BattleBit Remastered

BattleBit Remastered

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How To Fix Your Nagging Skill Issues - Some Helpful Tips & Tricks
By Atrocious
Ready to put away the salt and start learning from your mistakes? Wanna learn some decent tactics that don't (usually) involve you getting yourself killed? Me too! Whether you're an absolute beginner or just tired of making the same mistakes over and over again, this guide will contain some helpful tips for learning better tactics and techniques for becoming at least somewhat better at this wonderful and complex military MMO.
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Introduction
This guide is very much a fluid resource that is in active development. Community contributions would be greatly appreciated.

This guide goes over many of the general tactics that can be employed to improve one's game performance and squad cohesion, greatly improving your team's odds of victory. This guide is less dedicated to specific BattleBit "lifehacks" and more to the general theory of battlefield tactics, focusing on how they can be effectively applied to the gameplay itself.

The most important tip I could provide overall would be this: play to win. Of course that may seem painfully obvious to any gamer with at least half a functioning brain cell, but it's absolutely worth mulling over. On a superficial level, this would signify that players shouldn't use the games for trolling or simple spamming, hence the natural utility of the in-game player reporting feature. However, it's what players don't recognize from that axiom that tends to catch all but the most sophisticated of gamers off-guard. Playing to "win" means not getting caught up in the "thrill of the fight", so to speak, and losing track of your actual objectives. Maybe you've witnessed certain players fight tooth-and-nail for a Sniper role only to end the match with <2 actual confirmed kills. Maybe you've witnessed a player making the same mistakes over and over and over again, and they become unbearably toxic and irrational about it. We've all been there before.

BattleBit is not a "warrior's" game; it's for soldiers. No more, and no less. Warriors run mindlessly screaming into battle for the glory of performance, spoils, and simple bloodlust. Soldiers are briefed on their objectives, assemble to form plans, and work together to achieve their mutual, sensible, clear goals. The 'what' is not usually in question; it's the 'how' that makes modern warfare so insufferable. Real soldiers wait for the perfect moment, not even talking in the field unless tactically suitable. And when a real opportunity presents itself, it's taken. And nothing stands in their way. Well, except enemy soldiers, that is. War is hell. Simple.

BattleBit is not about personal accolades, killing for sport and earning various bragging rights. BattleBit revolves around the mechanics of modern warfare, which has long evolved out of its crude self-centered ideals of glory and spoils for their own sake. Warriors are a dying breed on the battlefield, and rightly so, figuratively and otherwise. Even if you're likely never going to see a modern battlefield in real life (lucky us, eh?), it's important to consider the general concepts of modern warfare and see how it can be applied to things like a video game. That being said, if you want to 'git gud' at BattleBit, you can get a great start by internalizing that eternally important maxim: play to WIN!
Gameplay Basics
Classes
There are five character classes in BattleBit, each offering different Loadout equipment options for varying tactics in the battlefield.

Assault
Assault serves as the most basic and balanced of all character classes. In terms of equipment restrictions, Assault characters are adequately suited to both maneuver and support roles in the field, but are less effective at either one than their more specialized counterparts. Their versatile assault rifles allow them to handle a wide variety of combat roles in the field in short- and medium-range combat. Moreover, the Assault unit class can equip building-demolishing tools to use in the field--there's the Sledgehammer, which can bust large holes in brick walls for players to move through; as well as Pickaxes, which can destroy single bricks at a time so you can aim through them as light fortifications.

Medic
Medic is the first of the Squad support classes, focusing foremost on combat recovery. The Medic has access to the versatile Medkit, which can be used to heal friendly units in the field (including yourself) and allow them to recover from any damage they have received. Medkits can also be dropped to allow fire support groups to recover from any concentrated suppression efforts. This is why Medics carry two Medkits, so they can drop one for their allies to use in an entrenched position while still being able to heal their allies manually. Additionally, Medics not only carry a significantly higher quantity of bandages, but can apply them on themselves and other allied players much more quickly than other classes.

In terms of weaponry, Medics have access to both assault rifles and SMGs, which compliment their tactics quite well. Like with the Assault unit class, Medics can equip assault rifles for high tactical flexibility, but for the Medics who seek to move about the battlefield and treat their fellow soldiers at a moment's notice, equipping a shorter-ranged SMG would be far more efficient. SMGs have less range and overall accuracy, but are very lightweight compared to the average assault rifle, allowing soldiers to move a bit faster with them equipped. As beneficial as it can be to revive and heal allied soldiers as the dedicated recovery class, it is very important to move carefully around the battlefield and maintain situational awareness so as not to get picked off by, for example, the same hostile that killed the allied soldier you're scrambling to revive. Make sure to drag your downed ally to a safer place before/while you revive.

Engineer
Engineer is another dedicated support unit class that focuses more on heavy armaments and situational Loadout adjustments for optimal usage. Engineers have the widest variety of primary weapon equipment options of any class, allowing them to handle a wide variety of roles in the battlefield with more focused specialization and overall tactical flexibility. Engineers are able to equip not only assault rifles and SMGs, but marksman rifles as well, giving them a significant technical advantage over other classes to fit, fill, and complement any combat role in the battlefield.

The main perks of the Engineer, however, lie in their heavy support assets. The Engineer is the only class in the game that has access to the RPG. There are three warheads the RPG can use:
  • Fragmentation: Deals moderate damage to hostile soldiers near its point of impact.
  • HEAT: Highly effective at damaging hostile vehicles and breaking building structures.
  • Tandem: Effective at penetrating the heavy armor of hostile tanks.
The Fragmentation and HEAT round options can use either basic iron sights or the PGO7 range-based sight up to a maximum range of 500 meters. The Tandem RPG only has access to a dedicated range sight with a maximum range of 200 meters.

Engineers are also capable of equipping the Repair Tool for patching up allied vehicles in Conquest game modes.

Support
The ambiguously-named Support class is more specifically designed for mid-ranged fire support and suppression. Supports only have access to one of two types of specialized guns: Support Guns (again, very ambiguously named...) and LMGs. Support Guns are similar to assault rifles but are heavier and have greater accuracy, making them apt for usage as more dedicated base-of-fire weapons in a static position. In comparison, LMGs are far less accurate but have much larger ammo magazines and a higher rate of fire, making them excellent weapons for laying down suppressing fire against enemy forces to pin them down. This can be especially useful against enemy Recon units (detailed later) to prevent them from providing reliable fire support for their team.

Support units are also capable of dropping Heavy Ammo Boxes for resupplying their fellow entrenched soldiers to increase their effective lifespan.

Recon
The Recon class is another dedicated support unit with far greater range and accuracy than the Support class. Recon units are able to equip sniper rifles and marksman rifles for their primary weapons. Marksman rifles have a lower effective range than sniper rifles, but are lighter and more versatile weapons for mid-range fire support and surgical target elimination. Like with the Assault class, Recon units can equip sledge hammers/pickaxes to turn brick walls into light fortifications. Because of their low tactical flexibility, Recon units are best used to support allied advances from afar and much less effective without active support from other friendly units.
Basic Tactics
Situational Awareness
In any military combat scenario, having a degree of situational awareness of your surroundings will be crucial to helping you avoid stupid mistakes in the battlefield. In the open-combat environment of BattleBit, there are a few helpful tricks you can employ to alleviate the chances of you being singled-out:

1. Check your corners.
This is the most noteworthy perennial piece of tactical advice you will hear in any tactical scenario. Whether entering a building or passing between buildings, it is always a good idea to check your surroundings, looking for areas where enemies could be hiding in wait, stalking your position to farm a few kills. This can be a tedious and often disorienting task to handle, but having an ally help you out will make this far easier for you to handle. And who knows? Maybe they'll be the first one to drop dead if someone actually is lying in wait.

2. Listen for and analyze nearby sounds of gunfire.
Assuming your teammates don't have a bad habit of testing out their weapons against ghosts before the fight, you can be sure that most instances of audible gunfire will be either a threat or the sign of a threat. If a teammate of yours opens up on a target at 100m away, you would do well to stay away from them lest you also get shot by your ally's own target. By listening carefully to the sounds of gunfire in the area, you can not only deduce a fair amount of information regarding the positions of your enemies, but get a feel for your own tactical position as well.

As an example, let's say you're busy defending an objective point from an enemy advance. One of your allies is peeking around a corner to gun down some enemies. Just a moment later, they suddenly fall to the ground. At least one enemy soldier has your position in their sights. But wait--those gunshots seemed to be rather close. You've got incoming. Announce your timely observation to your teammates and readjust your position to prepare for a possible breach. Assuming your foes do not observe any form of breaching protocol (a common sight in a game like BattleBit), you will have adequately prepared for their entry and be in a much better position to hold out for a bit longer if not push back their advance entirely. Toss a grenade, place some fortifications, lay down some suppressing fire (detailed later in this guide)--use whatever positional advantages you have to push back however hard you and your team can.

Laying Down Support Fire
The concept of support fire is surprisingly simple: choose a unit or group to support; anything that group is shooting at or getting shot by, you shoot at in turn. Support fire is best provided by Support (oh dear) or Sniper units, and is best done from afar. Support fire is great for improving the survivability of your teammates, especially if your squad is making a coordinated assault.

Tactical Heuristics
This may sound like some unforgiving college calculus theorem, but it's much simpler than it sounds. Tactical heuristics refers to the practice of retrospectively analyzing the outcomes of different tactical scenarios--most likely the ones where you are shot dead (again...)--and attempting to deduce what went wrong, how it played out from the enemy's perspective, and considering different adaptations you could make to your tactics to avoid making those sorts of mistakes again. "In reality, it's live once, think twice. But here? you can do it over!" --IDAP Virtual Instructor, Arma 3: Laws of War DLC. With the concept of death being as trivial as it is in BattleBit, it's absolutely worth making note of your mistakes and the enemy's successes before you respawn.
Weapons
When it comes to your weapons in BattleBit, it is crucial to think about what exactly you plan on doing in the battlefield. Looking to breach a building and be ready to neutralize an enemy at close range while checking your corners? Use an SMG. Looking to hang back and fire from a distance? Go for a sniper rifle. Not interested in being that far away from all the action going on? Get a marksman rifle. More interested in indirect fire support? Take up the Support class and start suppressing your enemies! Looking to stand high above the salty cancer gamers on your team? Just keep reading, friend...

Assault Rifles
These are the more basic rifles in BattleBit, and they're an accepted baseline weapon to compare other primary weapons too. If you've ever used a kitchen scale, you'll know that calibrating it is essential. Get your bowl on there and press the button to zero out the scale, such that it won't be giving you the weight of the bowl, but of what you pour into the bowl afterwards. Assault rifles are that zeroing button on the scale that... well, you get the picture. I digress.

Assault rifles are the bread-and-butter primary weapons of BattleBit, and the weapons you will be using most often in the field. Assault rifles will be available to the Assault, Medic, and Engineer classes. These should be used if you want a very well-rounded setup that can easily adapt to the ever-changing tactical landscape of the battlefield. It's good at basically anything given the right addons, but it's never going to be as good at specific roles in the battlefield as more dedicated weapons. That being said, assault rifles are very beginner-friendly weapons that offer players a chance to experience a little bit of every aspect of military combat and help them decide what they like to do the most. If you find yourself gravitating towards a more specific role on the battlefield, you would do well to consider using a different type of primary weapon. The rest of this section details those alternative weapon types.

SMGs
These weapons are much more well-suited to close-range combat. Unlike assault rifles, SMGs will fire off their bullets much more quickly, but are very inaccurate against mid- and long-range targets. SMGs thus excel at close-quarters combat, such as clearing a building or sneaking up on enemy emplacements.
Squad Dynamics
When joining a server, players will be grouped into an available squad by default. While it's technically possible to spawn in without joining a squad, players will only be able to play the Assault class if they do. Playing in a squad allows for players to coordinate more closely with their team members in a more organized fashion.

All Squads will have dedicated Squad text/voice chat channels for improved coordination. Unlike the Local voice channel, the Squad channel can be used to communicate with your entire Squad across the map. Remember that enemy soldiers can eavesdrop on any voice chat you use, so be sure to exercise proper voice chat discipline in areas where hostiles could be nearby.

As a Squad Member
When playing a subordinate role in a Squad, certain Objectives will be highlighted on the HUD, denoting your Squad leader's current order. When an order is changed, the related Objective will show up as a notification of sorts and point you towards the Objective point. You will receive extra XP for any kills you make at the objective while attacking/defending it. Following Squad orders isn't just a bonus point incentive--cooperating with your Squad to hit objectives will allow players to decimate enemy resistance far more efficiently than if everyone's simply charging in as lone wolves.

As a Squad Leader
If you become a Squad leader, you will be able to assign orders for your Squad members to handle. To assign your Squad members to an objective point, look at a point while spawned and click it with the middle mouse button to designate it. When a point is marked, your Squad members will receive extra XP for killing enemies in its area. The order will be Attack for points controlled by the enemy team, or Defend for points under your team's control. Squad leaders should make liberal use of their orders to not only increase the XP gain for their members, but to coordinate their movements in order to quickly and efficiently adapt to the ever-changing tactical landscape of the battlefield.

Squad leaders will also have access to a unique text/voice channel specifically for communicating with other Squad leaders. Coordinating with your team's Squads to hit objectives will greatly increase your overall tactical effectiveness and lay waste to any disorganized enemy offenses.
5 Comments
Muzzleflipmckracken 18 Sep, 2023 @ 8:13am 
This is very useful. I'm new to this game(day 3) so this is really helpful for starting out as a Squad leading Medic.
White Witch 12 Aug, 2023 @ 8:35am 
Thank you this is day three trying to find the correct information on squad leader and placing orders. It was driving me crazy :steamthumbsup:
ODDBALL 7 Aug, 2023 @ 12:48pm 
some helicopter gunner tips for the guide: Lead your shots and burst fire for maximum dps. Also any medics in the helicopter should get in the F6 seat as it seems thats the only seat that allows one to heal the pilot and gunners in a heli
verymulch 29 Jul, 2023 @ 9:57pm 
doubleplus good guide, very nice
MemeMachine 28 Jul, 2023 @ 7:45am 
Dope guide, waiting on more progress so I can stop being cannon fodder.