Bf4 Fy Js Assignment Operator

Recon Class | Classes / Functions Battlefield 4 Guide

Recon Soldier's characteristics/role

A recon soldier is usually keeps away from the frontline and has the best view over it. Many players confuse a recon soldier for a sniper that does nothing but takes out targets with long range weapons. It is partially true because, even without the specialist gadgetry, a recon soldier can and should detect enemy targets. The optical equipment of the sniper rifles can perform the role of binoculars which such a soldier will easily designate targets (both vehicles and infantry), to help his squad eliminate them. The optical instruments are not the end, though, because a scout has a number of motion sensors at his disposal, which additionally make things easier - and virtually without the scout's hand in it.

In Battlefield 4 scouts have also received access to explosives like C4 and CLAYMORE mine, thanks to which they can be even more effective while helping their team, by destroying vehicles or setting ambushed for the infantry. Gadgets make a scout a very valuable squad member, as long as his help is used correctly. The players that focus mainly on popping off the heads of the enemies and spending whole days among bushes, or spread over a floor like a Persian carpet. THEY DO THAT WRONG and they should not be surprised that the other squad members call them "campers". The scouts who do that do not contribute much to achieving the common aim - well, unless they are such remarkable shooters that they single-handedly retrieve half of the enemy team's coupons. Of course, there also are such players, but only a handful, the rest of them live in a world of illusion. A good scout should not remain in one position for long, even if he is a perfect sharpshooter. Sooner or later, he will be detected anyway and spend the rest of the round exchanging fire with the scouts of the opposing team. At such a point, the scout becomes useless for his squad - well, maybe apart from attracting the attention of the enemy snipers. Another characteristic of a good scout is detecting, detecting and detecting over again. This is not restricted to marking the enemy units, but also to designating the enemy vehicles with laser, for the players with guided missiles. Whenever there is a need, the scout can also sneak up to such a vehicle and blow it up with a C4 explosive. The last, but a very important part of scouting is making it available for the allied soldiers to respawn in the strategic points on the map - even behind the enemy lines. This is possible thanks to the radio beacon which can only be used by the killed members of the squad (not the entire team), whose member the scout is.

To sum up, the scout is - as the name suggests - not only a sniper and, if he makes a proper use of his gadgets, he will be welcome in every squad.

After he unlocks DMRs, they become available for all the remaining classes.

Further in this chapter, you will learn everything about the gadgets and field upgrades available for mechanics and, to learn about the LGMs and shotguns, see the chapter entitled Weapons and accessories.

Gadgets

The role of the scout is, to a large extent determined by the gadgets that he uses (best in combination with the appropriate field upgrades). Unlike in Battlefield 3, in this installment you can freely configure the Gadget 1 and Gadget 2 slots and that is why you can highly specialize your soldier to perform various tasks. There is nothing to prevent you from equipping two kinds of explosives or two munitions packs only . The only restriction is that you cannot use two types of grenade launcher ammo. Below, you can find the description of functioning and use of each of the gadgets.

PORtable DESIGNATOR

The portable designator is one of the innovations in Battlefield 4. It is an extremely useful tool that performs multiple roles and will definitely find its way into the inventory of many scouts.

The designator is binoculars, of a kind, equipped with infrared vision. This allows you to locate even the best hidden enemies in order to gun them down, or at least to designate them. Additionally, the designator comes equipped with a laser rangefinder, which is immensely helpful while resetting the optical instruments of a sniper rifle. While looking through the marker, you will notice the red RNG notice, which means the distance to the targeted object. Apart from that, the designator can be used to designate the enemy vehicles with a laser beam, which allows team members to destroy the target easily, if they are packing the laser guided-missiles- and they usually are. This makes the engineers and players who drive vehicles equipped with this weaponry will welcome the scout in their team.

C4 EXPLOSIVE

C4plastic explosive, is a compact-sized explosive of large blast radius, which can be attached to all surfaces. It is ideal for the destroying of enemy vehicles, as well as for setting traps (e.g. on MCOM relays). Simultaneously, you can set as little as (or, as many as) 3 charges. After they are deployed, you only need to use the remote to destroy immediately the object all covered in plastic. For higher effectiveness, the charges should be set on the side or, on the rear of the vehicle.

The innovation in the Battlefield 4 is the ability to set the C4 in water or underwater, to destroy enemy watercraft. The players who wish to remain undetected, may dive and set the expliosive at the bottom/chassis of the watercraft.

The set charges are visible in infrared and they can be destroyed, or disarmed by the engineers. If the user decides to remove the deployed charges, it is sufficient to approach them and hold down the reload button.

MOTION SENSOR

The compact motion sensor is another gadget that is designed to mark the enemy units, within the radius of up to 25m. The sensor is very simple to use - you only need to throw it, like grenade, in the appropriate direction and it will start to designate the enemies within its reach. Unfortunately, designating of the enemies with this gadget only displays their positions on the map, the orange triangles do not appear above their heads. You can trick the detector by staying immobile around it - still, you can turn around and change your body position. The detector, when thrown into the battlefield, remains there for about 24 seconds and it cannot be destroyed. It is not too visible but it can be recognized by the specific sound that it gives off. Each enemy soldier,. Killed near the sensor, earns the scout points for assist with detection.

RADIO BEACON

The radio beacon is a stationary, alternative, respawn point for all of the members of the squad that the scout is a part of, To deploy the beacon, you need a relatively flat ground and the right amount of free space.

The beacon is marked on the map with a special icon - just like in the case of enemy and detected beacons. Each squad member, after he clicks on to the green icon, may respawn next to the beacon, whose camera is usually panned in the direction opposite to where it has been deployed. The scout can only have one such beacon on him, at a time and, in the case in which another one is deployed, the previous one is destroyed. The important piece of information is that, after the beacon is deployed, the squad member will not be able to respawn on the scout himself, but on his beacon. If the device has been deployed in a room or, on a map, where there are no aircraft, the respawning soldiers appear right next to the beacon. If the beacon, on the other hand, is deployed out in the open, and there are aircraft available on the map, the squad members respawn some 100 meters above the beacon and fall down onto the ground, using parachutes (which automatically open at the appropriate height).

Radio beacons produce a characteristic noise, thanks to which they can be easily located by the enemy. Beacons can be destroyed with any weapon (also a knife), as well as with the help of an electromagnetic projectile that the MAVs are equipped with.

T-UGS SENSOR

T-UGS is the Tactical Unattended Ground Sensor that can be deployed on any flat surface. After being deployed, the sensor emits sounds each time it detects movement within the radius of 25 meters and it reports it to your minimap. The sensor can be tricked by ducking or crawling within that radius, and destroy with any weapon. A scout can only deploy one sensor at a time and, in case another one is deployed, the previous one self-destructs. Otherwise, T-UGS remains on the map for as long as it is destroyed by an enemy or, if the scout changes classes after he dies. Each enemy killed near the sensor rewards the scout with points for assist with detection.

SOFLAM

SOFLAM is a Special Operations Forces Laser Marker, which marks the enemy vehicles and aids their destruction with laser-guided missiles. The device can be deployed on any flat surface (just like the radio beacon) where it will remain until it is destroyed or another marker is deployed.

Using the remote control console, the scout can mark targets manually, or change the marker's orientation, depending on the current situation. Thanks to the infrared vision, you can detect even the vehicles hidden n the map, as well as enemy infantry units. The creative players , may use the SOFLAM in the form of a scouting camera, deployed in the map's strategic points. Additionally, the SOFLAM is equipped with a rangefinder that determines the distance between the device and the target. SOFLAM can be marked and destroyed with the enemy fire from any weapon. What makes it easier to identify is the flash of red that is visible at any distance, on condition that the observer is looking at the front side of the device.

MAV

MAV is a remotely controlled Micro Air Vehicle, thanks to which the scout can detect enemy targets and destroy the enemy equipment, as well as the CLAYMORE mines. The passive motion sensor detects the enemy units within the 35m radius but, the operator can also manually detect targets.

After MAV is deployed into the battlefield, the scout may switch into the remote-control mode, using a special console. In this mode, MAV can move around within the same boundaries of the map as the infantry, even though it is an air vehicle The infrared vision facilitates the detecting of the enemy units and equipment and, apart from that, it comes equipped with a laser rangefinder . the MAV uses the EMP ammo, thanks to which it can destroy the enemy equipment (motion sensors, beacons, EOD Bots, etc), as well as anti-personnel mines - you only need to locate the target and press the firing button. The EMP ammo regenerates spontaneously after several seconds, at which points it is ready to use again.

Each enemy that is killed after being detected by the MAV earns the scout for the assist with detection. Using the MAV, you can also kill the infantry enemies by speeding it up and slamming it into the enemy. The vehicle controls are similar to the controls of an infantryman, where crouching is used for decreasing the altitude and jump for increasing it.

M18 CLAYMORE

The M18 AP mine returns in BF4, in a little bit altered form, though. After the mine is deployed, it shoots out three wires that attach to the nearby surface.

If there is any vertical surface in front of the mine, this is where the wires will attach. If there are no natural obstacles or walls around, the wires attach to the ground, which decreases the mine's effectiveness a bit. The mines that have been deployed incorrectly (e.g. towards the wall but too close to it) will fail to their purpose, because none of the enemies will be able to trip over any of the wires.

The M18 mines are clearly visible in the infrared, thanks to which it is easier to locate them. After the mine is deployed, it remains in the battlefield for as long as it is destroyed, or the support soldier deploys another one - in this case, each successive deployed mine will make the previous one disappear. The CLAYMORE mines can be destroyed either with weapons or with another explosive.

Field Upgrades

The second key factor (after gadgets) that influences the scout's specialization are field upgrades, which influences the effectiveness of gadgets and the implemented tactics. What follows, is that it is best to select gadgets and field upgrades in such a way, as to make them complement the specialization selected by you, or the method of acting in the battlefield.

Each upgrade acts, by default, on level 1. To increase the upgrade level, you need to play in squad. Running around the map as a lone wolf will ensure you with only the basic functionality but, staying close to your squad (and I mean the squad, not the team) and completing objectives together with them, will allow you to unlock the higher upgrade levels quickly. Each upgrade level cumulates with the previous one. When the entire squad is eliminated, the upgrade level drops by one.

DEFENSIVE

  • LEVEL 1: ARMOR: Reduces incoming Damage to the Chest by 10%.
  • LEVEL 2: COVER: Decreases amount of Incoming Suppression by 50%.
  • LEVEL 3: FLAK: Decreases damage from explosions by 15%.
  • LEVEL 4: QUICK REGEN: Decreases time before Out of Combat Heal by 20%.

This upgrade is available for everyone at the beginning of the game, regardless of the selected class. It is an ideal solution for those of the players that are under constant enemy fire, or like being in the battlefield's hottest spots. This may be the best upgrade for the proponents of the Annihilation mode, because it increases chances at survival of the player who is carrying a bomb.

SHADOW

  • LEVEL 1: QUCIK UNSPOT: Reduces time you are Spotted by 2 seconds.
  • LEVEL 2: SPRINT: Increases maximum sprint speed by 10%.
  • LEVEL 3: REDUCED FALL: increases height you can fall from without taking damage.
  • LEVEL 4: STEALTH: You are invisible for the motion sensors (unless you sprint).

This upgrade is available for everyone from the beginning of the game, regardless of the class selected. The Shadow (as the name suggests) is an upgrade for those of the players, who like dashing from place to place undetected and flank the enemy, or steal their control points right in front of their face. The best idea is to use it in the Conquest or Rush modes.

OFFENSIVE

  • SPRINT: Increases maximum sprint speed by 10%.
  • LEVEL 2: AMMO: Increases the maximum of the inventory bullets by 50%.
  • LEVEL 3: GRENADES: Increases the maximum inventory of hand grenades by 1.
  • LEVEL 4: REDUCED FALL: Increases the height that you can fall from without taking damage.

The first unlockable upgrade for each class. It is ideal for the players who prefer a fast-paced assault and pack purely offensive gear. Also recommended for those who have problems with quick depletion of their ammo.

SPEC OPS

  • LEVEL 1: STEALTH: You are invisible for the motion sensors (unless you sprint).
  • LEVEL 2: C4 EXPLOSIVES: Increases maximum inventory of C4 Explosives to 6.
  • LEVEL 3: MOTION SENSORS: Increases maximum inventory of Motion Sensors to 5. Increases range of T-UGS and MAV by 40%.
  • LEVEL 4: QUCIK UNSPOT: Reduces time you are Spotted by 2 seconds.

Spec ops is a perfect upgrade for scouts that wish to remain invisible and specialize at flanking the enemy and destroying the enemy vehicles. Additionally, it allows for more effective enemy detection by the scout, using all of the available motion sensors.

SNIPER

  • LEVEL 1: HOLD BREATH: Increases time you can steady your scope by 100%.
  • LEVEL 2: COVER: Decreases amount of Incoming Suppression by 50%.
  • LEVEL 3: QUICK UNSPOT: Reduces time you are Spotted by 2 seconds.
  • LEVEL 4: ADVANCED SPOT: Increases time your targets are spotted by 45%.

The above upgrade allows snipers to eliminate the enemy targets more effectively, even when he is under fire. Additionally, it increases the player's effectiveness, while marking the enemy units by spotting them. An ideal choice of every more" stationary" sniper.

Stages of development (assignments and unlocks)

To gain access to most of the above gadgets and upgrades, it does not suffice to kill enemies with sniper rifles. To speed up the promotion in your class, and unlock every weapon available for the scout, you also need to serve as a support to your companions by marking vehicles and destroying them. You will not lose your points even if you leave the game, regardless of whether for technical reasons or of own volition.

After the last one of the gadgets is unlocked, the player is additionally rewarded with a star, for his service as a scout, which is worth 10000, as well as a special dog tag

Additionally, there are three assignments allotted to the support class, for the completion of which you receive special rewards:

RECON - BASIC

Reward requirements:

  • Reach level 10.
  • Kill 7 enemies with any sniper rifle.
  • Have 4 squad members respawn on you.

Reward:

Dog tag "Recon - Basic".

RECON - VETERAN

Reward requirements:

  • Complete " Recon - Basic".
  • Obtain 8 kills with any Sniper rifle.
  • Have 5 squad members respawn on you.

Reward:

Duckweed Camo (forest/urban).

RECON - EXPERT

Reward requirements:

  • Complete " Recon - Veteran".
  • Obtain 50 Marksman Ribbons.
  • Obtain 200 kills with any sniper rifle.
  • Obtain 10 Sniper Rifle Ribbons.

Reward:

FY-JS Sniper rifle

Unlock

Points

Description

PORtable DESIGNATOR

---

Portable device for painting with laser targets for the rocket launchers that work with laser designators. For the marking to remain active, you need to keep lock on the target.

C4 EXPLOSIVE

---

A plastic explosive that can stick to most surfaces. It's capable of a mobility kill on vehicles, and the remote detonator allows for ambushes

MOTION SENSOR

5 000

A throwable motion sensor that recognizes movement for up to 24 seconds and detects the enemy soldiers movement within the radius of 25 meters, after which it reports it to the map.

MARKSMAN RIFLES

13 000

Unlocks the RFB and marksman rifles (DMR) for all functions. Use the RFB to unlock more marksman rifles.

FIELD UPGRADE: RUSH

22 000

LEVEL 1: AMMO BAG UPGRADE: Allows for the deployment of an additional ammo box.

LEVEL 2: AMMO: Increases maximum inventory of Bullets by 50%.

LEVEL 3: INDIRECT FIRE: Increases maximum M224 and XM25 Ammo.

LEVEL 4: RESUPPLY UNIT: Occupied vehicles resupply nearby soldiers.

RADIO BEACON

32 000

A portable radio beacon that works as an additional respawn point for your squad's members. If it is deployed in the open, the soldiers will respawn in the air and fall down using parachutes.

FIELD UPGRADE: SPEC OPS

42 000

LEVEL 1: STEALTH: You are invisible for the motion sensors (unless you sprint).

LEVEL 2: C4 EXPLOSIVES: Increases maximum inventory of C4 Explosives to 6.

LEVEL 3: MOTION SENSORS: Increases maximum inventory of Motion Sensors to 5. Increases range of T-UGS and MAV by 40%.

LEVEL 4: QUCIK UNSPOT: Reduces time you are Spotted by 2 seconds.

T-UGS SENSOR

54 000

(Tactical Unattended Ground Sensor), detects enemy movement in a 25m radius and reports it to your team's minimap.

SOFLAM

66 000

SOFLAM (Special Operations Forces Laser Marker) automatically laser-paints enemy vehicles when deployed in a stationary position. The SOFLAM enables allies with missile systems to lock on to the targeted vehicles. Capable of remote operation.

FIELD UPGRADE: SNIPER

78 000

LEVEL 1: HOLD BREATH: Increases time you can steady your scope by 100%.

LEVEL 2: COVER: Decreases amount of Incoming Suppression by 50%.

LEVEL 3: QUICK UNSPOT: Reduces time you are Spotted by 2 seconds.

LEVEL 4: ADVANCED SPOT: Increases time your targets are spotted by 45%.

MAV

91 000

A remotely-controlled aircraft allows for spotting incoming threats or destroying deployed enemy gadgets. Includes a motion sensor with a 35m radius; active only when the vehicle is remotely controlled.

M18 CLAYMORE

104 000

The M18 Claymore is an anti-personnel mine that launches three trip wires, whose breaking detonates the mine. A mine with no trip wires is unable to detonate and should be picked up, and redeployed.

Sniper Rifles | Weapons Battlefield 4 Guide

The operation and function of sniper rifles is rather obvious: they are used for the elimination of enemies without putting yourself in harm's way - until the enemy discovers the sniper's position, at least. The ideal sniping positions are all kinds of elevations, ranging from hills, through cranes, through skyscrapers' rooftops. A sniper in such a position, not only has a good view of the situation in the battlefield, but is relatively safe s well.

Every rose has its thorns, however. A lurking sniper's worst enemy is his own weapon, a high-powered scope, to be precise. Each scope of the magnification higher than x6 gives off a bright flash of light visible from any distance. It is not a lighthouse, though and the flash is not visible at any angle. It is only visible to the person observed through the scope, as well as anyone within its scope. (on condition that they are looking towards the sniper, of course) It is an early warning system, of a kind which gives a careful player a chance to avoid being sniped down. If you notice, in the distance, a flash similar to a mirror reflecting sunrays, you should know that something is about to happen. If, however, you are a sniper yourself, this should be an opportunity for you to get back at the enemy.

In the case of sniper rifles, it is their muzzle velocity that becomes important, as well as gravitational pull. Both of these factors have bearing on the ballistics of the bullet. This simply means that a fired bullet, sooner or later falls to the ground, depending on its muzzle velocity, which you need to take into account while targeting more distant objects. Of course, the same factors are active in the case of any other weapon in Battlefield 4, but only in the case of long-distance weapons does that gain in importance. You can alleviate this by recalibrating the scope, which you do with the same button as turning the flashlight, or laser sights on and off. Recalibration of the scope, for the proper distance, does not mean that you need to aim several meters above the target to actually hit it. If the target is about 200 meters away from the shooter, you simply need to recalibrate the weapon for this value and the bullet will hit the target pointed to by the optical sights.

In the case of sniper rifles, you are dealing with an exceptional situation that does not concern any other weapon class - i.e. variable gravitation. This may sound silly at first, because the gravitational pull is constant and everything, ranging from people to bullets, falls to the ground with uniform acceleration of 9.81 m/s2. This is what happens in Battlefield 4 also, but, in order to balance some of the sniper rifles, developers have decided to bend the laws of physics a little bit and some bullets behave as if the gravitation of our planet was lower by a third. That is why the fall of bullets fired from some of the rifles drop a bit slower than in the case of the other, in spite of lower muzzle velocity. This is also true the other way round, and the acting of the gravitational pull onto some of the bullets is larger by two thirds than the natural one.

Another unique feature of sniper rifles is swaying of the sights. This concerns the scopes of high magnification (6x up). This results from the character's breathing and it can be stopped by holding down the run/hold breath button. You can hold your breath for a maximum of several seconds after which, everything is back to normal, or (if you hold breath for too long) the crosshair will sway even more for the next several seconds, while your character is trying to stabilize the breath.

In this chapter, you will find the listing of the hidden features of the weapons (described in the chapter entitled Explanation). Unlike in the previous ones, in this chapter you will not find any hints concerning the additional accessories for each one of the rifles because the vertical muzzle climb is identical in the case of each one, horizontal drift does not apply and time to stabilize after a shot is the identical. That is why all of the accessories are a matter of choice and gaming style:

  • It is recommended that snipers that stay in constant motion use a two-step lock, which eliminates the necessity to leave the aiming mode to introduce the next bullet into the chamber. The best rifles for that purpose are the ones of the increased rate of fire (the statistic displayed in the game and on Battlelog).
  • For snipers staying in one position, it is recommended to use the bipod, which eliminated the effect of swaying scope, as well as the necessity to hold breath.
  • Snipers that have the taste for battle at short distances and hip shooting, will find the laser sights useful, which increases accuracy in such cases. Some rifles are better for this kind of action than the other.

The choice of optics is a matter of personal taste, and you can choose from among scopes of the magnification ranging between 3.4x and, as much as 40x.

CS-LR4

STATISTIC

VALUE

POINTS NECESSARY TO UNLOCK

---

MAXIMUM REACH/EFFECTIVE RANGE

<12,5~100 meters

TACTICAL RELOAD TIME

very short

FULL RELOAD TIME

very long

MUZZLE VELOCITY

low

EFFECT OF GRAVITY ON THE BULLET

normal

CL-LR4 is a good starting rifle which many will stay with long after they have unlocked the next ones. It does not stand out with anything in particular, apart from one basic flaw, i.e. low muzzle velocity of the bullet.

M40A5

STATISTIC

VALUE

POINTS NECESSARY TO UNLOCK

3 000

MAXIMUM REACH/EFFECTIVE RANGE

<12,5~100 meters

TACTICAL RELOAD TIME

short

FULL RELOAD TIME

very short

MUZZLE VELOCITY

very low

EFFECT OF GRAVITY ON THE BULLET

Normal

An ideal rifle for mobile snipers who stay in constant motion. All that thanks to high rate of fire, thanks to which you can pepper the enemy with bullets with high frequency.

SCOUT ELITE

STATISTIC

VALUE

POINTS NECESSARY TO UNLOCK

8 000

MAXIMUM REACH/EFFECTIVE RANGE

<12,5~110 meters

TACTICAL RELOAD TIME

long

FULL RELOAD TIME

medium

MUZZLE VELOCITY

very high

EFFECT OF GRAVITY ON THE BULLET

High

Scout is the fastest sniper rifle in the game. apart from its high rate of fire, it is also the most accurate while hip-shooting, and has an incredibly high muzzle velocity. The price to pay for that is the increased gravitational acceleration of the bullet, which is why it is best for aggressive scouts who prefer using the rifle over short distance, like a shotgun. Unfortunately, a small magazine and high reload times nears this rifle to the slowest shotguns in the game. Apart from that, after the bullet has covered 100 meters, it deals so little damage that even a headshot is not lethal.

SW-98

STATISTIC

VALUE

POINTS NECESSARY TO UNLOCK

13 000

MAXIMUM REACH/EFFECTIVE RANGE

<12,5~100 meters

TACTICAL RELOAD TIME

short

FULL RELOAD TIME

short

MUZZLE VELOCITY

low

EFFECT OF GRAVITY ON THE BULLET

high

The SV98 is another rifle with the problem of strong gravitation. If you combine it with low muzzle velocity and a bit improved hip accuracy, you get a rifle more suiting combat over short distances, yet longer than in the case of the Scout.

JNG-90

STATISTIC

VALUE

POINTS NECESSARY TO UNLOCK

20 000

MAXIMUM REACH/EFFECTIVE RANGE

<12,5~100 meters

TACTICAL RELOAD TIME

short

FULL RELOAD TIME

very short

MUZZLE VELOCITY

medium

EFFECT OF GRAVITY ON THE BULLET

normal

The JNG is the first worthy descendant of the CS-LR4, for stationary snipers. A decent muzzle velocity guarantees a decently accurate shot at not too mobile targets.

338-RECON

STATISTIC

VALUE

POINTS NECESSARY TO UNLOCK

27 000

MAXIMUM REACH/EFFECTIVE RANGE

<12,5~150 meters

TACTICAL RELOAD TIME

medium

FULL RELOAD TIME

very short

MUZZLE VELOCITY

medium

EFFECT OF GRAVITY ON THE BULLET

normal

Recon is another rifle designed for aggressive scouts, which can just as well serve as a stationary sniper rifle. You can say that it is a perfect middle among all of the sniper rifles. Its basic feature is hip accuracy, which is above average and exceptional, as for a sniper rifle, accuracy in motion. Unfortunately, you need to pay for all these advantages with small magazine.

M98B

STATISTIC

VALUE

POINTS NECESSARY TO UNLOCK

34 000

MAXIMUM REACH/EFFECTIVE RANGE

<12,5~150 meters

TACTICAL RELOAD TIME

medium

FULL RELOAD TIME

short

MUZZLE VELOCITY

very high

EFFECT OF GRAVITY ON THE BULLET

medium

The M98B is a magnum among sniper rifles. it has incredibly high muzzle velocity, thanks to which it is much easier to hit distant targets in motion. It is ideal for shooting down helicopter pilots.

SRR-61

STATISTIC

VALUE

POINTS NECESSARY TO UNLOCK

42 000

MAXIMUM REACH/EFFECTIVE RANGE

<12,5~150 meters

TACTICAL RELOAD TIME

medium

FULL RELOAD TIME

short

MUZZLE VELOCITY

high

EFFECT OF GRAVITY ON THE BULLET

low

The SRR is an exceptional weapon - its muzzle velocity is not much lower than in the case of the M98B, and the operation of gravity on the bullet is lower. Thanks to this, this is probably one of the most accurate sniper rifles and it is ideal for the elimination of enemies at nearly any distance. It is a beast in the hands of a skilled sniper.

FY-JS

STATISTIC

VALUE

POINTS NECESSARY TO UNLOCK

Complete assignment "Recon - Expert"

MAXIMUM REACH/EFFECTIVE RANGE

<12,5~110 meters

TACTICAL RELOAD TIME

very short

FULL RELOAD TIME

Short

MUZZLE VELOCITY

very high

EFFECT OF GRAVITY ON THE BULLET

Low

The FY-JS is, arguably, the sniper rifle that is the most difficult to unlock. To do that, you need to accumulate headshots from the total distance of 10 kilometers, using sniper rifles! To receive this weapon, you need to complete 50 "Sharpshooter" ribbons - you receive one after you score a headshot from the distance of 250 meters. Fortunately, distances add up so, you can just as well score 5 headshots from the distance of 50 meters and you will also receive a ribbon, on condition that you do that within one round. The question is if the FY-JS is worth of such devotion, and unfortunately, there is, probably, no one answer to this question.

From the point of view of the statistics, it is the most accurate sniper rifle, because it features very high muzzle velocity and the operation of gravity on the bullet is decreased. This means that the trajectory if the bullet is as straight as it can be in Battlefield 4. Unfortunately, as it can be guessed, there is a catch here. Above 100 meters, the FY-JS is half as strong as the other sniper rifles and even a headshot will not be able to kill an enemy in full health. As a result, this means that the optimal distance for this weapon is 90 meters, and not the 110 mentioned by the statistics. Therefore it is a weapon for mobile scouts, rather than for the proponents of killing the enemies occupying the other end of the map.

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