Get Some Class
In Medal of Honor, knowing which class to play is perhaps the most important decision. Truth be told, we will at one time or another focus on one class in order to level up. But how many of us consider the strengths and weaknesses of each class, how that comes into play on the various maps and game modes, and how we can benefit our teams?
In Medal of Honor, knowing which class to play is perhaps the most important decision. Truth be told, we will at one time or another focus on one class in order to level up. But how many of us consider the strengths and weaknesses of each class, how that comes into play on the various maps and game modes, and how we can benefit our teams?
Sure, it’s easy to stick with that one favorite, to rank him up, get all the unlocks, and then move to another. Sometimes that works great, and if that works for you, hey, stick with it, your game, your choice. But stop and think for a moment. There are times when it makes absolutely no sense to choose a particular class, when the abilities and equipment become more of a liability to not only your team, but to your enjoyment as well.
First up is everyone’s favorite, the Rifleman. Perhaps the most versatile of all the classes, the Rifleman is effective in close range or long distance combat. Coupled with the right equipment, the Rifleman can make life miserable for snipers, or run and gun with the best of them. Standard issue equipment includes the basic Assault Rifle with iron sights, and the Grenade Launcher. As you increase in level, you unlock other items, such as the M249 SAW or other light machine guns. Here the Rifleman truly shines through for his squad. The strength of the LMG is in its ability to deliver massive amounts of firepower over a sustained period from a distance. Think of a support gunner, yes, you can run and gun and will probably do a lot more damage. Hang back a bit in a covered position; you get a wider angle of fire, seeing a greater portion of the battlefield. Top that off with some improved sights, muzzle break and open tip ammo, the Rifleman gives enemy infantry cause to worry.
Say the LMGs are not your thing, and you want to try something different. An effective counter sniper technique is using the Combat Scope attachment, pair up with one of your Sniper teammates, covering him and making the occasional long range kill yourself. Alternatively, if you plan to infiltrate the enemy lines you can be a little stealthy with the Suppressor. Either way, you can sacrifice a little bit of the accuracy for some stopping power by choosing Open Tip Ammo. The choice will ultimately depend on what game type map you are playing.
Next up is Special Operations, and their plethora of toys. Each side starts with Carbines or an SMG. The Carbine is pretty much a medium range weapon, slightly less accurate at longer ranges than their Assault Rifle cousins, while the SMGs are best deployed at close range. Your Spec Ops guys should be the primary go-getters. They are designed for up close combat, as the order and type of special unlocks demonstrates.
The first weapon unlock for Special Operations is the Shotgun, a devastating close range weapon sure to gain you the love of your opponents. On servers without a Hardcore Mode, the Shotgun is pretty much going to guarantee you a one shot kill, at the expense of speed and distance. As the Spec Ops player progresses, he eventually unlocks the Shotgun Slugs, which make him an excellent party favor. While not as accurate, the slugs have the effect of adding increased range and damage to the already powerful shotgun.
If you are going to provide sniper support, or hang back with the Spec Ops, then you need to work up to the Laser Sight, this attachment brings the range needed to the Carbine, and makes it deadly accurate. Again, these guys are the ones meant to be on the forefront, it makes no sense wasting your time sniping with an MP7 a combat scope. But hey, your choice.
Now we have the Snipers, easily the most hated and most misused class of any game. Face it; no one likes to spawn take a step and then drop. That is what a Sniper is for, long-range hate and discontent. A sniper should never be at the forefront of an assault, he belongs way in the back, tucked away in a comfy little hole.
The Sniper is probably one of the harder classes to rank up. Not many maps make for a friendly environment. Here, more than any other, the player needs to take into account the map, game type and number of players.
Snipers will find their best success on game types such as Combat Mission, or maps with wide-open areas the enemy needs to traverse such as Helmand Valley. Areas of little cover, choke points and ridgelines should be their focus. Going to pistol should be a last ditch sign of desperation, or if the player REALLY wants a challenge…Never bring a pistol to a machine gun fight.
The first truly effective unlock for the Sniper will be the Combat Scope, adding greater viewing distance to his rifle, and culminating in the High Power Scope, which adds even more. Neither have the effect of increasing the accuracy inherit in the weapon, but in my opinion being able to see the target more clearly definitely makes for accurate fire. Now, add a rangefinder to that, and the only things requiring the Sniper to move from base is the advance of the map and the inability to guide the bullet by remote control…Best of all, as the Sniper advances in level, he gets the G3 Battle Rifle. If ever there were a time the Sniper could advance with the squad, and not be fodder for enemy shooters, it will be then. Even so, the limitations of looking through the scopes at close range make it inadvisable.
Ultimately, it is your choice which class to choose, and what is your favorite weapon/attachment combination. After all half the fun is getting there, but once you get comfortable, give some thought to what makes sense.
--Mark Christianson is the Editor-in-Chief of Off Duty Gamers