Battle Grounds III

Battle Grounds III

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battlegrounds 4 dummies
By chevrolet_thunder
click this guide for some help on playing the game
   
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Hey, so you found BG3
Depending on what side of the political spectrum you lean on, your religion, personal beliefs, age, gender, or simply if you are capable of having thick skin, this game may or may not be right for you.

There will be a light bit of air of caution that, this game can have a steep learning curve. You can find people fitting from backgrounds of army veterans, 'uncs' (guarantee many people who play this game are over 30, or have children, or both) "sworn" neo-nazis & KKK cosplayers, stoners, the occasional child, 'pubbers' (people not associated with a clan) and clanners. You are generally expected to be able to trash talk like its 2010 on a Call of Duty Modern Warfare lobby. Slurs WILL be thrown, you will be called names. You will be laughed at. If you are not at all comfortable or capable of tolerating unfiltered banter, radical politics, racism, or ♥♥♥♥ talking, this games community might not be for you.

If you are bothered so much by it, either mute people who are causing problems, or put in this command into the console by using the ~ key.

"voice_enable 0"

"cl_mute_text 1"

Now, for those who are bold, believe what i'm saying is a joke, or simply those who don't care about what people say, you are free to ignore my advice, as I do so myself. (Because, i'm not thin skinned.)

Now to get into the basics of gameplay.

Basics for gameplay for those who don't want to read the entire guide.
  • Left click to shoot (Musket) Swing (Melee weapons) Hold Left click to prepare a high arc grenade throw, release to throw.
  • Right click to use your bayonet (Musket) Quick Swing (Most Melee Weapons) Hold right click to prepare a low arc grenade throw, release to throw.
  • Q to Aim (Cannot be performed with the Pistol. Not entirely recommended for close range or when standing still, depending on weapon and class. Not recommended at all within kissing distance of an enemy, even while moving)
  • CTRL to Crouch (Does not increase accuracy unless in possession of a rifle.)
  • 1, 2, 3, and 4 are connected to the "Advance, Fire, Rally Around, Retreat" Commands. Pusing these buttons will also activate officer abilities.
  • C to shout a battle cry (Spam in melee combat to totally increase your chances of wining)
  • X To Access more voice commands
  • F for voice chat. (By default)
  • Scroll Wheel to to change weapons.

Treat your musket ball like your wife. You only have one. She'll generally get the job done if you please her, but anything extra without waiting a little goes through your bayonet, your mistress. She will be reliable in any and all up and close circumstances. And treat your buckshot like your a stray hooker in vegas. Fire your load into a crowd of grown men, collect your amount of 155 dollars (damage) from 3 people and vanish before the police arrive
Quick Important Survival Tips
  • Use quick attacks for enemies you have already wounded, or know are wounded.
  • Never reload unless if you are around a team mate who isn't, or you are sure the enemy either doesn't see you or is far enough away.
  • Aim for the head when possible with melee, generally aim for the chest with muskets and pistols. Compensate for bullet drop, lock time, and bullet travel distance when firing. Make your aim higher when firing a longer distances when using muskets. Rifles won't typically suffer from problems such as distance, however do adjust for the bullet travel time.
  • Beware of Native Americans, focus them down.
  • Beware of skilled Officers wielding spontoons, focus them down with ranged attacks, or swarm them with melee.
  • Do not underestimate a loaded rifleman at close range. He will shoot you before you get a hit in.
  • When you only have your melee and you realize your enemy is aiming at you, hold W and zig zag unpredictably, and hope you can throw off his aim. Also pray he doesn't have buckshot or some femboy with a blunderbuss close by.
  • Beware of French Officers. They have distinct voice lines.
  • Never underestimate the ability of your enemy to do something extremely idiotic and win, or you to hit him first and he still wins the fight.
Commonly Picked Classes
What team you choose can make a difference on what you will play. I will give you classes, how I generally use them, and their strengths and weaknesses.

Linemen/Infantry
(British & American)



I am willing to argue this class has some of the best offensive and defensive powers in the game. Mostly due to the fact they wield muskets and bayonets. Your musket can define heavily how you play. If you are more confident in shooting, much more accurate muskets with lower lock times for you. Unlike most modern games, a higher number for things such as damage, accuracy, and bayonet damage & range (the most important in my opinion) are general what you want. However, lower values for things such as melee swing recovery, lock time, and reload are also very important. Most of the time, playing as infantry, you want to use your bayonet up close. However, it doesn't at all hurt to have a loaded musket and charge in when an enemy is close.

Crouching will not increase your accuracy, and can even be deterremental in melee fights, due to being inable to swing until you get back up. You should aim for the head when you can, however if you are start to go into a loop around one another, and they are already injured, a quick chest or stomach shot doesn't hurt.

Officers
(British & American)



The pistol and sword, alongside the spontoon (Note, some skill required) is extremely versatile for close quarters combat. However, the carbine is also not a bad option for much more open maps where close range engagements typically won't happen with firearms. The sword is capable of slashing in an arch. You should generally aim for the head and swipe at them with your sword. However, if they are injured (usually after shooting them with your pistol) You can quickly pull out your sword and right click for a much quicker slashing attack. You should only do this if you have already done greater than 60 points of damage to their health.

You can also buff your fellow teammates by pushing the 1, 2, 3, and 4 keys. 1 will increase movement and reload speed. 2 will increase damage & accuracy, 3 will increase damage resistance and reduce stamina drain by 50%. 4 will reduce damage and give a movement speed buff. The callouts DO NOT matter, only the buffs do UNLESS you are in a line battle.

REMEMBER TO KEEP YOUR DISTANCES FROM OFFICERS CARRYING SPONTOONS IF YOU ARE NOT CARRYING ONE, OR IF THEY ARE CLEARLY VERY SKILLED. THEY HAVE DECEPTIVELY HIGH MELEE RANGE AND DAMAGE, A SKILLED PLAYER THAT HAS MASTERED THE SPONTOON IS MORE OF A THREAT THAN A NATIVE AMERICAN WITH A CLUB.

Light Infantry
(American & British)


DO NOTE. AMERICAN LIGHT INFANTRY TAKE MORE DAMAGE, BRITISH INFANTRY DO NOT.

Light infantry and great skirmishers. Whether it be with a musket that fires out buckshot, rather than a proper ball, firing off a blunderbuss (which can be deceptively accurate at mid range.) or using a rifle and sword. Generally, American light infantry are equipped with a musket and a belt axe, which can swing in an arc and does good damage. British Light Infantry typically use a musket and bayonet combination. However, there is an option for a light infantry rifle and sword to take place. Unlike other classes, the British Light Infantry is capable of increasing accuracy while crouching, when using the Light Infantry Rifle. Light Infantry typically the most mobile units in the game, other than one exception.

Specialist Classes
The Indian (Literal Horror)


If you encounter a native american on the british team, you are blessed with the fact that you are not American. If you are an American that sees a native, pray they are not lagging, do not have the trade musket (highest damage dealing weapon in game) or they forgot to pick out their one of two of their unique and powerful melee weapons. People who only play Native Americans I argue are some of the most insane, unhinged, and unstoppable forces when they are either at long ranges, or in close quarters. Your best shot at killing them is to either get lucky with a melee hit to the head, hope they are at low health when you miss their head, or lag is on your side. You can also just focus fire the native american and kill it. Especially important during CTF. Native Americans are the fastest class in the game. They can be menaces under an officers charge. Do not underestimate them for their lack of clothing. Unlike British Light Infantry, Native Americans do take increased Damage

Grenadiers (British and American)



There are three types of grenadier players I see. They will either act like line infantry but with swords, they will swear allegiance to ISIS and run at you with a lit grenade, or they are threateningly good at both projecting the arc and timing the fuse of the grenade to get generous amounts of chip damage, and the occasional kill. Grenadiers have more ammo than their line infantry counterpart, alongside taking less damage. They are great picks for siege maps, and can be a nuisance or a great danger near a powder and ball box.

Jaegers/Minutemen
(British and American)



Other than the Native American, Jaegers and Minutemen are solid threats for long to intensely long range combat. Capable of increasing their accuracy while crouching, there isn't too much of a radical difference between the two other than their melee weapons. Jaegers carry short swords with a solid range and capable of being real dangers up close. However, Minutemen have knives, that swing somewhat faster that swords, however have less range. The Pennsylvania rifle is more accurate, but has less damage and longer reload. The opposite is true for the Buchse rifle.

When and how to attack
Is your enemy turned around? Are they in bayonet range? They don't see you yet? Stab them for a quick kill.

You increase your chances of winning melee duels by strafing, moving forward, aiming for the head, and choosing your fights. If your weapon has a secondary attack (usually quicker than the primary attack) you should use them against opponents who is either gravely wounded, or as a panic button incase you are caught off guard AND at health low enough where a second hit may not be possible to achieve.

Are you ontop of a cliff side, a hill, or inside of a fortress with adequete cover and enemies running in straight lines? You should be using your musket or rifle. It doesn't TRUELY matter if you use buckshot or ball. If you hit an enemy, that will effect them all the way until they die. Dealing 40 damage once, can allow another team mate or a maphazard to instantly kill them, even if the enemy gets the drop on them.

Are you far away from your enemies, and you can't even see their name tags? Do not shoot them, unless if you are confident in your accuracy, wielding buckshot, or are equipped with a rifle. If you cant hit your enemy, chances are, they are very unlikely to hit you either.

Your musket being loaded is important, but if you just fired and you are alone, you should not reload until you get back with atleast two other team mates who are NOT reloading. If you see a team mate in a melee fight, join in. Somebody with 20 health will deal the same amount of damage as somebody who has 100 health, provided they dont get hit.

Using beltaxes or swords, you do not need to be 100% accurate with aiming at the head. Ensuring that your mouse crosses alongside the head while in the middle of your swing will ensure a kill.
Conclusion
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1787855744

Additional Information and resources (May be outdated. By going in game, alot of things are much more updated than the guide presented above.

Battle Grounds 3 Website[battlegrounds3.com]

Battle Grounds 3 Discord [discord.gg]