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Battlefield 1 Game Guide by gamepressure.com

Battlefield 1 Game Guide

Table of Contents

Character classes Battlefield 1 Guide

Last update: 23 September 2016

Character classes in Battlefield 1 have been slightly modified. The series' token quartet (Assault, Engineer, Support, Scout) was revised, now including Assault, Medic, Support, and Scout. In addition, there's also one more class (or two, depending how you look at it), assigned to vehicle operators, but we'll talk about that in detail later on.

Assault

Assault has lost the most important piece of its previous skill set - healing - but learned some tricks previously exclusive to the Engineer class to compensate. Which means that in Battlefield 1, the Assault has become a class very effective against infantry in close quarters, AND able to efficiently deal with vehicles to boot.

Currently, the Assault kit includes a close combat-focused primary weapon (either an SMG or a shotgun), Anti-Tank grenades, and an AT Rocket Gun, which requires setting up a bipod before firing. According to some still unconfirmed information, the Assault is to also have access to a dynamite + detonator combo, so basically a C4 equivalent.

The Assault's assignment on the battlefield is clear as it can be - to push forward and pave way for the others. The class excels in close combat and in dispatching enemy ground vehicles. The variety of AT equipment at its disposal makes it possible for an Assault to single-handedly take down a tank (just because you can, doesn't mean you should though - if you get spotted, the enemy can make it tricky for you to use the Rocket Gun, as it can be fired only with the bipod deployed). To deal with vehicles it is best to cooperate with another soldier and attack the target from two sides. The Assault can boost his AT capabilities even further by replacing the standard frag grenades in his kit with the AT variant.

Every gun available to the Assault can have a bayonet mounted. This means that the Assault can use the Bayonet Charge, a mechanic newly-introduced in Battlefield 1.

Medic

Medic is focused around what previously belonged to the Assault - healing. Now, it's once again the Medic who caries the Bandages (equivalent of the First Aid Pack) and a Syringe, which acts as the Defibrillator. Medic's primary role on the battlefield is to provide support and free healthcare for those working towards the victory face to face.

Currently the Medic kit features various semi-automatic rifles as primary weapon; usable at close range, but working best at medium. The main armament of this class is comparable to Battlefield 4's DMRs. Medic also has a field healing kit and a syringe allowing us to revive fallen teammates. According to some unconfirmed information, also the Medic is to have access to dynamite and detonator, giving him a fighting chance against vehicles.

Medic's task on the battlefield is to support - spam healing kits to prevent fellow soldiers from dying and, when it fails, putting them back on their feet with the other kind of shot. The class is able to hold its own at close to medium range - the more medium the better though, as enemy Assaults can be dangerous up close. However it may seem that the Medic is the class with the most limited offensive potential in the field, it is a crucial role in the team. A good Medic will work behind the backs of his fellow soldiers, avoiding unnecessary lead exposure and providing advantage in shootouts by keeping the team's firepower alive and kicking. Some of the rifles at Medic's disposal can be switched to automatic fire. In the previous installments of the franchise you had to charge the Defibrillator to raise a dead teammate at full health - in Battlefield 1 there's no need to do that; resurrected buddy comes back to life instantly and at full strength.

Support

The Support class remains more or less what it was in the previous iterations of the series. Support is responsible for, well basically offensive support and providing ammo "refills" for his teammates.

Currently, the Support kit includes light machine guns, which will enable you to either almost hit a tank if you are very close to it but moving or provide precise fire support at medium range, assuming you lie down and deploy the bipod. Support's LMGs feature some interesting mechanics - the first shots fired from the hip are the least accurate; the longer we shoot, however, the less scattered the shots become (unless you've deployed the bipod of course...). Other than that, the Support has an Ammo Crate and Tripmines, which act as Claymore's did in Battlefield 4. Some information suggests that Support may also be able to use a deployable mortar.

The role of the Support is to help out teammates in firefights and resupply their ammunition reserves. This class excels at defensive, when the player can find a good spot covering a large field of view and dispatch threats at range using the stabilized weapon. Supports should avoid close range combat like plague, as that's where they are at a disadvantage against all the other classes when it comes to, for example, rate of fire; instead they should focus on medium to (reasonably) long range. Support can turn an enemy's life into a living hell when indoors by setting up traps. The Tripmines are currently able to deal 99 damage, which means that if the enemy is anything short of full health, a Tripmine becomes an instant kill device. Such traps are best located in narrow passages or in dark spots where they are hard to spot.

Scout

Scout, the same as Support, remains close to its previous incarnations. Scout's assignment is to eliminate threats from long range as well as reconnaissance - providing other soldiers with the knowledge of current enemy positions.

Currently, the Scout kit features bolt- and lever-action rifles that require reloading after each shot. Not all of them come with high-powered optics, effectively limiting the range of sniper fire. What's more, the longer the distance the projectile has to travel, the bigger the influence of bullet drag slowing down the shot, which makes playing as a Scout much more demanding than previously, assuming we really mean long distance shooting. In addition, the Scout has access to a Flare Gun, which automatically spots enemies beneath the flare, and a limited supply of armor-piercing bullets to engage armored targets.

A Scout on the battlefield keeps his distance, basically the more the better, although some bolt-action rifles can be deadly at close range, as long as the player knows how to pull off an aggressive, assault sniper. Scout is the main source of tactical intel for the team, spotting enemies on the map to keep his teammates informed. Spotting can be performed in two ways: the usual - we can mark a single enemy by pressing the appropriate key, or by using the Flare Gun, which automatically marks all enemies in a certain area.

Tanker and Pilot

Currently, this classes is intended only for the players respawning directly in vehicles as drivers or pilots. For example, if a player respawns in a tank as the first player inside, he becomes a Tanker, giving him access to some unique gadgets. All other players that spawn in the same vehicle later on will keep their current class however. Although as it is now, any class can drive a tank, only a Tanker can repair the vehicle. A person who has already spawned as another class won't become a Tanker upon entering the vehicle.

The repair mechanics themselves have changed a bit as well. We can either do it as we always did - by disembarking and repairing the vehicle while exposed to enemy fire (and hijack attempts), or we can use the new option allowing the player to repair the vehicle from the inside. Holding the action key will block the vehicle's controls for a short while (the tank will stop, the plane will be out of our control), but it will regain some armor points as soon as the circle is filled. Repairing the vehicle from the outside is faster, but comes with a risk.

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