Quote:
Originally Posted by Worbah
I was incredibly frustrated with BE5 back when I first got it, you might say I had a love/hate-relationship with the game (I loved BE5, and BE5 hated me). The first few hours of the game were just painful. A bandit ambush was a death sentence. However, I found these tips to helpful with both games;
1. Solo=dead. Hire a merc ASAP. By doing so you've effectively doubled the firepower at your disposal.
2. Weapon at ready. By default, you should have your weapon prepared. Shaves a second or two that might prove fatal.
3. Use aimed shots. Whenever there's a bit of range between you and your target, you'll be far more likely to hit with the carefully aimed shots. Maximum amount of lead in the air is not always the best solution.
4. Shotguns and SMGs. In the beginning, you should try to get a decent shotgun before you leave the first town. (I do play with "Easy Money" switched on, though, so it might be quite a bit more difficult to accomplish.)
5. Crouched is the stance to use. A good compromise between mobility and safety. Standing up you're a bullet magnet, and while prone you turn slower than a snail in a tar pit.
6. Eyes on your back. The big adjustment I had to make going from BE5 to 7.62 was the fact that enemies, more often than not, come at you from many directions. It's a good idea to use a merc as a spotter/rearguard so you won't get flanked.
EDIT: Oh yeah, I have most of the easy options selected, aside from dumb enemies and low adrenaline. And sometimes the critical hit-thing. I can't imagine what kind of a strategy genius makes it on the hardest difficulty setting.
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I agree with all of this. Definitely get a buddy, and always keep the weapon ready. Going off 4&5 I find accuracy is far and away the most important thing. Aimed shot will beat bursting or pot shotting if you're more than two feet from someone. This is especially true since hitting them keeps them from firing back, due to both shock and them having to reaim.
In BE5 I usually used prone, since the enemy generally did the same, and came at you from one direction only. Now I only ever use fast crawl, since like you said it's a good compromise: you're almost as fast as standing, but a bit more accurate and a bit smaller.
I have to disagree with SMGs though. Shotguns are incredible at mid-short range (I think ~20-30m is where I like them), since they are very accurate (well, they may not be accurate, but the whole "loads of shot" thing means they hit a lot, at least). Past that I love rifles for the 1st few CGLs. They are so very accurate, especially compared to other early game guns, that a slightly slower speed is more than made up for by the fact that you will hit them. Sure, the enemy SMG gets off three shots to your one, but yours hits and all three of theirs are liable to miss. The mosin is the exception to this, since it is simply too slow: by the time they can shoot a hundred shots to your one it's a lost cause. SMGs are good for in-your-face fighting, but I'd usually like a shotgun or SKS instead.
I kind of use The Brain's strategy, of generally trying to use two teams. Instead of having two equal teams though, I usually like to have a bigger team (4-5 members) with long range, accurate guns, and a small flanking squad armed with something close range and silenced to sneak around back. They try and come close enough to the enemy to have a good chance to hit, but far enough away that they aren't immediately found and can run if needed. The VAL was king of this in BE5 due to it's nutty range curve (basically 100% accurate out to 50m, 0% further), silencer, and strong 9x39 ammo. This also means it's one "maneuver" team and one "flanking" team, not two "fire and maneuver" teams. Are you usually leapfrogging, or trying to have one pin and one flank?
I don't think I've ever thrown a grenade though. Most of that is not wanting to spend the time to switch away from my gun, so knowing you can do it from the vest is awesome. Still though, how close are you usually when you do use them? Do the AI not just run away from them?