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Battlefield: Bad Company
Posted by Matt Lees, 178 days ago Jan 06, 2009
  Battlefield: Bad Company
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In terms of class choices the spread is formidably varied, with each class demanding a different style of play in order to survive. The Assault class is fairly intuitive for FPS veterans, arming you with a rifle plus under barrel grenade launcher suitable for medium to long range combat as well as the ability to heal your own health periodically. As a specialist you’re armed with short ranged silenced weapons for covert sneakiness, backed up with the ability to plant C4 charges and electronically tag vehicles which demolition troops are then able to lock onto with their rockets. Not only brandishing their chunky-monkey rocket launchers, Demolitions experts are also armed with anti-tank mines and a shotgun, for the lady’s pleasure. The Support class does exactly what it says on the tin, armed with med-packs for giving fellow troops some well needed TLC, a multi-tool which can repair vehicles and drill through scenery, a light machine gun, and the ability to call in mortar strikes at will. Last but not least, the Recon unit is armed with a trusty sniper rifle and a laser guidance system which allows players to fly in cruise missiles, guiding them directly towards their unsuspecting targets.
Having spent a fair amount of time experimenting with all of the different classes, it’s clear to see that whilst you’ll likely pick a favourite early on you’ll easily end up racking up considerable amounts of time with all the classes available, and the manner in which the different classes are all expected to work alongside one another again makes your personal role feel a little more important than in your average online FPS. I’m usually the Demolitions expert, which means that when I’m not shotgun storming strongholds after making impromptu doors with rockets, I’m on call to keep armoured vehicles the hell away from my vulnerable little teammates. Heavy tank’s been tagged by a specialist? I’m on it. Inbound vehicles on the eastern road, you say? Area fortified with mines. Each class is immensely powerful, but in a welcome twist from the usual simplicity of “everyone get back to our flag!”, none of these classes truly come into play effectively until you’re able to communicate effectively with your squad and act accordingly. Hoo-Hah!
No two games of Bad Company play out the same way, and working together as a team is essential practice for those hoping to come out of battle victorious. So rather than bundling you all into one big mass, the game splits teams into separate squads of four, encouraging you to work together in small groups rather than attempt to coordinate a larger number of players. It’s a system that works beautifully, letting you play games with large numbers of players on both teams without having to actually communicate with anyone other than the group of mates you’ve assembled in your squad; a godsend for those like me who enjoy the concept of big team battles in theory, but in reality can’t stand having my ears raped by so many American children.

 


Rating: 5.0, votes: 3
 
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