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  • Infantry

    Class Stats
    Offense: 6
    Defense: 6
    Speed: 5
    Objective: 5
    Teamwork: 5
    Solo: 8
    Versatility: 10

    Playstyle: Balanced
    Focus: Gun Fighting & Versatility

    Class Description

    Infantry are prized for their versatility and overall effectiveness in firefights, objectives, and essentially all aspects of combat.  They are generally the core unit on teams and many times the preferred play style when going solo in matchmaking due to their lack of dependence on support units.   Not only can most infantry handle any situation thrown at them, but they can also often take control and dominate no matter what is happening around them.  We have always advised learning this playstyle and evolving from it to find your true calling and having a great fall back strategy if your specialized role falls apart or does not fit into your current team’s strategy.

     

    Class Equipment - Weapons

    Versatile weapons are the goal of most infantry as lacking a weakness is often more effective then dominating everything.  This is the main reason that assault rifles have come to be the dominate infantry weapon of choice, as they are effective at all ranges and can handle a vast number of targets, armor, and situations.

    Primary Suggestions

    Assault Rifles: As previously stated, these weapons pack a punch in a vast number of situations and are often considered to be the most versatile weapon available in nearly every shooter related game.  Feel free to select the one most comfortable for you, or the one that best fits the map you are playing, as assault rifles will rarely let you down in this role.

    Submachine Guns: While extremely short-ranged submachine guns should be left to the light infantry, the medium and long-range ones can offer an infantry player high versatility while increasing close range effectiveness on clustered maps.  Often nearly as versatile as assault rifles, submachine guns should not be overlooked as many maps will limit your average gunfight range to well within their ability anyway.

    Battle Rifles: Often considered to be assault rifles or “marksman rifles”, we prefer to separate semi-automatic, high damage assault rifles as "battle rifles".  These weapons are generally used by heavy infantry but can offer an infantry player more options in open or sniper heavy maps.  We often recommend using a close range based secondary weapons to make up for the common lack of close quarters abilities that these weapons have but battle rifles can easily open a map to infantry trying to complete in long-ranged gunfights.

    Secondary Suggestions

    Counter Weapons: Many teams (or pairs) are small and lack the option to have a dedicated anti-vehicle or anti-aircraft units.  Infantry often have a primary weapon that negates the need of a pistol or similar weapon in nearly every situation and therefore are often the only class who can open their secondary weapon slot for team use.  Packing a heat seeking missile on your back to counter a tank threat is more justifiable then going for the glory pistol elimination when the game is on the line.  While it may be harder to find what your team is lacking when playing random matching, being prepared to counter commonly used equipment can often be what carries a team to success.

    Range Dedicated Weapons: If using a submachine gun or battle rifle (or just to focus on a single range due to a map layout or objective), it is never a bad idea to supplement the weaknesses of your primary by equipping a pistol/shotgun for close range or a sniper/rifle for long range situations.  Also, never forever your objectives, if you are guarding a small room or clearing an open hilltop, a secondary weapon just for that situation can be a game changer.

     

    Class Equipment - Other

    Infantry should be geared towards handling any situation, environment, or opponent thrown at them.  This can often be determined by the gear that they use and having secondary equipment able to make you more versatile commonly means making you more successful in the match.

    Grenades/Explosives: High damage, throw and forget style equipment (like frags, claymores, and timed explosives) are preferred for most Infantry.  They provide fast and effective relief for those "oh no" moments, while also being able to handle offensive and defensive tactics without the need to change out gear. Disorientating style grenades can also be a highly effective weapon, just remember to keep it simple as your goal is to supplement your gun fighting, not to put on a show.

    Armor: In games that allow editing armor, it is recommended to start with a medium weight or 50/50 (armor/speed) setup and adjust for your play style.  Remember, bulking up on armor is not the best solution if you are getting shot a lot as an infantry class player, but not being able to take any damage will also hurt your effectiveness. Balance is the key.

     

    Class Use - Communication

    Infantry are great communicators as they often sit in high combat areas, but at a decent distance to see what is happening.  While communication will not necessarily make or break an infantry class player, the proper use of it can make a huge difference on a team.  Obviously making call outs of opponent locations is beneficial to both your teammates and you as it tells light infantry where to head while flanking and informs your heavy infantry where to provide covering fire during engagements if their vision point is not the best.  Not to mention that calling out when you get eliminated and what caused it (such as a big opponent push) can vastly help your teammates from getting blindsided by someone or wasting a flanking run just to find an empty room that they thought you had opponents pinned in.  Remember, you are the front-line unit and are very often the first to know what is happening, do not be the only one to know.

     

    Class Use - Close Quarters

    Infantry are highly effective at all ranges if they have a standard setup.  The main problem with close quarters is the lack of time and room to adapt and use their versatility to its fullest.  This is where it is often best to improvise.  Do not be afraid to pop the close-range grenades off or play a little more defensive to get the advantage over an opponent.  The main thing to watch out for would be opponents using a light infantry or recon based setup as these players will be in their home field and are able to unleash a deadly number of close-range weapons against you.  However, many light infantry and recon units are overconfident in their abilities to dominate infantry at close range and will underestimate your abilities, forcing them to chase you and becoming overly aggressive towards you is a great way to move the odds to your favor.

     

    Class Use - Medium Range

    Medium range is truly the home of the infantry.  This is where no class should be able to consistently defeat you and where any objective is achievable.  Your weapons can extend your range or shorten it as needed but generally an infantry’s weapon and playstyle is geared towards the medium ranged gunfights.  This range is where other classes are going to try and outthink you or simply avoid you.  Beware of light infantry flanks and heavy infantry trying to get an advantage over you with teamwork and firework.  Also, never be overaggressive, while you should dominate this range, the idea of running over everyone else and avoiding tactics will turn things against you faster than you can adjust.

     

    Class Use - Long Range

    While most Infantry can handle longer ranged gun fights without a problem, the ability to adapt and change will aid the infantry with any shortcomings.  Most infantry weapons and gear can handle long range quite well, but due to your close-range skills, never be afraid to push up a little bit before starting an engagement.  Also watch out for heavy infantry utilizing their long-range firepower on you could as they could just be using their range to their advantage or just as likely using it to distract you from their teammate behind you.

     

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