Since I’m tired of people who don’t seem to know how to use their class correctly, I’m going to give everybody some pointers on how to properly use all four of them, starting with the two I use most: the Engineer and the Assault classes.
First, I’d like to discuss my personal favorite: the Engineer. One thing you should know about the Engineer is that it has a rocket launcher for a reason. If an enemy vehicle comes along, take it out, or if it’s a tank, the very least you can do is draw its fire away from the rest of the team while you go to work on it. Also, since walls and buildings in the game are destructible, you have the most effective way to fight enemies hunkered down on the other side of a wall. Don’t be like all those other idiots who run through the easily-covered door. Instead, blow a hole in the wall with your best friend, the SMAW/RPG. If the enemy isn’t already dead, they are most likely close to it and dazed, so your job is now a lot easier.
Another tool the engineer should use is the repair tool. The EOD bot is cool, but very noticeable and very had to maneuver; so unless you are playing Rush, I’d set it aside. Some of the advantages of using a repair tool is you can help out your helicopters by riding in the back and repairing any damage that it may take. It seems noobish at times, but it works and gives your pilots an advantage over the other guys. just make sure your pilot knows what you’re doing so they don’t eject if they catch fire.
Now that we have equipment out of the way, let’s talk guns. As far as firepower goes in this category, the Engineer is probably in last. Using only SMG’s or other all-kit weapons, the Engineer has the shortest range of weaponry of the four. What they lack in raw stopping power, they make up for in fire-rate and mobility. As an Engineer, it’d be wise to stray from large plains or long roads with little cover. Urban environments are more up an Engineer’s alley. Stick to places where you can ambush a few enemies, then run away to a similar spot so no one can zero in on your position. To aid this run-and-gun tactic, you should stick with a silencer and a basic sight, not going any higher than an ACOG. I personally use the silencer, IRNV, and foregrip on my class, and I have been pretty successful with it so far.
Now onto the Assault class. A big change from Bad Company 2 to Battlefield 3 is the switch from the Support having the medic role to the Assault. It is more fitting this way since they tend to run around more than their LMG-laden cohorts. With this said, you should be frequently dropping your med-kit for teammates in the midst of battle. Not only does this get you points, but also a much stronger ally who can hold out much longer than normal. The only way to accomplish, though, is to stick with your teammates, so do so if you want to boost your team over the enemy. If your teammates do happen to die, bring them back from the grave with your defibrillator. This will bring back one of your unit tickets as well as another gunman to intensify your side’s firepower. Just don’t get yourself killed in the process of reviving them, or nothing will be gained.
The Assault class has the most versatile weapon class in the game: the assault rifles. Depending on what situation you are faced with, you can outfit your boomstick with anything from a red-dot sight to a 7x rifle scope. I prefer the ACOG for my rifle, as well as the foregrip and tac-light for more efficient room clearing. If you have to hunker down and defend, cover long tunnels or roads behind ample cover. Again, don’t get caught out in the open with no cover. Doing so is asking for a bullet through the skull. The class is called Assault for a reason, guys, so when you see an objective owned by the enemy, go after it. Your team can’t win unless you keep the pressure on the enemy, so you might as well try.