is not possible, bring up your map, if you have decided before hand you can always use up on the map as north for a reference. Or alternately you could use your starting spawn and just refer to locations as Left or Right from the perspective of your original spawn. Basically try to be aware of your surroundings, and assist your team with all the information you can, however in saying this, don't spam talk, too much info can be as bad as none if it means its a big distraction so try to judge this correctly.
Nothing going on? no problem right? wrong. If your covering an area, and nothing is happening make sure you report this to your team. If you call out : Location A is currently clear. This means your team can use that information to assess the rest of the area, if they now know that A is clear, it means they can narrow where they are focusing their attention, making it safer for them for you, and harder for the enemy to attack. Providing important and relevant frequent intelligence to your team is a very important function, in being a useful and skillful team member.
Expending rounds & basic combat:
Shooting is obviously your next most important technical skill, and it goes hand in hand with aiming however when I say expending rounds, I am also talking about grenades and their types, Close quarter combat situations and knives mounted guns traps and so on. Choosing the right weapon for the right situation is the first thing to consider here, everyone has favourites, but you should be aware that some classes are best suited for some situations a general rule of thumb can be as follows:
Light Machine guns - used for support and control of Key high traffic areas
Assault rifles - used for single units and tactical squads securing objectives and infiltrating
Sub-machine guns - used for Close quarters combat situations, and Building clearance
Shotguns - used for demolition, and CQC combat
High velocity rifles - Used for long range sniping, and tactical assassination (covering a target)
Once you have picked your weapon of choice its time to handle it correctly. Again referring back to what we were talking about aiming, firing your weapon with the trigger held down and spraying an entire clip is something that some people will be seen to do, but as explained personally I find it is better to fire in a more controlled way if possible. Its worth saying that obviously there is no rule for all situations again flexibility (OMF) Should you find yourself facing 3-4 targets at medium range opening up is going to be the rule of thumb there. But even in this situation its important to maintain control, firing in precise bursts is going to give you a better level of accuracy, and a better handle of the weapon.
All weapons produce recoil, and this recoil or kickback is going to move your sights and gun everytime you expend rounds. So learning to control this recoil is highly important for your accuracy, your usefullness as a team member and ultimately your own survivial. Its all very well being able to aim at your target, but if you start spraying your gun loosely because you cant handle the recoil, you wont be hitting much at all, and chances are you wont be surviving long at all either. Again the solution to this is to fire your weapon in more controlled and accurate burst fire of 0.5 - 1.5 second bursts, aiming for chest and above as your target areas
I wont go into much more detail on this topic, as it can go into so many specific areas such as sniping, CQC, attack defence, escort, recon, demolition teams, anti armor, runners, medics etc etc.
But as i've noted in the description above, choose the right tool for the right job, make sure you are helping your team, and be aware if you see 2 snipers on your team, maybe not a good idea to go sniper. Hopefully if you are in a team you would be in communication anyway, but in a public game try to consider what its best to choose
So now we know how to aim shoot and talk. Great, but one key thing that ties all of these things together is discipline. A major problem for many games of FPS is that players do not play together as a team. When we say playing together as a team, this can be confusing, because it sounds as if it means you always have to stay together, or always have to be fighting to 'avenge' your teammates deaths. No... remember please OMF – Objective.
Your team maybe getting killed, but if you are holding a defensive position, locking down say an alleyway that gives access to your objective then your role is to HOLD that position. If your team are engaged with enemy in another part of the map, they will call for backup from you should they need it. If they don't callout for help, it means they are holding their own, and that you can stay focused on your task. It maybe boring yes, but it is Essential to your team. And chances are that when the enemy find that fighting one area is hard, they will try a different direction. If you have decided that nothings going on so u will go find some action thats all well and good. But the moment you have abandoned that position is the moment some enemy will cut in behind your team, eject you from your position that you were trying to hold , and either gain a strong position on the map, or worse potentially win.
So remain Disciplined. Playing as team, is about supporting areas that are necessary to do so. So think before running off to find some action, because if you have patience and discipline it will come to you. And if it doesn't for that round, it matters not because the first rule is Objective. And after all, if you wanted to play a game mode where you could get into the action there is TDM and Free for all. So Discipline, its very important to be a strong member of your team.
Momentum / pushing and securing:
Now as I explained earlier momentum, is not necessarily about constantly rushing forward until you are climbing literally over your enemy. However there are times when you need to act fast, and lets talk about that now. Pushing forward and securing objectives flags, bases whatever it maybe. People in games often show a level of anxiety to push forward when they are coming under heavy fire. This is fair enough, but lets remember the phrase again O M F, Objective first, then momentum. The most important thing is the objective.
Also the worst thing you can do is stop putting pressure on the enemy, they are not going to stop moving forward simply because you have, they will keep pushing back at you, I have seen it happen time and again that teams hold a poor defence and get pushed into a corner by the enemy with teams not trying to break forward, and push the enemy back, something very important in this situation is distraction, but we will talk on that shortly. Securing targets under heavy attack requires discipline and nerve, but also try to be intelligent about how u do this, running across open ground like a lemming is only going to get you killed.
Try and approach your objective using cover, use smoke or grenades to mask and distract your location. Communicate, tell your team where you are and that you need backup now, get them to fire and distract and push on the enemy, with some luck you will retake and objective and provide some breathing space for your team to recover. The most important thing to remember when it comes to pushing momentum is to fight hard, and get dirty, don't be scared to fire until your last round, even when you are taking hits keep thinking keep firing, keep communicating, keep fighting never relent and just lay it on the enemy over and over.
Getting information from your team is all well and good, but you must be a scout at all times also. Don't just use your map, or your sight to seek out enemy, listen too, listen to where the enemy are are they close to you? above below? behind you. Hearing your enemy can be as important as seeing them, I remember a classic situation, where I was covering a street on a 1st floor building, the map was very silent as it was quite a stealth based round of TDM, I heard a small shuffle and creak behind me, I span around and I have to say breaking my own rule I sprayed my gun, to find an enemy standing right behind me about to attempt a knife kill.
Luckily for me he was so stunned that i had spun around so fast, I managed to put him down, and then relocate myself. But this demonstrates the importance to listen as well as spot. When it comes to spotting your enemy, concealment of yourself is as important as seeking out the enemy but that again is another topic in itself. One thing tho is try to choose good cover that means you can see multiple directions without having to constantly turn your field of view, also position yourself so that you have an escape route if possible, and so that you are providing information, as well as defensive cover for your team. Also remember you are also looking for any information to provide, such as what weapons they are using, what grenades are they using claymores etc etc Observe and know your enemy, and this will allow you to be flexible and make any changes to exploit their own setup.
Distracting your enemy can be as important as denying them a route, or indeed straight up killing of enemy targets. Providing a distraction can allow your teammates to move forward in dangerous open ground, it can allow you to access and secure areas that would have been a hazard. It can allow you when playing sniper to setup with less distraction. It can create a visual distraction so that you can tempt camping enemies out into the open.
All of these things play a part in helping to secure objectives and control and domination of the map and enemy team you are playing on. If you are part of a distraction team, then your objective is to make as much noise as safely as you can, and to lure enemies towards you, away from the main objective part of your team. this can prove vital in creating a quick securing situation. and potential victory for your team.
Some people would call this camping, the reason people look upon this negatively is because it is a good tactic to use. Its frowned upon because players like to be given a chance to prove that they are better than you, but truth be told if they were, they wouldn't be putting themselves out in the open in a situation that lets you get an advantage over them. When I am talking about camping defending or creating a killzone, I am not talking about sitting in a dark corner, where you only have one doorway to watch. Im talking about covering a street, and alleyway, basically any route that prevents the movement of your enemy team from moving around the map.
Your objective is to deny them a route, so that the rest of your team can focus on the objectives and knowing where the enemy are coming from. Its not about racking up lots of easy kills, its about setting up a defensive trap, that allows you to control the map, control the opposing team, and ultimately winning the round. Planning out where you can setup a good killzone from is best done before hand, however you will often need to do this on the spur of a game, try to find somewhere that gives you good cover to the front, and where you are protected from your sides, as well as being aware of where your team are in relation to you, to provide cover for you on which side you may be weakly defended. Patience and discipline are important as similarly we were talking about this in the discipline note. Setting up a killzone can be a key point in controlling a game.
Using Cover and environmental awareness
Using cover is something that has importance in all areas of attacking and defending and providing good intel to your team. Knowing how to use your cover and being self aware will play a role in how successful you are when playing as part of your team. Things to consider when choosing cover are what lines of sight on the enemy you have, how easy is it for them to see you, are the areas you are covering going to be busy with enemy traffic, will you have many targets, but also very importantly is how easy it is for them to see you. Knowing and being able where to look and predict how the enemy may also use cover again will obviously relate to the outcome of your gameplay.
Soft cover would be bushes, greenery, hedges, broken rubble, wire frameworks, anything that is semi transparent, and breaks up the line of your body. The advantage of course here is that you are much more difficult, or even invisible to your enemy. The disadvantage is that the chances are you will not have as clean a shot at your enemy as your line of sight can be partially obscured by the cover, learning to adapt and cope with this though is part of improving your aim and general handling, as well as improving your skill in being adaptable to enemy units and learning to better control killzones on maps.
Hard cover is basically any object with a straight edge, this could be a wall, doorframe, window, boxes, edge of a car, anything with clean lines. this stuff is generally not a good piece of cover, this is because as the image shows, there is nothing to break up the shape of your body, and you stick out very clearly, this is why standing at a window is such a very very bad idea. Because you become a very obvious target, concealment remember is the key. However it can be used if for example your team is dominating the enemy and you feel they are distracted enough to allow you use a more visible piece of cover, or you are at a high distance from your enemy, the conditions for each battle are changeable so you must judge the safety of your cover dependant on the battle situations
Light and its effects
Light is another very important factor when it comes to cover. If you are concealed in shadow you are obviously going to be much more difficult to see and be targeted by any enemy units. Lying prone or crouching within a shadowed area is also going to help reduce your visibility. Consider lighting when you are choosing your cover. Also if possible take some private games with team members, its going to be hard to know just how visible you are sometimes, so use team members to take positions you think could be good cover. Also when talking about light if you are trying to stay 100% concealed when sniping or playing a stealth role, its important to consider the flash of your gun being fired. Make sure to time shots and be considerate to how visible this may be to other local enemy units if at all possible.
Silencers & Going loud
Silencers are a very useful tool when seeking to remain invisible to your enemy. However they can reduce range and power of your weapons. So again knowing wether or not it is right to use these is down to individuals. If you use a silencer, it will often allow you to get that extra moment of surprise on enemies which can be the difference between success and defeat. However another option is to stay silent move carefully through your cover but use an unsilenced gun - this would be termed going loud.
Now when talking about going loud I will mention on something that regularly I find a negative thing within FPS, and that is trigger happy people, Im not talking about run gunners, but more people who start firing their guns off for no reason, or when in the position of a vehicle gun continue to fire constantly. This is giving constant sound and visual information to your enemy about your location. Similarly when on the ground, dont fire unless you feel you will make the shot, unless of course your intention is to create a distraction. This comes back to discipline, and being aware of when to go loud, and when to stay quiet. Consider these things when operating when in combat.
Tactics and Intelligence
An assault formation is fairly straight forward, it can be a variety of shapes depending how tactical and organised you really want to be. Most games you play in are going to be fluid and also its hard to keep track of other peoples positions changing constantly, so when we are talking about a general assault formation, a good rule of thumb is to try and keep about 70-80% of your force up front, and keep 20-30% just behind in support. This will help create a buffer for your frontline guys who are pushing forward and creating pressure on the enemy, If they are taken down, the supporting members can move forward creating a constant assaulting line of pressure on the enemy.
A full attack is obviously one step up from a general assault, but is considerably a higher risk strategy, in a full attack all members would take most likely assault and SMG classes, and push forward very fast using a full spread of grenades stuns smoke. A full attack could be called when a battle is in a knife edge situation and could go either way. Its important that when using a full attack to push on an objective you create distractions using grenade tools, vehicles and air support if possible. How many distraction and support tools you have available to you will have a significant impact on how successful your fast full attack will be.
A full defence is obviously the opposite of a full attack, and would effectively be the counter to this. A full defence situation could be used when defending a strongly controlled map, or a SnD situation. When setting up a full defence, what the team is looking to do, is dig into heavy cover, using a mix of assault weapons, LMG, and snipers. The objective here is to lock down all entry points to what you are defending giving the enemy no where they can break. Flexibility as always will be key here, Again a good rule here will be to have 70-80% of your team set in stationary positions creating killzones. And then assign the remaining team members to be moving support between different routes, in this way it means that wherever your enemy puts pressure, you can give them backup. Assigning what roles people will play before your game will help in your organisation and success.
Endless suicide 1 by 1 by 1 by 1
This is not so much of a formation or tactic as it is something to avoid. A 1,1,1,1 situation is where your team are constantly trying to attack an objective but only enterting as single players time after time. This is a very dangerous, and frankly stupid thing to do. This often can occur when a battle suddenly enters a losing situation, and team members feel that they are under pressure to turn around the situation. Panicking and rushing in this manner can be a high risk, and often failing situation. The best thing to do is to wait just for a moment to regroup your team, and make a combined effort together. You will have a much better chance of then capturing your objective.
Tactical teams, Mid+CQC
Tactical teams are when we are talking about balanced setups of 2-3 members where you will have usually 1 assault class and 2 CQC members equipped with either Smg or Shotguns. The role of this unit is to move together as a team clearing buildings and objectives. The assault class provides a ranged escort for the short range members. This then reverses when entering a closed building situation. When working effectively these team members should be used to practicing this role, and will be able to work fast, and fluid to enter clear and move to next areas in supporting your team and securing objectives.
An Escort situation occurs generally only in a SnD situation, but this can obviously happen whenever your team needs to successfully defend one team member for whatever reason. It simply will mean that the target you are defending is part of a 4 man team 2 in front then your defending target and then your backup man. This can be made up of a mix of classes whatever your team feels comfortable with, Assault and LMG support are good for the 1st leading member as they can provide range and heavy fire on any enemy they encounter, fully automatic weapons are also advised for your squad leader.
Recon classes are going to be setup to provide long range cover for your team, as well as spotting and providing intel on enemy movements. This is something that is strongly overlooked often be people choosing to play as sniper classes. Being a good long range marksman is all well and good, but you can provide just as much help to your team by reporting where enemy are moving how many there are and where. So you must take this into consideration. Also it doesn't necessarily require that you are playing using a sniper setup, you could equally be using an assault rifle with a long range scope.
With either setup you will want to take a position that provides you with a good field of view over a certain area of your field. With either height or an open area. Choosing good cover is also going to be very important, concealing yourself as a Sniper Recon / spotter is going to be as equally important, because once you are spotted the enemy units will seek to remove you from that position, so being able to relocate is also something that is worth considering when playing this role in your team.
Learn from your enemy
Its easy to get frustrated when your team has not performed well for whatever reason. However where possible try to not be blinded with frustration and assess why your team was unsuccessful, this can even be important in public games, because looking at what the public team you are playing with has done wrong, can be used when you are playing with your own team, try look for patterns and common mistakes that people make. Use this to improvise plan and work how you will command your own team and layout better tactics and traps for future games and objectives. There's not much more to say on this than that, but it is something that you will find will help a lot, being able to constructively assess your own and others performance will be the first step in performing better. Too often people within FPS gaming are obsessed with being the best and their own egos, the truth is that people will always screw up miss shots, be placed in unwise cover or make tactical mistakes. Knowing when you or a member of your team or enemy has not performed well will be important in giving the best constructive assessment of your team.
Out think your enemy
Thinking clearly about how or why your opponents can act and what decisions they make is something that is often again very underused. A very basic example of this would be in a domination game. Lets say that the opposing team have just tried to steal A, it stands to reason if unsuccessful they will probably then test your other held locations to see how strongly defended they are. So it may be worthwhile at this point to send an extra member to back up that position, or at the least be midway between the two. Using initiative, and trying to outplay your enemy is certainly the key. making choices and pre-empting what moves they will make is going to give you better control, and make it harder for them to get into your lines, and to control and steal your objectives. This can be covered again in much more detail with further tactics and write ups. Basically though we are looking at often very simple choices, but its surprising how little people don't act until something is actually under attack. If nothing is happening, use your communications to find out or report in as to what is happening. This can allow your team to make better choices as to where to move next, where to reinforce strengthen up and
Support your team
The single most important thing to remember is to support your team. Why? Because if you support your team they will support you. If you see someone trying to capture, get on that flag, help them out. If you see someone taking fire, get some grenades stuns smoke in there, lay down some cover fire push forward, keep the momentum and the Objective moving forward. Keep flexibility always at the forefront, be prepared to drop your plan, and switch to whatever is happening. Keep your communications frequent and clear, check your map watch enemy movements, watch your own teams movements. In short watch everything consider everything. And make sure to backup and think about where your team needs you.
Basic FPS tactics & personal conclusion
We have looked now at some of the basic principles, that I have found work well for me in FPS across multiple titles playing styles against skilled teams, as well as public random teams. I have tried to cover the aspects that I feel are most important to know understand and use when in games with your own team. I am sure that some people will disagree on the information thats their perogative. I have played games for about 17 years now, and would consider myself to be a decent to good game player, having played across most titles and genres at a Hardcore and casual level. The most important thing that I can really repeat is to support your team. Now its obvious that you can try to do this to your best but there will be situations where you have to make snap decisions and go it alone so be it, but you should always assess that choice. Is it necessary ? should you perhaps wait that extra 10 seconds to get the support of 2 team members or is it essential that you move on the target immediately. Flexibility, I will say it again because it is so very important. Everyone has a class they favor, wether they are good at it or not. I have always enjoyed sniping, but if I see that the game is on a knife edge, I will drop that class and I will pick up the LMG or assault rifle, and I will get stuck into defending or attacking hard to whatever is required.
Don't have your own agenda also, if you want to boost your K/D or achieve some strange trophy or reward, make sure your teammates know thats what your doing, if they aren't happy about this you could be ruining their experience, and their time. If you are playing with a team, then play AS a team. If you are in a public game, I always try to make the best of a bad job, chances are someone on your team will be spinning around with a sniper rifle trying to do 360 no scopes off a 2 story building, but chances are someone on the opposing team will be doing the same. So just try to provide the best support that you can for your team, the patience is worth the reward. You will find that you pick up good experience and sometimes as we've said above being on the losing team isn't always bad so long as you understand why it is that you lose that round.
At the end of the day, everyones here to enjoy themselves, and you will always try to play to the best of your ability, if I could offer one thing to say, it would be to choose the right pace for a game, there are times when moving slow and carefully assessing how to play your next move are important, and there are times when you really have to shift to your next target and be damned with anyone else. Flexibility, I will keep saying it until its burnt into peoples minds, you must be ready to adapt, if you don't adapt the enemy will exploit it, and you and your team will be dominated. Be creative choose unusual places to conceal yourself, choose different routes of attack, predict your enemy, know them, use this to your advantage, listen to your team get them to listen to you too. Its a horrific cliche, but there is no I in Team, and this much is certainly true.
Think of the Unit you are playing in as a whole, because whilst it may feel like your input doesn't have any impact on the rest of your teams at times, I guarantee that this couldn't be further from the truth, Every area you defend, each piece of information you provide, each time you die, and each enemy you take out, will have a relevant impact on the rest of your teams game, and how they are able to handle their own situations. So always consider if your team can afford for you to take that risk, or conversely if they need you to take a risk !
I hope this guide will provide some useful information for both new and more veteran players, I always find I learn new things constantly and keeping an open mind is a valuable thing.
If this has been an enjoyable read please let me know, and I can look at making some more specific guides, and perhaps also some video guides.
Thanks for reading
Luetin - VG Admin